Well, here I go.
Queendom of Calania
The Queendom of Calania is something of an oddity both politically and geogrphically. Politically, it is the only matriarchal monarchy on the continent. Geographically, it has been said tyhat the gods used the region as a testing ground before they took the creation of the rest of the world more seriously. High mountains, windswept plains, Steaming jungles, and pestilential swamps can all be found in the country. While it was originally thought that the land was too infested with orcs and other savages to be fit for civilized nations, the kingdom's namesake carved her kingdom out of the land and subdued enough of the wilderness for the first cities to be successful. When the chronicles say that she led "men of iron", they mean that literally, in some cases.
Greenwood infantry
The seemingly arbitrary placement of dense forests and jungles throughout Calania has given rise to a whole new class of infantryman, one whose primary duty is to act as a scout in places unsuitable for mounted troops. Experts at traversing the woods, they also act as the primary ambushers and harassers for the Calanian army.
Greenwood infantry: (46)
Infantry, Move 4
2d6 Melee
Defense 2
Wounds 3
Morale 7+
Forester
Add: Disciplined (73)
Armored swordsmen
The sheer excess of iron found in Calania (Some farmers have overturned chunks of ore while plowing their fields), plus their multitude of skilled blacksmiths beans that they can practically mass-produce suits of cheap, heavy armor for used in their military. The armored swordsmen form the core of the Calanian army, able to deflect blows that would cripple most other soldiers. As their armor is heavy enough to remove the need for a shield, they are also free to weild two-handed weapons in combat... any pity the foolish soldier who thinks that makes them slow and vulnerable.
Armored swordsman
Infantry, Move 4
2d8 Melee
Defense 3
Wounds 3
Morale 6+
Add Veteran (67) Banner (77) Both (95)
Royal Pikes
The pikemen of the Calanian infantry provide two essential services for the field armies of Calania. For one, they provide protection for the bowmen. Secondly, they provide a place for cavalry to regroup behind without fer of persuit. While they can join in the regular line of battle in the advance, their main virtue is defending against charges. their raxor-sharp spearpoints can make a compelling case for an enemy not to persue such a maneuver.
Royal Pikes: (72)
Infantry, Move 3
2d8 Melee
Defense 2
Wounds 3
Morale 6+
Steady, Piercing
Add Disciplined (114) Banner (102) Both (161)
Calanian bowmen.
While not spectacular archers like the elves or Thrandian longbowmen, the Calanian archers still do their job well of shooting down enemies at a distance. The abundance of iron means that even the archers get a decent degree of protection from enemy attack, and are also armed with better-quality hand weapons than the average arrowslinger.
Calanian Bowmen: (60)
Infantry, Move 4
2d6 Melee
2d10/10 ranged
Defense 2
Wounds 3
Morale 7+
Add Veteran (73) Quick-Firing (85) Both (104)
Repeating Crossbowmen
Perhaps one of the most odd peices of equipment to come out of Calania is the repeating crossbow. Whil lacking the sheer punch of the standard type, it can fire bolts faster than most trained longbowmen can fire arrows. The main drawback, of course, is its shorter range, which mean that it's generally reserved for ambushes and other situations were range isn't necessarily as important.
Repeating crossbowmen: (71)
Infantry, Move 4
2d4 Melee
3d10/8 ranged
Defense 2
Wounds 3
Morale 7+
Add
Queen's Lancers
The regular armored cavalry of the Queen's army, the Queen's lancers tend to favor reavy raiding attacks against enemy rather than barreling straight through the line. While this may not work as well, against very heavily armored troops, it can be downright deadly against lighter formations. They actually favor lighter thrusting spears over the heavier lances used by Thrandian Knights, as it allows them to engage enemies a little more swiftly.
Queen's Lancers (170)
Cavalry, Move 8
3d8 Melee
Defense 3
Wounds 4
Morale 6+
Add Disciplined (268) Fallback (268) Both (424)
War elephants
Armored war elephants are perhaps the most vicious contribution the Calanian forces have made to warfare. Their size, strength, and tougness would be fearsome enough, but the fact that they can be coordinated to provide a devastating charge against any humanoid creature. The Calanians have also placed towers on their elephants so that archers can fire from the backs of the beasts. Their main disadvantage is tha they're not easily controlled after a charge, and that their drivers tend to get into their job just a little too much.
War Elephants: (472)
Cavalry, Move 7
3d10 Melee
2d8/8 ranged
Defense 3
Wounds 6
Morale 6+
Free-Firing, Horror, Impetuous, Slow-moving
Valkyrie Guard
These are the elite forces of the Calanian army, the Valkyrie guard are an all-female force that acts to "show the flag" whenever the Queendom ever needs to show that it's serious about protectin a particular interest. However, they are not a force that is merely for show. They are as strong on horseback as off it, proficient with almost all of the weapons that are worth wielding on the battlefield They are unrelenting in combat, and are almost incorruptible: Not one member of the guard has ever been bribed to stay out of battle.
