And a third list of layers of the Abyss.

Lots of material to draw upon for the development stage.

LayerNameNotes
1JhaatMost common Astral entry layer to the Abyss, this layer also connects to Stygia, Pandemonium, and Sarendathos, as well as approximately 83 internal layers (one-eighth of the Abyssal planes)
4 Court of Aeskylos, the Shaper.  This plane is animate and malleable to his whim, and connects to layer 500.
12 Court of Shabriri.  This plane connects to the layer 393.
45 A desert plane of arid scrub, which connects to Syrithol (Xalta’s first plane), and layers 205, 361, and 425.
54 Court of Sceirion.  All four planes are interconnected throughout, and share planar geographical features.  The Keep of Rhieaz is Sceirion’s stronghold.   
55 
56 
57 
65 Court of Lolth, Demon Queen of Spiders.  The 65th layer is Lolth’s secondary domain and hidey hole, the 66th is her web.  Her web connects to the layer 500, and both layers connect to various alternate Primes through permanent gates that Lolth has created as invasion routes.
66 
73 A Prime-like layer wracked by constant storms.  It also connects to layer 371.
74 Stygia impinges upon this layer.
79 A Prime-like plane of magical weakness.  No spells greater than 6th level will function (including magic item effects).  This plane connects to layer 371.
85 A mountainous layer, and home to many abyssal dragons, this was also the court of the Tiamat pretender Miatta.  Miatta’s hoard and consorts were scattered after her demise at the hands of Trillz the Dark.  
101The Endless EnigmaA prison layer of non-euclidean and tesseractian chambers, created through the combined powers of Alrunes, Fraz-Urb’luu, Sceirion, Obox-ob, and Abraxus.  This level is often the destination of gate traps.  The only being to have ever escaped its confines, Baphomet, entered on a bet and emerged 7500 years later.  Most demonic scholars believe that each of the plane’s creators built special strongholds and caches throughout its structures.  In addition to creatures indigenous to this unique environment, the plane is inhabited by various failed experiments, political prisoners, invaders, adventurers (Prime-planar, demonic, and otherwise), and such.   
120 Court of Yeenoghu, Demon Lord of Gnolls and Ghouls.  Layer 120 is a hilly, forested plane, and Yeenoghu’s personal domain where he hunts.  Layer 121 has similar geography, and is a training-ground for Yeenoghu’s gnolls, gnoles, gholes, thouls, ghouls, trolls, and legions of demons.   
121 
149 Court of Baphomet, High King of Demonkind.  Baphomet’s layer is mazey, with various open “courtyards” that contain forests, seas, and his palace (at the center of the plane, of course).  The demon Belitfint is Baphomet’s chief aide and major domo.  This layer connects to Labyarax (Sarendathos’ first layer).  
153 This chaos plane connects to Limbo and layer 371.
184 This plane is an empty husk, a barren vacuum.  An open conduit to the Negative Material plane has drained this plane of all life.  For all practical purposes, this plane is an extension of the Negative Material Plane, and all magics that require contact with that plane function normally on this layer of the Abyss.  
212 The Dead Court of Orcus.  These planes are a huge graveyard wherein all known and unknown forms of undead are represented among the populace.  Chadun is Orcus’ chief lieutenant, who controls entrance to the plane through the unnamed city of bones which guards access to Orcus’ realm.  
213 
214 
215 
222 Court of Tsuggtmoy, Demon Queen of Fungi.  This layer is a vast plain of moldering fungus which sinks into vaporous swampy masses of putrescence.  Rivers and lakes of slime cross its surface.  Tsuggtmoy holds court in a bowl-like depression in the lowest depths of the layer’s swamps.  This plane connects to layer 457.
229 A spatial plane of white and black geometry, clouded by shades of grey.  This plane is home to many xuphaitz demons, and other, odder creatures.  Think M. C. Escher.  This layer connects to layer 371.
246 A prime-like layer of rifts, hills, and craggy mountains.  This plane is home to many races of giants, and connects to layers 444 and 471 (Kostchtchie).  
247 A swampy fen layer which houses many will-o-wisps, hags, lower demons, etc.  This plane connects to Xalta’s plane Ocanthrus, and also serves as a temporary home for those who wander in from there (stray Abishai and Barbed devils, the explorative barghest, etc.).  
248 Stygia impinges on the Abyss again on this plane, and forms a large “lake” (anywhere but the Abyss it would be an ocean).    
267 Library of Gresil.  Three planes of row and rows of books, scrolls, tapestries, and other records enclosed in stone shelves.  Paved flagstone floors and walls, ceiling that just go up . . .  Gresil’s library demons now who is permitted to delve the archives.  This plane is neutral ground, at least temporarily, as few demons are willing to risk Gresil’s wrath.  
268 
269 
294 “The Incessantly Sublime Court” of the departed (?) Obox-ob.  This plane plays with one’s mind, body, and soul.  It connects to layer 393.
307 Stygia impinges . . . 
317 Decadent Court of Noticular, Mistress of Vampires, wherein all you see is fit to eat, drink, or drain . . . . 
329 to  346  The Court of Graz’zt.  This covers far too much planar ground to bother going into any detail here.  Layer 333 is Graz’zt’s seat of power, and connects to layer 393.  
(340) Once-court of Morflos, Balrog Lord, absorbed by Graz’zt in its owner’s absence.
350 Court of Azazel, Demon Lord of Snakes.  These planes are amazonian jungle levels filled with rainforests, rivers, and snakes in all colors, shapes, and sizes.  Yuan-ti and  ssilhex are native.  Demogorgon is known to have visited this plane prior to his disappearance.   
351 
371 A barren and rocky plane which was once volcanic.  Obsidian shards and ashen desert wastes.  This plane connects to layers 73, 79, 153, 229, and 407; Stygia also crosses this layer’s schalla (toward Pandemonium).
381 Once-court of Pazeuzeus.  A spatial layer with pewter sky, no sun, and murky clouds in a variety of colors (purple, brown, black, deep ocean green).  Pazeuzeus’ open-aired cloud palace floats randomly about the plane since his insanity.  
393ZegrentilandibThis plane is sentient, and Prime-like, but with fleshy ground.  This plane is a nexus, and connects to Stygia, Mykhaz (Sarendathos’ fourth plane), 12 (Aeskylos), 294 (Obox-ob), 333 (Graz’zt), 407 (Mandrillagon), and 19 other layers (1, 7, 36, 49, 85, 143, 172, 179, 300, 309, 364, 389, 396, 404, 462, 512, 599, 646).
407 Forest planes of Mandrillagon, filled with huge trees, apes, various and sundry primates, tribes of primitive humans?, etc.  Plane 407 connects to layer 393.  
408 
409 
421 Soneillon’s Gardens and Salons of Debauchery.  A largely Prime-like, though small, plane, Soneillon’s Court offers the finest arts of harlotry, hedonism, and such . . . .
432 A tiered plane, which connects to the depths of Mykhaz (Sarendathos’ fourth plane), with a fair amount of daemonical traffic.
444 A sentient plane, with bestial appetites and instincts.  It tries to gobble up those who intrude upon it by animating itself in interesting manners.  It connects to layer 246.  
451 A Prime-like plane of dark forests, with no sun and seven moons.  Many drow live here, or make it a point to visit this layer while in the Abyss.  This layer connects to Chamada (Hades’ third plane), and many daemons and gigantes travel between the realms.
453 Stygia impinges
457 Once-court of the deceased demon lord Juiblex.  This layer is being annexed by Tsuggtmoy, who can offer some consolation to the lordless slimes, jellies, puddings, etc.  This plane connects to layer 222.
471 Court of Kostchtchie.  471 is a frozen, mountainous layer, covered over by glaciation, and home to frost giants.  472 and 473 are tundra plains covered with fir forests and share a sun.  474, recently taken, is a temperate Prime-like layer which is now succumbing to an ice age.  Plane 471 connects to layer 246.
472 
473 
474 
492 Stygia impinges in a cascading waterfall, which pools in a large lake, and drains out of the Abyss.  Ancient watch towers stand on either shore of the falls; they are generally unoccupied.  
500 A Prime-like, tiered layer with two white suns and a ringed, asteroid-strewn sky of purple (with silver/pewter clouds).  This plane connects to Stygia, Pazandillan and Pheletho (Sarendathos’ second and third planes), as well as layers 4, 65, 546, and twelve others (1, 19, 27, 200, 257, 285, 304, 416, 438, 449, 497, and 602).
510 Court of Aseroth, Demon Lord of Githyanki and Regent of the Silver Realm.  This layer is essentially a demonic Astral plane, and spells that require a connection to that plane will function normally.  Githyanki, astral islands, and voidships abound, in addition to the usual motley assortment of demons.
528 Court of Socothbenoth.  A Prime-like realm, with cities, sky ships, and a Lord among the Firstborn.  Uliel, a balrog of considerable power, is Socothbenoth’s castellan.
532 A Prime-like plane of magical strength which allows up to 10th level spells to function, with and temporal distortion as a side-effect.  This effect usually manifests as accelerated aging.  Alrunes is the only being who habitually uses this plane, and it is often another popular destination for gate traps.
546 Court of Demogorgon (see his listing for a description in detail).  Layer 546 connects to layer 500.  
547 
548 
549 
550 
564 Stygia impinges on the Abyss in a gaseous, Bespin-like spatial layer.  Styx is a free-floating stream, with no bed.
606 Court of Gothmog, Demon Lord of Balrogs.  A hellish set of volcanically-paired planes:  layer 606 is the mounts, vents, ash, and slag, while 607 is an underground maze of passages, lava tubes, magma lakes, etc.  Gothmog’s palace rests on a vast pool of bubbling lava, in a huge crater.  
607 
637CarynachThis plane’s name means “The Empty Place” in demonic.  It is a mystery level, since no other layers connect or allow entrance to it.  No gates will open to this plane, from anywhere in the mulitverse.   
651 Stygia impinges
656 Prime-like, a heavily fortified plane which connects to Avernus (Hell’s first plane).  
662 An oceanic, Prime-like layer with island chains, a pink sun, yellow sky, white clouds, and blue/green water.  The Ethereal plane connects to this layer, and magics which require contact with that plane will function normally here.  
666 Court of the missing Fraz-Urb’luu.  An illusory layer of deception.  This plane is under Fraz-Urb’luu’s mental control.  It currently appears flat and featureless.  

