Icon |
Name |
Effects |
Description
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Bottomless Bags |
- -15% Reinforce Cost
- +15% Reinforce Speed
- +15% Supply Limit Modifier
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There is no bottom, nor a bagend.
Army logistics can be a daring challenge for even the most senior of commanders, though with this new invention, we can at least ease the problem a bit. The Bottomless Bags are bags with virtually infinite storage capabilities, at least for as long as our mages can maintain them that way. We can store a whole army camp or food silo in these bags without having to fear the weight or dimensions of what is stored within. While we would be foolish to store everything in just one bag, just a few of these would already help us cut down on supply wagon costs and give our armies the ability to be on the move without the need for resupplying or plundering. Just don’t drop your keys in there - you might lose them.
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Windshapers |
- +5% Morale of Navies
- -1% Yearly Naval Tradition Decay
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As the wind goes, so goes the flow of trade.
Trade has formed the financial lifeblood of our nation and any risk to it is a risk to our nation itself. To ensure the punctuality, speed and reliability of our merchants, magic should be employed. By having mages onboard of our ships to bend the air and shape the winds right into our sails, we will ensure that our navy is always on the move, even if there is no wind to be found. These windshapers will also allow us to move more precisely in battle and avoid unnecessary losses. Our control over the element of air will grant us control over the waters!
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Enviromental Protection Charms |
- -15% Land Attrition
- +10% Reduced Morale Damage Taken By Reserves
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Charming as Charms, Protective as Pendants.
Glittering like the stars or shining bright like the largest flame, our armies are equipped with one of the most peculiar yet useful pieces of equipment, the elemental charm. These Elemental Protection Charms or EPC’s, are small magical pieces of jewelry which have been augmented by magicians or artificers to protect the wearer against certain elemental obstacles: braces which make the wearer immune to freezing cold, pendants that keep the wearer safe from the scorching heat or rings which keep disease carrying bugs at a distance. These pieces of jewelry may seem underwhelming when compared to specialized weapons, yet in many cases prove to be more useful and favored by our soldiers than anything else.
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War Games |
- -25% Regiment Drill Loss
- +50% Army Drill Gain Modifier
- -10% Leader Cost
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Battleplans are the first casualties in war.
A good commander knows that to win a battle, one must think on their feet. They know that they must expect the unexpected and to always be prepared for this. To make sure that our commanders are prepared, will we simulate wargames to train our officer corps and the soldiers themselves in not only known formations and attack strategies, but also in unexpected and tricky situations.
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Adventurer Contracts |
- -10% Mercenary Cost
- +50% Possible Condottieri
- +50% Trade Range
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True power is found not at the end of a blade but at the bottom of a treasure chest.
War may change through the ages, yet one thing remains: the need for manpower. And so instead of having our neighbors rely on expensive permanent armies or cutthroat mercenaries, why not be the supplier of soldiers of fortune ourselves. We have not only the manpower, but the equipment needed as well and it may prove to be a lucrative and stable business venture. No nation that is looking for soldiers will dare to attack us, as they need us to fight their wars for them. By enlisting adventurers in state run adventurer companies we will be able to make money, influence our neighbors and extend our mercantile reach, as our appealing offers entice even those across the seas.
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Specialised Troops |
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We do not settle for good; we strive only for the best.
Where other nations build their armies around the principle that more men equal more power, we strive for the best troops we can field. One soldier must be worth fifty opponents and be able to dispatch just as many. Our armies may be more costly, but they will also be stronger, better and more specialized than those of our enemies. Let them cower at the sight of our specialized, elite trained and best equipped soldiers, even if it is just a few!
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Fodder |
- +10% Cavalry to Infantry Ratio
- -10% Cavalry Cost
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Mounts are like men, they march on their stomach.
Our nation, unlike many others, makes extensive use of cavalry. Our ability to project power comes in large part from our mounted forces and it is therefore imperative that we give these noble steeds the best food we can find. By increasing the production of fodder will we be able to not only equip more men with mounts, but allow them to go further than ever before. Let our armies ride out and outpace the enemy wherever we venture, on the backs of our noble steeds!
