Aranha Independent

[ Aranha Icon ] Maintenence: 2
Move: 2, Special Move: Forest


Combat Strengths:
Ranged: 0, Flank: 0, Melee: 60, Def.: 40, Morale: 20

Special Power: Forest movement; no flanking combat occurs if Aranha is present--her webs tangle riders

The Beast Ulvir

[ The Beast Icon ] Maintenence: 0
Move: 4, Special Move: Flier


Combat Strengths:
Ranged: 30, Flank: 0, Melee: 100, Def.: 50, Morale: 50

Special Power: Flying; must devour one living unit every turn (enemy or friendly).

Castoff Caklakk Independent

[ Castoff Caklakk Icon ] Maintenence: 3
Move: 3, Special Move: None


Combat Strengths:
Ranged: 0, Flank: 0, Melee: 60, Def.: 40, Morale: 20

Special Power: No special abilities.

Dreaar Wood Independent

[ Dreaar Wood Icon ] Maintenence: 0
Move: 2, Special Move: Forest


Combat Strengths:
Ranged: 0, Flank: 0, Melee: 10, Def.: 40, Morale: 40

Special Power: All units in Dreaar Wood's army get a +30% bonus to defense strength.

The East Wind Independent

[ The East Wind Icon ] Maintenence: 0
Move: 4, Special Move: Flier


Combat Strengths:
Ranged: 30, Flank: 0, Melee: 20, Def.: 40, Morale: 20

Special Power: Enemy units receive -30% ranged combat strength; all units moving with the East Wind gain flying. (Movement to an adjacent province costs only 1 point for a flying unit.)

Fifi the Basilisk Independent

[ Fifi the Basilisk Icon ] Maintenence: 1
Move: 2, Special Move: None


Combat Strengths:
Ranged: 5, Flank: 5, Melee: 40, Def.: 40, Morale: 20

Special Power: One enemy unit is killed every combat round; if forced to retreat, Fifi kills one friendly unit.

Incendiary Engine Independent

[ Incendiary Engine Icon ] Maintenence: 3
Move: 2, Special Move: None


Combat Strengths:
Ranged: 100, Flank: 0, Melee: 30, Def.: 30, Morale: 15

Special Power: No special abilities.

Lapsang Souchong Independent

[ Lapsang Souchong Icon ] Maintenence: 4
Move: 5, Special Move: None


Combat Strengths:
Ranged: 30, Flank: 50, Melee: 100, Def.: 150, Morale: 100

Special Power: Lapsang Souchong begins the game on the map, protecting a magic item which can be captured by defeating him in battle.

Lord of Herds Independent

[ Lord of Herds Icon ] Maintenence: 0
Move: 5, Special Move: None


Combat Strengths:
Ranged: 0, Flank: 50, Melee: 40, Def.: 80, Morale: 70

Special Power: Opponents' flanking combat reduced 50%.

The Stith Fly Independent

[ The Stith Fly Icon ] Maintenence: 2
Move: 4, Special Move: Flier


Combat Strengths:
Ranged: 20, Flank: 30, Melee: 80, Def.: 150, Morale: 75

Special Power: The Stith Fly begins the game on the map, protecting two magic items which can be captured by defeating him in battle. All combat strengths +10 per round if there is a magic item in the same province.

Troll Snorr Independent

[ Troll Snorr Icon ] Maintenence: 4
Move: 2, Special Move: Water


Combat Strengths:
Ranged: 0, Flank: 0, Melee: 150, Def.: 250, Morale: 100

Special Power: The Troll Snorr begins the game on the map, protecting a magic item which can be captured by defeating him in battle.

The Void Worm Independent

[ The Void Worm Icon ] Maintenence: 0
Move: 2, Special Move: None


Combat Strengths:
Ranged: 0, Flank: 0, Melee: 50, Def.: 50, Morale: 25

Special Power: The Void Worm absorbs spells -- no combat spells are cast in a combat with the Worm, and the Void Worm and its leader (if any) cannot be targets of spells.