Another list of layers of the Abyss


Layers of the Abyss

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Each layer of the Abyss is different from all the others, the only apparent similarity being that the plane seems to try and inflict as much harm on travelers with each layer as possible. It might even be said that the plane is as varied and evil as the demons who inhabit it. Even deities dwell in the Abyss, like Umberlee and Merrshaulk, as well as Demon Lords that are mostly worshiped by one kind of species, such as Sess’innek, the lord of lizardfolk who makes his home on the seventh layer, Phantom Plane, and Vaprak, patron of ogresogre mages and trolls. Vaprak is located on the layer of Shatterstone. Lolth used to occupy the 66th layer as the Demonweb Pits, but during the Silence of Lolth, she moved her domian from the Abyss to a plane of her own making, leaving the 66th layer a desolate wasteland, bereft of any life, mortal or otherwise.

List of Known LayersEdit

  • 1: Pazunia (The Plane of a Thousand Portals)
  • 2: Descolada Driller’s Hives, realm of Tharzax the Chattering Prince.
  • 3: Zenador The Forgotten Land, realm of Zzyczesiya the Ungrasped.
  • 4: The Grand Abyss, a bottomless, nigh-infinite canyon that contains portals to virtually every other layer in the Abyss.
  • 5: Wormblood
  • 6: Eyenabella Realm of a Million Eyes
  • 7: Phantoas Phantom Plane, realm of the demon lord of the lizard kings, Sess’Innek.
  • 8: Skindjur The Skin-shedder, realm of Volisupula the Flensed Marquesse.
  • 9: Messaqqio Burningwater
  • 10: “That Hellhole”
  • 11: Molrat
  • 12: Twelvetrees
  • 13: Bloodtor, realm of the goddesses Beshaba and Umberlee
  • 14: Trondheim The Steaming Fen, realm of the Queen of Chaos.
  • 15: Dammerung, The Courts Of Mustering (the Balor Gurtheoinir)
  • 16: The Endless Graveyard
  • 17: Varsam Death’s Reward, realm of Abraxas the Unfathomable.
  • 18: Carnaxius
  • 19: Falserapture
  • 20: Candlesnuff
  • 21: Fushimi The Sixth Pyre, realm of Kardum, Lord of Balors.
  • 23: Kolmogrov The Iron Wastes, , home to Kostchtchie, demon Prince of frost giants.
  • 24: Elenur The elemental wastes.
  • 25: Ic’vnign The Swarming Jungle, Ruler – I’tkk’chavni
  • 27: Malignebula, realm of the Abyssal lord Lissa’aere the Noxious.
  • 28: The Mountains of Murder
  • 30: Slimeflow
  • 31: Deserts of Still Silver
  • 32: Sholo-Tovoth The Fields of Consumption, realm of Turaglas the Ebon Maw
  • 33: Hollowshell
  • 37: The Feeding Reach
  • 45: Azzagrat – Rauwend
  • 46: Azzagrat – Shadowsky
  • 47: Azzagrat – Voorz’zt (realm of the demon prince Graz’zt, rival of Demogorgon)
  • 48: Skeiqulac the Ocean of Tears (aka Nerebdian Vast)
  • 49: Shaddonon, realm of the demon lord Rhyxali, Princess of Shadow.
  • 52: Vorganund
  • 53: Impalator (aka Phage Breeding Grounds)
  • 57: Torturous Truth,realm of the Abyssal lord Alvarez the Purging Duke.
  • 65: The Demonweb
  • 66: Demonweb Pits
  • 67: The Heaving Hills (Verrangoin Realm)
  • 68: The Swallowed Void
  • 69: The Crushing Plain
  • 70: The Ice Floe
  • 71: Spirac, hunting grounds of the demon lords.
  • 72: Darklight, realm of Nocticula the Undeniable.
  • 73: Moskva The Wells of Darkness,currently serve as the prison of several demon lords such as Shami-Amorae, Ansitif and Ebulon.
  • 74: Suriyawong Smaragd, home to Merrshaulk the yuan-ti deity and Ramenos the bullywug deity. Also contains The Viper Pit Sseth’s realm, and the Silent Temple.
  • 77: The Gates of Heaven, realm of Munkir and Nekir.
  • 78: Silvus The Chaotic Jungle
  • 79: The Emessu Tunnels, realm of Anarazel the Daring Darkness.
  • 80: “That Miserable Place”
  • 81: Blood Shallows
  • 87: Salt Desert
  • 88: Giria Gaping Maw, also known as Abysm, home to Demogorgon, Prince of Demons, one of the highest-ranking demons in the abyss.
  • 89: Virlomi The Shadowsea, oceanic realm of the demon lord Dagon, Prince of the Depths.
  • 90: The Guttering Grove (The Screaming Jungle, Ilsidahur’s realm)
  • 91: Aygisthos The Wreckage
  • 92: Ulgurshek, (the massive, god-like creature known as Ulgurshek is the plane itself, he is not a demon and predates the creation of the Great Wheel. He lays in dormancy)
  • 96: Nogard
  • 97: (ruined maze?)
  • 99:Unnamed contested layer consisting of several distinctive realms (1e D&D module Tales of the Outer Planes); one is where demons are spawned, another is a lightning realm, in another can be found portals leading to Juiblex and Kali’s layers.
  • 100: Forge of the Abyss, The Barrens
  • 111: The Mind of Evil, realm of Sch’theraqpasstt the Serpent Reborn.
  • 112: Stalkingbones
  • 113: Thanatos, the realm of Orcus, demon prince of the Undead.
  • 114: Open Grave
  • 121: Degrazazt
  • 122: False Fallow
  • 128: Slugbed, realm of the Abyssal lord Lupercio the Baron of Sloth.
  • 137: Outcasts’ End, realm of Azazel, Prince of Scapegoats.
  • 142: Lifebane, realm of the god Chemosh from the Dragonlance setting. (2nd edition AD&D)
  • 148: Torrent
  • 156: Boggywood
  • 176: BaiaHollow’s Heart, realm of the demon lord Fraz-Urb’luu, which, due to his magical illusions, appears to be flat, colorless, and featureless to the human eye.
  • 177: The Writhing Realm, realm of Ugudenk the Squirming King.
