recursal/Fanatic-Fandom huggingface dataset:
Cicatrix's Lance

## Lords (485 points)

Vampire Count (Cicatrix) (485 points)

* Brotherhood of the Dragon

* Level 2 Wizard

* Crimson Rage

* Red Plate of Gilles de Raux

* Eternal Ring

* Lance

* Shield

* Skeletal Steed

* Mount’s Protection (5+)

## Heroes (220 points)

Vampire Courtier (220 points)

* Brotherhood of the Dragon

* Level 1 Wizard

* Battle Standard Bearer

* Shield

* Lance

* Skeletal Steed

* Mount’s Protection (5+)

* Dusk Stone

## Core (630 points)

Zombies x50 (165 points)

* Standard Bearer

* Musician

Skeletons x40 (190 points)

* Standard Bearer

Bat Swarms x6 (140 points)

Ghouls x17 (135 points)

## Special (566 points)

Varkolak (175 points)

Barrow Knights x5 (100 points)

* Standard Bearer

Vampire Spawn x4 (177 points)

* Skirmish

Phantom Hosts x2 (60 points)

Great Bats x3 (54 points)

## Rare (595 points)

Winged Reapers x2 (185 points)

* Light Armour

* Paired Weapons

Vampire Knights x6 (410 points)

* Standard Bearer

* Black Standard of Zagvozd

* Plate Armour/Devastating Charge
Old Blood Crun-Cilchux Defence Force

The defense force of Warlord Crun-Cilchux contains all the oldest and most experienced Saurian warriors. Comprised entirely of Saurians, Caimans and monsters there is nothing weak and puny in this army! Be prepared for a tough battle if this army is in your way.

### Characters:

Saurian Warlord (480): Carnosaur, Glittering Cuirass, Talisman of Supreme Shielding, Shield, Great Weapon

Caiman Ancient (300): Great Weapon, Crown of Scorn, Dragonscale Helm, Talisman of Shielding

Saurian Veteran (360): BSB, Armour of Destiny, Great Weapon.

### Core

35x Saurian Warriors (935): Spears, Full Command, Banner of Speed

### Special

7x Caiman (686): Great Weapons, Full Command.

14x Temple Guard (412): Champion, Standard Bearer

14x Temple Guard (392): Champion

### Thunder Lizards:

Thyroscutus (280): Altar of the Snake-God.

Carnosaur Mount (260):

### Jungle Guerrilla:

Weapon Beast (150): Salamander

Weapon Beats (240): 2x Spearbacks
The Army of Duke Markus

### **Characters:**

Duke Markus (520): General, Hippogryph, Questing Oath, Virtue of Audacity, Shield, Potion of Swiftness, Glittering Cuirass, Fleshrender, Sprout of Rebirth.

Paladin Erthrad (436): Battle Standard Bearer, Pegasus, Grail Oath, Shield, Charm of Cursed Iron, Armour of Percival, Lucky Charm.

Damsel Grace (350): 2 Extra Spells, Dispel Scroll.

### **Core:**

9x Knights of the Realm (550): Champion + Standard.

40x Peasant Levy (400): Halberds, Champ + Standard

40x Peasant Levy (400): Halberds, Champ + Standard

10x Peasant Bowman

### **Special:**

Trebuchet (300)

Trebuchet (300)

### **Airborne Gallantry:**

Hippogryph Mount (260)

4x Pegasus Knights (510): Champion + Standard

3x Pegasus Knights (400): Champion + Standard
The Army of Spiderking Ghax

## The Army of Spiderking Ghax (4499pts)

The Army of Spiderking Ghax crawls out of the forests and eats anyone who dares oppose them.

### Characters (1035pts)

Spiderking Ghax and Betsi (310): Forest Goblin King, General, Gargantula (Points in Big n' Nasty), Green Tide, Charm of Cursed Iron, Fleshrender, Lucky Shield, Obsidian Nullstone

Boss Spidkip (225): Forest Goblin Chief, Huntsman Spider, Shield, Dragonfire Gem, Flaming Lance, Plates of Tuktek

Boss Warpol (230) Forest Goblin Chief, Battle Standard Bearer, Shield, Glittering Cuirass, Hero's Sword

Shaman Pwoof (270): Forest Goblin Shaman, 2 additional Learned Spells, Shielding Scroll

### Core (1336pts)

Der Backup (695): 55 Forest Goblins, Spears and Shields, Throwing Weapons, Full Command, War Banner

Der Chuckers (381): 31 Forest Goblins, Musician, Spears and Shields, Standard Bearer, Throwing Weapons

Der Sneaky Ones (315): 25 Forest Goblins, Musician, Spears and Shields, Standard Bearer, Throwing Weapons

Der Speedy Ones (260): 10 Forest Goblin Raiders, Light Lances, Shields, Throwing Weapons

### Special (618pts)

Der Grots (90): Scrap Wagon

Der Grotz (90): Scrap Wagon

Der Runts (140): 6 Grotlings

Da Smellz (298): 3 River Trolls

### Shooty 'uns (450pts)

Der Rock (180): Splatterer

Der Poker (90): Skewerer

Der Stabber (90): Skewerer

Der Holer (90): Skewerer

### Big n' Nasty (1060pts)

Besti (500): Gargantula

Octavia (560): Gargantula, Web Launcher
The Waagh of Warlord Skarsnik

## The Waagh of Warlord Skarsnik (4499pts)

The Waagh of Warlord Skarsnik is a conglomeration of the many tribes flocking to his banner. With such a diverse array of allies who could stand before him?

