Side Name: Holy Enlightened Order of Arthrea
Led by: Grand High Inquisitor of the Holy Enlightened Order of Arthrea Maximillion
Favored Terrain: Water (Must bring the light of Arthrea everywhere)
Benefit: All units Terrain capable
Side Livery: Grey Armor, Crossed Sword and Axe embossed on Sun
Converts (Stabbers): 5/4/3/6 Water Capable (30)
All those that have been converted start here. Due to the nearly endless supply of converts this group is very large.
Follower (Pikers): 7/2/6/6 Garrison, Water Capable (20)
Those that were brought up in the faith of Arthrea. They have every single proverb memorized and often spout them in battle.
Fallen (Archers): 5/8/0/6 Garrison, Water Capable (30)
Former Angels and Paladins seeking their way back into the fold.
Orbs (Scout): 3/0/0/20 Flight, Scout, Water Capable (30)
Conjured objects that relate what they see back to their ruler. Generally fairly conspicuous. A ball of light is hard to miss.
Paladin (Knight): 13/6/8/6 Rider, Healing, Water Capable (90+10)
The most dedicated humans apply for Paladinhood. Those that succeed are granted minor healing abilities by Arthrea, and better equipment from the Holy Enlightened Order
Holy Warhorses (Special A) 11/2/2/19 Mount, Speed Boost (x2), Burrowing, Water Capable (60+10)
The cavalry of the Holy Enlightened Order, they might not be powerful on their own but they can take their rider anywhere. They can fly through the air leaving a trail of sunlight behind, or phase into the ground taking their rider with them.
Priest (Special B): 11/2/5/6 Fabrication, Builder, Surveyor, Water Capable (60+10)
These Priests tend to remain in their temples and do what they do best. Sacrificing whatever happens to show up in the larder in exchange for various bonuses. Every so often they will be blessed with an item for their troubles.
Cleric (Special C): 12/7/3/6 Rider, Simple Mancy (Thinkamancy), Leadership, Dancefighting, Water Capable (120+20)
Those blessed with the light of Arthrea are able to communicate with their leader as well as coordinate with other stacks in different hexes. They often ride out with the Paladins to provide their leadership to the rabble
Angel (Special D): 20/5/5/19 Heavy, Flight, Frightening, Simple Mancy (Shockomancy), Speed Boost +, Siege, Mount, Water Capable (300+50)
Only granted by Arthrea in the direst of circumstances these flying creatures are imposing as all get out. Able to project bolts of deific rage out of their weapons most units won't even get to a close enough quarter to slay these awesome creatures. If there's a stack...run.