Building Saga fantasy warbands always feels a little outside my comfort zone. Not because of my level of understanding around the rules. More because so many options present themselves despite the streamlined approach to army lists and points. I generally build armies based on models I like, or lore titbits I think would be interesting to explore further, but these aren’t defined anyway near enough to offer the sort of narrative hook I’d expect from another game.
The lack of definition in the lists, to the point that you can use the same list to create both Dwarf and Goblin armies, has had me scratching my head somewhat. I stand by my initial concept for the army, as a pragmatic collection of models I think are quite cool and have carried the pragmatic approach into developing the army’s background. By that I mean, when having to explain anything too difficult in a fantasy world, use magic! So, this is where I’ve got to.

Zenrya, minor deity of deception, street magicians and charlatans (Warlord and Archdemon)
Zenrya is my warlord with the legendary upgrade to make her an Arch Demon, it only seemed appropriate given the commanding nature of the model. Zenrya is, in the grand scheme of things, an often-forgotten goddess of the Great Kingdoms. Just like any other experienced perpetrator of fraud and embezzlement she is known by many names and worshipped only whilst her promises stand. As the subjects of her lies and deceit realise her true nature she is cursed and those once loyal dessert her. She is therefore loved as much as she is hated and invited into peoples lives as often as she is cast out, but she does not care, for she derives great joy from the games she plays. It had been believed, by the rare academics who keep track of these things, that Zenrya had been imprisoned in a jade neckless and left to sink to the bottom of the deepest ocean.

The Smiths, master makers and magicians tricked into the service of Zenrya (Biped Creatures)
The Smiths are ogre artisans who were long ago bound into the service of Zenrya with the promises of magical powers that would enhance their already considerable talents. Allowing them to enhance the things they made. Unfortunately, they learned too late that Zenrya’s gift to them were hard to control and often resulted in items being imbued with powers that either made it redundant, like an ever-burning flame that gave off no light and no heat, or gave it’s power to the owner’s enemies, like the spell book that when read passed the power of the magic to the reader’s foes. When the ogres realised how they had been tricked they were upset, but they have come to see their gift in a new light and centuries later they revel in chaos their treasures bring to the world.

The hounds (Quadruped Creatures)
Zenrya always admired the speed of the great eagles that soared high above the Forgetting Mountains and the ferocity of the great sabretooth tigers that roamed the forests on the lower slopes of the great peaks. One day she set out to create a hunting beast that would combine the best of both the beasts, but as she cast her spells a moment of whimsy changed the intention of the magic, and the resulting beast took the head of the eagle and the body of a tiger. Whilst not the fast, ferocious creature she had set out to create, the monstrosities amused her and have proven their worth time and time again.

Perrin (Sorcerer)
Perrin was once a street magician in the busy port city of Hubbub. One day he happened upon a jade neckless. He had intended to sell the jewellery at first, as it was clearly well made and would likely fetch a good price in even the meanest of pawn shops where provenance was nothing more than another long word the owners had never felt the need to learn. However, the neckless spoke to him and promised him power beyond his wildest dreams if he would carry it to the Forgetting Mountains and find the Smiths, that could free Zenrya. Perrin did as he was instructed and soon found himself face to face with an elated deity who said that she would grant him control of the weather. As with everything Zenrya promises, it did not turn out quite the way Perrin expected. It is true, in her presence Perrin is able to call lightening from the skies, swathe an army in the thickest of mists and demand tempests topple towers, but away from her he can do little more than summon a rain cloud that will only ever appear above his head. So, for this reason Perrin stays close to his patron at all times.

The Misplaced (Warriors with Hunter faction rules)
Quite what the Misplaced are, where they come from, or what their intentions are is unknown, possibly even to Zenrya herself. They are as likely to help her as they are to run from her in an hour of need. However, this inconsistency fits with Zenrya’s own world view and a strangely forgiving attitude towards loyalty. Unlike many deities who expect absolute loyalty from those that bask in their presence Zenrya expects none. Win or lose the day is there to be seized, good or bad there will always be someone who benefits and someone who goes without. The only absolute is uncertainty.

The Knights of the Bloody Snow (Warriors)
Everything about the knights is a mystery, further obscured as the knights do not speak. Perrin first met the knights as he set out from Hubbub for the Forgetting Mountains and their relationship has been strained from their first encounter. Although the knights have saved Perrin on countless occasions, the sorcerer has never quite been convinced that they have always had his best interests at heart.