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Mage Shields |
- +15% Fort Defence
- -10% Fort Maintenance
- +20% Garrison Size
- +1 Max Hostile Attrition
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A siege is as much a risk to the attacker as to the defender.
Siege warfare has slowly become more and more the norm. While large battles on fields are not obsolete, they do not impact wars as much anymore as they once did. Instead, most wars are won through the conquest of cities and forts, which hold the population and wealth of an area, and therefore the true key to victory. Thus, to prevent our nation being captured by a horde of enemies, we must use every piece of equipment or skill there is to bolster our defenses. Once such a way is to employ mages in creating extra shielding around our walls, creating a strong extra layer of protection around our points of interest. These shields will, as long as the mages can hold them up, be able to deflect artillery bombardments, hostile assaults and if need be even the magical attacks of our opponents. The only question that remains; what color do we want the shields to be?
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Thunder Riders |
- -15% Artillery Combat Ability
- +10% Cavalry to Infantry Ratio
- -15% Cavalry Cost
- +0.2 Cavalry Shock
- -5% Land Fire Damage
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Only dead centaurs refuse to fight.
While some may see centaurs as nothing but savages, they cannot deny their prowess in cavalry combat. They combine raw equine power and speed with human wit and weapons to create the best cavalry force known to Halann. Equipped with sturdy yet light armor so as not to impede their speed and bearing weapons like lances, bows and sabers, centaur units make for excellent line breakers and flankers. Their hoofs will make the earth tremble and their arms will wreak havoc upon our enemies.
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Deepstone Bombardiers |
- +10% Artillery Combat Ability
- +10% Regiment Costs
- -10% Manpower Recovery Speed
- +10% Siege Ability
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A wall unbroken has yet to meet a dwarf.
Dwarven bombards are known for being of a quality which not even the best of our blacksmiths can replicate. Each is a piece of art in itself and combines the dwarven craftsmanship with the most innovative and advanced siege technology. While heavy and expensive, these guns are more precise than anything we possess and rival the range of even magically-enhanced arms. We will use these dwarven bombardiers and their knowledge not only to instill fear in our enemies as they cower behind their walls, but also to flatten the ground our opponents stand on!
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Elvish Farsight |
- +3% Discipline
- -10% National Manpower Modifier
- -5% National Sailors Modifier
- -10% Manpower Recovery Speed
- +15% Movement Speed
- -1% Yearly Naval Tradition Decay
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Knowledge is power and in war it is might.
Reconnaissance is key, before and during battle, and to give ourselves an edge over the enemy, we will employ the elves as specialized scout units. The elves are naturally attuned to nature, move silently like leaves in the wind and possess eyesight that betters our own even with looking glasses; as such they are the greatest experts in reconnaissance and maneuver. This comes combined with their centuries of naval experience and their ability to navigate the seas by attuning themselves to the elements and stars. By employing elven officers and training our own men in their ways, we ensure our navies can sail anywhere, any time and in the shortest time possible.
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Gnollish Marauders |
- +50% Available Loot
- +50% Looting Speed
- +10% Morale Damage
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In chaos, demons reside.
The gnolls are feared by many throughout Halann. Whether it is their reputation as demon worshippers who sacrifice victims in green fires of evil, their almost unnatural skill in piracy or their inclination towards brutality in war, gnolls are a race that instill fear in even the bravest of men. And this is the exact reason why we employ them as a special vanguard force. By looting the lands of the enemy and demoralizing their armies even before we meet them on the battlefield we will find victory. War is brutal, and through the gnolls, we shall prove it.
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War Artificery |
- +10% Allowed Rajput Fraction
- +10% Regiment Costs
- -10% Infantry Combat Ability
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If you ain’t strong, you ought to be smart!
