Post by aspenivan on Jun 17, 2017 21:38:53 GMT
FIRETOOTH CLAN – Militia Tradition
Since the Firetooth Clan's legendary founding, the Guardians of the West have depended on their famed militias, units organized by towns and villages and consisting largely of orcs armed with ancestral family muskets. While the Southern Invasion and Survaekom rule prompted many Northern realms to embrace professional armies, the Firetooth adopted only limited professionalization, focusing instead on reinforcing and adapting their traditional bedrock. Likewise, while many realms now seek to embrace the National Army, the Firetooth instead have introduced what they consider its best elements to their time-tested system. The Clan sends veterans to train and command village militias, provides subsidies for orcs to “improve” (and thereby standardize) their family guns, and provides a certain amount of instruction and equipment to apply new doctrines across their army without imposing too much central authority. The result is a highly adaptable and comparatively well-disciplined militia army, supplemented of course by professional support units. As the Firetooth Council takes the mantle of premier power in the Greater Tribe of Orcland, the renowned Firetooth Militia is being prepared to defend not only its Clan, but the interests of all Orcs.
-- Military Doctrines apply to Irregulars
-- Luxury bonuses that apply to Regulars also apply to Irregulars
-- National Militia Doctrine also applies the Irregular Defensive bonus when defending Northern orcish territory or liberating it from non-orcish rulers.
-- Irregular infantry get Infantry Guns (4 per Irregular Rifles brigade, 6 per Irregular Fighters brigade)
-- 1/3 pops in the realm are always mobilized as Irregular troops at no penalty to tax or production
Unique Unit:
Firetooth Militia (Irregulars) – 3,000 / 6 Infantry Guns
These soldiers are the core of Firetooth armies. Armed with muskets and bayonets, they fight much like line infantry, deploying in tight lines and squares. They are considered the best irregular forces in the known world.
Traits: Range 70m / Significant Bonus to Morale in Home Province or City
JOTUN JARLDOMS – Terror of the Northern Seas
For the Jotun, piracy and coastal raiding has long been a way of life. While they have also made a name for themselves as explorers and colonizers, the foundation of wealth that funded these endeavors was a chain of raids from Loo-Can-Tee to Vinayapolis repeated over several generations. To this day, the shining pinnacle of their naval strength is their Marine Corps, legacy of the Jotun Vikings, famous for devastating their enemies in vicious melee both aboard ships and on land. And unlike many military forces, both the army and navy of the Jarldoms consider how to make war an opportunity for plunder and glory as much as conquest.
-- All marines are Jotun Warrior Marines, with the added traits Armored / Excellent Morale / Very Effective in Melee
-- Marines do not take any maluses for distance from their ships
-- In addition to resources, raiding also yields Gold and Splendor
Unique Unit:
Jotun Dragonships Squadron (Professional Navy) - 5 Ships, 500 Marines
The characteristic dragon heads of Jotun raiding ships have historically been the first – and often the last – sight unfortunate coastal villagers. Evolving with the times, however, the other elements of these ships have been modernized. With a deeper keel and larger, triangular sails, contemporary Jotun dragonships can out-race and out-maneuver most of their opponents, avoiding unfavorable battles and driving quickly to their targets. The dragonship has also been granted an upper deck, small broadsides, and additional swivel guns to fend off enemies on the sea.
Traits: Excellent Morale / Excellent Cohesion / Very Fast / Very Maneuverable / Can navigate rivers / Quick Disembarkment
SERENE LEAGUE OF VINAYA – Southern Shore Legacy
Since the end of the Fifteen Years' War, Vinayapolis has not only survived but thrived deep in the midst of potential enemies, from Orthodox Aedakom strongholds to Wasteland Orcish Hordes to its on-and-off rival city Dovwyn. The key to Vinayan prosperity and expansion, its greatest means for projecting power, has been trade. Much in the spirit of Old Lucente, Vinaya has secured influence over pagans and pacified would-be Aedakom enemies with the riches of commerce, guarded of course by a reputable navy and -perhaps more importantly- the world's best-equipped merchant marine.
-- +1 Naval Levy per trade route mobilized
-- Gain access to new naval levy:
Merchantman Squadron
These trading ships ply long sea routes, and are armed to the teeth to fend off privateers and pirates. While not particularly swift, they are quite durable.
Traits: Squad Size 2 / 20 Marines / Heavy Cannons / Slow
-- Sea trade routes are automatically guarded by 3 Merchantman Squadrons each
-- Unique provincial infrastructure:
Trading Post - build in foreign provinces with owner permission, establishes free trade route between Vinaya and owner, build limit 1 Trade Post per Port District level (1 for every base district, 2 for upgraded district)
Unique Unit:
Freekorps Grenadier Guard (Professional Infantry) – 1,500 / 6 Infantry Guns
Originally a quasi-religious mercenary order, the Lucentian Freekorps have evolved into an integral segment of the Serene League's professional army. These superbly-drilled troops fight with muskets, bayonets, and grenades.
Traits: Range 80m (Grenades at 30m) / Excellent Morale / Excellent Cohesion / Accurate / Quick Reload / Grenades! / Special Rule: Inspiring Presence
IKEGAMI CLAN – Paragons of Honor
The Ikegami Clan is steeped in the culture of honor. While other states have stooped to the level of pragmatism, using war, espionage, and politics for their own gain, the Ikegami have stood above the fray and maintained their noble mien. Agents and courtiers from across the world seek the patronage of the great clan, knowing that the Ikegami can be trusted to treat them with honor and not abuse them or their services.
-- 50% reduction to Agent upkeep
-- When attracting Great Minds, ignore any “negative conditions” the Ikegami meet
Unique Unit:
Samurai Foot Guards (Professional Infantry) – 1,500 / 6 Infantry Guns
Highly trained warriors of noble blood, trained to fight with musket and sword. These elite Ikegami soldiers blend the modern and the traditional; they are drilled to perfection in line tactics and firing drills, but also carry armor and practice time-tested martial arts.