### Characters (1075pts)

Warlord Skarsnik (340): Cave Goblin King, General, Green Tide, Heavy Armour, Shield, Crown of the Cavern King, Crown of Autocracy, Pan of Protection Pinchin’, Bow

Chief Shaman Sumblitz (310): Cave Goblin Witch Doctor, 2 additional Learned Spells [Pyromancy], Shielding Scroll

Boss Bouncin (205): Cave Goblin Chief, Shield, Cave Gnasher, Dragonfire Gem, Flaming Lance, Plates of Tuktek

Boss Hardnuff (220): Cave Goblin Chief, Battle Standard Bearer, Shield, Glittering Cuirass, Hero's Sword

### Core (1234pts)

Der Boss's Ladz (654): 46 Cave Goblins, Champion, Musician, Spears and Shields, 3x Mad Git, Standard Bearer, War Banner

Der Pinprickers (290): 25 Cave Goblins, Musician, Short Bows, Standard Bearer, Mad Git

Der Shooterz (290): 25 Cave Goblins, Musician, Short Bows, Standard Bearer, Mad Git

### Special (1250pts)

Der Speedy Gitz (140): 5 Common Goblin Raiders, Light Lances, Shields

Der Rabblez (140): 6 Grotling Swarms

Der Teeth (640): 40 Gnashers

Green Speed (90): Scrap Wagon

Green Speedier (90): Scrap Wagon

Der Flappy Bouncers (150): 5 Gnasher Dashers

### Big n' Nasty (760pts)

Der Big Spider (480): Gargantula

Big Arry (280): Giant
The Hell-barrows

The Hell-barrows are a group of hills in the east of North Meanos. They separate the heart of The Eternal Empire of the Vulture-King from the rolling plains to its north. The barrows are home to many ancient tombs dating from the time of the Grand Empire, and in their centre lies an enormous ruined city.
Heldergrad

## The Clockwork City of Heldergrad, capital of the Grand Empire

The Clockwork City of Heldergrad is referred to in almost every surviving record from the time of the Grand Empire. If these records are to be believed, the city contains incredible technologies unheard of in modern Craxumia. Its location has been lost. Some believe it was dragged below the
ocean in the cataclysm that destroyed the Empire.
White Winterland

## The White Winterland

The White Winterland is nestled to the north of the Jewel Palace and between the Rushing River to the east and the Mysterious Forest in the west.

## Significant Places

* **The Diamond Palace**is the capital of the White Winterland and the home of the diamond princess, Demetra. It is made of shining white crystal and has many towers with smooth, domed roofs (pointed ones in the 2020 reprint). It has a frozen pond in its front lawn which is used for ice-skating.
* **Sparkle Mountain** is a source of rock crystal that the Goblins mine, although the path leading to its entrance is difficult to find. For years, rumors told of some terrible *thing* hidden inside.

## Gallery

White Winterland depicted in the 2020 reprint
Siege of Tlaloc

###  Report on the Siege of Tlaloc.

The siege of Tlaloc took place in Spring of year 0, after the Under Empire of Vermin Swarms overthrew the resident Equitainian Knights. The Knight army encamped outside Tlaloc was killed by a pestilent disease, emanating from the army of Putrid Priest Pankk. Pankk decided to take the Saurian city for his own empire, and was met by the Crun-Cilchix Defense Force.

### Pre-Battle

Before the battle, the saurian defenders sallied forth twice, managing to destroy a plague catapult with their efforts. Vermin engineering allowed the digging of tunnels under the walls, with undermines destroying both the main gate, and an adjacent wall section.

### Early Battle

An early charge from a frenzied unit of giant rats crashed into the rubble of the wall where some temple guard stood watch, being handily beaten they retreated immediately. The dreadmills advanced on the left flank, while the siege tower on the right side of the fortress advanced. The Caiman unit defending the gate seized an opportunity to flank and destroy a dreadmill, but left them exposed in the open. Pankk and his plague brotherhood crashed (Literally) into the ruined wall section defended by temple guard, wiped them out and had to overrun through the ruin into the thyroscutus, the plague pendulum losing 2 wounds due to the dangerous terrain.

The rat-at-arms unit in the siege tower hit the walls and clashed with the temple guard in that wall section, losing their meat-grinder to the Saurian BSB but winning the combat, not breaking their opponent. This grind fest continued for the rest of the battle.

### Mid Battle

The Pendulum and plague brotherhood kill the thyroscutus and charge the saurus warriors holding the ruined gate. The pendulum clearly not being built for the terrain, it crumbles and falls, leaving the brotherhood to charge onwards without the general! The brotherhood secure the gate objective, and destroy all but 10 of the saurus warriors having suffered severe casualties of their own.

After killing a second dreadmill for charging them in the back, the caimans also took on a unit of rat-at-arms and lost, mainly due to the callous rats shooting poison globes into the combat. This unit of rat-at-arms with the BSB then took up a defensive position in front of the main gate.

### Late Battle

The Saurian BSB is finally able to push the rats back into the siege tower, keeping them off the wall for good! Weapons teams from the vermin take out almost all the remaining saurus inside the walls. Help arrives in the form of a Warlord riding a might carnosaur, but it is clearly too late. The vermin block the gate, and do not allow the warlord to enter the doomed city.

### Post Battle

At the end of the fierce and close battle, the vermin army managed to take and desecrate the holy saurian city of Tlaloc. If the reinforcements had only arrived sooner the day may have been saved. Only the saurian BSB, general on carnosaur and 2 saurian warriors survived til the end. 7 of 50 plague brotherhood survived, as well as 30 rat-at-arms, the vermin BSB, rakachit machinist, globe throwers, jezzails and grenadiers.

###
Carak Merka

Carak Merka, the mountainous region in the middle of the Charon's Boat, has seen innumerable battles between Elves and vampires. The vampire lords of Chrisvania send their mindless minions and other twisted creatures bound to their will out of the caverns and over the peaks into Elven lands on an almost daily basis. These creatures are a constant plague, continuously battering Elven defenses to weaken their resolve before the Black Season. The slopes of Carak Merka are strewn with corpses, a result of this never-ending war of attrition.
Cithel

Cithel is the younger sister to Caenith, and is the Cult Priestess of the Cult of Nahb witch elves. It is Cithel's duty to lead the blood sacrifices in the Nahb way, speaking the Nahb oaths and prays while being bath in the blood by her attendants. It is additionally Cithel's privilege to summon the Slanneshi daemonesses for the Nahb orgies. However, her high social standing allows her to attend orgies of Slanneshi heralds and princesses.

