Treefolk (Efflorah)

Nature looked up from the war-ravaged plain, weary and saddened by the loss of the Selumari and Vagha, the mighty Amazons, and her Feral animal-folk. From the highlands to the coasts, in the swamps and across the plains, this battle between Nature and Death had raged like a ravenous beast. Each time she had brought forth a new race to stem the tide of evil, Death had corrupted another in return.

But Nature would not give up, refusing to allow the destruction of all that was good on Esfah. She commanded two of her children – Eldurim and Aguarehl – to let loose their powers of earth and water. “Raise up a new race,” Nature beseeched. “We dare not fail; we must defend life!”

And so Earth embraced the roots of the great trees of the Elder Forest, and Water imbued those roots with intelligence and power. The great trees changed, transformed with sentience; the brooks and streams came to life and took on beautiful feminine forms in her honor; and Nature's truest essence became embodied hearts bound to the trees, female companions for life. A sylvan people emerged from the Elder Forest to take up the course of light and life across war-torn Esfah.

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ID Icons

Small
1 Health
Medium
2 Health
Large
3 Health
Monster
4 Health
Heavy Melee
Oakling

Oak

Oak Lord

Darktree
Light Melee
Willowling

Willow

Noble Willow

Redwood
Cavalry
Nymph

Naiad

Lady Nereid

Satyr
Missile
Pineling

Pine

Pine Prince

Strangle Vine
Magic
Hamadryad

Dryad

Eldar Dryad

Unicorn

Normal Action Icons

Magic Maneuver Melee Missile Save

Species Abilities

Rapid Growth
When at a terrain that contains yellow (earth), Treefolk units that do not roll an SAI result may be re-rolled once when making a counter-maneuver. The previous results are ignored. Any units you wish to re-roll in this way must be selected and re-rolled together.
Replanting
When at a terrain that contains green (water), Treefolk units that are killed, should be rolled before being moved to the Dead Unit Area (DUA). Any units rolls an ID icon are instead moved to your Reserve Area.

Spells

Green (Water) Spells
Watery Double
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.
Accelerated Growth
Race Treefolk Cost 3
Reserves Yes Cantrip Yes
Target your Dead Unit Area (DUA). When a two (or greater) health-worth Treefolk unit is killed, you may instead exchange it with a one health-worth Treefolk unit from your Dead Unit Area (DUA). This effect lasts until the beginning of your next turn.
Flash Flood
Race Any Cost 4
Reserves No Cantrip No
Target any terrain. Reduce that terrain one step unless an opposing army at that terrain generates at least six maneuver results. A terrain may never be reduced by more than one step during a player's turn from the effects of Flash Flood.
Wall of Fog
Race Any Cost 6
Reserves No Cantrip No
Target any terrain. Subtract six missile results from any missile attack targeting an army at that terrain until the beginning of your next turn.
Yellow (Earth) Spells
Stone Skin
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
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.
Wall of Thorns
Race Treefolk Cost 5
Reserves No Cantrip No
Target any terrain not at it's eighth face. Any army that successfully maneuvers that terrain takes six damage. The army makes a melee roll. Reduce the damage taken by the number of melee results generated. This effect lasts until the beginning of your next turn.
Transmute Rock to Mud
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
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
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
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
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
Cantrip Choke Confuse Counter Dispel Magic
Double Strike Hoof Rend Sleep Smite
Smother Surprise Teleport Trample Volley
Wild Growth
SAI Effects
Cantrip
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.
Choke
Melee During a melee attack, when the defending army rolls for saves, target up to X health-worth of units in the that army that rolled an ID result. The target units are killed. Their ID results are not counted towards the army's save results.

Note: Choke works outside of the normal sequence of die roll resolution, applying its effect immediately after the defending army makes its save roll but before they resolve any re-roll effects or SAIs.
Confuse
Melee, Missile During a melee or missile attack, target up to X health-worth of units in the defending army after they have rolled for saves. Re-roll the targeted units, ignoring all previous results.

Note: Confuse works outside of the normal sequence of die roll resolution, applying its effect immediately after the defending army makes its save roll but before they resolve any re-roll effects or SAIs.
Counter
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
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
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.
Hoof
Dragon Attack, Maneuver, Save During a maneuver roll, Hoof generates X maneuver results.

During a save roll, Hoof generates X save results.

During a dragon attack, Hoof generates X save results.
Rend
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.
Sleep
Melee During a melee attack, target one unit in an opponent’s army at this terrain. The target unit is asleep and cannot be rolled or leave the terrain they currently occupy until the beginning of your next turn.
Smite
Dragon Attack, Melee During a melee attack, Smite inflicts X points of damage to the defending army with no save possible.

During a dragon attack, Smite generates X melee results.
Smother
Melee During a melee attack, target up to X health-worth of units in the defending army. The targets make a maneuver roll. Those that do not generate a maneuver result are killed.
Surprise
Melee During a melee attack, the defending army cannot counter-attack. The defending army may still make a save roll as normal. Surprise has no effect during a counter-attack.
Teleport
Maneuver, Non-Maneuver During a maneuver roll, Teleport generates X maneuver results.

During any non-maneuver roll, this unit may move itself and up to three health-worth of units in its army to any terrain.
Trample
Any During any roll, Trample generates X maneuver and X melee results.
Volley
Dragon Attack, Missile, Save* During a save roll against a missile attack, Volley generates X save and inflicts X damage upon the attacking army. Only save results generated by spells may reduce this damage.

During any other save roll, Volley generates X save results.

During a missile attack, Volley generates X missile results.

During a dragon attack, Volley generates X save and X missile results.
Wild Growth
Non-Maneuver During any non-maneuver roll, Wild Growth generates X save results or allows you to promote X health-worth of units in this army. Results may be split between saves and promotions in any way you choose. Any promotions happen all at once.