Traits: Range 80m / Excellent Morale / Excellent Cohesion / Accurate / Quick Reload / Armored / Very Effective in Melee
SEFTIAN ESHARA – Noble Administration
With a founder like Cadoc the Usurper and a current ruler often known as “Warmonger” or “Mad,” one might be surprised that the Sylphan branch of Sefti managed to hold onto power at all past the end of Survaekom rule, let alone form a vast Commonwealth of elves and sylphs. But to form the largest empire since Old Eshara, and then unite with Berranda to claim that very title exceeded the wildest expectations of many renowned scholars and travelers. The key to Sefti's success was and remains not so much the King himself as his relationship to the feudal nobility. The military prowess of House Giantslayer under Sefti patronage, the connections of House Gwynedd through various functionaries, the navy and skilled leadership of House Llewelyn grateful for Aeron's marriage and land grants, and perhaps most importantly the timely defection of House Agricola to the Cerdigonian cause all contributed to a seemingly unstoppable rise in King Aeron's power. Both indebted to the nobility and enjoying their loyalty, now-Emperor Aeron Sefti maintains a thoroughly feudal administration. The lords continue to provide him with many talented courtiers, a panoply of small but effective “House Armies” and old but ever-useful fortifications across the land. Yet, they also limit his flexibility as a ruler, making it difficult to pick and choose how he would run “his” empire.
-- Gain +1 random (non-religious/non-magical) Agent per province, but Agents cannot be hired normally; these free Agents impose upkeep as if hired
-- Every non-religious/non-magical Agent (including Monarch) provides +1 free-upkeep Line Infantry brigade; these units do not require professional army slots and are replenished for free (1 full turn out of combat to restore damaged unit, 2 full turns to replace destroyed unit)
-- Every province has free Blockhouses infrastructure (cannot be demolished, newly conquered provinces gain it the turn after officially ceded)
Unique Unit:
Imperial Life Guards (Professional Cavalry) – 500
The most famous section of the Sefti Royal Army, the Life Guards famously escorted Prince Rhys to safety in the Battle of the Crown Princes, valiantly holding off thousands of pagan berserkers in a heroic rear-guard action. Although Rhys would eventually pass away from his wounds, the Life Guards' reputation for bravery would not. In their current form, they are equipped with pistols, swords, lances, cuirasses, and the finest uniforms the Empire can offer.
Traits: Range 30m / Excellent Morale / Good Cohesion / Very Effective in Melee / Powerful Charge / Armored / Special Rules: Glorious Charge and Inspiring Presence
BERRANDAN ESHARA – Defender of the Faith
Though formally united with the Sefti Crown, Berranda and its August Duke retain a unique reputation as Defenders of Aedak in the North. The Orthodox realms of the North look to Berranda as an ally and protector when in need, and even when their interests collide few pious Orthodox rulers would dare stain their legacies by escalating the matter to war. Within the ranks of the Berrandan nobility itself, historic source of the Duchy's cavalry and commanders, piety and zeal are esteemed more than in other Orthodox realms. Duty, Mastery, and Dignity are spoken of everywhere and always, and the interests of the Greater Orthodox community are always a primary consideration.
-- For any Pious Orthodox Aedakom realm, maintaining peace with Berranda counts as a piety requirement.
-- For Berranda, intervening to protect other Orthodox realms from heathens and heretics counts as a piety requirement.
-- All professional cavalry have the Fanatical special rule by default.
-- Field Commanders may grant Fanatical to their chosen units.
-- Berrandan units with Fanatical are much less likely to ignore/disobey orders.
Unique Unit:
Noble Rifles (Professional Cavalry) – 750
The Great Northern War saw Berranda's newly-reformed knights cut to pieces by the Gospodars' mobile firepower, provoking a “second reformation” of the Duchy's military gentry. These modernized “knights” have traded much of their armor and shock power for speed, wearing cuirasses instead of full articulated plate, and they have greatly improved their discipline. More importantly, however, they have adopted the use of short-barreled rifles in addition to swords and lances; when dismounted, they can punish the enemy with accurate, long-range firepower.
Traits: Range 200m / Excellent Morale / Excellent Cohesion / Very Accurate (when dismounted) / Armored / Effective in Melee / Powerful Charge / Must Dismount to Reload Efficiently / Vulnerable to Cavalry when Dismounted
SACRYE EMPIRE – Winter Menace
Although the "Long Winter" of the Far North was what drove the Sacrye South, it also very much shaped the heritage they arrived with and carry on to this day. Much like the God they fear, the Cold has become a part of the giants' culture, and some would say their very soul as a people. They are comfortable in the face of cold and snow most would consider unbearable, and perhaps most glaringly their Frozen Titans -once peaceable creatures twisted into mindlessness by centuries of magic storms- remain ubiquitous as beasts of burden and war.
-- All units have immunity to attrition and penalties from winter conditions and cold weather.
-- Regardless of access to Giant Beasts resource, may recruit Howdah units as professionals with the following revised/additional traits: Good Morale / COHESION and SPEED Penalty to all Nearby Creatures without Immunity to Cold
Unique Unit:
Sacyre Ice Stalkers (Professional Infantry) – 1,000
Winter raiders armed with pistols, clubs and nets, skilled at surprising unsuspecting enemies and capturing live prisoners. They also function well in field battles as quick-moving infantry, harassing enemy flanks or exploiting weak points.
Traits: Range 60m / Good Morale / Good Cohesion / Fast / Effective in Melee / Bonus to Ambush & Stealth in winter conditions / Bonus to taking prisoners.
HOLY UNION OF HAIHO-AUSVINTHUS AND TRUE ESHARA – Phoenix Reborn
Though the Sefti and Berrandans may claim the title Eshara, few outside their courts see this as more than a grab for prestige, power, and reason to conquer. The Holy Union, in contrast, can truly claim to carry the legacy of the Old Empire. Many of its most prominent nobles, including the ex-Recimir himself, not only knew Eshara but paid it visit as tributaries and worshippers of the Pantheon. Its people is a union of pagans who were spared the Southern Conquest or rejected its impositions: The steadfast Grey Elves, the vibrant Haiho Dwarves, and humans holding to the Old Ways who fled their oppressors. Even the Gurdic goblins, though a recent conquest less integrated into the empire than the others, can claim a certain relationship to Old Eshara as mercenaries and occasional tributaries. Now united, these various peoples of New Eshara stand ready to protect their fellow "True Northerners" from hungry powers who still answer to the Southern Vaekir, and perhaps one day to liberate these latter nations as well.
