I was going to put up a mockup card last night, but I ended up watching 'The Gamers,' 'The Gamers 2: Dorkness Rising,' and 'Wizards' last night. I was also only going to draw up one, but I ended up with five.
Playtesting is going to begin fairly soon, I have a friend that is going to help me with some of that, even. So, I'm statting up units for at least two small armies.
This batch is a group of crusading warriors from Fares, a theocracy ruled by the clergy of Thera, Goddess of light.
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Emeric Dugall
A general of Thera's holy crusaders, wearing celestial plate armor, and wielding swords made from the wings of deceased angels.


Zealots
Berserkers devoted to Thera's light, they deprive themselves of her divine light so they might be fueled by rage. They carry heavy swords into battle and are horrifically wreckless. I'm going to have to give them some sort of static ability to represent that...Seems I forgot to.


White Templars of Thera
These are heavily armored knights in service to the clergy of Thera. They serve to defend the weaker members of the clergy and create battlefield control during times of war.


Priestess of Thera
The clergy of Thera has many healers and priests in their numbers. Priestesses are considered the chosen of Thera, blessed with both her divine femininity and light. In combat they serve mostly as healers.


Holy Footmen
The Holy Footmen are the rank and file soldiers in the crusading armies of Thera. They carry broadswords into battle armored in chain with a reinforced shield.


The army list for the Fares Test Set is:
Emeric Dugall X1
Zealots X2
White Templars X2
Priestess of Thera X1
Holy Footmen X4
The other army I'm working on at the moment is an army of Osdaar, a nation of foreign invaders that have brought new religion, technology, and magic to [CONTINENT].
The army list I'm working on for them today:
Lord Nevets Helgrath X1
Shadows X3
Fiendspewers X4
Shadowpriest X1
Magi X1
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So, if anyone does want to help with the setup of those cards, I'd be most appreciative. They'll likely be fairly large to accommodate for all that information that they will need to have. A unit might have up to six attacks/abilities, so there's definitely going to have to be room.
Also, if anyone's interested in playtesting I can get the rules to you and you could make folded squares of paper to represent the units.
EDIT:
Also, because I love you guys and I'm way too excited about this project, here's the current list of factions:
Major FactionsFares - The theocracy of Fares is governed by the clergy of Thera, the goddess of light. Their holy armies march against the other nations of [CONTINENT] in crusades to crush the profane beliefs of their enemies. The crusading armies of Fares are outfitted in heavy armor and has the support of angels. Powerful divine casters and knights are their leaders.
Isveg - In the frozen north are the lands of Isveg. The people that live in this hostile environment are powerful and durable having lived through many harsh winters. They are seen as barbarians by the other peoples of [CONTINENT], but in truth they are a proud people struggling to survive in the harsh environment of the north. Strong warrirors fill their ranks alongside wolf riding cavalry and berserkers. Their leaders are skilled and powerful warrior kings and princes.
Osdaar - On the far eastern border of [CONTINENT] lies Osdaar, a collection of city-states ruled over by a powerful nobility. The people of Osdaar have come from across the seas and introduced new religion and technologies to the land, making them instant enemies of Fares. The rulers of Osdaar are powerful magi and their armies are filled with demonbinders and lesser magi. The people of [CONTINENT] all see Osdaar as a cancer to be removed by force.
Irtur - The wetlands of Irtur are a harsh place filled with trolls, gremlins, and lizardfolk. The constant warring with Osdaar and Fares combined with the less human threats have hardened the populace of Irtur into strong warriors. The people of Irtur have learned to be fierce and cunning, taking advantage of the terrain and using guerilla tactics. Their use of terrain may be their strongest asset.
Greatwood - The elves of Greatwood had lain dormant for hundreds of years and have recently come out of their magically induced torpor. Bereaved to find much of their great forest destroyed by foreign invaders the elves have taken up sword and bow to defend their sacred land. Stealthy and swift, the elves of Greatwood are masterful hunters and rangers. They bring ancient magic with them into battle.
Minor FactionsTrolls - The trolls that inhabit the swamps and marshes of Irtur are strong, fierce, and savage monsters. They have been a major detriment to the people of Irtur, constantly raiding their hamlets and villages to slaughter their livestock. The more intelligent, for what that matters, of the trolls have taken up arms and have sold themselves as mercenaries to the warring armies of [CONTINENT]. They care not who wins so long as they can act on their violent urges and are paid with fresh cattle.
Gremlins - The gremlins of [CONTINENT] have held themselves up in the hills of Fares and Irtur as well as the southern mountains of Isveg for centuries. They have toiled on developing new technologies, always interested in new and innovative ways to kill things. They are horribly violent and offensive creatures fueled only by a morbid curiosity and the evil in their black hearts. They have recently discovered gunpowder and developed basic steam engines, making them a viable threat to all people of [CONTINENT].
Dwarves - The dwarves have not concerned themselves with the wars of the surface folk for centuries. They were once allied with the people of Fares until they had seen the extent that the Faresians would go in the name of their goddess. Constantly defending themselves from the dangers that lie under the surface and protecting their mines from the surface folk have hardened the dwarves of [CONTINENT] into incredibly dangerous warriors. Though their government has no concern for the affairs of the surface folk some entrepreneurial dwarves have taken up the lives of mercenaries. Powerful shock troops and battle priests have sold themselves into the wars of [CONTINENT].
I'm also working on some more pirate factions, but I don't have anything down on paper just yet. There are going to be some foreign armies, one very China feeling and one very India feeling, a minor army with a very Middle East feel, a minor faction of pirates, too.