  • 178: The Forlorn Realm, realm of Aseninoth
  • 181: Calicut, The Rotting Plain, realm of the troglodyte god Laogzed
  • 190: Sydonai “The Drowning World”
  • 191: Fountain of Screams
  • 192: Lagunaa, The Midnight Pools
  • 193: Vulgarea, realm of the foxwoman goddess Eshebala.
  • 221: Blekhole
  • 222: Shedaklah, (aka The Slime Pits), home to Juiblex demon Prince of Slimes, and Zuggtmoy, Demon Queen of Fungi.
  • 223: Cordoba, Offalmound, former realm of the dead god Moander
  • 225: Delvcaem, Decay
  • 230: Honshu, The Dreaming Gulf, a windy realm home to the dreams of dead gods.
  • 241: Palpitatia, realm of the bugbear gods Grankhul and Skiggaret.
  • 245: The Scalding Sea
  • 248: Mindanao, The Hidden Layer, realm of Eltab.
  • 260: Green Abyss, Alrunes’ lair.
  • 266: Acid Indecision
  • 274: Durao (gateway layer), mustering ground for the armies of the Abyss as they prepare for battle in the Blood War.
  • 277: Belistor, Yrsillar’s lair.
  • 297: The Sighing Clifs, realm of the Abyssal lord Lady Lynkhab.
  • 300: Feng-Tu, realm of the Chinese gods Tou Mu and Lu Yueh.
  • 303: The Sulfanorum
  • 313: Gorrison’s Grasp, site of Illssender’s Tower
  • 324: Theivukash, Stromckuk’s realm
  • 332: The Bazaar — This marketplace stretches infinitely in all directions on the 332nd Plane of the Abyss. It’s the home plane of the Mercane. It features row upon row of stalls, tents and displays punctuated with occassional buildings. Essentially, the plane is filled with pan-dimensional travelers who are on shopping trips. The sky is lighted by a vivid green mist and there’s no apparent day or night. The ground is covered in sand.
  • 333: The Broken Scale, realm of the god Hiddukel from the Dragonlance setting.
  • 334: unknown (Eldanoth’s realm, from Faces of Evil)
  • 340: The Black Blizzard
  • 345: Fyerwold
  • 348: Fortress of Indifference, ruled by Tapheon, the nalfeshnee; former realm of the demon lord Thralhavoc.
  • 357 – The Arc of Eternity, realm of Eldanoth the Bloodless Scion.
  • 363: Sabraoxot
  • 366: Azgoroth
  • 373: Furnace
  • 377 – Plains of Gallenshu
  • 381: Bodak’s Layer
  • 390: The Hinged Plain (The Clap)
  • 399: Moctezuma, The Worm Realm, realm of the gnome god Urdlen.
  • 400 – Woeful Escarand (Nalfeshnee Realm), a court at which newly arrived larvae and sometimes other demons are judged
  • 403: The Rainless Waste, site of Mal Arundak, the City of Confusion (Fallen archon realm)
  • 421: Nagoya, White Kingdom, ruled by the King of Ghouls, once a vassal to Orcus and Yeenoghu, but is now a free agent.
  • 422: Otaheti, The Seeping Woods, ruled by Yeenoghu, demon Prince of Gnolls.
  • 423: Galun-Khur (unknown ruler)
  • 429: Anagon (realm of Anaroggg and Armon)
  • 430: Fatal Bleeding
  • 431: Chaotic Memories
  • 433: Acid Ocean
  • 434: Shrieking Lands
  • 444: Cogerron
  • 448: The Great Bordello
  • 452: Ahriman-Abad (Ahrimanes’ realm)
  • 462: The Atrcity Caverns
  • 471: Androlynne (aka Succubi Womb, ruler Pale Night)
  • 487: Reykjavik, Lair of the Beast and Mansion of the Rake, realm of the vampire god Kanchelsis.
  • 489: Sorelledolce, Noisome Vale, ruled by the balor Tarnhem.
  • 493: The Steeping Isle
  • 499: Carroristo
  • 500: Volcanoes
  • 503: Torremor, realm of the demon lord Pazuzu.
  • 507: Occipitus, former realm of Adimarchus, the demon prince of madness.
  • 518: Melantholep possible name of the nesting grounds of the chole dragons, or perhaps an unknown demon prince who rules the layer.
  • 519: March of the Pierced Men
  • 524: TrondheimShatterstone, realm of the ogre god Vaprak.
  • 528: Molor (Juiblex’s realm)
  • 530: Kazum (The City of the Pit)
  • 531: Velha, Vudra, realm of the giant marilith Shaktari, the Queen of Poison.
  • 536: The Fair Deception (featured in SIGIS#17)
  • 546: The Nightmare Cage (J’sald-Xerix’s realm)
  • 548: Garavond (Haagenti’s realm)
  • 550: Forest of Living Tongues
  • 555: Maggotloch
  • 558: Fleshforges (Dwiergus’s realm)
  • 561: Shaddonon
  • 565: Sandslide (The Falling Desert)
  • 566: Soulfreeze (aka Bloodfield, Aseroth’s realm)
  • 570: Shendilavri, realm of the demon lord Malcanthet, Queen of the Succubi.
  • 575: Awash
  • 586: Prison of the Mad God, realm of the derro god Diinkarazan.
  • 593: Parch
  • 594: The Mistlands (aka Erotica)
  • 597: Goranthis (Socothbenoth’s lair)
  • 600: Endless Maze,the realm of Baphomet, demon Prince of Minotaurs. The demoness Pale Night resides here as well.
  • 601: Conflagratum, realm of the Abyssal lord Alzrius, Lord of Infernal Light.
  • 613: Morgonaugh
  • 622: Engulfing Abomination
  • 623: The Realm of Chaos
  • 628: Vallashan
  • 635: Behemothome
  • 642: The Red Jungle
  • 643: Caverns of the Skull (Kali’s realm)
  • 650: The Timepiece Infernal
  • 651: Nethuria (Vucarik’s lair)
  • 652: The Rift of Corrosion
  • 657: The Steaming Fen (mentioned in Rod of the Seven Parts)
  • 663: ZionynXhoul realm of the demon lord Obox-ob, Prince of Vermin.
  • 665: Open Maw
  • 666: The Heart of the Abyss – Abaddon, The Bottomless Pit
  • 667: Layer of Evil Incarnate.
  • 668: Layer of Chaos Incarnate.
  • 669: Annihilation (Spheres of Darkness).
  • 670: The Crumbling Hell.
  • 683: Tutiolth.
  • The Bottomless Pit, duplicate layer also ruled by Abaddon.