The strongest weapon a gnome possesses is their brain. They have a knack for crafting and artificery unmatched by any other race in Halann. While no martial race, they have long held their own through the creation of war machines like exoskeletons or special arms which level the playing field. And so comes the thought: why not make use of their genius to give ourselves an advantage in the never ending arms race by establishing a GARD, or Gnomish Artificery Research Division? This GARD will be fully focused on the creation of cutting edge weaponry in the field of artificer armaments.
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Salvage Blasters |
- +15% Land Fire Damage
- +5% Fire Damage Received
- +5% Shock Damage Received
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One man's trash is another goblin’s treasure.
The goblins, being chaos incarnate, have an almost comedic talent for improvising and salvaging. They can turn a heap of scrap into something useful or even better, something deadly. Thus by employing these denizens of chaos and allowing them to salvage the remnants of the battlefield will we be able to develop our own weapons of mad destruction. While some of these weapons may be dangerous, they will no doubt help us fight the enemy in unconventional and chaotic ways.
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Diplomatic Corps |
- -10% Aggressive Expansion Impact
- +1 Diplomatic Reputation
- -5% Province War Score Cost
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There is nothing as intoxicating as charm.
The half-elves of the world are a mixed people who combine the best characteristics of both men and elf. Their heritage means that they speak both elven and human tongue, understand a menagerie of customs and blend in with many of Halann’s elite without much effort. Combine this with their abundance of noble and royal connections, the half-elves make the best diplomats one could wish for, combining their human intellect with elven charm and beauty like few others can. They can form alliances, solve conflicts and work out favorable deals through strategic foresight, cunning and a lot of smiling and mingling. Through a half-elf Diplomat Corps can we ensure that we stand strong in the arena of diplomacy and international affairs.
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Martial yet Mindful |
- -1% Yearly Army Tradition Decay
- +25% Regiment Drill Loss
- -25% Army Drill Gain Modifier
- +10% National Manpower Modifier
- +1 Land Leader Shock
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Only when combined with wit does strength mean anything.
A half-orc is like an alloy, robust and enduring precisely because it is a mix of supposed opposites. They possess the raw power and stout physicality of the orcish races, yet combine this with the ambition and strategic cunning of humans. They bring a combination of attributes that is perfectly fit for our army. A half-orc is able to pounce through enemy lines like an orc, yet is less prone to blind rage and brawling without brains. They are strength and wit in harmony.
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Halfling Provisioners |
- +10% Regiment Drill Loss
- -3% Land Fire Damage
- -25% Land Attrition
- +10% Land Force Limit Modifier
- +10% Reduced Morale Damage Taken By Reserves
- -3% Shock Damage
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An army marches on its stomach.
While boys may think that war is all about prowess, men know that logistics are key. Halflings, while not known for their skill in combat, are the best logistical minds we can hire. Their naturally large appetite has given them a knack for resource management and their efficiency and speed in the delivery and organization of provisions will ensure that our men are always well-fed and on time, even when resources are scarce or of a lesser quality. The smell of comforting halfling dinners combined with the music of halfling troupes will boost the morale of our men and bolster even the most squeamish or underfed of men against desertion, loss of morale or the elements.
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Predatory Might |
- -0.2 Infantry Fire
- +10% Infantry Combat Ability
- +0.2 Infantry Shock
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Harimari do not carry weapons; they are the weapons.
A harimari is not just a sentient feline, it is a large machine of power, agility and wits. The harimari possesses claws that cut like a blade and muscles that can tear any opponent apart. During combat they excel in deadly charges, leaping towards enemies at speeds that outpace even the best cavalry regiments, shattering the morale of enemy lines with their sheer ferocity and intrinsically intimidating physique. They are perhaps not the most popular of races to incorporate into our armies due to historic grievances, yet with time our men will get used to and accept the usefulness of these harimari shock troops to our military ambitions.
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Aerial Skirmishers |
- +20% Assault Fort ability
- -10% Fort Defence
- -10% Land Attrition
- +15% Siege Ability
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Aerial Skirmishers:"The difference between harpies and demons? Demons fly alone.
