What crawls out of the Sundered Places, the places themselves, and the eight families a lair can belong to. The figures are the ones the game's rules use. Lair pictures are the game's own models on the fen, photographed with the fog lifted around them; the raider picture is a Steam store screenshot.
RaiderWhat crawls out of a Sundered Place. Every raider fights the same way; only its lair's look and its wave's strength differ.
How it fights
- Hit points
- 13 at the first wave and 3 more for every wave after it.
- Speed
- One tile every 8 ticks, half that through reed marsh.
- Reach
- Only what stands on a touching tile, diagonals included.
- Damage
- 3 hit points a tick off a building, 2 a tick off a soldier; a villager it reaches dies at once.
What it goes for
It picks again every 16 ticks.
- 1
- Whatever last shot it, if it can reach it.
- 2
- The nearer of the closest soldier and the closest villager within 7 tiles who is not sheltered.
- 3
- A building in its way, when walls make the road to the Holdfast more than three times the straight line.
- 4
- The nearest building it can reach, and failing that the road to the Holdfast.
Villagers inside a building's Shelter radius cannot be targeted, and villagers out in the open drop their work and run when a raider comes within 11 tiles.

Sundered PlaceA lair. Once awake it sends raiders with every wave until your soldiers break it.
Each fen rolls six, seven or eight lairs in a ring around the Holdfast, one per compass sector, and one of them is awake from the start. Another sleeping lair wakes every 12 waves, and a Bale-fire night can wake one early.
Waves come on a fixed clock, day or night: the first at tick 1,200, then every 640 ticks. Every awake lair sends 7 raiders plus one more for each wave that has gone before.
Breaking one
- Who
- Soldiers only. Towers and the Castle line never damage a lair.
- How
- Soldiers on an assault who stand within 2 tiles of it take 7 hit points a tick each. Right-click a lair with soldiers selected, or use Orders: March on picks the lair and March now sends everyone waiting. The army also marches by itself once Muster before marching is reached (6 to start; 0 never marches).
- After
- A broken lair is gone for good: nothing comes from it again.
Every lair belongs to one of eight families, and the family depends on how far out it stands; the entries below give each family's range. The family sets only the lair's model and the name the Orders panel gives it (for example "undead, 57 away"): raiders from every family fight the same way.
Sundered Place: spiritsA lair of the spirits, the first of the eight families from mild to nasty.
A lair's family is drawn by its distance from the Holdfast, so the spirits are only ever found under 67 tiles from the Holdfast. It is a look and a name: its raiders fight like every other raider, and it breaks like any Sundered Place.

Sundered Place: feyA lair of the fey, the second of the eight families from mild to nasty.
A lair's family is drawn by its distance from the Holdfast, so the fey are only ever found under 76 tiles from the Holdfast. It is a look and a name: its raiders fight like every other raider, and it breaks like any Sundered Place.

Sundered Place: undeadA lair of the undead, the third of the eight families from mild to nasty.
A lair's family is drawn by its distance from the Holdfast, so the undead are only ever found under 84 tiles from the Holdfast. It is a look and a name: its raiders fight like every other raider, and it breaks like any Sundered Place.

Sundered Place: shadowsA lair of the shadows, the fourth of the eight families from mild to nasty.
A lair's family is drawn by its distance from the Holdfast, so the shadows are only ever found 67 to 93 tiles from the Holdfast. It is a look and a name: its raiders fight like every other raider, and it breaks like any Sundered Place.

Sundered Place: constructsA lair of the constructs, the fifth of the eight families from mild to nasty.
A lair's family is drawn by its distance from the Holdfast, so the constructs are only ever found 76 to 102 tiles from the Holdfast. It is a look and a name: its raiders fight like every other raider, and it breaks like any Sundered Place.

Sundered Place: golemsA lair of the golems, the sixth of the eight families from mild to nasty.
A lair's family is drawn by its distance from the Holdfast, so the golems are only ever found at least 84 tiles from the Holdfast. It is a look and a name: its raiders fight like every other raider, and it breaks like any Sundered Place.

Sundered Place: elementalsA lair of the elementals, the seventh of the eight families from mild to nasty.
A lair's family is drawn by its distance from the Holdfast, so the elementals are only ever found at least 93 tiles from the Holdfast. It is a look and a name: its raiders fight like every other raider, and it breaks like any Sundered Place.

Sundered Place: demonsA lair of the demons, the eighth of the eight families from mild to nasty.
A lair's family is drawn by its distance from the Holdfast, so the demons are only ever found at least 102 tiles from the Holdfast. It is a look and a name: its raiders fight like every other raider, and it breaks like any Sundered Place.