Layer unknown: The Verdant Chasm (Chernavog’s realm)

Layer wandering: Coagulus (Codricuhn’s realm)

Layer wandering: Demonwing (The layer was transformed by Demogorgon into a flying stone-walled ship capable of navigating between planes. It is under the command of the balor Straoth.)

Layer unknown: The Plains of Rust (A neglected swamp with a portal to the Hells. Orcus and Juiblex covered the portal by strengthening the poisonous nature of the realm, causing the iron structures to bury the plane in rust.)

Layer unknown: The Spires of Razjak (A layer of vast desolation and canyons. Inhabited by the once beautiful Demon Lord Razjak. After a conflict, Graz’zt turned him into a bestial creature.)

Layer 92: Ulgurshek (Ulgurshek is the oldest recorded being of the Abyss. A god-like being that was before the Great Wheel itself, now lies in dormancy. He can be accessed via Layer 92, which only represents a portion of him.)

New Game in development: Conquest of the Abyss

Layers that do not have a specific designation will be procedurally generated. Probably add an odd option to scramble the known planes of the Abyss as well.

Scenario Details: Kingdom of War vs. Loskalm

Military

Game Map of Esrolia

All hand-drawn hexes, done in the early 2000’s. The area depicts the lands south of the Dragon Pass boardgame . Upon looking at the official hex maps of the area, I see my map is grievously erroneous.

Once the hex paper comes this week I will decide which is more conducive to the particular style of fantasy wargame I am envisioning.

Grid Cartographer 4

Just purchased this on a steam sale. And I’m very excited by it. It will let me create hex maps of ANY size. So it’s going to be absolutely no problem to handle my Glorantha project. I’m still going to need to push counters around, so have ordered, and am very anxiously awaiting a roll of hexagonal graph paper. 30″ by 120″. Very much looking forwards to coloring it in. Will definitely post progress. It’s a bit of a round-about process, but I’m at least enjoying myself.

Rebel Forces

The Free Army’s Order of Battle at The Battle of Heroes

The Free Army

NameTypeQualitySize
Typical Herowars Abilities
Harrek’s Wolf PiratesLMIIrregular B1,000
Close combat 15w, Berserker fury 10w, Resist magic 10w
FreemenMIRegular C800
Close combat 19, March in Step 15, Magic 18
GuildsmenMIRegular C800
Close combat 19, March in Step 15, Magic 18
Queen’s Own FootMIRegular C1,000
Close combat 19, March in Step 15, Magic 18
Baron’s Sanuel’s HorseKIrregular B300
Charge 10w, Close combat 10w, Resist Magic 10w, Gallantry 18
Dragonfriend’s WarbandHIIrregular B600
Close Combat 10w, Steadfast 5w, Orlanthi Magic 10w
Knight Fort CavalryKIrregular B500
Charge 15w, Close combat 10w, Steady 5w, Aeolian magic 5w
Choralinthor ArchersArchersRegular D500
Archer 18, Marine Combat 16, Boating 16
Karse SpearsMIRegular C1,000
Close combat 17, Hold Formation 16, Magic Defence 16
Wolfe’s HorseHCRegular B400
Charge 15w, Close combat 10w, Steady 5w, Alakoring Magic 5w
GoldgottiLMIRegular B900
Close combat 5w, March in Step 18, Magic 2w, Plunder 5w
Sharpsword’s GuardLHIIrregular A500
Close Combat 5w2
Thieves ArmMCIrregular B400
Free Philosophersmagic100
Eagle Brown Warlocksmagic200
Eleven Lightsmagic200
Storm Walkersmagic300
Knights of St. EhilmKRegular B500
Charge 15w, Close combat 9w, St Ehilm magic 5w, Chivalrous 20
Army of Tomorrow footMIRegular C1,000
Close combat 17, Steady 17, Peity 17
Army of Tomorrow KnightsKIrregular B500
Charge 5w2, Close combat 5w, Resist Magic 5w, Toughness 20
Sartar Sun Dome TemplePhalangitesRegular B1,600
Close Combat (2h spr & shld) 20, March in step 3w, Spear magic 3w, Obey orders 2w
March Light HorseLC500
WolfrunnersLMIIrregular B1,000
Close combat 10w, Run down foe 10w, Scent foe 5w, Telmori magic 3w
Candle Dancers1,000
Warm Sistersmagic100
Wind Children500
From the Storm Walk Mtns
Earth Twinsmagic100
Formed in 1628, after Kallyr’s call to arms, by the earth priestesses of Sartar
Narib Companymagic300
New column of the Army of Tomorrow – sorcery and thiest magic mix
Egglord Warlocksmagic400
Draconic disciples all seek to master the ability to have a Draconic Egg and thus be immortal on their quest for Dragonhood.   
Sartari Fyrds5,000
 