-- Benefit from the Elven, Dwarven, and Human bonuses, but only the Elven malus
-- Field Commanders may grant Preferred Enemy: Orthodox Aedakom to their chosen units as a special rule (applies to all units fighting for an Orthodox Aedakom state)
Unique Unit:
Esharan Foreign Legion (Professional Infantry) – 3,000 / 12 Infantry Guns
Volunteers from across the North, drawn to the banners of “True Northern Freedom” and “Esharan Restoration.” Trained as standard line infantry, they have nonetheless made a name for themselves for their resilience and resourcefulness in tough situations.
Traits: Traits: Range 70m / Good Morale / Good Cohesion / Resistant to Fatigue / Resistant to Attrition / Special Rule: Fleet
UNITED KINGDOMS OF ALMURIA AND BEG GURIHM - Those Who Forge
When the Gospodars first descended into "the North" from the Far North, they had long forged tools and artifacts in the name of He-Who-Forged-the-World. In the decades after their arrival, they soon forged something far greater: First a series of pacts, then a union of Holds, and finally a fully integrated Empire of Almur and Dwarves. The United Kingdom continues to advance in both of these traditions, cities not only bustling with forging-places but sprawling them out into the surrounding villages, and their Government a Forging-Place for new ideas and practices drawn from the best of their various member peoples.
-- Cities also grant 1 infratructure slot per 2 population.
-- For every distinct non-Almur “culture group” in the realm (quantified by province or city with cultural affinity established by pre-existing lore), gain a Civic Doctrine point (does not count towards doctrine limit)
**Starts with +2 doctrines, for Gurihm and Thrum cultures
Unique Unit:
Almuric Infantry (Professional Infantry) – 750
Giant warriors equipped with long rifles, melee weapons and light armor. They are trained for speed, precision, and endurance in combat; the essentials of Almur warfare.
Traits: Range 400m / Good Morale / Good Cohesion / Very Accurate / Slow Reload / Resistant to Fatigue / Fast / Special Rule: Hit and Run
CAUDIERRA - People of the Crop
From humble beginnings as hunter-gatherers to the overly successful, large scale hunting-bands that overdrew from their environment come the Ogroid people of Caudierra. Raised from near starvation by the semi-legendary figure Comalto in recent years, the meteoric success of these once tribal people has taken the West by no small surprise. Central to their newfound power has been their abundance and celebration of food, ultimate symbol of legitimacy in Caudierran society.
-- Can take Feast as a Turn Action once per turn, spending 10 Food to gain one of the following bonuses:
Longbow Hunters (Standing Irregular Infantry) - 1,000
Warriors descended from Caudierra's long tradition of hunting, armed with their characteristic "oversize" longbows as well as machetes for close combat.
Traits: Range 400m / Accurate / Quick Reload / Resistant to Fatigue / Bonus to Ambush & Stealth
KALMAR ECCLESIOCRACY - Caste System
Kalmar's great castes constantly compete for power and influence, dominating entire regions with their presence. These castes compete with one another primarily through providing services to the state; the state in turn benefits greatly from the skills of the various castes, who have had generations to perfect their arts.
-- Every province and city has a dominant CASTE. When territory as acquired (game start for initial holdings), choose from the following:
Unique Unit:
Kalmari Musket Warriors (Standing Irregular Infantry) - 3,000
The mainstray of Kalmar's warrior caste, these infantry are armored in chain as well as cuirasses. They carry matchlock muskets, but also characteristic Kalmari shields and short swords, making them fearsome both at range and in close combat.
Traits: Range 70m / Armored / Effective in Melee
VIIKHALAKAN EMPIRE – Slave Society
Viikhalaka practices the West's single largest and oldest system of slavery, by now a core facet of their social hierarchy. Such a mode of production certainly generates periodic crises that threaten the Crown, but the Empire has so far prevailed every time, perhaps conceding some reforms but preserving the overall social order. It is not hard to see why the Viikhalakan elite remains so vested in their slave society, not only squeezing extra production for land-holders, but also prompting lucrative taxes for the Crown through slave-owner profits and the realm's internal slave trade itself. To steel itself against the inevitable disorder in the countryside, Viikhalaka has made the cities the bedrock of its rule, with extensive fortifications and highly-militarized populations.
-- When a province is acquired (forum start for initial provinces), may designate any number of pops as “slave.”
-- A “slave” pop generates an additional +1 of provincial resource and +1 gold/turn tax but cannot be mobilized. For every 10 slave pops in the realm, lose 1 Order.
-- Capital begins with lvl 6 fortification in every district, and other starting cities with lvl 4.
-- Conquered cities gain +1 fortification in every district per turn after officially ceded until they reach lvl 5.
-- All owned cities have 1 Standing Levy garrison per district.
Unique Unit:
Chaincoats (Standing Irregular Cavalry) - 1,000
Although the Khallak way of life has nearly died out, the people's legacy remains in Viikhalaka's large standing cavalry forces and their particular breed of horses, considered the fastest in the West.
Traits: Good Morale / Armored / Powerful Charge / Effective in Melee / Fast
IMPERIAL CONFEDERATION OF KAERSCH – Imperial Heritage
The Imperator of Kaersch is first among equals in name, but in reality a strong king ruling a subservient nobility, commanding a powerful imperial army, and holding an ancient claim. His power stems in large part from his control over the key cities and wealthiest fiefdoms of the Confederation. But, behind this has been the peace and stability of the Imperial demesne, allowing the Crown's loyal administration to take root. In contrast, the “confederate holdings” of other member states are little more than symbols of the Imperator's legitimacy and buffer regions useful for shielding the center.
