Post by aspenivan on Nov 12, 2015 8:47:01 GMT
This section will be expanded as more kingdoms enter play.
FIRETOOTH CLAN: Militia Tradition = Every village and (mobilizable) city district gets an additional free levy that is permanently raised. Every professional unit takes 2 professional slots. Furthermore, when raising levies normally, 1/3 of total levy units raised are Firetooth Veteran Militia with the following traits.
– Firetooth Veteran Militia (1,000): Musket-wielding commoners with extensive experience in war and better equipment than their peers. Resistant to Fatigue / Accurate / Good Morale / Good Cohesion / Medium Armor.
KINGDOM OF ELON: Powerful Nobles = City Fort in every village for no upkeep (Does not provide professional military slots). Furthermore, every village gets a free, always-raised Elonese Ranger levy with the following traits.
– Elonese Rangers (100 riders): Swift riders who patrol the frontiers of Elon, armed eclectically according to their individual tastes. Very Fast / Resistant to Fatigue / Never Takes Attrition / Bonus to Ambush & Stealth / Good Morale & Cohesion in irregular warfare / Poor Morale & Cohesion in pitched battle / No Armor.
SEFTI-CERDIGONIAN COMMONWEALTH: A True Northern Empire = Every village grants +1 Professional Army Slot and also counts as a zero-upkeep Outpost, generating tax as normal. Village-Outposts cannot be upgraded. Furthermore, may mine Iron as normal (ignore Sylph malus) and may recruit troops as either Elves or Sylphs.
KINGDOM OF NAVAREN: Dangerous Hillfolk = Non-human enemies in hilly/mountainous home territory take attrition as if they were human, while humans take double attrition. All levies raise immediately with no malus when attacked and have improved morale in home territory, and conversely all enemy levies have decreased morale. Ambush checks in hilly terrain always succeed against enemy armies with no General or Explorer, and otherwise have improved chance of success.
KINGDOM OF HESSNYA: The First Independent Kingdom = Priority when hiring Mercenary Companies, even if company is already hired out to another realm. Retinues can never be stolen from Hessnya, and it may keep (but not recruit) 1 over Splendor Retinue limit.
WOLFWYRD CLAN: Wasteland Heritage = Can build Nomadic Villages, which give 2 food slots apiece, can move once per turn, and automatically raise levies with no penalties when attacked. Every such village also has an extra, always-raised levy. Levies from Nomadic Villages are Wasteland Warg Riders, with the following traits.
– Wasteland Warg Riders (300): Fierce orcish warriors who rule the Orclands, equally dangerous with bow or sword. Fast / Resistant to Fatigue / Never Takes Attrition / Frightens Enemies / Powerful Charge / Weak Against Armor / Light Armor.
IKEGAMI CLAN: Paragon of Honor = May build a Southern Trade District for any one of the Three Kingdoms, regardless of religion and/or Academy of Magic. Warrior and General retinues are double-size and have unbreakable morale.
JOTUN CLANS: Terror of the Northern Seas = May take Exploration actions with naval units as if each was an Explorer, as long as the general area is near a coast or river. Piracy and raiding do not affect Splendor. All Marines become Raider Marines, and all Raider Marines become Jotun Vikings (improved armor and morale). Furthermore, Longships replaced by Jotun Dragonships, with the following traits.
– Jotun Dragonships (5 vessels / 500 Jotun Vikings): Fast / Medium Durability / Can Sail up Rivers / Light Forward Cannons [Special: No Iron Cost]
THE GOSPODARS: They Who Forge = Gospodar gunpowder units use Hammerlocks (improved rate of fire and resistance to harsh weather). Mages and War-Mages are replaced with Artificers and War-Artificers respectively. Every village generates 1 Iron Slot, 1 Gunpowder Slot, or 1 Gold/turn in addition to normal production (chosen at village creation). This production is NOT canceled by raising levies. May not build Modern Gunsmiths' Workshop expansion.
– Artificer: Artificer and apprentices. Once per four turns, may commission a Legendary Artifact for 6 Gold and a 4-turn investment of 2 Iron Slots. This must be a weapon or a tool another retinue can use. The artifact appears at the end of the fourth turn, but the Artificer's first Legendary Artifact appears for free when it is recruited. Also counts as Mage with Enchantment school.