Total21,500

The Aldachuri Army

HeadhuntersMC400
Orgovalt’s Guard  200
Aldachu SpearsLMIIrregular C2,000
Close combat 17, Orlanthi magic 17, Hate Chaos 15
Alone BravesLMIIrregular C1,000
Close combat 17, Orlanthi magic 17, Hate Chaos 15
Snakepipe DancersLHIIrregular B400
Close combat 15w, Hate Chaos 10w, Uroxi & Storm Bull magic 10w, Release Spirits and Daimones 5w
Alone KnightsKIrregular B100
Little Shadows  1,000
Hidden GaleLHIIrregular B100
Close combat 10w, Fanatical 5w, Adventerous Magic 3w, Kill killer 5w, Hate Lunar 12w
Lightning Spears  100
Torkani DarksonsLMIIrregular C1,000
Close combat 17, Orlanthi Magic 17, Hate Chaos 15
 
Total6,300

The Wintertop Army

Yarandros ChargersHCRegular B400
Close combat (lance, sword & shld) 5w, Charge crazy 5w, Yarandros magic 6w, Reform 20
Bush Children2,000
Mitchuinn Moonhaters200
Maniskisson’s Warband500
Baron’s Friendsmagical200
Exile Shieldwall2,000
Exile Archers1,000
Exile Light Cavalry500
Exile Medium Cavalry500
Old Schoolmagical100
Commanding a cunit of Magisaurs
Earth Shakersmagical100
Mounted on triceratops
Grazer Lights1,500
Grazer Mediums1,000
Grazer Heavys1,000
Golden Bows200
Feathered Horse Queen Humakti Hiia Guard300
Total11,500

The Poljoni Nation

Flash Jakshamans 300
Kriseshamans 300
And-jayshamans 300
Poljoni clans  3 x 500
Amber clans  2 x 400
Potor  400
Ansil  400
 
Total4,000

Beast Valley

Iron Hoof  200
Centaurs  1,000
Minotaurs  2,000
Satyrs  1,000
 
Total4,200
Grand Total47,500

Order of Battle -research notes

Jareel’s Order of Battle at the Battle of Heroes.

Corp designations:HC = Heartland CorpCC = Cavalry CorpPA = Provincial Army (A = Argar, E = Esrolia, H = Holay, T = Tarsh, V = Vanch)MC = Magical CollegeSA = Sister’s ArmyIB = Imperial Bodyguard

Jareel’s Army

NameTypeSizeCorp
Demon LoversMgHI250IB
Granite PhalanxHoplites1,000HC
University GuardsMI1,200MC
Blue Moon Schoolmages100MC
Upland HorseMC500CC
Wyvren RidersFlyingC200CC
Slate LegionHoplites800HC
Lavic LegionHoplites800HC
Hell SistersHC250IB
Crater Makersmages100MC
Zarkosiansslingers800HC
Jerdic Spell Schoolmages100MC
Turrogus StrikersMC500CC
Lunar Deer ArchersLC500CC
Khans of JaquatMgHC50CC
Silver ShamanMgHC50CC
Queen’s RegimentK500CC
StarkinMC500CC
Breakerssiege engineers300HC
Golden Axlesskirmish chariots100HC
Gilt Scythesassault chariots100HC
Silver Sable LancersHC500CC
Paradisal HeraldsFlyingC200HC
Charguataycossacks500CC
Yergun-garucossacks500CC
Drednyari Orboscossacks500CC
Brogandicossacks500CC
Panishi LancersHC400CC
SkyburnersMgHC50CC
1st Thunder Delta Slingersslingers800HC
4th Thunder Delta Slingersslingers800HC
Iceland StarclubsHI1,000HC
Sticks of Addimages50SA
Seven of Vistursiege mages60MC
Deretinitesartillery chariots100HC
Damuski Clawmenshamans100MC
Wine DanceLC500CC
Spirit Dancersmages50MC
War Daughtersmages100MC
Colleges of Magicmages600MC
Lost CompanyHI (penal)500HC
ChainedMI (penal)1,000HC
2nd Household FootHI1,000IB
BloodspillersHC250IB
 
Total18,570

Provincial Expeditionary Force

Harvar’s WarbandLHIIrregular B300
Harvar’s personal warband and bodyguard, built up with refugees from Sartar’s lunarised orlanthi.
Flying WarbandLHIIrregular A200
Close combat 10w, Steadfast 5w, Orlanthi magic 10w
Ogunjar’s Sacred BandHIRegular A300
Close Combat (2h Spr & Shld) 15w, March in step 15, Spear magic 5w, Obey orders 5wNotes: His bodyguard, serve with the phalanx, adding to it but are distinct, these men have served with Ogunjar for years and are very competent fighters 15w is standard
The Mercenary Sun Dome PhalanxhoplitesRegular B700
Close combat (2h spr & shld) 20, March in Step 3w, Spear magics 3w, Obey orders 2w   
Templar Light InfantryLIRegular C500
Notes: younger men, poor archers
Kuschiles SonsLCIrregular B500
Notes: horse archers of Kuschile tradition, mostly from the Saird region.
Bigger Wind BandLMIIrregular C500
This is a mixed force of Tarumathi, Bigger Wind and other storm groups who have accepted the illuminated side of teh Storm and follow Umatum.
Storm Sons of UmatumLMIIrregular C1,200 
Notes: Tarumathi from Talastar & Umatum supporters froma cross the Provinces
Order of Black IronHIIrregular B300
Notes: Mystics recruited up to strength led by Kao Lu. They form a heavy infantry group using spear and shld
Servants of the CleansingLIIrregular C500
Close combat 18, Pillage 4w, Darkness fetish magics 18Notes: operating now near Balazar, Jarst and Garsting. HQ in Soldier Fort and sponsored by the Provincial Gov’t
Servants of Immortal JusticeHIIrregular B100
Notes: From the heartlands and gaining recruits from the Yelmalio population in the Provinces. Phycho warriors with many shargashi among them.
House GerenthashHIRegular A200
Notes: House troops led by Young Kastokus’ father Venerable Gerenthash.
Black Horse TroopEHKRegular B3 x 500
Charge 10w, Close Combat 10w, Resist Magic 10w, Dour courage 10w, Horse demon 10w
Tusk RidersHCIrregular C1,500
Close Combat 5w, Charge 10w, Cruelty 10w, Bloody Tusk magic 10w
Moirades PhilosophersmagesIrregular C200
Close combat 17, War magic 15w, Ride 19, Argue pointlessly 15w, Debate esoterica 5w2
Tarumati StormbringersLHIIrregular B200
Close combat 10w, Tarumathi battle magics 10w, Invoke High Storm 5w, Hardy 2w
The RamsLHIIrregular B100
Close combat 15w, Ram of Talastar magic 10w, Charge 5w, Fierce 2w
Total

