The Bannor used mobs of Peasants to hunt and kill powerful mages, as well as their priests wielding powerful Fire burning with the Passion of Faith. I would say something reminding me of Mobs that chace people with pitchforks and hang people.
Probably a Xenophobic Civ-Trait, a Populist Trait (either through diplomacy or warfare), and also spiritual (priest magic) ways to both quell the populace (unyielding order) and burninate the heretic (pillar of fire).
I think they should have a Civic available at some mid-early game tech (of the Age of Magic Era) which spawn "peasant mobs" from farms and all cottage improvmements. Say, 3 strength and can use copper, with 20% magic resistance. Their priests of Bhall should be able to use Courage spell and Fireball, while their high-priest should be able to use Valor, Unyielding Order, and Pillar of Fire.
Their Courthouse UB should be a Guillotine, and their Dungeon UB should be a PIT of FIRE (to throw the heretics into)
The Patrians on the Other hand, would be in some ways the complete opposite. their mages would come in two folds ... summoners and sorcerors.
The summoner would start with twincast, and they would pass their combat promotions directly to their summons.
The Sorceror would start with Enchanted Staff as a unique spell, or simply enchantment 3, as well as magic immune.
With death and mind mana, the Patrians will be able to Build a Unique wonder to them called the Tower of Arrogance. The city with Tower of Arrogance allows all units to start with channeling I and II, as well as allow the building of the National unit the "Technocrat" the Technocrat would be immortal, magic immune, -50% enemy resistance, as well as start with Death III, Mind III, and twincast. This national unit would have a limit of 2. The technocrat would also be of the arcane combat-type, as well as posses channelling I-III, as well as start with the rust and slow spells.
The Rebels would start with the Magic-Resistance civ-trait, as well as all units starting with courage, and first strike.
The archer UU of the Rebellion would be the crossbow. It would be funtionally the same, except for start with 5 extra first strikes.
The leader of the Rebellion would, of course, be Kylorin. Agressive, Organized, and (instead of arcane) raiders.
The Rebels would appear in the late magical age, somewhere near the Patrians (or inside Patrian land). The leader of Patria woulid switch from Kylorin to Perpentach (most likely). And this Perpentach's traits would be Arcane, Philosophical, and (something related to mind control .... financial? magic resistant?) ... the third trait would Hopefully be something called Alluring, which would give the Allure promotion to all (living) units, and allow enemy units a 15% chance of converting upon defeat.
The Alphar would be one united force, with Sinister Assasins, Dextrous Archers, and Illusionists. The leader would be Arendel Phaedra @ philosophical/Defensive and Neutral. (to represent the balance between the two halves, not just her) During these glory days, the Elven racial promotion would grant +50% forest strength and +100% ancient forest strength. Also the ancient forest upgrade mechanic and the treant-spawn mechanic would be tied directly to the Alphar nation (as opposed to FOL), and FoL would be founded upon the building of Evermore.
The Aiphons would all start with the amphibious and water-walking trait, as well as have a hunter UU who starts with Mezmerize Ocean Animal. @ Fanatacism they should be allowed to build the Leviathan, and at the destruction of the Aiphons, the Leviathan becomes barbarian (or if he is not alive, a new Barbarian Leviathan is borne). If the Leviathan is not currently alive, exploring Aiphons Isle should give a 10% chance of re-awakening the Leviathan.
Their cavalry would ride Sea-Snakes while their recon units would ride sea-horses. Their recon would also be allowed Water-Stealth (and potentially marksman and HN mask abilities) Their recon units wouldn't be able to leave the Ocean, while their Mounted line could slither onto land at a detriment of -20% strength. (an extra -30% in desert or ice). Sea snakes would also gain a +15% strength in Marshland, as well as a +10% strength in jungle.