Wyrmland Raiders
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Barbaric: Raiders cannot research a technology. If Tech Age 2 or 3 is stolen, Raiders still return at the next available technology with their next raiding party. Many Raider abilities and special attacks are unlocked at higher tech ages, marked by the ⚙ symbol.
Self-Reliance: The Wyrmland Raiders have a different faction leader depending on their current raiding party. If the current leader is killed, then the Wyrmland Raiders lose their bonuses until a new leader arrives. Raid party leaders are not kings, lords, or consuls. They can be resurrected at any time, and they are not immune to dismemberment.
Oversea Marauders: At the start of the game, place the Tech Age 1 raid counter at 10 on the count board, and every turn, move the marker down. Once the marker reaches 0, then the next raid party may arrive. When fewer than 4 Raider-controlled infantry units remain on the board and the current Raider ship is destroyed, the Raider player may spend a full turn to send a new raiding party to the Circle of Realms. If this is done, the Wyrmland Raiders advance to the next tech age, populate a new raiding party on a free naval encounter board (If no board is free, they appear on an encounter board of the player's choosing), and place the next raid party counter on the count board. All Raider-controlled units that are already on the board remain in their current positions. A new raid party cannot be sent until the current raid counter reaches 0, and no party may be sent after the 4th raiding party.
Distant Travelers: All raider units can march between realms.
Water of Life: Wyrmland Raiders have the ability to resurrect heroes. When a Raider hero is resurrected, their base cost is 1,000 Gold Coins (this includes Aethelu).
Shamanistic: From the beginning of the game, the Raiders are able to commune with clients. You may draw all 4 quest cards during every Winds of Change. If you prefer a card you have drawn over a card in your hand, you may discard the card in your hand and replace it with the one drawn. This does not take up a unit command.
Foreign to the continent of the Circle of Realms, the Wyrmland Raiders come from lands unvisited by even Novagen vessels. Some think that the raiders come from a continent where there is a constant state of war—a land where clan leaders constantly compete with each other to prove their worth to the gods—while others suspect that they come from a remote isle untouched by civilization. Whatever their origins, Wyrmland Raiders come to raid the Circle of Realms and make tribute to their gods. Caring about neither established powers nor political schemes, the Wyrmland Raiders simply seek to plunder and pillage peoples who are unable to fend off their relentless assaults...
Wyrmland clans are known to send multiple raiding parties to the realms. Even when a raiding party is killed, there is often very little time before another Wyrmland clan comes to take its place. People throughout the Circle of Realms have associated these with superstitions, some even claiming that as more Wyrmland clans take the places of others, they grow in both strength and numbers.
Wyrmland warriors are fearsome fighters who have a variety of tactics for a variety of situations. Many have been fooled by poorly trained raiding parties only to be caught off guard by deadly fighters from other Raider ships.
Aethelu and other tribal priestesses occasionally lead raiding parties on a spiritual jihad. These priestesses are known to have mutilated the bodies of living prisoners as tribute to one of the many Wyrmland gods. They hope that one day the gods will hear their pleas and walk the earth one last time to bring their clans glory and destroy those who do not revere their might. Slaughtering entire regiments and even their own raider warriors, the priestesses work to summon the terrible Wyrmland gods of earth, fire, ice, and water.