Cithel's rank allows her to ride a Divine Alter into battle, known as the Cauldron of Blood, which is not pulled by any beasts, but instead moves through the sheer will of the Dark Gods powered by the dark magic of the blood sacrifices that are made in the Cauldron of Blood.
The Army of Underboss Craggdar

## The Army of Underboss Craggdar (4499pts)

The squig hordes of Underboss Craggdar are a fearsome sight. Often the last their opponent ever sees

### Characters (1179pts)

Underboss Craggdar (324): Cave Goblin King, General, Green Tide, Shield, Bow, Armour of Destiny, Ogre Sword, Potion of Swiftness

Shaman Boomhed (430): Cave Goblin Witch Doctor, Wizard Master, 3 additional Learned Spells, Shielding Scroll

Boss Flappol (220): Cave Goblin Chief, Battle Standard Bearer, Glittering Cuirass, Hero's Sword, Shield

Boss Squiggum (205): Cave Goblin Chief, Cave Gnasher, Shield, Dragonfire Gem, Flaming Lance, Plates of Tuktek

### Core (1160pts)

Da Horde (780): 60 Cave Goblins, 3 x Mad Git, Spears and Shields, Nets, Full Command, War Banner

Der Flingies (380): 30 Cave Goblins, 2 x Mad Git, Musician, Bows, Standard Bearer

### Special (1780pts)

Da Bitey Ones (640): 40 Gnashers

Da Bouncers (270): 10 Gnasher Dashers

Der Fliers (270): 10 Gnasher Dashers

Der Crashy (90): Scrap Wagon

Der Smashy (90): Scrap Wagon

Der Distraction (140): 6 Grotlings

Spazza (140): Gnasher Wrecking Team

Gazza (140): Gnasher Wrecking Team

### Big 'n Nasty (380pts)

Big Chewey (380): Great Green Idol (Giant Squig)

## Experience

### Underboss Craggdar

Experience: 1

Level: 0

Bonuses: None

### Boss Flappol

Experience: 1

Level: 0

Bonuses: None

### Boss Squiggum

Experience: 2

Level: 0

Bonuses: None

### Da Horde

Experience: 1

Level: 0

Bonuses: None

### Der Flingies

Experience: 2

Level: 0

Bonuses: None
The Grand County of Chrisvania

The Grand County of Chrisvania is ruled by a vampire aristocracy headed by Count Voloch. The County dominates the centre of Charon's Boat. Its capital is Castle Chrisvania.

## Pre-Great Council

The vampires of Charon’s Boat have dwelt within the jungles since the fall of The Grand Empire. It is thought that Castle Chrisvania was a scientific hub during the Empire’s golden era. Here, many experiments involving Weirdstone occurred. Fragmentary records mention a search for immortality. These experiments are theorised to be the origin of the vampires. It is also likely that during this time, the sky above the continent was blackened. While no mortal has entered Castle Chrisvania and survived, it is supposed that some kind of Weirdstone machine still operates there, causing not only the Perpetual Darkness, but also the Black Season.

## Great Council

Count Voloch joined the bloc of realms who opposed restrictions on Weirdstone use. While the creature never revealed why, it is assumed that Weirdstone is vital to the maintenance of the Perpetual Darkness.

## Post-Great Council

The Grand County quickly began to build its forces for an inevitable war with Sannr Alfheim.

### The War of Chrisvanian Aggression

Pre-empting the elves, Count Voloch declared war in Summer of Year 0 AGC and immediately took the offensive. He personally occupied the no-man’s land
between the realms, then assailed the elven realm’s borders. His lieutenants, Cicatrix and Neferata, began loading their forces into the Chrisvanian navy, planning to strike un-expected from the sea.

The Battle of River Marilla

Voloch was thwarted at River Marilla by the ruler of Sannr Alfheim, Prince Lylas Tyrnea’mitore. Following this disaster, Voloch retreated to Castle Chrisvania, while the elven armies put pressure on the County’s entire western border. Cicatrix stopped disembarking and marched as quickly as possible back towards the capital.

## Cities

* Castle Chrisvania
* Fort Westavia
* Doomvale
* Stillwater Bay

## Armies

* Voloch's Court
* Cicatrix's Lance
* The Host of Neferata
The Mage Host of Bölvasmiðr

## Lords (535 points)

Prophet (Bölvasmiðr) (535 points)

* General
* Level 4 Wizard
* Book of Arcane Power
* Dusk Stone
* Hardened Shield
* Temple Lamassu
	+ Level 2 Wizard
	+ Breath Weapon

## Heroes (459 points)

Hobgoblin Chieftain (62 points)

* Light Armour
* Light Lance
* Shield
* Wolf

Hobgoblin Chieftain (62 points)

* Light Armour
* Light Lance
* Shield
* Wolf

Magus (100 points)

* Level 1 Wizard

Magus (135 points)

* Dispel Scroll
* Level 1 Wizard

Vizier (100 points)

* Battle Standard Bearer
* Lucky Shield

## Core (799 points)

Citadel Guard x25 (455 points)

* Champion
* Musician
* Standard Bearer
* Banner of Nezbkesh
* Flintlock Axe

Hobgoblins x30 (175 points)

* Bow
* Musician
* Standard Bearer

Hobgoblins x29 (169 points)

* Bow
* Musician
* Standard Bearer

## Special (350 points)

Titan Mortar (180 points)

* Earthquake Shells
* Ogre Slave

Rocket Battery (85 points)

Rocket Battery (85 points)

## Rare (355 points)

Hobgoblin Wolf Riders x5 (65 points)

Hobgoblin Wolf Riders x5 (65 points)

Infernal Engine (225 points)

* Shrapnel Guns
The Triple Alliance

The Triple Alliance is a military and economic alliance signed between The World's Edge Mountains, The Eternal Empire of the Vulture-King, and The Under-Empire in Winter of Year 0 AGC. The Alliance is an extension of The Dark Pact.

## The Triple Alliance

The Triple
Alliance

BETWEEN

The Duchy of Bordelaux

AND

The Goblin Realm of the World’s Edge Mountains

AND

The Eternal Empire of the Vulture King

Signed at Zaexun,

Winter, Year 0 AGC

Article I

Should any signatory receive a declaration of war from any other power or powers, the other signatories will immediately declare war on the power or powers declaring war.

Article II

Should any signatory send a declaration of war to any other power or powers, the other signatories will immediately declare war upon the power or powers upon which war was declared.

Article III

All signatories will allow the free movement of each other’s trade and military elements through their territory.

Article IV

All signatories will consult on foreign policy before any decisions are made.