– War-Artificer: War-Artificer, Great Siege Weapon, and 50 acolytes. Choose Great Siege Weapon (moderator-approved) to start, may change weapon if retinue is in city where they were recruited. Specializes in siege attacks, but competent in general combat magic as well.
FREE CITY OF NEW BYRNIS: The City that Ruled an Empire = Castles and Outposts cost 75% normal construction price and impose 50% normal upkeep (round up), but must build every Castle with Star Walls and every Outpost with immediate upgrade to Tier 2. As an alternative to their normal effect, Administrator Retinues may grant +1 gold/turn and +1 Splendor per trade route originating in city OR be stationed in village to double its resource and tax output.
THE GURD: Mage Caste = Monarch retinue type is ALWAYS Mage. In any College district that has an Academy of Magic, every other expansion grants a Mage Retinue with a school related to the particular construct. Mage Warrior School grants two additional War-Mages. Cannot build Militia Armory barracks expansion, and all districts and villages grant only ONE levy unit each when mobilized.
JAGGEDFIST CLAN: Beasts of the Pit = Monarch retinue type is ALWAYS Warrior. All other retinues count as warriors in addition to their other types. Furthermore, when raising levies normally, 1/3 of total levy units raised are Jaggedfist Pit-fighters with the following traits.
- Jaggedfist Pit-Fighters (1000): Elite veterans of the Pit Fights, armed with an array of handweapons, shields, and brutal polearms. Excellent Morale / Poor Cohesion / Very Effective in Melee / Powerful Charge / Medium Armor
AUGUST DUCHY OF BERRANDA: Defender of the Faith = Has one FREE Knight regiment for every point of Piety, upgradable to Reformed Knights or Lancers with appropriate barracks expansion(s). If lost in battle, these units are replaced as per Permanent Retinue rules. For every Piety branch unlocked (3, 5, etc), gain +2 Splendor. Furthermore, any Orthodox Aedakom nation that declares war on Berranda immediately loses 3 Piety regardless of circumstances until 4 turns after the war ends. If for any reason Berranda's state religion is no longer Orthodox Aedak, this trait is lost and replaced by an entirely new one.
THRUM OF THE MOUNTAIN: Mountain Dwellers = All Districts, Castles and Outposts built in hills or mountains automatically have the defensive quality of "Cavernous," giving them superior defense that is highly resistant to cannon fire. This quality stacks with any other defensive constructs built. May also build Stone villages in hill or mountain areas without needing to discover stone resources.
KINGDOM OF AUSVINTHUS: Unbreakable Resilience = Resource villages do not cost Food Slots. When mobilized, Food Villages do not have their entire production canceled; they still produce 1 Food Slot each. Villages of any type that are destroyed for any reason are automatically replaced 2 turns later as close to their prior location as possible, if the general area is not under enemy control. May sustain (but not recruit) up to 3 over Food Slot limit without suffering starvation.
REPUBLIC OF VINAYA: Silver Tongued Merchantmen = Ambassador Retinues can function as Spymasters in the kingdom they're currently in. Ambassador Retinues use their action to present an ultimatum to a foreign monarch. If the action is successful the monarch must either accept the ultimatum or receive half tax income for 1d4 turns. Naval Trade Routes are guarded by armed escorts that will act as levy warships if attacked.
THE SACYRE: Winter Menace = All units have immunity to normal attrition and immunity to all penalties from winter conditions and cold weather. In addition, Sacyre may recruit Sacyre Ice Stalkers from any Traditional Barracks.
- Sacyre Ice Stalkers (500): Winter raiders armed with pistols, clubs and nets, skilled at surprising unsuspecting enemies and capturing live prisoners. Resistant to Fatigue / Never Takes Attrition / Fast / Bonus to Ambush & Stealth in winter conditions / Good Morale / Average Cohesion / Light Armor / Bonus to taking prisoners.
KINGDOM OF BAEMIR: Foe of the Devil Races = All "Devil Race" (Orc, Goblin, Giant, Sylph) realms have significant malus to subterfuge against Baemir, and Baemir armies will never surrender to Devil Race armies - if they cannot flee, they will always fight to the death. Furthermore, Priest Retinues stationed in Temple Districts boost its levy by +1 Zealot Knight Regiment per Priest Retinue; the bonus is +2 Zealot Knight Regiments for a High Priest and +3 for a Chief Priest.