-- Reduced order penalty from conquest
-- Up to half of holdings (provinces and cities), rounded down, may be designated as “Imperial.” The rest are “Confederate.”
-- Imperial holdings generate +1 Standing Levy per 2 pop as long as the holding has not experienced rebellion, raiding, or invasion in the last two years (4 turns).
-- Confederate holdings have +1 fortification level by default and provide +1 Splendor each.
-- New holdings may be designated Imperial or Confederate freely as long as the ½ ratio is maintained.
Unique Unit:
Baemirian Square (Standing Irregular Infantry) – 3,000 (2,400 matchlock, 600 pike)
A formation brought to Kaersch by the Baemirian Remnant, based on Southern tactics of the time and lessons from the Ironskull War. The Baemir had originally fought with an archaic form of line infantry, but had suffered for lack of pikes when assailed by Wasteland cavalry and War Mammoths. Thereafter they adopted what was known in the North as the “New Model Square,” dubbed the “Baemirian Square” by Kaerschian commanders upon Baemir's return. The well-ordered unit emphasizes the firepower of matchlocks, but includes a defensive “reserve” of pikes to ward off cavalry.
Traits: Range 70m / Good Cohesion / Resistant to Flanking / Bonus fighting Cavalry
MOGUI DYNASTY - Banner System
The Mogui system of Banner Armies is unique in the world. While other nations have experimented with esprit de corps and organizational structures, the Mogui have mastered the art. Their Banners represent highly organized military units, each with its own culture, traditions and logistical support. Thanks to this organization, each banner is a well-oiled machine of war capable of operating independently with a high degree of cohesion.
-- Realm possesses 4 Banner Armies. Each Banner Army comes with an automatic Military Agent and 5 Standing Levies (Agents are free; troops cost upkeep, but ignore recruitment costs/requirements).
-- When an entire banner fights together, its units all receive a bonus to morale and cohesion.
-- When damaged or destroyed, Banner units replenish for free as long as they stay out of combat (1 full turn to restore a damaged brigade, 2 full turns to replace a destroyed brigade). Likewise, any Banner Agent lost is replaced 2 turns later.
-- Banner Armies may be expanded at the cost of 12 Gold and 2 Supply per brigade recruited to a single Banner. Every Banner can support a maximum of 10 brigades.
Unique Unit:
Mogui Warg Cavalry (Standing Irregular Cavalry) – 1,000
Warriors descended from the tradition of the Wasteland Riders, but conditioned by a century of settled life and military professionalization. They remain proficient horse archers and sword-fighters, but they now also carry armor, shields, and lances.
Traits: Range 150m / Good Morale / Quick Reload / Armored / Powerful Charge / Effective in Melee / Low Ranged Power
SHAMBHALA - Theocratic Administration
Moreso than any power on the continent, Shambhala's church and state are melded into one. It's temporal ruler, the Dham, is also head of the Bahist religion. Legions of monks from the Sak school advise local elites and even fill the bureaucracy itself, projecting the state's influence to every corner of the realm through their religious devotion. The state sponsors countless monasteries, centers of Bahist education and knowledge in the personal domain of the Dham. Thus, while Shambhala may technically be a feudal state, its theocratic nature and clerical administration enhance central power far beyond that of its contemporaries.
-- Monarch may (and must have) Chief Priest as one of its agent types
-- Every High Priest gains a second Agent type, choose Governor or Minister of Trade
-- Unique Provincial infrastructure:
Monastery - +1 High Priest, fortification level 2 “settlement,” Shambhala Warrior Monk garrison, max 1 in a province, costs 15 Gold
Unique Unit:
Shambhala Warrior Monks (Standing Irregular Infantry) – 1,500
Renowned martial artists armed with swords and daggers and grenades, these Bahist religious warriors are fearsome enough to face on their own. However, they also carry a reputation for extreme bravery and a sense of duty to inspire and encourage their compatriots, making them even more formidable as parts of larger armies.
Traits: Range 30m (Grenades) / Excellent Morale / Very Effective in Melee / Special Rule: Inspiring Presence
THE KINGDOM OF WISTANORCCLANDA - Inheritors of the West
Deep beyond the westernmost reaches of the once-hailed Guardians of the West rise a new power to shake the bedrock of Orcland. Now led by the ascendant warrior queen, Cwen Acca Boarsplitter, the Stonefoot Clan and their Boarsplitter monarchs have taken step after step towards greatness as they claimed in with their own two hands. Under the absolute rule of Cwen Acca and the newly claimed title of West Orcland, the Stonefoot and the lesser clans beneath them continue to rise with the sun itself seeming to be their counterweight. With such monumental drive pushing the newly crowned West Orcland forward the limits of their growing reach can only be guessed at.
-- +1 Standing Waepenbora Cavalry and +2 Splendor for every 5 filled Professional Slots.*
-- For every 15 filled Professional slots, designate 5 units as Royal Retainers. Increase their morale and cohesion by one full point.*
-- Upon filling ALL Professional Slots, receive +2 Public Order and an additional +5 Splendor.
-- Cannot raise Irregulars other than Waepenbora Cavalry
*Units and effects gained through filling slots are not lost immediately. Units gained will not refill until the slots are refilled and effects dissipate two full turns after failing to refill the slots.
Unique Unit:
Waepenbora Cavalry (Irregular Cavalry) – 1000
The Waepenbora are the result of decades of diminishing direct power and authority for the nobles of the Stonefoot realm. With the weakened political position of the once powerful noble elite the youth of the patrician class has been redirected to more fruitful measures; the art of war. Armed with a vast array of high quality inherited and purchased equipment, the Waepenbora vigorously fight to reap a harvest of proper orcish honor and glory on the field of battle.