Lunar Army List partial

Lunar Headquarters

The headquarters of the Lunar Army is more than merely the command center. It is the mobile household of the Red Emperor, with dignitaries, consorts, priests, clerks, servants, and slaves. It is a mobile temple, home to the wargods of the Lunar Empire, and attended to by scores of priests.

Red Emperor
TypeHero

The Red Emperor is the immortal, ever-reincarnating ruler of the Lunar Empire, responsible only to his mother, the Red Goddess. He is the supreme head of the political government, the highest priest of the Lunar religion, and commander-in-chief of the Lunar Army.

Bellex Maximus
TypeHero

The Imperial Warlord was appointed in 7/36 (1607) by the current Mask of the Red Emperor. He serves as high priest of all the Lunar wargods and wields the sacred Five Star Standard. The corps of the Lunar Army report to Bellex Maximus, who in turn reports directly to the Red Emperor.

Jar-eel
TypeHeroine

This Heroine of the Lunar Empire is the Fourth Inspirations of Moonson and the current incarnation of the Red Goddess. She is the greatest Hero of the Lunar Empire.

Great Sister
TypeHeroine

The Daughter of the Red Moon, this demigod is one of the very few beings not responsible to the Red Emperor, instead owing allegiance to the Red Goddess herself.

College of Magic

A prominent superiority of the Lunar Army is their unique use of sorcerers, shamans, and priests organized into permanent military units. Most magical units are assigned to the College of Magic, including, among others, the Field School of Magic, the Crater Makers, and the Crimson Bat.

Crimson Bat
TypeMagical
Magic FactorDemigod

The Crimson Bat is a Chaos demon alive in the Middle World and bound in service to the Red Goddess. It is the most awesome exotic magical unit of the Lunar Empire, capable of devouring entire regiments and routing armies. The Crimson Bat generates its own Glowspot, extending approximately 10 miles in all directions. It is served by a cruel Chaos cult that keeps it fed with human victims.

Crater Makers
TypeMagical
Magic Factor4 High

The Crater Makers are an independent school of the Lunar Magical Corps. Their training allows them to call upon the Red Moon to hurl down huge chunks of roaring rock from the sky to fall upon their foes.

Field School of Magic
TypeMagical (Minor Classes)/ Mounted Magical (Major Classes)
Magic Factor4 Medium (Minor Class units)/ 4 High (Major Class units).

The Field School of Magic consists of six priestly/magical units, each with some 200 Lunar priests, sorcerers, and shamans from the University of the Seven Phases in Glamour. The purpose of the Field School is to serve the Red Goddess by serving the Lunar army. They also oversee the coordination of other cults (except the wargods) with the Lunar army. Their magic is subject to the Lunar Cycle.

The Field School is divided into four Minor Class units and two Major Class units. Minor Class units provide as many squads of flexible Lunar magicians as possible. Each squad is organized so that its members collectively master the Seven Phases of the Moon. The members of a Minor Class Unit all dress alike.

Major Class units are composed of Illuminated Lunar magicians, each trained to master at least six of the seven phases. The Major Class magicians are mounted on horses.

University Guards
TypeLight Infantry
ArmorBronze
WeaponsBow, kopis
MoraleRegular
Notes

The Field School of Magic is protected by two regiments of University Guards. They worship Yanafal Tarnils and are sworn to defend their magicians to the death. Sometimes the magicians have to be quite close to the fighting, and since they are likely to be involved in otherworldly activity and utterly helpless in the mundane world, they are very dependent upon their guards for defense. As a result, the University Guards are beloved by the Field School magicians and a part of the Field School’s magic is always given to their Guards.

Blue Moon School
TypeMagical
Magic FactorMedium
NotesNot subject to Lunar Cycle.

The Blue Moon School is an independent school of the College of Magic. They preserve ancient Lunar secrets from lost Mernita that predates the rebirth of the Red Goddess.

Spell Archers
TypeMounted Magical
Magic FactorMedium
NotesNot subject to Lunar Cycle

The Spell Archers are an independent school of the College of Magic. They are sun priests who can cast fiery bolts down from the heavens with their spells.

Comet Seers
TypeMounted Magical
Magic FactorMedium
NotesNot subject to Lunar Cycle

This order of stargazers is an independent school of the College of Magic and use celestial magic to disrupt the enemy.

Imperial Bodyguard

The Imperial Bodyguard is a special group of elite regiments that serves as the bodyguard of the Red Emperor and the tactical reserve for the Lunar Army.

Full Moon Corps
TypeMagical Heavy Infantry
ArmorIron with magical Silver Masks
WeaponsVarious
MoraleElite
Magic FactorHigh

This magical regiment assigned to the Imperial Bodyguard is feared throughout Glorantha. Its soldiers are demigod immortals, heroes in training who descend to earth from the Red Moon to fight for the Red Emperor. When they are slain, they return to their Mother, who heals them and sends them back to the Lunar armies.

Beat-Pot Aelwrin
TypeHero

This former kitchen slave led a successful slave rebellion, using only the tools of his trade. The rebellion was crushed by Jar-eel, but Beat-Pot became her constant companion and high priest of the Bloodspillers cult.

Bloodspillers
TypeHeavy Cavalry
ArmorEnchanted Silver
WeaponsKontos, javelin, sickle-sword
MoraleElite
NotesSilver Regiment

First of the Silver Regiments founded by Yanafal Tarnils to protect the Red Goddess, this regiment is made up of men and women who dedicate their lives to the martial arts and the defense of the Red Emperor.

Feathered Axe
TypeHeavy Infantry
ArmorBronze
WeaponsTwo-handed battle axe, javelins
MoraleVeteran
Notes

This ancient regiment is comprised of the followers of a ferocious wargod from Alkoth. The Carmanians set the wargod against the Red Goddess, but instead swore to serve as one of Her guardians outside of Raibanth in 0/15 (1235).

Grim Soldiers
TypeHeavy Infantry
ArmorEnchanted Silver
WeaponsLong spear, oval shield, kopis
MoraleVeteran
NotesSilver Shield

One of the Silver Regiments, members of this regiment must be veterans of ten years service, and have lost a close relative to enemy action before they can join.