There are not many things that men in Bulwar fear more than the sound of harpies raining down upon them. These humanoid avian inhabitants of the skies are infamous for their practice of abduction and are strong enough to lift all but the heaviest men high into the air. Luckily we have established a good relation with the harpies and as such enlisting them into the army has become a possibility. The harpies offer us the ability to rain explosives or fire upon enemies from above, supply our men in the most unreachable locations and “pick up” enemy commanders to disrupt enemy communications and battlefield coordination. We can conquer the skies, just as we can conquer land and sea!
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Hobgoblin Drill Masters |
- -25% Regiment Drill Loss
- +100% Army Drill Gain Modifier
- -10% Land Force Limit Modifier
- -10% Morale Damage Received
- -10% Recover Army Morale Speed
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Hobgoblins did not invent discipline, though they sure did perfect it.
If the Command teaches us anything, it is that hobgoblins live and die as soldiers. From the moment they can walk, they are trained for war and combat. This upbringing ingrains a discipline in them that has remained unmatched anywhere else and makes the hobgoblins of the Command perfect military instructors. We would be fools, then, not to employ our own hobgoblin community in drilling our armies and making them more organized, disciplined and overall professional. The harsh training regiments of the hobgoblins will make our soldiers more sturdy, reliable and brave, though it will also mean fewer men get through bootcamp, as the weak will not be able to keep up with the high and unforgiving demands of their red drillmasters. Nonetheless, our armies shall be like iron, and march against our enemies with unrivaled discipline!
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Humanity First |
- +3% Artillery Combat Ability
- +3% Cavalry Combat Ability
- +3% Infantry Combat Ability
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All The World Belongs To Humanity
It is a simple fact, humanity is the most successful race in all of Halann. We are present and dominant on each continent and everywhere one goes, it is humans that have created the greatest and most durable societies of all time. Empires of elves, harimari or dwarves come and go, yet it is humans that always remain and return. It is as such that we can trust only humans to defend and expand our nation and that no other or lesser race must be allowed to form a sort of fifth column and undermine our ambitions and defense. Humanity first is the motto of our army and our nation!
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Kobold Masses |
- +5% Allowed Rajput Fraction
- +15% National Manpower Modifier
- +10% Land Force Limit Modifier
- -5% Morale of Armies
- +5% Shock Damage Received
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ToDO
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Lizard Mariners |
- +15% Marines Force Limit
- +10% Cavalry Cost
- +10% Morale of Navies
- -5% Recover Army Morale Speed
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If there is water, a lizardfolk has already won.
Lizardfolk are by their very nature semi-amphibious and masters of aquatic combat. When in water, lizardfolk can reach speeds and depths that make them evasive and nigh-undetectable. So why not employ them for exactly these purposes? By having lizardfolk perform swift and stealthy attacks during amphibious landings and deploying them to secure the first beachheads, can we ensure the success of our naval invasions and deploy our main force with little opposition. Another benefit we could eke is in using lizardfolk to enter and sabotage enemy ships during naval combat and having them perform attacks behind enemy lines, boosting our morale and weakening that of an enemy forced continually to fear our surprise amphibious attacks.
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Ogre Shieldbearers |
- -5% Fire Damage Received
- -15% National Supply Limit Modifier
- +15% Infantry Cost
- -10% Shock Damage Received
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Meatshield is the best way to describe the body of an ogre.
During battle, stones, shields or other hard surfaces can give one protection from projectiles or allow for a short rest before resuming the fight. But what if these “hard surfaces” were mobile? This is where our ogre population comes into play. The ogres, having naturally thick skins and possessing a strength we cannot even dream of matching, make for perfect shieldbearers. By having them carry immense and thick shields can we offer our men protection from enemy salvos or give our men a place to rest or get patched up by medics. While these mobile fortresses are a boon for our army, they will also cost us a massive amount of food and resources: ogres eat tenfold what our regulars eat and we cannot deny them a single meal, lest they start snacking on some poor nearby infantrymen.
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Orcish Martial Culture |
- -15% Fort Defence
- +0.15 Infantry Shock
- +15% Shock Damage
- -10% Siege Ability
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An orc’s brain is located in its fists.