Signatories

Shoazoro, the Vulture-King          Lord Tyrant Grassk                      Warlord Skarsnik
The Battle of the Putrid Plains

Buné's Throng marched out this afternoon to defend their newly formed settlement from the invading Duke Laudethaire the Beloved. A hard battle was fought, with grail knights and some realm knights destroying a unit of horrors on one flank, while vile tallymen ground down knights on the other. The grail knights, lead by the head damsel of The Duchy of Bordelaux charged Bune himself, the champion of the unit meeting him in a challenge only to be slain. The damsel knew he had more fight in him, raising him from the dead to fight and die once more. His death was not in vain for he bought time for Duke Laudethaire to charge and slay a mighty daemon engine of pestilence! When the Duke turned his gaze towards Bune, his hippogryph was struck by a magical ailment causing him to move randomly and fall fall short of the charge. Bune took this opportunity to charge and challenge the general in a mighty duel. After what seemed an age, Duke Laudethaire was only able to severely wound the daemon before falling in combat himself. Meanwhile, the battle standard bearers for both sides were also locked in a duel, with the questing paladin coming out on top as his mighty steed dealt the finishing kick to the harbinger of pestilence.
When all the fighting was done, a minor victory was won by the forces of Bordelaux.
Monum

Monum is a Dwarven Hold in Middle Meanos famed for its resilient foot soldiers. Much of the iron in Meanos is sourced from here.

## History

Monum was once a powerful colony of the Dwarven Empire before the devastation of the Empire's homeland by Cave Goblins. Since the collapse, Monum has become increasingly defensive and isolated. The only contact with the Hold is via traders who visit to purchase iron. Uninvited visitors are met with extreme hostility. A well known example of this hostility is the current King's massacre of Elven explorers from Illith Asur who traveled too close to the Hold, earning the King the name Altir Elfeater.

## Lords (260 points)

King (King Altir Elfeater) (260 points)

* General
* Runic Armour (Rune of Iron x2)
* Runic Weapon (Rune of Might x2, Rune of Precision)
* Talismanic Runes (Rune of Shielding x3)

## Heroes (416 points)

Runic Smith (86 points)

* Great Weapon
* Rune of Reckoning
* Rune of Resolve

Thane (170 points)

* Battle Standard Bearer
* Runic Armour (Rune of Iron)
* Runic Weapon (Rune of Fury x3)
* Talismanic Rune (Rune of Infamy)

Thane (80 points)

* Great Weapon

Thane (80 points)

* Great Weapon

## Core (1255 points)

Clan Marksmen x20 (310 points)

* Champion
* Musician
* Standard Bearer
* Guild-Crafted Handguns
* Shields

Clan Warriors x25 (345 points)

* Champion
* Musician
* Standard Bearer
* Banner of Speed
* Great Weapons
* Shields
* Throwing Weapons

Clan Warriors x20 (200 points)

* Champion
* Musician
* Standard Bearer
* Shields
* Throwing Weapons

Clan Warriors x20 (200 points)

* Champion
* Musician
* Standard Bearer
* Shields
* Throwing Weapons

Clan Warriors x20 (200 points)

* Champion
* Musician
* Standard Bearer
* Shields
* Throwing Weapons

## Special (400 points)

Organ Gun (125 points)

Cannon (100 points)

Cannon (100 points)

Attack Copter (75 points)
Haspari's Legion

## Lord of the Seas (Prince Haspari Con'Dia, 1220 pts)

* General
* High Prince
* Prince of Ryma
* Divine Icon
* Giant Sword
* Lucky Shield
* Ancient Dragon

## Lord of the Seas - Marquis Estellian - (260 pts)

* Commander
* Queen's Companion
* Great Bow of Elu

## 30x Citizen Spears (545 pts)

* Champion
* Musician
* Standard Bearer
* Flaming Standard

## 10x Knights of Ryma (730 pts)

* Champion
* Musician
* Standard Bearer
* War Banner of Ryma

## 19x Sword Masters (615 pts)

* Champion
* Musician
* Standard Bearer
* Rending Banner

## 10x Queen's Guard (340 pts)

* Musician
* Standard Bearer
Haxum

## Haxum the Dead

Haxum is one of Craxumia’s Three Moons. It is as black as obsidian, and therefore near impossible to see in the night hours. It is considered a bad omen if this moon appears in the day sky.

During the Black Season on Charon's Boat, Haxum is the only moon in the sky. All three moons, Haxum, Coril, and Balas, align and neither of the other two moons are visible from anywhere on Charon's Boat. The only omen for the Black Season is the ever increasing shadow of Haxum during day time. As the shadow grows larger and darker, the Black Season draws nearer. The elves call Haxum "the Harbinger" (of the Black Season).

The Black Season does not affect the other continents as it does Charon's Boat, but all the seas, lakes, rivers around Craxumia rise beyond high tide levels, hurricanes and heavy rains devastate sea and land.
Bordelaux

The capitol city of Bordelaux sits at the mouth of the river Sienne. This position gives vital access to trade networks up the river and across the sea. The city is well maintained and projects the air of royalty associated with the seat of the royal throne. On the outskirts of the city among the plains lie vast fields worked by the lower classes providing food and resources to the capitol's wealthy nobles.
The Grand Empire

The Grand Empire (also known as The Weirdstone Empire) was a Human empire that covered all of Craxumia. Little is known about this civilisation, except that it was destroyed in a terrible Weirdstone disaster. Remnants of the Empire can be found scattered throughout Craxumia. The few surviving written records from the Empire describe an technologically advanced dictatorship with an economy based on Weirdstone. Many of the most powerful Artefacts to be found on Craxumia are devices created during this time.

It has taken hundreds of years for civilisation to re-emerge from the rubble of the Empire.

.
The Elven Realm of Tor Alindril

Upon sailing to the southern end of the misty continent of Dancing Chrysalis, Prince Haspari of the Con'Dia line discovered a verdant plain with a gleaming river running through it, spilling out into an estuary reminiscent of his homeland in the far off reaches of the Fortress of the Rising Sun, seemingly half a world away.

Reminded of the grand marbled halls of the Consul's Palace, with their massive columns holding up an enchanted vaulted ceiling depicting the grand victories of his father over the hordes of greenskins and daemons that plagued the Fortress, Haspari felt the pull of creating his own colony, finally shaking off the weight of his fathers' successes.