Valkyrie Guard: (Foot) (179)
Infantry, Move 4
3d8 Melee
2d8/8 Ranged
Defense 3
Wounds 4
Morale 5+
Quick-firing
Add Banner (283) Disciplined (283) Both (447)
Valkyrie guard (Horse) (437)
Cavalry, Move 8
3d10 Melee
2d8/8 ranged
Defense 3
Wounds 5
Morale 5+
Disciplined
Add Banner (690)
Personalities
Sword Captain
The Sword captain is a typical commander in the Calanian army, having risen to a small command through the ranks due to a successful term of service. Outfitted in the panoply of an armored swordsman, typically with an identifying mark of rank, he uses his experience to direct the men under his command into battle.
Sword Captain (116)
Personality, Move 4
2d8 Melee
Defense 3
Wounds 4
Veteran
Command dice: 1d8
Pike captain
The Pike captain is tasked with holding together the tight formations that pikemen need to hold in order to be an effective fighting unit. While an excellent warrior in his own right, forged by years of service in the pike phalanx, His focus on keeping his own units in proper fighting order renders him less able to control other units in the field.
Pike Captain (174)
Personality, Move 3
2d8 Melee
Defense 3
Wounds 4
Veteran, Steady, Piercing
Command dice: 1d6
Knight Lord
While the cavalry is an essential component of any army, the presence of one of the Calanian Knight Lords is a sure sign that a battle has merited the undivided attention of one of the Queen's generals. clad in the finest armor, and armed with the finest weapons, his presence is not merely as a general but also as a symbol of the might of Calania itself. As such, he creates an almost tangible aura of command, and lmost doesn't need to act to command the troops.
Knight Lord (615)
Personality, Move 8
3d10 Melee
Defense 4
Wounds 4
Command dice 2d6
Veteran, Irresistable Charge
Warmage (I decided to combine Warpriest and Warmage, as unlike in DnD, there is no real spell list distinction)
The wizards of Calania, unlike those in some other nations, tend to undergo martial as well as magical training in order to increase their survivability on the battlefield. The range of magical effects may very well mean that a wizard may find himself under the arrows of the enemy, and so it is not uncommon to see mailed men with spellbooks as well as swords. However, this divided training means that their magial ability can be more inconsistant than pure wizards.
Warmage (211)
Personality, Move 4
2d6 Melee
Defense 2
Wounds 3
Command Dice 1d8
Magic Dice 1d12
Magic resistance 1
Valkyrie Captain
The process of training Valkyrie guard members is grueling, and those that become exceptional despite the intense hardship are some of the greatest warrioprs on the continent. There is no weapon that does not come easily to them, no enemy that can truly resist their charge, and equipped with some of the finest arms ever turned out by human smiths, they are truly a sight to behold on the battlefield. Their martial prowess is matched only my their ability to command.
Valkyrie Captain (779)
Personality, Move 8
3d10 Melee
2d10/10 Ranged
Defense 4
Wounds 5
Command dice 2d8
Irresistable charge
Add Veteran (955)
Monsters
Royal Golem
Humanoid constructs built out of two and a half tons of iron, painted deep blue and gilded, the Royal golems are the unwavering servants of the Queen herself, and act as her bodyguards. However, if the conditions are proper, she may allow one or two to be lent to a particular commander. Their effect on the battlefield can be devastating, as they are at once front-line infantry, psychological warfare, and seige engines. Seeing one's fellow literally crushed under the fist of a 12-foot tall emotionless automaton shaped like a giant suit of armor is thoroughly unnerving to all but the most steadfast soldiers, and the fact that they are made of near-solid iron means that sometimes heavy seige weapons are the only viable means to remove them from the field.
Royal golem (712)
Monster, Move 4
3d12 Melee
Defense 5
Wounds 10
Cause Fear, Horror, Trample, Fearless.
Mountain Giant
There are may tribes of Giants that live in the mountains of Calania, and on occasion, individual giants may offer their service to the army, for a reasonable price. Usually, however, it is a bargain, considering the services they can render. They are expert marksmen with their boulders, and the sheer strength of the giants can render powerful blows against any sort of foe, magical or mundane.
Mountain Giant (381)
Monster, Move 5
2d12 Melee
3d10/12 ranged
Defense 3
Wounds 8
Trample, Quick Fire
Maneater Beetles
Giant beetle is not merely a zoological term in Calania, as the land breeds beetles the size of horses, with natural armor as strong as some lesser armors that come out of the Calanian armories, as well as pincers that can snap men in half. While not necessarily tamed by the Calanian forces, they can be maneuvered to attack enemies of the kingdom through careful positioning: Maneater beetles are fiercely territorial, and attack anything that comes near their hidden nests.
Maneater Beetle (78 )
Monster, Move 8
2d6 Melee
Defense 2
Wounds 2
Chaotic, Ignores Terrain</r>