Table of Contents
Feral (Ghwereste)
In the aftermath of Death's awakening of the dead, all seemed doomed for the fair species of Esfah, for Nature and her children had abandoned their creations – or so the world thought. Nature returned alone, without Eldurim, Firiel, Ailuril, or Aguarehl, and she surveyed the burning lands with tears in her eyes.
Nature's sorrow grew, but it was soon replaced by a rage that grew until she trembled with its might. Nature roared, a ringing blast of anger and anguish, and from the forests, the mountains, the valleys and the plains, they came: the beasts of the wilderness.
Nature turned to these mute creatures, and she gave them bones of earth and hearts of air. She imbued them with her own desperate ferocity and her own great courage, and the beasts became intelligent.
These animal people boast great courage and ferocity, tempered by intelligence and compassion. Though they possess a humanoid form, every member of the Feral is remarkably beast like. From the swift flying falcon-folk to the magical badger-folk to the powerful lion-folk, the Feral have a primitive but extensive civilization that thrives on every horizon – where the sky meets the land.
These children of Nature sought out the Dead Ones. Though the species was young and untested, their hearts were true, and their loyalty to Nature absolute.
Click here for more about this species.
ID Icons
Small 1 Health | Medium 2 Health | Large 3 Health | Monster 4 Health |
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Heavy Melee | Lynx-Folk | Leopard-Folk | Tiger-Folk | Bear-Folk |
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Light Melee | Hound-Folk | Fox-Folk | Wolf-Folk | Elephant-Folk |
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Cavalry | Antelope-Folk | Horse-Folk | Buffalo-Folk | Lion-Folk |
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Missile | Falcon-Folk | Hawk-Folk | Vulture-Folk | Owl-Folk |
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Magic | Weasel-Folk | Badger-Folk | Wolverine-Folk | Rhino-Folk |
Normal Action Icons
Magic | Maneuver | Melee | Missile | Save |
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Species Abilities
Feralization |
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Immediately before taking your first march, after dragon attacks have been resolved, each of your armies containing at least one Feral unit at a terrain that contains yellow (earth) or blue (air) may recruit a small (1 health) Feral unit to, or promote one Feral unit in, the army. |
Stampede |
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When at a terrain that contains both yellow (earth) and blue (air), Feral units may count maneuver results as if they were melee results during a counter-attack. |
Spells
Blue (Air) Spells
Hailstorm | |||
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Race | Any | Cost | 2 |
Reserves | No | Cantrip | Yes |
Target any opposing army. Inflict one point of damage on the target. |
Wilding | |||
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Race | Feral | Cost | 3 |
Reserves | Yes | Cantrip | No |
Target any army. The target army may double the melee and save results of any one unit until the beginning of your next turn. Select a unit to double their results after the army makes each roll. |
Wind Walk | |||
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Race | Any | Cost | 4 |
Reserves | Yes | Cantrip | No |
Target any army. Add four maneuver results to the target’s rolls until the beginning of your next turn. |
Lightning Strike | |||
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Race | Any | Cost | 6 |
Reserves | No | Cantrip | No |
Target any opposing unit. The target makes a save roll. If it does not generate a save result, it is killed. A unit may not be targeted by more than one Lightning Strike per magic action. |
Yellow (Earth) Spells
Stone Skin | |||
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Race | Any | Cost | 2 |
Reserves | Yes | Cantrip | Yes |
Target any army. Add one save result to the target's rolls until the beginning of your next turn. |
Path | |||
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Race | Any | Cost | 4 |
Reserves | Yes | Cantrip | No |
Target one of your units at a terrain. Move the target to any other terrain where you have an army. |
Berserker Rage | |||
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Race | Feral | Cost | 5 |
Reserves | Yes | Cantrip | No |
Target an army containing at least one Feral unit. All Feral units in the target army may count save results as if they were melee results during all counter-attacks, until the beginning of your next turn. |
Transmute Rock to Mud | |||
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Race | Any | Cost | 6 |
Reserves | No | Cantrip | No |
Target any opposing army. Subtract six maneuver results from the target’s rolls until the beginning of your next turn. |
Elemental Spells
Resurrect Dead | |||
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Race | Any | Cost | 3 |
Reserves | Yes | Cantrip | No |
Target one health-worth of units in your Dead Unit Area (DUA) that contains the color of magic used to cast this spell. Return the target(s) to the casting army. Magic of any one color (or Ivory) may be used to resurrect Amazons. |
Summon Dragonkin | |||