Joined by his best retainers from his days of studies at the tower among whom were the great Haspar, wielder of strength unparalleled in elven kind, Lokin with his wild magicks coursing through his veins and Yildali, quiet as a whisper and as hard as granite. With all his finest around him, Haspari set about creating his new world.

However, reports from Yil'dali's rangers showed signs of a goblin infestation among the mountains to the north. Filled with burning ambition and haughty desire to exceed his brothers in his explorations and combat prowress, he surged north into the jungles to forge his destiny with his loyal retainers at his side.

## Armies

* Haspari's Legion
* Haspar's Wilders
* Lokin's Teeth
* Yil'dali's Rangers
Nimronyn

Nimronyn is the Cult Priestess who leads the Witch Elves of Nimue's army into battle.

Nimronyn rides an Altar of Nabh into battle, which is powered by the dark magic of the blood sacrifices that are made in the Cauldron of Blood.

Nimronyn is a vicious warrior in battle showing no mercy and lots of hatred of all enemies.
Narmacil's Army

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Narmacil is legendary warrior and Lylas' uncle who mentored Lylas since his childhood. Narmacil supported his nephew's claims and followed him to their ancestral lands. Narmacil now rides his dragon Oroth Naur into battle in support of his nephew's quest.

## Narmcil (General)

Ryma Prince, Divine Icon, Lucky Shield, Lucky charm, Giant Sword
Ancient Dragon mount

## Heroes

Edlothia (BSB)
(Queen's companion)

Dragon Armour, Dragon Mantle, Spear of Blazing Dawn, Longbow, Moonlight Arrows, Shield

**Experience** - 1

Goredhwin

(mage apprentice)

knows 4 spells

## Core

Lancers (x10)
Full Command, War Standard

Archers (x24)
Muso, Standard Bearer

**Experience** - 1

Spearmen (x20)
Full Command

## Special

Sword Masters x21
Full Command
**Experience** - 2

Giant Eagle

Giant Eagle
The Great Horde

The Great Horde is a loose confederation of savage barbarian and ogre tribes located in the east of South Meanos. The Horde is ruled by the Blood Khan from the capital, Blood Keep, though the reality is that the tribes pledge allegiance only when convenient.

## Economy

The various tribes of the Horde pursue many different industries, though a majority make a living through hunting and raiding. Blood Keep itself sits atop a large vein of gold, which is mined by Dwarven slaves.

## Pre-Great Council History

The area of eastern South Meanos dominated by the Horde has always been an untamed area. The Elven Empire, and the Grand Empire following it, failed to control the inhabitants.

## The Great Council

The Blood Khan attended the Great Council, but abruptly left when he heard rumours of an immanent coup at Blood Keep.

## Post-Great Council

The Great Horde is a formidable state, but due to its unstable nature, it is incapable of forming a united front against its enemies.

## The Blood Khan's Bout

In Autumn of Year 1 AGC, the Blood Khan called upon all potential threats to his leadership to fight in a great melee in the gladiatorial pits of Blood Peak. Reports from Blood Peak suggest that the Blood Khan slaughtered his rivals, but succumbed to his wounds the following day. With his death, the Great Horde disbanded.

## Cities

* Blood Keep
* The Iron Spire
* Ul Gathar
* Port Kul
Angol'tur's Army

## Angol'tur (General)

* Master of Canreig Tower
* Great Weapon
* knows 4 spells
* Glittering Cuirass
* Talisman of Supreme Shielding

Experience: 1

## BSB

* Queen's Companion
* Dragon Armour
* Spear of the Blazing Dawn
* Dragon Mantle
* Shield
* Longbow
* Moonlight Arrows

Experience: 1

## Core

Spearmen (x20)

* Champion
* Musician
* Standard Bearer- Flaming Banner

Archers (x22)

* Musician
* Standard Bearer

Elein Reavers (x5)

Elein Reavers (x5)

## Special

Knights of Ryma x6

* Champion
* Musician
* Standard Bearer
* Devastating Charge

Sword Masters x21

* Champion
* Musician
* Standard Bearer

Experience: 2

Giant Eagle

Giant Eagle

Lion Chariot

Lion Chariot

## Peacekeepers

Sea Guard Reaper

Sea Guard Reaper

Sea Guard Reaper
Warlord Skarsnik

At a young age Warlord Skarsnik was a minor squig keeper for the Broken Moon tribe. He soon discovered that he had a natural gift for cunning and deception. He used this to back stab and cajole his way to the top of the tribe, finally taking out the previous boss with an exploding squig.

Soon a large Waagh under Warlord Gitzsnak was declared against the Dwarves and Skarsnik pledged his tribes support to it. The Waagh was an unmitigated disaster in no small part to Skarsnik. Other tribes were redirected to battles they couldn't win and old rivalries were stoked to the point of violence. The Waagh came to an end when Warlord Gitzsnak was shot in the back by bolts from three throwers in a regrettable friendly fire accident.

Seizing power after the sudden loss of Gitzsnak, Skarsnik proclaimed himself Warlord of the World's Edge Mountains. Hitting isolated Dwarven forts and towns, he drew more support to his banners with these easy victories. Those that did not bend the knee were destroyed. Soon all the tribes of the World's Edge Mountains were united under his banner from the Cave Goblins of the mountains to the Forest Goblins in the jungles.

Soon Warlord Skarsnik decided that the time had to come to remove the Dwarven presence from the World's Edge mountains; Waagh Skarsnik was declared. His two most trusted underlings Spiderking Ghax and Underboss Craggdar were given the tasks of taking Barak Varr and the Dragonhold Mines. Skarsnik would take the jewel of the Dwarven Empire, Karak Eight Peaks.

In a display of cunning befitting the Warlord of the greenskins, Skarsnik decreed that they would take Karak Eight Peaks from below as no Dwarf would expect an attack from below. After breeding specialised tunnelling squigs the way was open to the lower depths of the hold. Through the tunnels poured thousands of greenskins who encountered no resistance, for what army would attack from below? Falling upon the rear of the Dwarven defences they were soon overrun. Strong walls and gun emplacements that could keep an army at bay for years were no use against an attack from within. Before long Skarsnik sat upon the blood soaked throne of the hold.