Traits: Range 30m / Armored / Significant Bonus to Morale in Home Province or City
Since the Firetooth Clan's legendary founding, the Guardians of the West have depended on their famed militias, units organized by towns and villages and consisting largely of orcs armed with ancestral family muskets. While the Southern Invasion and Survaekom rule prompted many Northern realms to embrace professional armies, the Firetooth adopted only limited professionalization, focusing instead on reinforcing and adapting their traditional bedrock. Likewise, while many realms now seek to embrace the National Army, the Firetooth instead have introduced what they consider its best elements to their time-tested system. The Clan sends veterans to train and command village militias, provides subsidies for orcs to “improve” (and thereby standardize) their family guns, and provides a certain amount of instruction and equipment to apply new doctrines across their army without imposing too much central authority. The result is a highly adaptable and comparatively well-disciplined militia army, supplemented of course by professional support units. As the Firetooth Council takes the mantle of premier power in the Greater Tribe of Orcland, the renowned Firetooth Militia is being prepared to defend not only its Clan, but the interests of all Orcs.
-- Military Doctrines apply to Irregulars
-- Luxury bonuses that apply to Regulars also apply to Irregulars
-- National Militia Doctrine also applies the Irregular Defensive bonus when defending Northern orcish territory or liberating it from non-orcish rulers.
-- Irregular infantry get Infantry Guns (4 per Irregular Rifles brigade, 6 per Irregular Fighters brigade)
-- 1/3 pops in the realm are always mobilized as Irregular troops at no penalty to tax or production
Unique Unit:
Firetooth Militia (Irregulars) – 3,000 / 6 Infantry Guns
These soldiers are the core of Firetooth armies. Armed with muskets and bayonets, they fight much like line infantry, deploying in tight lines and squares. They are considered the best irregular forces in the known world.
Traits: Range 70m / Significant Bonus to Morale in Home Province or City
JOTUN JARLDOMS – Terror of the Northern Seas
For the Jotun, piracy and coastal raiding has long been a way of life. While they have also made a name for themselves as explorers and colonizers, the foundation of wealth that funded these endeavors was a chain of raids from Loo-Can-Tee to Vinayapolis repeated over several generations. To this day, the shining pinnacle of their naval strength is their Marine Corps, legacy of the Jotun Vikings, famous for devastating their enemies in vicious melee both aboard ships and on land. And unlike many military forces, both the army and navy of the Jarldoms consider how to make war an opportunity for plunder and glory as much as conquest.
-- All marines are Jotun Warrior Marines, with the added traits Armored / Excellent Morale / Very Effective in Melee
-- Marines do not take any maluses for distance from their ships
-- In addition to resources, raiding also yields Gold and Splendor
Unique Unit:
Jotun Dragonships Squadron (Professional Navy) - 5 Ships, 500 Marines
The characteristic dragon heads of Jotun raiding ships have historically been the first – and often the last – sight unfortunate coastal villagers. Evolving with the times, however, the other elements of these ships have been modernized. With a deeper keel and larger, triangular sails, contemporary Jotun dragonships can out-race and out-maneuver most of their opponents, avoiding unfavorable battles and driving quickly to their targets. The dragonship has also been granted an upper deck, small broadsides, and additional swivel guns to fend off enemies on the sea.
Traits: Excellent Morale / Excellent Cohesion / Very Fast / Very Maneuverable / Can navigate rivers / Quick Disembarkment
SERENE LEAGUE OF VINAYA – Southern Shore Legacy
Since the end of the Fifteen Years' War, Vinayapolis has not only survived but thrived deep in the midst of potential enemies, from Orthodox Aedakom strongholds to Wasteland Orcish Hordes to its on-and-off rival city Dovwyn. The key to Vinayan prosperity and expansion, its greatest means for projecting power, has been trade. Much in the spirit of Old Lucente, Vinaya has secured influence over pagans and pacified would-be Aedakom enemies with the riches of commerce, guarded of course by a reputable navy and -perhaps more importantly- the world's best-equipped merchant marine.
-- +1 Naval Levy per trade route mobilized
-- Gain access to new naval levy:
Merchantman Squadron
These trading ships ply long sea routes, and are armed to the teeth to fend off privateers and pirates. While not particularly swift, they are quite durable.
Traits: Squad Size 2 / 20 Marines / Heavy Cannons / Slow
-- Sea trade routes are automatically guarded by 3 Merchantman Squadrons each
-- Unique provincial infrastructure:
Trading Post - build in foreign provinces with owner permission, establishes free trade route between Vinaya and owner, build limit 1 Trade Post per Port District level (1 for every base district, 2 for upgraded district)
Unique Unit:
Freekorps Grenadier Guard (Professional Infantry) – 1,500 / 6 Infantry Guns
Originally a quasi-religious mercenary order, the Lucentian Freekorps have evolved into an integral segment of the Serene League's professional army. These superbly-drilled troops fight with muskets, bayonets, and grenades.
Traits: Range 80m (Grenades at 30m) / Excellent Morale / Excellent Cohesion / Accurate / Quick Reload / Grenades! / Special Rule: Inspiring Presence
IKEGAMI CLAN – Paragons of Honor
The Ikegami Clan is steeped in the culture of honor. While other states have stooped to the level of pragmatism, using war, espionage, and politics for their own gain, the Ikegami have stood above the fray and maintained their noble mien. Agents and courtiers from across the world seek the patronage of the great clan, knowing that the Ikegami can be trusted to treat them with honor and not abuse them or their services.
-- 50% reduction to Agent upkeep
-- When attracting Great Minds, ignore any “negative conditions” the Ikegami meet
Unique Unit:
Samurai Foot Guards (Professional Infantry) – 1,500 / 6 Infantry Guns
Highly trained warriors of noble blood, trained to fight with musket and sword. These elite Ikegami soldiers blend the modern and the traditional; they are drilled to perfection in line tactics and firing drills, but also carry armor and practice time-tested martial arts.