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Race | Any | Cost | 3 |
Reserves | No | Cantrip | No |
Target one health-worth of Dragonkin units in your Summoning Pool that match the color of magic used to cast this spell. The target(s) join the casting army. |
Summon Dragon | |||
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Race | Any | Cost | 7 |
Reserves | No | Cantrip | No |
Target any terrain. Summon one dragon from any Summoning Pool or terrain that contains the color used to cast this spell to the target terrain. Magic of any one color may be used to summon an Ivory or Ivory Hybrid Dragon. |
Summon White Dragon | |||
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Race | Any | Cost | 14 |
Reserves | No | Cantrip | No |
Target any terrain. Summon one White Dragon from any Summoning Pool or terrain to the target terrain. Any combination of magic colors may be used to cast this spell. |
Special Action Icons (SAIs)
Species Icons
Bullseye | Cantrip | Counter | Dispel Magic | Double Strike |
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Fly | Gore | Hug | Rend | Roar |
Screech | Seize | Trample | Trumpet | |
SAI Effects
Bullseye | |
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Dragon Attack, Missile | During a missile attack, target X health-worth of units in the defending army. The targets make a save roll. Those that do not generate a save result are killed. Roll this unit again and apply the new result as well. During a dragon attack, Bullseye generates X missile results. |
Cantrip | |
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Magic, Non-Maneuver | During a magic action or Magic Negation (Frostwings) roll, Cantrip generates X magic results. During other non-maneuver rolls, Cantrip generates X magic results that only allow you to cast spells marked as 'Cantrip' from the spell list. |
Counter | |
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Dragon Attack, Melee, Save* | During a save roll against a melee attack, Counter generates X save results and inflicts X damage upon the attacking army. Only save results generated by spells may reduce this damage. During any other save roll, Counter generates X save results. During a melee attack, Counter generates X melee results. During a dragon attack, Counter generates X save and X melee results. |
Dispel Magic | |
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Special | Whenever any magic targets this unit, the army containing this unit or the terrain this unit occupies, you may roll this unit after all spells are announced but before any are resolved. If the Dispel Magic icon is rolled, negate all unresolved magic that targets or effects this unit, its army or the terrain it occupies. No other icons have any effect during this special roll. Magic targeting other units, armies, or terrains is unaffected by this SAI. |
Double Strike | |
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Dragon Attack, Melee | During a melee attack, target four health-worth of units in the defending army. The targets make a save roll. Those that do not generate a save result are killed. Roll this unit again and apply the new result as well. During a dragon attack, Double Strike generates four melee results. |
Fly | |
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Any | During any roll, Fly generates X maneuver or X save results. |
Gore | |
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Dragon Attack, Melee | During a melee attack, target one unit in the defending army. The target takes two points of damage. If the unit is killed by Gore, it is then buried. During a dragon attack, Gore generates four melee results. |
Hug | |
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Dragon Attack, Melee | During a melee attack, target one unit in the defending army. The target unit takes X points of damage with no save possible. The targeted unit makes a melee roll. Melee results generated by this roll inflict damage on the Hugging unit with no save possible. During a dragon attack, Hug generates X melee results. |
Rend | |
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Dragon Attack, Maneuver, Melee | During a melee or dragon attack, Rend generates X melee results. Roll this unit again and apply the new result as well. During a maneuver roll, Rend generates X maneuver results. |
Roar | |
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Melee | During a melee attack, target up to X health-worth of units in the defending army. The targets are immediately moved to their Reserve Area before the defending army rolls for saves. |
Screech | |
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Melee | During a melee attack, the defending army subtracts X save results. |
Seize | |
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Melee, Missile | During a melee or missile attack, target up to X health-worth of units in the defending army. Roll the targets. If they roll an ID icon, they are immediately moved to their Reserve Area. Any that do not roll an ID are killed. |
Trample | |
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Any | During any roll, Trample generates X maneuver and X melee results. |
Trumpet | |
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Dragon Attack, Melee, Save | During a dragon attack, melee attack or save roll, each Feral unit in this army doubles its melee and save results. |