Only one Dwarven hold remains in the World's Edge Mountains and Skarsnik has his eyes set upon it and the realms beyond.
Saurian Ancients

The Saurian Ancients of Craxumia have always been a mysterious and elusive people. They ignored the summons to the Great Council. They can be found throughout the jungles and forests of the world. Each of their Temple Cities are linked by powerful Weirdstone magics, individual way-stones under the rule of Cuatl Lord Tlanextic. The Saurian race is not aggressive, and instead defend their homes vigilantly. They are able to mobilize three defense forces at a moments notice, travelling through mysterious portals to get to cities that are under attack.

### Armies

The host of Cuatl Lord Tlanextic

Old Blood Crun-Cilchux Defence Force

Skink High Priest Zuhtze-Xa'e's Jungle Ambush
Duke Harken (Deceased)

Duke Harken is the reigning commander of the fortress city of Parravon. Having grown up in the same city as Duke Laudethaire, he is the most trusted army general and often called on for advice in tough times. Duke Harken has drawn many to fight in his army, his two younger brothers fight alongside him along with a powerful damsel. The citadel of Parravon trains many men from the nearby provinces, giving the army a large backbone of bowmen, men at arms and great trebuchets. The core hammer of the army lies in the magical pegasi, with both Duke Harken and one of his younger brothers taking to the skies on the wonderful creatures and leading the elite Parravon Pegasus Knights into battle.
Barak Varr

Barak Varr was once the primary port of the Dwarven Empire. It was toppled by Spiderking Ghax under the orders of Warlord Skarsnik. The dwarven defenders made the greenskins pay in blood, but the ability of Spiderkings hordes to climb straight up the walls of the city ensured victory for the greenskins. It now stands as a monument to the spider god and the greenskins avenue onto the sea.
Haspar's Wilders

## Lord of the Seas (Haspar the Wild One, 722 pts, 3 exp)

* General
* High Prince
* Royal Huntsman
* Great Weapon
* Heavy Armour
* Longbow
* Bluffer's Helm
* Divine Icon
* Talisman of Greater Shielding
* Lion Chariot

## Mage (Archmage Firion, 720 pts)

* Wizard Master
* Asfad Scholar
* 3 Learned Spells
* Book of Arcane Power
* Sprout of Rebirth
* Elven Horse

## 30x Sea Guard (805 pts)

* Champion
* Musician
* Standard Bearer
* Flaming Standard

## 21x Lion Guard (647 pts)

* Champion
* Musician
* Standard Bearer
* Stalker's Standard

## 20x Sword Masters (680 pts)

* Champion
* Musician
* Standard Bearer
* Fleshrender
* War Banner of Ryma

 Sea Guard Reaper (180 pts)
Shambling Hordes

## Characters (1655pts)

* Vampire Count (720pts): Army General (30pts), Blessed Sword (50pts), Dragon Mantle (50pts), Heavy Armour (20pts), Shield (10pts), Talisman of Supreme Shielding (100pts), Von Karnstein (50pts), Hour of the Wolf (60pts)

* Vampire Count (645pts): Blade of Red Thirst (75pts), Armour of Destiny (90pts), Shield (10pts), Skeletal Steed (70pts), Von Karnstein (50pts)

* Necromancer (290pts): Talisman of Shielding (10pts), Additional spell (50pts),Wizard Master (70pts)

## Core (910pts)

* Skeletons (320pts): 30x Skeletons (300pts), Spear, Champion (20pts), Musician (20pts), Standard Bearer (20pts)

* Skeletons (320pts): 30x Skeletons (300pts), Spear, Champion (20pts), Musician (20pts), Standard Bearer (20pts)

* Zombies (110pts): 20x Zombie

* Bat Swarm (160pts): 3x Bat Swarms

## Special (825pts)

* Barrow Guard (825pts): 30x Barrow Guard(630pts), Great Weapon (180pts), Champion (20pts), Musician (20pts), Standard Bearer (20pts) [Banner of the Barrows Kings (80pts)]

## Swift Death (1110pts)

* Vampire Knights (390pts): 3x Vampire Knights (270pts), Champion (20pts), Musician (20pts), Standard Bearer (20pts) [Stalker's Standard (60pts)]

* Varkolak (360pts)

* Varkolak (360pts)
The Army of Boss Speeeda

## The Army of Boss Speeda (4498pts)

The army of Boss Speeda races to crush the enemies of the World's Edge Mountains, running over any who oppose them.

### Characters (860pts)

Boss Speeda (590): Common Orc Warlord, General, Waaagh!, Lance Shield, Bluffers Helm, Talisman of Supreme Shielding, Potion of Speed, Orc Boar Chariot

Chief Slowa (270): Common Orc Chief, Shield, Battle Standard Bearer, Armour of Destiny

### Core (1148pts)

Da Rabble (318): 31 Common Goblins, Musician, Banner, Bows, Shields, 3 Mad Gits

Crumpas (670): 30 Common Orc Eadbashers, Paired Weapons, Champion, Musician, Banner, War Standard

Shockas (160): 5 Common Orc Boar Riders, Shields

### Special (820pts)

Blitz (120): Goblin Wolf Chariot

Chitz (120): Goblin Wolf Chariot

Ditz (120): Goblin Wolf Chariot

Squishies (120): 5 Grotlings

Rumbla (170): Orc Boar Chariot

Tumbla (170): Orc Boar Chariot

### Death From Above (450pts)

Splatta (180): Splatterer

Squisha (180): Splatterer

Poker (90): Skewerer

### Big n' Nasty (1220pts)

Tom (280): Giant

Dick (280): Giant

Harry (280): Giant

Rocks (380): Great Green Idol
The Attempted Landing of Squiggopolis - Summer Year 1 AGC

It was a warm Summers morning. The local garrison guarding the beach was playing a rousing game of kick the goblin when sails were sighted on the horizon. The Dread Legion of Naalthyr had arrived. Bellowing orders the orcs persuaded the goblins to man the siege engines. The battle was afoot.

#### Turn 1

The Dread Legion rowed slowly and moved at most 9" up the board. The greenskins artillery opened fire with an astounding degree of accuracy. Two rocks landing on a boat killing all aboard while the doom diver damaged those on another.

#### Turn 2

The

The elves spurred on by the loss of a boat surged forwards though two crashed onto sand bars. The greenskins artillery opened fire again though without the accuracy displayed earlier. One Splatterer misfired and broke. The other two war machines accounted for the crew of a second boat.