Traits: Range 80m / Excellent Morale / Excellent Cohesion / Accurate / Quick Reload / Armored / Very Effective in Melee
SEFTIAN ESHARA – Noble Administration
With a founder like Cadoc the Usurper and a current ruler often known as “Warmonger” or “Mad,” one might be surprised that the Sylphan branch of Sefti managed to hold onto power at all past the end of Survaekom rule, let alone form a vast Commonwealth of elves and sylphs. But to form the largest empire since Old Eshara, and then unite with Berranda to claim that very title exceeded the wildest expectations of many renowned scholars and travelers. The key to Sefti's success was and remains not so much the King himself as his relationship to the feudal nobility. The military prowess of House Giantslayer under Sefti patronage, the connections of House Gwynedd through various functionaries, the navy and skilled leadership of House Llewelyn grateful for Aeron's marriage and land grants, and perhaps most importantly the timely defection of House Agricola to the Cerdigonian cause all contributed to a seemingly unstoppable rise in King Aeron's power. Both indebted to the nobility and enjoying their loyalty, now-Emperor Aeron Sefti maintains a thoroughly feudal administration. The lords continue to provide him with many talented courtiers, a panoply of small but effective “House Armies” and old but ever-useful fortifications across the land. Yet, they also limit his flexibility as a ruler, making it difficult to pick and choose how he would run “his” empire.
-- Gain +1 random (non-religious/non-magical) Agent per province, but Agents cannot be hired normally; these free Agents impose upkeep as if hired
-- Every non-religious/non-magical Agent (including Monarch) provides +1 free-upkeep Line Infantry brigade; these units do not require professional army slots and are replenished for free (1 full turn out of combat to restore damaged unit, 2 full turns to replace destroyed unit)
-- Every province has free Blockhouses infrastructure (cannot be demolished, newly conquered provinces gain it the turn after officially ceded)
Unique Unit:
Imperial Life Guards (Professional Cavalry) – 500
The most famous section of the Sefti Royal Army, the Life Guards famously escorted Prince Rhys to safety in the Battle of the Crown Princes, valiantly holding off thousands of pagan berserkers in a heroic rear-guard action. Although Rhys would eventually pass away from his wounds, the Life Guards' reputation for bravery would not. In their current form, they are equipped with pistols, swords, lances, cuirasses, and the finest uniforms the Empire can offer.
Traits: Range 30m / Excellent Morale / Good Cohesion / Very Effective in Melee / Powerful Charge / Armored / Special Rules: Glorious Charge and Inspiring Presence
BERRANDAN ESHARA – Defender of the Faith
Though formally united with the Sefti Crown, Berranda and its August Duke retain a unique reputation as Defenders of Aedak in the North. The Orthodox realms of the North look to Berranda as an ally and protector when in need, and even when their interests collide few pious Orthodox rulers would dare stain their legacies by escalating the matter to war. Within the ranks of the Berrandan nobility itself, historic source of the Duchy's cavalry and commanders, piety and zeal are esteemed more than in other Orthodox realms. Duty, Mastery, and Dignity are spoken of everywhere and always, and the interests of the Greater Orthodox community are always a primary consideration.
-- For any Pious Orthodox Aedakom realm, maintaining peace with Berranda counts as a piety requirement.
-- For Berranda, intervening to protect other Orthodox realms from heathens and heretics counts as a piety requirement.
-- All professional cavalry have the Fanatical special rule by default.
-- Field Commanders may grant Fanatical to their chosen units.
-- Berrandan units with Fanatical are much less likely to ignore/disobey orders.
Unique Unit:
Noble Rifles (Professional Cavalry) – 750
The Great Northern War saw Berranda's newly-reformed knights cut to pieces by the Gospodars' mobile firepower, provoking a “second reformation” of the Duchy's military gentry. These modernized “knights” have traded much of their armor and shock power for speed, wearing cuirasses instead of full articulated plate, and they have greatly improved their discipline. More importantly, however, they have adopted the use of short-barreled rifles in addition to swords and lances; when dismounted, they can punish the enemy with accurate, long-range firepower.
Traits: Range 200m / Excellent Morale / Excellent Cohesion / Very Accurate (when dismounted) / Armored / Effective in Melee / Powerful Charge / Must Dismount to Reload Efficiently / Vulnerable to Cavalry when Dismounted
SACRYE EMPIRE – Winter Menace
Although the "Long Winter" of the Far North was what drove the Sacrye South, it also very much shaped the heritage they arrived with and carry on to this day. Much like the God they fear, the Cold has become a part of the giants' culture, and some would say their very soul as a people. They are comfortable in the face of cold and snow most would consider unbearable, and perhaps most glaringly their Frozen Titans -once peaceable creatures twisted into mindlessness by centuries of magic storms- remain ubiquitous as beasts of burden and war.
-- All units have immunity to attrition and penalties from winter conditions and cold weather.
-- Regardless of access to Giant Beasts resource, may recruit Howdah units as professionals with the following revised/additional traits: Good Morale / COHESION and SPEED Penalty to all Nearby Creatures without Immunity to Cold
Unique Unit:
Sacyre Ice Stalkers (Professional Infantry) – 1,000
Winter raiders armed with pistols, clubs and nets, skilled at surprising unsuspecting enemies and capturing live prisoners. They also function well in field battles as quick-moving infantry, harassing enemy flanks or exploiting weak points.
Traits: Range 60m / Good Morale / Good Cohesion / Fast / Effective in Melee / Bonus to Ambush & Stealth in winter conditions / Bonus to taking prisoners.
HOLY UNION OF HAIHO-AUSVINTHUS AND TRUE ESHARA – Phoenix Reborn
Though the Sefti and Berrandans may claim the title Eshara, few outside their courts see this as more than a grab for prestige, power, and reason to conquer. The Holy Union, in contrast, can truly claim to carry the legacy of the Old Empire. Many of its most prominent nobles, including the ex-Recimir himself, not only knew Eshara but paid it visit as tributaries and worshippers of the Pantheon. Its people is a union of pagans who were spared the Southern Conquest or rejected its impositions: The steadfast Grey Elves, the vibrant Haiho Dwarves, and humans holding to the Old Ways who fled their oppressors. Even the Gurdic goblins, though a recent conquest less integrated into the empire than the others, can claim a certain relationship to Old Eshara as mercenaries and occasional tributaries. Now united, these various peoples of New Eshara stand ready to protect their fellow "True Northerners" from hungry powers who still answer to the Southern Vaekir, and perhaps one day to liberate these latter nations as well.
