Windspoke Owlon

Denizen — Beastkin Practitioner
When Windspoke Owlon is paired with a human, both denizens gain veiled. (They cannot be targeted by hexes, curses, or necromancies.)
0
2
2
Moondale Knight

Denizen — Human Warrior
When Moondale Knight is paired with a beastkin, both denizens gain +1 to all stats.
(Pair or separate Moondale Knight from another denizen on your command phase. Paired denizens must assault together and occupy structures together. If one is removed from a structure, they beocme separated.)
2
2
1
Aging Seer

Denizen — Human Practitioner
: Clairvoyance 1 (Name a card. Target enemy reveals all cards of that name in their hand.)
0
4
1
Gleamiron Liron

Denizen — Beastkin Warrior
When Gleamiron Liron is paired with a human, both denizens gain +1 to all stats.
(Pair or separate Gleamiron Liron from another denizen on your command phase. Paired denizens must assault together and occupy structures together. If one is removed from a structure, they beocme separated.)
2
2
2
Desperate Mastif

Denizen — Beastkin Laborer
: Track 1 (Name a card. Target enemy turns face-up all cards of that name they control on the field.)
2
3
1
Hunter On The Moor

Denizen — Human Laborer
When Hunter On The Moor is paired with a beastkin, both denizens gain feast.
Name a denizen. When Hunter On The Moor assaults against the named denizen, both it and the denizen it's paired with gain bloodlust.
(Denizens with feast have no maintenance cost if they assault or were assaulted by a denizen last turn. Denizens' with bloodlust may assault again if they assault and fell a denizen.)
1
0
1
Windspoke Spirits

Denizen — Human Chamberlain
When Windspoke Spirits is paired with a beastkin, both denizens gain +2 morale.
, offer Windspoke Spirits: Return a denizen or gear that was felled this turn from your rubble to your courtyard.
0
4
1
Clutch Of Bloody Hissions

Denizen — Beastkin Chamberlain
When Clutch Of Bloody Hissions is paired with a human, both denizens gain +3 strength.
(Pair or separate Clutch Of Bloody Hissions from another denizen on your command phase. Paired denizens must assault together and occupy structures together. If one is removed from a structure, they beocme separated.)
4
0
3
Moondale Rider

Denizen — Human Warrior
Whenever a pair assaults, create a 3/2/2/ beastkin warrior called "Wild Elk" with a maintenance of .
3
3
3
Moondale Steed

Denizen — Beastkin Laborer
Whenever a pair holds a structure, create a 2/3/2/ human warden called "Horned Rider" with a maintenance of .
2
4
3
Rhyalda Of Moondale

Denizen — Beastkin Chamberlain
Rhyalda Of Moondale can pair with any number of denizens at the same time.
When Rhyalda Of Moondale is paired, both denizens gain +1 to all stats, homebound, and act twice.
: Reclaim a gear from your rubble.
2
4
2
Deepening Lockbox

Belonging — Treasure
Stockpile 4 (Your capacity for stored bounty is increased by 4. When Deepening Lockbox leaves the field, you do not lose the overage in bounty.)
4
Gleamiron Kiteshield

Belonging — Gear Shield
When armed denizen is targeted by a mysticism, that mysticism's controller obliterates a mysticism they own in the middling.
As an action, a denizen may arm itself with any gear on the field or armed to a denizen that has not yet assaulted. It may only arm itself with one gear of each kind ("shield" is a kind of gear).
+2
+2
Whisper Stone

Belonging — Gear Keepsake
When armed denizen falls, arm its gear to another target denizen you control.
+3
Blade Of Sealing

Belonging — Gear Weapon
When armed denizen fells an enemy denizen, obliterate a card in the middling or any rubble.
As an action, a denizen may arm itself with any gear on the field or armed to a denizen that has not yet assaulted. It may only arm itself with one gear of each kind ("shield" is a kind of gear).
+3
+1
+1
Spear Of The Half-Moon