#### Turn 3

The elves in the western boat tried to swim to the operational boat. While swimming across the leader of the Dread Legion, burdened by armour was pulled under the waves. The eastern boat elves bailed out with one drowning as they left. The greenskin shooting resulted in more misfires and caused no casualties.

#### Turn 4

The western elves piled into the boat, losing one in the process. They then surged forwards stopping within 2" of the shore. The eastern elves almost made it to the shore. The greenskins managed to get their warmachines working, but only managed to kill a single elf.

#### Turn 5

The western elves charged out the boat, one of them tripping over and killing themselves. The other two making their way to shore. The greenskins readied their bows and shot the elf charging out the boat.

#### Turn 6

The elves ran towards the greenskins seeking to kill them all. The combined shooting from the greenskins resulted in killing one.

#### Turn 7

The last elf tried to charge the greenskins, but fell just short. In response the greenskins charged at cut down the fragile elf and claimed victory.
Spitepeak

Spitepeak is primary training ground for Warlord Skarsnik. Greenskins flocking from the other continents will be put to the test here. In the shadow of twin volcanos the recruits will test their skills against the many beasts living into the volcano's shadow. Occasionally the volcanos will belch and cover the area in ash killing many of the inhabitants of Spitepeak, but to Warlord Skarsnik it is just another test.
The Army of Duke Harken

### **Characters:**

Paladin Frederick II (302): Questing Oath, Virtue of Humility, Shield, Glittering Cuirass, Crown of Scorn, Great Weapon

### **Character + Airborne Gallantry:**

Duke Harken(650): General, Lance, Pegasus, Grail Oath, Virtue of Might, Shield, Divine Icon, Armour of Percival, Dusk Stone.

Paladin Gilad (552): Battle Standard Bearer, Great weapon, Pegasus, Questing Oath, Virtue of Audacity, Shield, Armour of Destiny.

### **Core:**

10x Knight Aspirant (520): Heavy Armour, Crusaders, Full command.

58x Peasant Levy (600): Halberd, Full command

### **Special:**

Sacred Reliquary (260)

Trebuchet (300)

Trebuchet (300)

5x Yeoman Outriders (110)

### **Airborne Gallantry:**

5x Pegasus Knights (620): Champion, Musician
Raiders Bounty

## Characters (1236pts)

* Dread Prince (696pts): General, Shield (10pts), Dragonscale Helm (30pts), Jack's Pickaxe (70pts), Midnight Cloak (100pts), Pegasus (170pts), Yema (40pts)

* Oracle (350pts): 3x Extra spells (150pts), Wizard Master (70pts), Book of Arcane Power (100pts), Ring of Shadows (80pts), Elven Horse (40)

* Assassin (360pts): Path of Silent Death (40pts), Nightshade (80pts), Sprout of Rebirth (80pts)

## Core (490pts)

* Corsairs (490pts): 20x Corsair (260pts), Repeater Handbow (40pts), Two hand Weapons (40pts), Musician (20pts), Standard Bearer (20pts) [Gleaming Icon]

## Core + Raiders (640pts)

* Dark Riders (398pts): 9x Dark Rider (270pts), Repeater Crossbow (54pts), Shields (54pts)

* Repeater Auxiliaries (242pts): 11x Repeater Auxiliary (220pts), Shields (22pts)

## Special (980pts)

* Dread Knights (260pts): 5x Dread Knight

* Dark Acolytes (360pts): 5x Acolyte (240pts), Champion (120pts)

* Dark Acolytes (360pts): 5x Acolyte (240pts), Champion (120pts)

## Destroyers (540pts)

* Dread Reaper (180pts)

* Dread Reaper (180pts)

* Dread Reaper (180pts)
Caenith, Queen of Naalthyr

Caenith is the Queen and current ruler of Naalthyr , and holds her court in Nelmthyr. Caenith is a highly practised sorceress and the most powerful amongst the elves of Naalthyr, achieving the rank of Exalted Oracle before she was two centuries old.

Caenith is one of three sisters, her younger sisters being Cithel, the Cult Priestess of Nahb, and Rhovaneth, her youngest sister, a sorceress.

Caenith came to power one hundred years ago, when her father, the King of Naalthyr, inexplicably died. Rumour has it that Caenith was often requested at the orgies of the Dark God Slannesh himself. Caenith possessed a rare power to resist the Dark God’s propositions. Her denial drove Slannesh insane, until he promised her anything she wanted, as long as they could copulate. A bargain was struck in which Slannesh would take her father’s soul to the underworld so that she could become Queen. This pact was consecrated within the heart of the volcano Nytebelle, which caused a volcanic eruption.

Caenith often rides her Dark Pegasus in the skies above her Queendom, and also into battle.
Nimue

Nimue is an Exalted Oracle and practices in the arts of Black Magic and leads one of Naalthyr's armies into battle.

Kylantha is a powerful sorceress and as a signature of all most of Naalthyr Oracles, rides a Pegasus into battle. Her magical prowess and favour with Caenith has earned her the Generalship of an army, and leads the Cult Priestesses Nimronym witch elves, fellow oracle Kyrenic and the legendary assassin Drannor into battle.
Kobold Mines

## Summary

Kobold Mines is a fork off from the Kobold Warren where higher level kobolds work the rock to extract copper. Enslaving or devouring one of these workers will unlock the ability to direct your own pawns to mine here, granted they have suitable equipment, or to create a Mining Camp in Dragonhome.

## Lore

Kobolds work tirelessly to extract wealth for their draconic masters. The hard work, and sharp tools make the miners a bit more dangerous than those milling about above, while trained guards also keep an eye out to stop any intruders.

## Local Actions

Mine Copper - Once you have learned about Mining you can direct your pawns to do so for you. You will require Mining Tools in your inventory, or have Pickaxes either equipped or in your inventory. (The more you have, the more pawns can work.) Mining is noisy, and can attract enemy guards to attack you.

## Adjacent Locations

Kobold Warren - You can always return to the previous area.

## Explore Effects

 Encounter Kobold Miner
 Encounter Kobold Guard
 Encounter Kobold Foreman
 Find Ruby
Then Darul

Then Darul is a Dwarven Hold located in the west of the Grey Peak Mountains on the Contested Continent.