-- Benefit from the Elven, Dwarven, and Human bonuses, but only the Elven malus
-- Field Commanders may grant Preferred Enemy: Orthodox Aedakom to their chosen units as a special rule (applies to all units fighting for an Orthodox Aedakom state)
Unique Unit:
Esharan Foreign Legion (Professional Infantry) – 3,000 / 12 Infantry Guns
Volunteers from across the North, drawn to the banners of “True Northern Freedom” and “Esharan Restoration.” Trained as standard line infantry, they have nonetheless made a name for themselves for their resilience and resourcefulness in tough situations.
Traits: Traits: Range 70m / Good Morale / Good Cohesion / Resistant to Fatigue / Resistant to Attrition / Special Rule: Fleet
UNITED KINGDOMS OF ALMURIA AND BEG GURIHM - Those Who Forge
When the Gospodars first descended into "the North" from the Far North, they had long forged tools and artifacts in the name of He-Who-Forged-the-World. In the decades after their arrival, they soon forged something far greater: First a series of pacts, then a union of Holds, and finally a fully integrated Empire of Almur and Dwarves. The United Kingdom continues to advance in both of these traditions, cities not only bustling with forging-places but sprawling them out into the surrounding villages, and their Government a Forging-Place for new ideas and practices drawn from the best of their various member peoples.
-- Cities also grant 1 infratructure slot per 2 population.
-- For every distinct non-Almur “culture group” in the realm (quantified by province or city with cultural affinity established by pre-existing lore), gain a Civic Doctrine point (does not count towards doctrine limit)
**Starts with +2 doctrines, for Gurihm and Thrum cultures
Unique Unit:
Almuric Infantry (Professional Infantry) – 750
Giant warriors equipped with long rifles, melee weapons and light armor. They are trained for speed, precision, and endurance in combat; the essentials of Almur warfare.
Traits: Range 400m / Good Morale / Good Cohesion / Very Accurate / Slow Reload / Resistant to Fatigue / Fast / Special Rule: Hit and Run
CAUDIERRA - People of the Crop
From humble beginnings as hunter-gatherers to the overly successful, large scale hunting-bands that overdrew from their environment come the Ogroid people of Caudierra. Raised from near starvation by the semi-legendary figure Comalto in recent years, the meteoric success of these once tribal people has taken the West by no small surprise. Central to their newfound power has been their abundance and celebration of food, ultimate symbol of legitimacy in Caudierran society.
-- Can take Feast as a Turn Action once per turn, spending 10 Food to gain one of the following bonuses:
- War Feast: Grant an army or navy of up to 30 units a morale boost in any battles this turn.
- Court Feast: Gain a free, temporary Agent lasting 3 turns
- City Feast: +1 gold per pop in the city
- Provincial Feast: +1 gold OR +1 provincial resource per pop in the province
Longbow Hunters (Standing Irregular Infantry) - 1,000
Warriors descended from Caudierra's long tradition of hunting, armed with their characteristic "oversize" longbows as well as machetes for close combat.
Traits: Range 400m / Accurate / Quick Reload / Resistant to Fatigue / Bonus to Ambush & Stealth
KALMAR ECCLESIOCRACY - Caste System
Kalmar's great castes constantly compete for power and influence, dominating entire regions with their presence. These castes compete with one another primarily through providing services to the state; the state in turn benefits greatly from the skills of the various castes, who have had generations to perfect their arts.
-- Every province and city has a dominant CASTE. When territory as acquired (game start for initial holdings), choose from the following:
- Warrior: +1 Standing Levy per pop, +1 Fortification Level (applies to all districts if City)
- Artisan: +1 gold/turn tax per pop, +1 Trade Route
- Mage: +1 agent available from Mage College
- Worker: +1 of provincial resource (if province) or commodity slot (if City) per pop
Unique Unit:
Kalmari Musket Warriors (Standing Irregular Infantry) - 3,000
The mainstray of Kalmar's warrior caste, these infantry are armored in chain as well as cuirasses. They carry matchlock muskets, but also characteristic Kalmari shields and short swords, making them fearsome both at range and in close combat.
Traits: Range 70m / Armored / Effective in Melee
VIIKHALAKAN EMPIRE – Slave Society
Viikhalaka practices the West's single largest and oldest system of slavery, by now a core facet of their social hierarchy. Such a mode of production certainly generates periodic crises that threaten the Crown, but the Empire has so far prevailed every time, perhaps conceding some reforms but preserving the overall social order. It is not hard to see why the Viikhalakan elite remains so vested in their slave society, not only squeezing extra production for land-holders, but also prompting lucrative taxes for the Crown through slave-owner profits and the realm's internal slave trade itself. To steel itself against the inevitable disorder in the countryside, Viikhalaka has made the cities the bedrock of its rule, with extensive fortifications and highly-militarized populations.
-- When a province is acquired (forum start for initial provinces), may designate any number of pops as “slave.”
-- A “slave” pop generates an additional +1 of provincial resource and +1 gold/turn tax but cannot be mobilized. For every 10 slave pops in the realm, lose 1 Order.
-- Capital begins with lvl 6 fortification in every district, and other starting cities with lvl 4.
-- Conquered cities gain +1 fortification in every district per turn after officially ceded until they reach lvl 5.
-- All owned cities have 1 Standing Levy garrison per district.
Unique Unit:
Chaincoats (Standing Irregular Cavalry) - 1,000
Although the Khallak way of life has nearly died out, the people's legacy remains in Viikhalaka's large standing cavalry forces and their particular breed of horses, considered the fastest in the West.
Traits: Good Morale / Armored / Powerful Charge / Effective in Melee / Fast
IMPERIAL CONFEDERATION OF KAERSCH – Imperial Heritage
The Imperator of Kaersch is first among equals in name, but in reality a strong king ruling a subservient nobility, commanding a powerful imperial army, and holding an ancient claim. His power stems in large part from his control over the key cities and wealthiest fiefdoms of the Confederation. But, behind this has been the peace and stability of the Imperial demesne, allowing the Crown's loyal administration to take root. In contrast, the “confederate holdings” of other member states are little more than symbols of the Imperator's legitimacy and buffer regions useful for shielding the center.
