Endless Circle of Foes ~ Neverland's Peoples
Type: Anti-Army
Rank: B
By playing a short melody on her pipes, Rider brings to life one of the main factions in Neverland: the Lost Boys, Pirates, the Indians, the Fairies, or the Mermaids. Each group varies in their abilities and their relations with Rider and her allies, but they all instinctively fight anyone who is opposed to Rider.
The Lost Boys are small and reckless, but they're still good fighters, and their wild and agile nature can sometimes catch foes off guard. They lack any magical abilities. They readily follow Rider and her companions without question, though this simple-minded loyalty can sometimes be abused.
The Pirates also lack magic, and they're rather terrified and superstitious toward magic. However, being grown-up, they're stronger than the Lost Boys, and their sly cunning makes them very dangerous. Many of their number also have deadly specialties like poison, traps, or explosives. Unlike other factions, they actively fight against Rider and her allies. However, they view anyone opposed to Rider as getting in their way of killing Rider and will deal with those interlopers first. They will sometimes feign alliances with enemies of Rider, only to backstab them at the most opportune moment.
The Indians are the one human group of Neverland with access to magic, which they use through shamanistic rituals that call on the various natural elements to their aid. They are stealthy, soundless predators, easily tracking their prey without making the slightest sound. They carry tomahawks and knives, and they are the strongest physical combatants of all the groups. The natives have a complex system of honor that governs their combat, which sometimes hinders their effectiveness in battle. They treat Rider with honor but are somewhat dismissive towards her followers, and they still retain some independence from Rider, even battling her at times (which Rider welcomes).
The Fairies are by far the weakest physically of the bunch due to their tiny size (though this can make it harder to catch them, when their light doesn't give them away). But they also have access to a diverse array of magic - usually miscellaneous cantrips that aren't direct threats to enemeies but can still come in handy. And they constantly emit fairy dust and can fly around. They are more than happy to help Rider, who they love due to her living with them so long, but they feel no such loyalty to any of Rider's allies; in fact, due to their connection to Rider, they see themselves as superior to Rider's followers; at best, they'll tolerate Rider's friends at best if given proper respect and obedience, but those who offend them could be the target of pranks or worse. Even when helping Rider, their assistance is rather whimsical, childish, and flighty.
The Mermaids are the second weakest group physically, and they disdain direct combat, if only because of a vain desire to preserve their lovely beauty. Their inability to come onto land is another issue. However, they have the strongest magic, though it is also the most narrow. They specialize in water magic and singing spells; the latter can drown targets with deluges and gain knowledge from the waters, while the latter delude victims' senses and put them in the mermaids' power. They utterly adore Rider and are more than happy to share secrets they learn from the sea with him, but they view everyone else as mere toys to tease and drown; even Rider's halfhearted admonitions won't keep them away from drowning allies for long.
Generally, Rider only summons one group from the Reverse World at a time, since summoning more than one sharply drains away her prana. In addition, the summoned groups only contain generic representatives for their kind, not notable characters like Captain Hook or Tiger Lily; Rider could feasibly summon one of those specific people, but it would take a lot more energy. Please also note that the noble phantasm only brings forth Neverland's inhabitants, not the island's environments. In cases where specific groups rely on certain habitats, such as Mermaids needing water to swim and Indians needing trees for cover in their ambushes, this can sometimes make summons problematic.
Jolly Roger ~ The Ship that Sails the Seas and Stars
Type: Anti-Army, Fortress
Rank: B
The infamous pirate ship of Captain Hook, which Rider claimed after the final battle against him. Now eternally coated in pixie dust, it has a golden glow and can just as easily fly through the sky as sail across water. In contrast, the interior is filthy such that there is not a porthole on the grimy glass of which you might write “Dirty pig” with your finger. The ship contains numerous cannons to shoot down foes, most notably the big gun Long Tom.
However, the galleon also has some other unpleasant surprises. First, due to the legend that Hook needed no watch, for "the wind of his name guarded the ship for a mile around," Blessed by Wind is enhanced, giving the wind within a mile radius of the ship a limited level of intelligence and agency. Now able to act on their own without direct instructions from Rider, the air acts as a sort of familiar to Rider. At the very least, the air actively scouts the area and will quickly let Rider know about any intruders. Likewise, if they sense an immediate threat to Rider, they may intervene with an abrupt gust, even if Rider was careless about the danger. Moreover, the area around the ship can become a fierce maelstrom, making it hard for anyone to reach or escape the ship once the winds start churning.
Second, certain factions summoned by Neverland's Peoples gain bonuses in combination with the Jolly Roger. Pirates - and Lost Boys, due to their brief stint serving aboard after Pan's taking of the ship - gain a boost to their stats when they fight on board. The Mermaids do not gain a boost, but the storm recognizes them as allies and allows them to freely and safely swim around the ship as an extra defense force.
Third, the Jolly Roger not only can fly, but it can also travel between worlds, such as to the Reverse Side and back. When traveling through other worlds, the ship must constantly remain on the move and only briefly pass through these otherworlds, or else those world's resistance might send the ship back to where it started. In addition, the Jolly Roger can only stay active for as long as Rider on (or within a mile radius of) the ship, so it's not like she has the time or ability to explore and use things from the places she passes by.
Rider's preferred tactic is to activate the noble phantasm when her enemies are all gathered within range, and then sail off on a journey between worlds with everyone trapped aboard. As the ship sails on through these otherworlds, Rider will seek to knock opponents overboard. There, if they aren't drowned by the mermaids or destroyed by the storm, the winds eject them away from the ship, essentially marooning them forever in distant, often hostile realms as the Jolly Roger sails back to the real world.