Orcs are to many the very embodiment of martial culture, with orcish society being very warfocused and aggressive at its very core. While the orcs within our realm are no roaming warmongers or plunderers, they still maintain their natural strength and martial traditions to this day. So why not employ this culture in our army and adopt the tenets of aggressiveness and overwhelming strength into our army as a whole? By having orcs inspire our men and induct them into martial culture can we turn even the most feeble soldier into a brave and unwavering warrior who will lay down his life for nation and family; if this comes at the cost of a little chaos in the ranks, so be it.
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Ruinborn Light Cavalry |
- +10% Cavalry Combat Ability
- -15% Fort Defence
- -5% National Sailors Modifier
- -15% Land Attrition
- +1 Land Leader Manoeuvre
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The warcry of the Epednari is as powerful as the thunderbird it follows.
Whether it be Antler Knights, Epednar Riders or else, the ruinborn are known to be some of the best horsemen in Halann. Many ruinborn learned to ride horses even before they could walk or talk and know the saddle like a second home. The employment of ruinborn in our cavalry units gives us a multitude of advantages. Former Antler Knights make for the bravest chargers to shatter even the most disciplined ranks; cunning Epednari scouts can spot even the stealthiest hostiles; and the Taychendi with their war-chariots make perfect mobile fire positions to rain down havoc upon their opponents. Versatile as they are, they come at the cost of pulling ruinborn from the navy, in which they mostly serve.
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Unbreakable Walls |
- -15% Cavalry Combat Ability
- -5% Morale Damage Received
- -10% Movement Speed
- +10% Recover Army Morale Speed
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Trolls keep calm, and go on.
A troll, as foul as some may think they are, make for the most unwavering and unstoppable warriors that exist. They can endure and even take a slight pleasure in pain and will march on in battle when others would lie down in fear or agony. They not only make for great protection to our regulars, but inspire bravery as well. There is however one downside: horses do not like the smell of trolls and become extremely nervous when they are in the area, greatly weakening the effectiveness of our cavalry units.
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Army of Halann |
- +5% Discipline
- +5% Land Fire Damage
- +5% Morale of Armies
- +1 Land Leader Fire
- +1 Land Leader Manoeuvre
- +1 Land Leader Shock
- +1 Leader Siege
- +10% Morale of Navies
- +5% Ship Durability
- +5% Shock Damage
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United we stand, divided we fall!
Our nation is not made up of just humans, just elves or just orcs. It does not have just a few dwarves or a single cadre of harimari. No, our nation is the embodiment of racial diversity and the principle that all are welcome. We combine the best traits of all the races of Halann and are, because of this, an army of the races of Halann, by the races of Halann and for the races of Halann. In our diversity we find unity, to victory!
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Artificery |
- +10% Allowed Rajput Fraction
- -15% Cavalry Combat Ability
- +10% Regiment Costs
- +5% Infantry Combat Ability
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ToDO
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Cavalry Quality |
- +15% Cavalry Combat Ability
- +0.15 Cavalry Shock
- +5% Fire Damage Received
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ToDO
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Cavalry Quantity |
- -5% Artillery Combat Ability
- +10% Cavalry to Infantry Ratio
- -20% Cavalry Cost
- +10% Movement Speed
- -5% Recover Army Morale Speed
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ToDO
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Infantry Quality |
- -15% Cavalry Combat Ability
- -25% Regiment Drill Loss
- +100% Army Drill Gain Modifier
- -8% Fire Damage Received
- -10% Morale Damage
- -15% Reinforce Speed
- -10% Shock Damage Received
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ToDO
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Infantry Quantity |
- +5% Allowed Rajput Fraction
- +15% National Manpower Modifier
- -3% Infantry Combat Ability
- +15% Land Force Limit Modifier
- +5% Shock Damage Received
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ToDO
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Naval |
- +20% Artillery Cost
- +0.3 Artillery Fire
- +5% Heavy Ship Combat Ability
- +10% Naval Maintenance Modifier
- -1% Yearly Naval Tradition Decay
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ToDO
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Magic |
- -10% Artillery Combat Ability
- -10% Land Fire Damage
- +1 Land Leader Shock
- +15% Shock Damage
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ToDO
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Fire |
- +10% Fort Defence
- +8% Land Fire Damage
- +0.15 Infantry Fire
- -10% Manpower Recovery Speed
- -10% Movement Speed
- +10% Shock Damage Received
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ToDO
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Cannor |
- +15% Artillery Damage from Back Row
- +15% Regiment Costs
- -10% Land Force Limit Modifier
- +5% Morale of Navies
- +15% Supply Limit Modifier
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ToDO
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Experienced Leaders |
- +1 Land Leader Fire
- +1 Land Leader Shock
- -5% Morale Damage Received
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While launching an assault in the form of a chaotic horde has yielded positive outcomes in the past, the current adversaries we face require a different approach. We should learn from our opponents and implement a system of designated leaders, enforcing discipline and boosting the confidence of our soldiers, allowing us to perform better in large scale confrontations.