Belonging — Gear Weapon
When armed denizen assaults, each other assaulting denizen is treated as being paired with a human or a beastkin. If this assault fells a structure or denizen, each assaulting denizen gains act twice.
(A denizen cannot gain "act twice" again if it already has it. The same goes for any other abilities that do not explicitly say "this ability stacks".)
+3
+2
+2
Hillside Farm

Structure — Building
Pitch to gain , , or .
2
Occupants
0
0
4
Moondale Ruins

Structure — Building
Whenever an occupant is revealed, it gains +1 temp morale.
(Before morale calculation, face-down occupants are revealed)
2
Occupants
0
2
4
Ridgeway Perimeter

Structure — Wall
If Ridgeway Perimeter's occupants would be outsted, Ridgeway Perimeter gains +1 fortitude for each paired occupant.
(If you lose the morale calculation during an assault, Ridgeway Perimeter's occupants are ousted.)
2
Occupants
0
0
6
Community Chappel

Structure — Commons
: Reclaim a boon, trap, or gear from your rubble or the middling. Activate only when Community Chappel is occupied.
3
Occupants
0
0
4
Woodside Grannery

Structure — Building
Stockpile 2 + X where X is the number of Beastkin you control. (Your capacity for stored bounty is increased by 2+X. When Woodside Grannery leaves the field or when the value of X changes, you do not lose any overage in bounty.)
3
Occupants
0
0
5
Drum Tower Keep

Structure — Keep
Pitch a card: Target structure on your perimeter gains +2 temp fortitude and morale.
Pitch three cards: All structures on your perimeter gain +2 temp fortitude and morale.
4
Occupants
0
0
6
Heart Of Moondale

Structure — Lodge
Heart Of Moondale gains effects based on its occupants:
One beastkin - Veiled, Two beastkin - Occupants gain short-range, Three beastkin - Hospitality, One human - Boons cost less, Two humans - Outnumber, Three humans - Occupants gain veiled.
(It may have more than one of these at a time)
6
Occupants
0
3
8
Barrels Of Gleam

Trap —
: Obliterate target assaulting denizen and all gear they are armed with. If another Barrels Of Gleam is housed alongside this card, obliterate all assaulting denizens, all gear they are armed with, all occupants and all gear they are armed with, and the housing structure.
1
Percarious Rubble

Trap —
: Crush target assaulting denizen.
Traps cost nothing to play and are played face-down. During the falter step when they are revealed, you may use one of their abilities. Traps go to the void after they use an ability or are ousted.
1
Haunt Of Windspoke

Trap —
: Enthrall target assaulting denizen. (Gain control of it and relocate it to your courtyard.)
3
Prayer Of Ingenuity

Mysticism — Boon
Until your next turn, traps cost to use. Reclaim a trap from your rubble.
Mysticisms go to the void after they are played
Blessing Of The New Moon

Mysticism — Boon
Until the start of your next turn, assaulting denizens you control gain +1 temp stats and structures you control gain +1 morale for each occupant.
At the end of your assault phase, you may turn any number of denizens, belongings, and traps you control face-down and you may relocate them.
Spirit Winds

Mysticism — Ward
Prepare
The next assault in which one or more of your denizens is felled, reclaim one of those denizens. When this effect triggers, obliterate Spirit Winds.
This effect queues.
Mist-Strewn Valley

Resource — Valley Bushmeat
Harvest
Deplete
Isolated Forest

Resource — Valley Birch
Harvest
Deplete
Wild Wheat Fields

Resource — Greenery Wheat
Harvest
Deplete
Hunting Hills

Resource — Hillscape Bushmeat
Harvest
Deplete
Boney Thicket

Resource — Timber Birch
Harvest
Deplete
Grazing Fields

Resource — Livestock Goat
Harvest
Deplete
Gleamiron Gorge

Resource — Valley Iron
Harvest
Deplete
At the start of your turn, if you successfully held a structure you may reclaim a structure, denizen, or belonging from your rubble.