Hell Sisters
TypeHeavy Cavalry
ArmorLeather
WeaponsKontos, bow, sickle-sword
MoraleElite
NotesAll female

This regiment originally consisted of crazed followers of Jakaleel the Witch and now worship a variety of Hell deities. It is a ferocious unit feared by friends and foes alike.

Household Foot
TypeHeavy Infantry
ArmorEnchanted Silver
WeaponsLong spear, rectangular shield, sickle-sword
MoraleVeteran
NotesSilver Regiment

One of the Silver Regiments founded by Yanafal Tarnils to protect the Red Goddess, the soldiers of this unit wear silver facemasks.

Mother’s Guard
TypeHeavy Cavalry
ArmorLeather
WeaponsKontos, bow, sickle-sword
MoraleVeteran
NotesAll female

This regiment was originally founded to protect the Red Goddess as she wove her great magic at the Battle of Castle Blue.

Heartland Corps

The Heartland Corps are the heir of the pre-Lunar Dara Happan Field Army and consists of regiments of heavy and light infantry.

Beryl Phalanx
TypeHeavy Infantry
ArmorBronze
WeaponsLong spear, large round shield, kopis
MoraleRegular
NotesStonewall Phalanx

One of the ancient Stonewall Phalanxes, this regiment has special magic for fighting against the Ram People of Talastar and Brolia.

Phalanx Standards
Granite Phalanx
TypeHeavy Infantry
ArmorBronze
WeaponsLong spear, large round shield, kopis
MoraleRegular
NotesStonewall Phalanx

One of the ancient Stonewall Phalanxes, this regiment has special magic for fighting against trolls.

Jasper Phalanx
TypeHeavy Infantry
ArmorBronze
WeaponsLong spear, large round shield, kopis
MoraleRegular
NotesStonewall Phalanx

One of the ancient Stonewall Phalanxes, this regiment has special magic for fighting against the people of First Blessed.

Marble Phalanx
TypeHeavy Infantry
ArmorBronze
WeaponsLong spear, large round shield, kopis
MoraleRegular
NotesStonewall Phalanx

One of the ancient Stonewall Phalanxes, this regiment has special magic for fighting against Darkness.

Raibanth Line
TypeMixed
ArmorBronze
WeaponsBow, long spear, shield
MoraleRegular
NotesLine Regiment

One of the surviving Line Regiments of Emperor Elmexdros, this unit consists of 300 spearmen and 700 archers. The spearmen wear bronze cuirasses and carry long spears; the archers wear leather armor, and carry medium shields and kopis swords for close combat.

Silver Shields
TypeHeavy Infantry
ArmorLeather
WeaponsLong spear, medium round shield, kopis, javelin
MoraleVeteran
NotesHypaspists

This unit of well-drilled hypaspists is capable of fast marching and operating in difficult terrain. They are named after their famous silver-plated shields.

Steel Sword Legion
TypeHeavy Infantry
ArmorIron
WeaponsIron sword, throwing spear, rectangular shield
MoraleVeteran
NotesDwarf-forged weapons and armor

This unit originated in Second Age Fronela, and is armed with weapons made by the dwarves of Nida. They served the Carmanian Shahs until after the Battle of the Four Arrows of Light. The soldiers worship Humakt the Iron Sword.

Blessed Daughters
TypeLight Infantry
ArmorNone
WeaponsBow, kopis
MoraleRegular
NotesAll female

This archery unit is traditionally commanded by one of the daughters of the Red Emperor.

Copper Girls
TypeLight Infantry
ArmorBronze
WeaponsJavelin, sword, crescent shield
MoraleRegular
NotesAll female

This Darsenite regiment once guarded the Earth Temples of the Darsen Hills from despoliation by men. They are especially effective on broken ground.

Doblian Dogeaters
TypeLight Infantry
ArmorNone
WeaponsRhompia, javelin, crescent shield
MoraleRegular
Notes

This Old Carmanian unit is protected by an ancient Sakkar (saber-toothed tiger) spirit. They have an ancient rivalry with the Lasadag Lions.

Graineaters
TypeLight Infantry
ArmorBronze
WeaponsJavelin, kopis, crescent shield
MoraleRegular
Notes

This ancient Suvarian unit fights as peltasts. They carry crescent-shaped wicker shields and wear square bronze pectoral plates.

Hadrian’s Skirmishers
TypeLight Infantry
ArmorBronze
WeaponsJavelin, kopis, crescent shield
MoraleVeteran
Notes

This Darjiini unit fights as peltasts. They carry crescent-shaped wicker shields and wear circular bronze pectoral plates.

Iceland Starclubs
TypeLight Infantry
ArmorLeather
WeaponsTwo-handed mace, javelin
MoraleRegular
Notes

This regiment of Eolian auxiliaries is famed for its surprise attacks and skillful, tactical withdrawals.

Jintori
TypeLight Infantry
ArmorLeather
WeaponsSling, small round shield, dagger
MoraleRegular
Notes

These slingers from the Orayan hills are skilled skirmishers in broken country. They wear their slings, made of hair and sinew, wrapped around their temples.

Lasadag Lions
TypeLight Infantry
ArmorLeather (Lion hides)
WeaponsShort spear, sword, rectangular shield
MoraleVeteran
Notes

The lion-soldiers of Pelanda are an ancient and well-known regiment. They served as bodyguards to the Lion Shahs of Carmania. They wear lion hides and some can even transform into lions. They have an ancient rivalry with the Doblian Dogeaters.

Lost Sky
TypeLight Infantry
ArmorLeather
WeaponsJavelin, crescent shield, kopis
MoraleRegular
Notes

This ancient unit of Darjiini skirmishers has served the Dara Happa Empire since the First Age. They wear lamellar cuirasses of lacquered leather.

Nest Thieves
TypeLight Infantry
ArmorLeather
WeaponsJavelin, sword, crescent shield
MoraleRegular
Notes

The soldiers of this Darsenite regiment decorate their helmet crests with eagle feathers. They are skilled woodsmen.

Thunder Delta Slingers
TypeLight Infantry
ArmorNone
WeaponsSling, spear
MoraleRegular
Notes

These two regiments of skilled slingers come from Eol and are widely considered the best missile troops in the Lunar Army.

Yalamese
TypeLight Infantry
ArmorLeather
WeaponsJavelin, small shield, kopis
MoraleRegular
Notes

This regiment from Doblian was founded by Hon-eel the Artess at the end of the Fourth Wane.

Blue Dragoons
TypeMounted Heavy Infantry
ArmorBronze
WeaponsLong spear, round shield, kopis
MoraleRegular
NotesAll male

This regiment was founded in the Second Wane by Hwarin Dalthippa for the Daughter’s Road Campaign. The soldiers fight as a phalanx, but move around the battlefield and on campaign on horseback.