FIRETOOTH CLAN: Militia Tradition = Every village and (mobilizable) city district gets an additional free levy that is permanently raised. Every professional unit takes 2 professional slots. Furthermore, when raising levies normally, 1/3 of total levy units raised are Firetooth Veteran Militia with the following traits.
– Firetooth Veteran Militia (1,000): Musket-wielding commoners with extensive experience in war and better equipment than their peers. Resistant to Fatigue / Accurate / Good Morale / Good Cohesion / Medium Armor.
KINGDOM OF ELON: Powerful Nobles = City Fort in every village for no upkeep (Does not provide professional military slots). Furthermore, every village gets a free, always-raised Elonese Ranger levy with the following traits.
– Elonese Rangers (100 riders): Swift riders who patrol the frontiers of Elon, armed eclectically according to their individual tastes. Very Fast / Resistant to Fatigue / Never Takes Attrition / Bonus to Ambush & Stealth / Good Morale & Cohesion in irregular warfare / Poor Morale & Cohesion in pitched battle / No Armor.
SEFTI-CERDIGONIAN COMMONWEALTH: A True Northern Empire = Every village grants +1 Professional Army Slot and also counts as a zero-upkeep Outpost, generating tax as normal. Village-Outposts cannot be upgraded. Furthermore, may mine Iron as normal (ignore Sylph malus) and may recruit troops as either Elves or Sylphs.
KINGDOM OF NAVAREN: Dangerous Hillfolk = Non-human enemies in hilly/mountainous home territory take attrition as if they were human, while humans take double attrition. All levies raise immediately with no malus when attacked and have improved morale in home territory, and conversely all enemy levies have decreased morale. Ambush checks in hilly terrain always succeed against enemy armies with no General or Explorer, and otherwise have improved chance of success.
KINGDOM OF HESSNYA: The First Independent Kingdom = Priority when hiring Mercenary Companies, even if company is already hired out to another realm. Retinues can never be stolen from Hessnya, and it may keep (but not recruit) 1 over Splendor Retinue limit.
WOLFWYRD CLAN: Wasteland Heritage = Can build Nomadic Villages, which give 2 food slots apiece, can move once per turn, and automatically raise levies with no penalties when attacked. Every such village also has an extra, always-raised levy. Levies from Nomadic Villages are Wasteland Warg Riders, with the following traits.
– Wasteland Warg Riders (300): Fierce orcish warriors who rule the Orclands, equally dangerous with bow or sword. Fast / Resistant to Fatigue / Never Takes Attrition / Frightens Enemies / Powerful Charge / Weak Against Armor / Light Armor.
IKEGAMI CLAN: Paragon of Honor = May build a Southern Trade District for any one of the Three Kingdoms, regardless of religion and/or Academy of Magic. Warrior and General retinues are double-size and have unbreakable morale.
JOTUN CLANS: Terror of the Northern Seas = May take Exploration actions with naval units as if each was an Explorer, as long as the general area is near a coast or river. Piracy and raiding do not affect Splendor. All Marines become Raider Marines, and all Raider Marines become Jotun Vikings (improved armor and morale). Furthermore, Longships replaced by Jotun Dragonships, with the following traits.
– Jotun Dragonships (5 vessels / 500 Jotun Vikings): Fast / Medium Durability / Can Sail up Rivers / Light Forward Cannons [Special: No Iron Cost]
THE GOSPODARS: They Who Forge = Gospodar gunpowder units use Hammerlocks (improved rate of fire and resistance to harsh weather). Mages and War-Mages are replaced with Artificers and War-Artificers respectively. Every village generates 1 Iron Slot, 1 Gunpowder Slot, or 1 Gold/turn in addition to normal production (chosen at village creation). This production is NOT canceled by raising levies. May not build Modern Gunsmiths' Workshop expansion.
– Artificer: Artificer and apprentices. Once per four turns, may commission a Legendary Artifact for 6 Gold and a 4-turn investment of 2 Iron Slots. This must be a weapon or a tool another retinue can use. The artifact appears at the end of the fourth turn, but the Artificer's first Legendary Artifact appears for free when it is recruited. Also counts as Mage with Enchantment school.