-- Reduced order penalty from conquest
-- Up to half of holdings (provinces and cities), rounded down, may be designated as “Imperial.” The rest are “Confederate.”
-- Imperial holdings generate +1 Standing Levy per 2 pop as long as the holding has not experienced rebellion, raiding, or invasion in the last two years (4 turns).
-- Confederate holdings have +1 fortification level by default and provide +1 Splendor each.
-- New holdings may be designated Imperial or Confederate freely as long as the ½ ratio is maintained.
Unique Unit:
Baemirian Square (Standing Irregular Infantry) – 3,000 (2,400 matchlock, 600 pike)
A formation brought to Kaersch by the Baemirian Remnant, based on Southern tactics of the time and lessons from the Ironskull War. The Baemir had originally fought with an archaic form of line infantry, but had suffered for lack of pikes when assailed by Wasteland cavalry and War Mammoths. Thereafter they adopted what was known in the North as the “New Model Square,” dubbed the “Baemirian Square” by Kaerschian commanders upon Baemir's return. The well-ordered unit emphasizes the firepower of matchlocks, but includes a defensive “reserve” of pikes to ward off cavalry.
Traits: Range 70m / Good Cohesion / Resistant to Flanking / Bonus fighting Cavalry
MOGUI DYNASTY - Banner System
The Mogui system of Banner Armies is unique in the world. While other nations have experimented with esprit de corps and organizational structures, the Mogui have mastered the art. Their Banners represent highly organized military units, each with its own culture, traditions and logistical support. Thanks to this organization, each banner is a well-oiled machine of war capable of operating independently with a high degree of cohesion.
-- Realm possesses 4 Banner Armies. Each Banner Army comes with an automatic Military Agent and 5 Standing Levies (Agents are free; troops cost upkeep, but ignore recruitment costs/requirements).
-- When an entire banner fights together, its units all receive a bonus to morale and cohesion.
-- When damaged or destroyed, Banner units replenish for free as long as they stay out of combat (1 full turn to restore a damaged brigade, 2 full turns to replace a destroyed brigade). Likewise, any Banner Agent lost is replaced 2 turns later.
-- Banner Armies may be expanded at the cost of 12 Gold and 2 Supply per brigade recruited to a single Banner. Every Banner can support a maximum of 10 brigades.
Unique Unit:
Mogui Warg Cavalry (Standing Irregular Cavalry) – 1,000
Warriors descended from the tradition of the Wasteland Riders, but conditioned by a century of settled life and military professionalization. They remain proficient horse archers and sword-fighters, but they now also carry armor, shields, and lances.
Traits: Range 150m / Good Morale / Quick Reload / Armored / Powerful Charge / Effective in Melee / Low Ranged Power
SHAMBHALA - Theocratic Administration
Moreso than any power on the continent, Shambhala's church and state are melded into one. It's temporal ruler, the Dham, is also head of the Bahist religion. Legions of monks from the Sak school advise local elites and even fill the bureaucracy itself, projecting the state's influence to every corner of the realm through their religious devotion. The state sponsors countless monasteries, centers of Bahist education and knowledge in the personal domain of the Dham. Thus, while Shambhala may technically be a feudal state, its theocratic nature and clerical administration enhance central power far beyond that of its contemporaries.
-- Monarch may (and must have) Chief Priest as one of its agent types
-- Every High Priest gains a second Agent type, choose Governor or Minister of Trade
-- Unique Provincial infrastructure:
Monastery - +1 High Priest, fortification level 2 “settlement,” Shambhala Warrior Monk garrison, max 1 in a province, costs 15 Gold
Unique Unit:
Shambhala Warrior Monks (Standing Irregular Infantry) – 1,500
Renowned martial artists armed with swords and daggers and grenades, these Bahist religious warriors are fearsome enough to face on their own. However, they also carry a reputation for extreme bravery and a sense of duty to inspire and encourage their compatriots, making them even more formidable as parts of larger armies.
Traits: Range 30m (Grenades) / Excellent Morale / Very Effective in Melee / Special Rule: Inspiring Presence
THE KINGDOM OF WISTANORCCLANDA - Inheritors of the West
Deep beyond the westernmost reaches of the once-hailed Guardians of the West rise a new power to shake the bedrock of Orcland. Now led by the ascendant warrior queen, Cwen Acca Boarsplitter, the Stonefoot Clan and their Boarsplitter monarchs have taken step after step towards greatness as they claimed in with their own two hands. Under the absolute rule of Cwen Acca and the newly claimed title of West Orcland, the Stonefoot and the lesser clans beneath them continue to rise with the sun itself seeming to be their counterweight. With such monumental drive pushing the newly crowned West Orcland forward the limits of their growing reach can only be guessed at.
-- +1 Standing Waepenbora Cavalry and +2 Splendor for every 5 filled Professional Slots.*
-- For every 15 filled Professional slots, designate 5 units as Royal Retainers. Increase their morale and cohesion by one full point.*
-- Upon filling ALL Professional Slots, receive +2 Public Order and an additional +5 Splendor.
-- Cannot raise Irregulars other than Waepenbora Cavalry
*Units and effects gained through filling slots are not lost immediately. Units gained will not refill until the slots are refilled and effects dissipate two full turns after failing to refill the slots.
Unique Unit:
Waepenbora Cavalry (Irregular Cavalry) – 1000
The Waepenbora are the result of decades of diminishing direct power and authority for the nobles of the Stonefoot realm. With the weakened political position of the once powerful noble elite the youth of the patrician class has been redirected to more fruitful measures; the art of war. Armed with a vast array of high quality inherited and purchased equipment, the Waepenbora vigorously fight to reap a harvest of proper orcish honor and glory on the field of battle.
Traits: Range 30m / Armored / Significant Bonus to Morale in Home Province or City