Red Dragoons
TypeMounted Heavy Infantry
ArmorBronze
WeaponsLong spear, round shield, kopis
MoraleRegular
NotesAll female

This regiment was founded in the Second Wane by Hwarin Dalthippa for the Daughter’s Road Campaign. The soldiers fight as a phalanx, but move around the battlefield and on campaign on horseback.

Standfast
TypeMounted Heavy Infantry
ArmorBronze
WeaponsLong spear, large round shield, kopis
MoraleVeteran
Notes

This superbly drilled regiment fights as a phalanx, but moves around the battlefield and on campaign on horse. The regiment was founded by Hon-eel the Artess at the beginning of the Fifth Wane.

Total: 23 Regiments out of 36

Cavalry Corps

During the wars with Sheng Seleris, the Cavalry Corps gained in prestige and importance at the expense of the Heartland Corps.

Antelope Lancers
TypeHeavy Cavalry
ArmorBronze
WeaponsKontos, kopis
MoraleRegular
NotesRides Sable Antelope

The Antelope Lancers are Sable Riders from the Hungry Plateau. They worship the Twin Stars.

Arrowstone
TypeHeavy Cavalry
ArmorLeather
WeaponsKontos, bow, mace
MoraleRegular
Notes

This regiment was founded by Hon-eel the Artess to fight against the Pentans in the Fifth Wane.

Char-un
TypeHeavy Cavalry
ArmorBronze
WeaponsKontos, bow, kopis
MoraleRegular
NotesPure Horse People

This tribe of Pure Horse People have been allies of the Red Goddess since the Battle of Seven Horses in 0/8 (1228).

Flowers of Death
TypeHeavy Cavalry
ArmorLeather
WeaponsKontos, kopis
MoraleRegular
Notes

This regiment was founded by Hwarin Dalthippa during the resettlement of Rist in 1/49 (1296).

Goldwave
TypeHeavy Cavalry
ArmorBronze
WeaponsKontos, bow, small shield, kopis
MoraleRegular
Notes

This aristocratic regiment from Birin was founded by Avivath in the First Age. They are notable for the golden sun on their shields.

Upland Horse
TypeHeavy Cavalry
ArmorBronze
WeaponsKontos, sword
MoraleRegular
NotesCataphract

This regiment of Carmanian cataphracts comes from the province of Jhor.

Whipstock
TypeHeavy Cavalry
ArmorBronze
WeaponsKontos, sword
MoraleRegular
NotesCataphract

This regiment of Carmanian cataphracts comes from the province of Worion.

Moon Arrow
TypeLight Cavalry
ArmorLeather
WeaponsBow, kopis
MoraleRegular
NotesHorse Archers

This regiment from First Blessed is always commanded by a priestess of the Red Goddess.

Riverfork
TypeLight Cavalry
ArmorNone
WeaponsBow, kopis
MoraleMilitia
NotesHorse Archers

This regiment of Carmanian horse archers is noted for its skill at fighting Pentan cavalry.

Starkin
TypeLight Cavalry
ArmorLeather
WeaponsBow, kopis
MoraleRegular
Notes

This ancient regiment maintains the taboos of the Pure Horse People and worships Hyalor. They ride in the ancient manner, and do not use saddles.

Unriver
TypeLight Cavalry
ArmorNone
WeaponsBow, short sword
MoraleMilitia
NotesHorse Archers

These mounted archers from the Redlands are noted for their ability to shoot their bows while retreating away from the enemy.

Wine Dance
TypeLight Cavalry
ArmorNone
WeaponsJavelin, kopis
MoraleMilitia
Notes

These scouts from Terarir revel in reckless behavior, drunkenness, and death.

Wing Temple
TypeLight Cavalry
ArmorNone
WeaponsBow, shield
MoraleMilitia
NotesHorse Archers

These horse archers from Oraya are scouts and skirmishers.

Provincial Army

Tarsh

Veterans Cavalry
TypeHeavy Cavalry
ArmorBronze
WeaponsKontos, sword, round shield
MoraleVeteran
Notes
2nd Furthest Cavalry
TypeHeavy Cavalry
ArmorLeather
WeaponsKontos, sword, round shield
MoraleRegular
Notes
3rd Furthest Cavalry
TypeHeavy Cavalry
ArmorLeather
WeaponsKontos, sword, round shield
MoraleRegular
Notes
Bagnot Foot
TypeHeavy Infantry
ArmorLeather
WeaponsSword, spear, round shield
MoraleRegular
Notes
Dunstop Foot
TypeHeavy Infantry
ArmorLeather
WeaponsSword, spear, round shield
MoraleRegular
Notes
1st Furthest Foot
TypeHeavy Infantry
ArmorLeather
WeaponsSword, spear, round shield
MoraleRegular
Notes
2nd Furthest Foot
TypeHeavy Infantry
ArmorLeather
WeaponsSword, spear, round shield
MoraleRegular
Notes
Goldedge Foot
TypeHeavy Infantry
ArmorLeather
WeaponsLong spear, large round shield
MoraleRegular
Notes Yelmalio cultists

Yelmalio cultists organized around their Sun Dome Temple.

Talfort Foot
TypeHeavy Infantry
ArmorLeather
WeaponsSword, spear, round shield
MoraleRegular
Notes
Reaching Moon
TypeMagical Infantry
ArmorBronze
WeaponsKopis, javelin
MoraleElite
Magic FactorHigh

Holay

Bell Temple
TypeHeavy Cavalry
ArmorBronze
WeaponsLong spear, sword, round shield
MoraleRegular
Notes

Supported by the Bell Temple in Filichet.

Dalini
TypeHeavy Infantry
ArmorLeather
WeaponsSpear, sword, round shield
MoraleRegular
Notes
Green Bows
TypeLight Infantry
ArmorNone
WeaponsBow
MoraleMilitia
NotesMale and Female units.
Mirin Moon Mages
TypeMagical
ArmorNone
Weapons
MoraleElite
Magic FactorMedium
Queen’s Horse
TypeHeavy Cavalry
ArmorLeather
WeaponsKontos, javelin
MoraleRegular
Notes
Golden Shields
TypeHeavy Infantry
ArmorLeather
WeaponsLong Spear, large round shield
MoraleRegular
NotesYelmalio cultists

Aggar

Sun Dome Templars
TypeHeavy Infantry
ArmorLeather
WeaponsLong Spear, large round shield
MoraleRegular
NotesYelmalio cultists

Vanch

Foot Bison
TypeLight Infantry
ArmorLeather
WeaponsSpear, javelin, sword
MoraleRegular
Notes
Sun Dome Templars
TypeHeavy Infantry
ArmorLeather
WeaponsLong spear, large round shield
MoraleRegular
Notes