– War-Artificer: War-Artificer, Great Siege Weapon, and 50 acolytes. Choose Great Siege Weapon (moderator-approved) to start, may change weapon if retinue is in city where they were recruited. Specializes in siege attacks, but competent in general combat magic as well.
FREE CITY OF NEW BYRNIS: The City that Ruled an Empire = Castles and Outposts cost 75% normal construction price and impose 50% normal upkeep (round up), but must build every Castle with Star Walls and every Outpost with immediate upgrade to Tier 2. As an alternative to their normal effect, Administrator Retinues may grant +1 gold/turn and +1 Splendor per trade route originating in city OR be stationed in village to double its resource and tax output.
THE GURD: Mage Caste = Monarch retinue type is ALWAYS Mage. In any College district that has an Academy of Magic, every other expansion grants a Mage Retinue with a school related to the particular construct. Mage Warrior School grants two additional War-Mages. Cannot build Militia Armory barracks expansion, and all districts and villages grant only ONE levy unit each when mobilized.
JAGGEDFIST CLAN: Beasts of the Pit = Monarch retinue type is ALWAYS Warrior. All other retinues count as warriors in addition to their other types. Furthermore, when raising levies normally, 1/3 of total levy units raised are Jaggedfist Pit-fighters with the following traits.
- Jaggedfist Pit-Fighters (1000): Elite veterans of the Pit Fights, armed with an array of handweapons, shields, and brutal polearms. Excellent Morale / Poor Cohesion / Very Effective in Melee / Powerful Charge / Medium Armor
AUGUST DUCHY OF BERRANDA: Defender of the Faith = Has one FREE Knight regiment for every point of Piety, upgradable to Reformed Knights or Lancers with appropriate barracks expansion(s). If lost in battle, these units are replaced as per Permanent Retinue rules. For every Piety branch unlocked (3, 5, etc), gain +2 Splendor. Furthermore, any Orthodox Aedakom nation that declares war on Berranda immediately loses 3 Piety regardless of circumstances until 4 turns after the war ends. If for any reason Berranda's state religion is no longer Orthodox Aedak, this trait is lost and replaced by an entirely new one.
THRUM OF THE MOUNTAIN: Mountain Dwellers = All Districts, Castles and Outposts built in hills or mountains automatically have the defensive quality of "Cavernous," giving them superior defense that is highly resistant to cannon fire. This quality stacks with any other defensive constructs built. May also build Stone villages in hill or mountain areas without needing to discover stone resources.
KINGDOM OF AUSVINTHUS: Unbreakable Resilience = Resource villages do not cost Food Slots. When mobilized, Food Villages do not have their entire production canceled; they still produce 1 Food Slot each. Villages of any type that are destroyed for any reason are automatically replaced 2 turns later as close to their prior location as possible, if the general area is not under enemy control. May sustain (but not recruit) up to 3 over Food Slot limit without suffering starvation.
REPUBLIC OF VINAYA: Silver Tongued Merchantmen = Ambassador Retinues can function as Spymasters in the kingdom they're currently in. Ambassador Retinues use their action to present an ultimatum to a foreign monarch. If the action is successful the monarch must either accept the ultimatum or receive half tax income for 1d4 turns. Naval Trade Routes are guarded by armed escorts that will act as levy warships if attacked.
THE SACYRE: Winter Menace = All units have immunity to normal attrition and immunity to all penalties from winter conditions and cold weather. In addition, Sacyre may recruit Sacyre Ice Stalkers from any Traditional Barracks.
- Sacyre Ice Stalkers (500): Winter raiders armed with pistols, clubs and nets, skilled at surprising unsuspecting enemies and capturing live prisoners. Resistant to Fatigue / Never Takes Attrition / Fast / Bonus to Ambush & Stealth in winter conditions / Good Morale / Average Cohesion / Light Armor / Bonus to taking prisoners.
KINGDOM OF BAEMIR: Foe of the Devil Races = All "Devil Race" (Orc, Goblin, Giant, Sylph) realms have significant malus to subterfuge against Baemir, and Baemir armies will never surrender to Devil Race armies - if they cannot flee, they will always fight to the death. Furthermore, Priest Retinues stationed in Temple Districts boost its levy by +1 Zealot Knight Regiment per Priest Retinue; the bonus is +2 Zealot Knight Regiments for a High Priest and +3 for a Chief Priest.