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Self-Sustaining Troops |
- +10% National Manpower Modifier
- +50% National Supply Limit Modifier
- -20% Land Attrition
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Thanks to our small size and agile movements, we are capable of efficiently harvesting all the available resources the land has to offer. By leveraging our familiarity with the local flora and fauna, our ability to eat even things poisonous to most living beings, we can sustain our troops without having to depend on complex logistical supply chains, gaining a considerable advantage over our foes.
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Siege Engineers |
- +1 Leader Siege
- +15% Siege Ability
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Lately our adversaries have adapted to our tactics and fortified themselves with complex defensive structures to impede our advances. To overcome this obstacle, we must invest in new siege techniques that align with our style of warfare and allow us to attack even heavily fortified positions.
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Controlled Aggressiveness |
- +1 Land Leader Shock
- +15% Movement Speed
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Aggressive attacking has always been the way we conducted battles and has brought us far, but it also led to chaos during skirmishes and missed opportunities. We must train ourselves to harness our aggressive nature and utilise it as effectively as possible, while maintaining control over our actions.
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Logistics |
- -10% Regiment Costs
- +10% Land Force Limit Modifier
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Our massive need for nutrition has made it challenging to adequately provide sufficient food and resources for our troops to undertake large-scale campaigns. To address this issue, we will establish a new division dedicated solely to the procurement and distribution of these necessary resources.
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Aerial Assault |
- +50% Assault Fort ability
- +1 Leader Siege
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The defensive structures of our adversaries are of little concern to us when we possess the ability to fly. It is imperative that we fully exploit this significant advantage by providing specialised training to our troops on conducting aerial assaults against their castles and defensive fortifications.
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Ambush Tactics |
- +15% Fort Defence
- +1 Max Hostile Attrition
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Due to our species deficiency in individual physical strength, it is prudent for us to concentrate on our advantages. We should focus and improve our skills in outmanoeuvring our adversaries, setting up traps, laying ambushes in unforeseen areas, and disrupting the logistical operations of our foes.
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Early Naval Focus |
- +20% National Sailors Modifier
- +15% Naval Force Limit Modifier
- +10% Morale of Navies
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In light of the need to safeguard our coasts, there is a growing demand for skilled sailors to man the ships and labourers to construct and maintain a competitive navy. Our rudimentary and makeshift ships are no longer sufficient for this task and have to be modernised and be improved upon.
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Call Upon All Kin |
- +10% National Manpower Modifier
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Traditionally, when the clan head marched to war, each salla would send a select few warriors in support. This system worked well, until we were met with the overwhelming numbers of the Greentide. It is clear that if our salla is to survive then all kith and kin must fight.
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Accept the Foreign Hand |
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Years ago, a fiery haired woman by the name of Corin swept through the Deepwoods and ended our millenia-long isolation. Now, decades later, her followers have begun to retread her steps. While some espouse Corin’s beliefs, others are clearly more in search of riches and adventure. For this reason, we must be wary of these "Corintari", but perhaps we can use their help to protect our people.
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