The Grasslands
Excellent light infantry, and missile troops. Lacks heavy cavalry and armored heavy infantry.
The Grasslands stretch from the Mountains west almost to the coast. Under the endless sky, the 6 clans of the Grasslands have fought each other as often as outsiders--until now. After the successful conclusion of the Second Fire-Bringer War and under the banner of the resurrected Flame Champion, the Grasslands are more unified than ever seeing themselves a singular people with a shared history and culture... unfortunately the Border Wars they fought with Tinto and Zexen 5 years ago have made them realize they must change their ways still more or be crushed by warring powers. An effort, spear headed by Karayan Clan Chief Lucia and Lizard Clan Chief Dupa was launched to establish a much more centralized government, centered on the Flame Champion, Hugo of Karaya, Lucia's son, and the immortal bearer of the True Fire Rune. Locating its new Capital at the Sindar Cermonial Site in the center of the Grasslands, the mission of the Flame Champion and his new Fire-Bringer is to preserve the freedom of the Grasslanders even if that means conquering their neighbors.
The easiest path for the Grasslands is into the northern outlands--cousins of the Grasslanders but more primitive they present easy prey. But their lands are vast and empty gaining them might net the Grasslanders territory but money, manpower, resources to wage war--these things are not to be found in the north without serious investment that Hugo may not have time for.
To the east beyond the difficult mountains lies the mighty Harmonia. Recently defeated in the Second Fire-Bringer War, the Holy Kingdom will not easily lose again to the Grassland savages and the mountains present a formidable barrier. Another option in the south east is Caleria; while belonging to Harmonia Caleria is a rich trade city as the primary crossing point between east and west north of Island Nations. Isolated from Harmonia and always willing to follow profit, they may be amenable to a new set of masters.
To the northwest lies the Kamaro Freestate. In many ways conquering the Free Knights of Kamaro would net the Grasslanders much: strong castles, a base to recruit and train soldiers in their ways. But Kamaro's strength has always been in defense and it may be too much for a young land known for its light warriors to subdue.
To the west lies the Zexen Federation, the Ironheads, traitors to the Grasslands. While Hugo and Knight Commander Chris might have a personal friendship both will stop at nothing to strengthen their homeland. Unable to match their heavy troops and powerful cavalry, the Grasslanders have never been able to subdue the Zexens--but if they can storm the Brass Castle and remain unified under Hugo, they may have a chance to finally win a war against the Zexens.
To south beyond the Milit Forest lies a region fought over in the recent wars between Zexen, Tinto and the Grasslanders. It has rich farm lands and a coast ideal for trading settlements but is largely undeveloped. If the Grasslanders could seize and hold this land they would gain much, but the key word remains if. They could not do it in the recent war and Tinto and Zexen would stop at nothing to keep them from it or each other.
However Grassland decides to proceed Hugo of Karaya knows that unless the Clans work together the Grasslands will be remembered only in stories or song...
Faction Leader: Hugo the Flame Champion, bearer of the True Fire Rune
Starting Generals: Lucia of Karaya, Dupa of Great Hollow, Sgt. Jordi, Franz of Carna
Settlements:
Karaya
The Great Hollow (Castle)
Duck Clan Village
Chisha
LeBuque (Castle)
Alma Kinan
Milit
Serenia (Holy Site: Enables Fire-bringer Units)
Ceremonial Site (Holy Site: Enables Adept Rune Sages)
Units:
Infantry Units
Grassland Militia
Grassland Spear Militia
Duck Halberdiers
Chishan Infantry
Tribesmen (Peasants)
Karayan Swordsmen
Mantor Pikemen
Lizard Clan Grides
Fire-Bringer Heavy Infantry (Requires Serenia)
Missile Infantry
Militia Archers
Rune Sage
Master Rune Sage
Adept Rune Sage (requires Ceremonial Site)
Chishan Archers
Carna Hunters
Karayan Archers
Alma Kinan Crossbow-women
Fire-Bringer Heavy Archers (Requires Serenia)
Cavalry
Karayan Cavalry
Chishan Lancers
Heavy Chishan Lancers
Griffon Riders
Missile Cavalry
Karayan Mounted Archers
Mantors