## Lords (420 points)

King (King Kirfur Mountainhorn) (290 points)

* General
* Great Weapon
* Shield Bearers
* Runic Armour (Rune of Iron x2, Rune of Mountains)
* Taslimanic Runes (Rune of Shielding x3)

Daemon Seeker (Bolfur Mountainhorn) (130 points)

* Great Weapon
* Paired Weapons

## Heroes (178 points)

Thane (178 points)

* Battle Standard Bearer
* Runic Standard of Shielding
* Shield
* Runic Armour (Rune of Iron)
* Runic Weapon (Rune of Might)

## Core (1005 points)

Clan Marksmen x10 (170 points)

* Champion
* Musician
* Standard Bearer
* Guild-Crafted Handguns
* Shields

Clan Warriors x20 (240 points)

* Champion
* Musician
* Standard Bearer
* Great Weapons
* Throwing Weapons

Clan Warriors x20 (240 points)

* Champion
* Musician
* Standard Bearer
* Great Weapons
* Throwing Weapons

Greybeards x20 (355 points)

* Champion
* Musician
* Standard Bearer
* Banner of Discipline
* Great Weapons
* Throwing Weapons

## Special (728 points)

Organ Gun (140 points)

* Engineering Rune

Cannon (100 points)

Cannon (100 points)

King's Guard x18 (313 points)

* Champion
* Musician
* Standard Bearer
* Banner of Speed

Attack Copter (75 points)
Ulakian

Ulakian is a coastal city located to the north of the Dread Realm of Naalthyr's Capital, Nelmthyr, among dense jungle.

Ulakian is a popular destination for slave laden pirate ships en-route to the Nelmthyr slave markets.

Following the gold and slaves captured during Queen Caenith's raids of Dancing Chrysalis coasts, Ulakian has since prospered and grown from a town into a city.

In the Winter of year 1 ACG, the gold earned from pirate raiding of Highborn Elf and Goblin coastlines, allowed the Governess of the Ulakian to buy a royal charter of city-ship.
Nehonore

## Geography

Nehonore is a large volcanic island in the southern Hemisphere of Craxumia. It lies between the continents of Dancing Chrysalis and Charon's Boat. At the centre of the island sits the enormous volcano, Nytebelle. The coastline of Nehonore is covered in dense jungle.

## Current Events

Nehonore is currently dominated by The Dread Realm of Naalthyr, the capital of which, Nelmthyr, is located on the sole river on the island.
The Great Basin

The Great Basin is an enormous fresh-water lake fed by the many rivers of east North Meanos. It is the result of an enormous explosion in the distant past. Some scholars theorise that some kind of meteorite – likely made of Weirdstone – smashed into Craxumia, leaving the crater which the lake now fills. Certainly, there is an abundance of Weirdstone around and in The Great Basin, and many of its denizens are monstrous and mutated.
Cruel-Pox's Putrid Host

## Anointed (Cruel-Pox, 650 pts)

* Lord of Chaos
* General
* Mark of Pestilence
* Shield
* Giant Sword
* Sprout of Rebirth
* Waste Hardened Skin

## Sorcerer (675 pts)

* Mark of Pestilence
* Wizard Master
* 4 Learned Spells
* Armour of Destiny
* Book of Arcane Power

## Anointed (490 pts)

* Harbinger of Chaos
* Battle Standard Bearer
* Mark of Pestilence
* Shield
* Talisman of Supreme Shielding
* Necrotic Miasma

## Wasteland Warriors x20 (710 pts)

* Champion
* Musician
* Standard Bearer
* Mark of Pestilence
* Banner of Filth

## Once-Chosen x6 (650 pts)

* Champion
* Musician
* Standard Bearer
* Chosen of Pestilence
* Great Weapon
* War Standard
Mousillion

The town of Mousillion was once a proud capitol housing many noble knight families. At an unknown time in the past the Duke of Mousillion decided to try and take the throne for himself, leading a rebellion against the armies of Bordelaux. Eventually, after a long siege the rebellious Duke was defeated and the town remained cursed until this day. Ever wreathed in darkness and mist the people of Mousillion are looked down upon by the nobles of the kingdom, and feared by the peasants. The current ruler, Markus, is a long descendant of the rebellious Duke and has made it his mission to redeem the name of his house via great deeds on the field of battle. The lowborn population shares this fanaticism, yearning to return to the glory days passed down in stories. It is said that the spirit of the rebellious knight joins battle for the army of Mousillion in the attempt to reclaim his honour.
Kobold Warren

## Summary

Kobold Warren is the second location you can reach, and serves as a passage out toward the outside world. Here you first meet the kobolds, the first race you can take on as Pawns, and can recruit up to three Followers.

## Lore

The kobold tribe is ruled by a pair of young bluescale dragons, Prince Azure and Princess Glitterscale, the last children of the bluescale patriarch. Both are about Redscale's age, and they are the only bluescales small enough to fit in the warrens.

Kobolds are abnormally susceptible to Draconic Presence, the ability of dragons to influence the minds of others. They revel in this fact, and happily submit themselves to whatever dragon will have them.

## Local Actions

Visit Wolf Prisoner - Once you discover Jack's cell, you will be able to visit him until you kill or free him. Jack is starving, and can be fed various food items (including kobold pawns) to restore his energy. Still, he is chained by his neck and can't easily leave. Conversing with him can earn a bit of XP in social and mental stats. You can also take advantage of him sexually once he has enough energy, as much as his position will allow. (Note that it is easier to seduce Jack later if you get him used to the idea in prison.)

Every time you leave there is a random chance Jaith the warden will attack you. (normally 25%, but it becomes 100% if you have Jillian in the party.) If Jaith is enslaved or killed, you will acquire the Iron Key, which can free Jack. You can also acquire it by asking Jaith for it if you recruit him, or simply have Jaith do the honors if he is in your party.

You can also free Jack by using Teleport, learned from Nezumi Assassins in the Dragonbone Cave. If you do, Jaith will begin appearing as a random encounter in the Warrens.

## Adjacent Locations

Dragonbone Cave - You can always return to the starting area.

Wolfen Wood - After reaching level 8, or possibly sooner by freeing Jack, you will find the way out to the woods, where the dangers of the outside world await.

Kobold Mines - After reaching level 12, you will find the way down into the mines, where kobolds extract copper from the mountain.