Military unit
Overview
A military unit represents a small band of around twenty skilled soldiers. The military unit could be as few as a dozen elite warriors, or it could be as many as a hundred regular soldiers. It's fine to have the number fluctuate; you might talk of having a unit of fifty light infantry when you are on campaign but during seasons where you undertake mercenary work or go questing you might tell stories of taking a handful of experienced veterans with you while the rest take some well earned rest and relaxation (or recover from their injuries).
However you describe your resource in narrative terms, a starting military unit is the equivalent of 100 soldiers - it has a military strength of 100. By comparison, a normal Imperial army has an effective military strength of 5000.
This means that when the skills and experience of a starting military unit are assigned to a military action then they add 100 strength to the action. The combined military strength of all participants is crucial for the success of most military actions. Military strength also determines the income you receive when you undertake other actions such as guarding or raiding.
Military unit upgrades increase the military strength of the unit by 20 each time. Enchantments provide similar bonuses to the military strength of the unit, but almost always give a benefit only if you take a specific kind of action in downtime.
Downtime Options
Each downtime, the player can choose one of five different types of action which are described below. The production the military unit gains is based on the option the player selects. If the option provides any benefits, then they will usually be dependent on the military strength of the unit.
If a player does not select a downtime option for their military unit, then the unit defaults to mercenary work. A new player who starts with a military unit always receives this random result; it is not possible to choose an action for your unit before you attend your first event.
In the downtime system each potential action taken by a military unit is grouped into one of five categories, which also indicate what enchantments will enhance that action. There are a number of default options that are also available, as well as a number of plot options that represent specific opportunities that have arisen during the game. Depending on the action taken, the military unit may receive a share of the Imperial guerdon; a selection of resources defined by the action taken; a narrative result; or nothing at all.
Campaigning
- Campaigning represents supporting military armies on campaign to take or defend territory
- A military unit can always support an Imperial army
- There is no payment for supporting an Imperial army unless the Imperial Guerdon applies
A military unit can always choose to take part in a military campaign to take or defend territory by supporting an Imperial army. The unit accompanies the army on campaign, fighting alongside it and helping carry out the orders issued to the army by the general. You can see what order you will be supporting when you select an army to support.
Helping to support an army adds the military strength of the unit to that of the army for purposes of attack and defenece. The strength a unit adds to an army is never increased by any army orders or enchantments on the army - but the unit strength is reduced if the army order or enchantment reduces the strength of the army. The only returns provided will be guerdon shares - and only if the army has been allocated a share of guerdon. Otherwise the military unit gains no income.
Additional Plot Options
These options involve engaging in military activity, supporting soldiers, or joining an organised effort to achieve a strategic goal. Campaigning options are rare, but could involve supporting a foreign army in distant parts. There are currently no additional options available.
Raiding
- Raiding represents a foray against an enemy of the Empire, focused on disruption, looting, and killing enemy combatants
- A military unit can always choose to launch a raid against one of the barbarian nations at war with the Empire
- Raids do not have a direct impact on the larger military campaign
- Most raids provide a useful return without recourse to the guerdon
A military unit can go raiding launching a foray against one of the Empire's enemies. It may involve attacking a Jotun outpost in the west, skirmishing with the Druj in the east, or launching a daring assault against Grendel interests in the south. It might also represent assaulting a bandit camp or hunting dangerous beasts.
It is possible to apply the guerdon to a raid, but most raiding is inherently profitable, with the commander of the military unit claiming the greatest share of the bounty captured. Each raid provides unique returns, depending on the nature of the target.
While you are free to describe your raids in whatever detail you like, it's important to remember that no raid will ever have an effect on the larger military campaign unless explicitly stated otherwise as part of an opportunity. At any given time there are dozens of military units engaged in harassing the enemies of the Empire, but without the involvement of an army or a specific opportunity, they do not impact the military campaign.
Military units can only engage in raids where it is legal to do so. Currently they can raid the Jotun, raid the Druj, or raid the Grendel. It is not currently possible to raid other nearby nations as the Empire is not at war with them.
Additional Plot Options
These options involve attacking an enemy, looting their settlements, and engaging their warriors in battle. Raiding options could involve attacking a specific location in enemy territory, either for loot or to achieve a specific outcome. There are currently no additional options available.
Guarding
- Guarding represents defensive work, such as garrisoning a castle or escorting a trade caravan
- A military unit can always help defend a fortification.
- There is no payment for defending a fortification unless the Imperial Guerdon applies
- A military unit can always select mercenary work, a guarding action which provides random returns
A military unit can choose to spend their time defending Imperial interests by supporting a fortification, or undertaking mercenary work as a caravan guard, working with a city watch, or protecting a frontier settlement or business in a dangerous part of town. They will always be able to choose to take the mercenary work venture, or support an Imperial fortification; other options may be available depending on the campaign.
Helping to defend a fortification adds the military strength of the unit to that of the fort for purposes of defending the region it is in. The only returns provided will be guerdon shares - and only if the fortification has been judged eligible for shares. Otherwise the military unit gains no income.
The option to undertake mercenary work, is always available, representing actions like escorting caravans or bands of pilgrims, patrolling with the city watch, or safeguarding a wealthy family's estate. This action provides a standard return based on the rank of the military unit. You are free to make up the details of what your military unit did while engaged in mercentary work.
Additional Plot Options
These options involve protecting someone or something. For example, patrol the roads of Varushka or guarding caravans in Kahraman. Additional guarding options do not provide any returns by default. Make sure to check what production is shown when you select the action from the drop down menu if that it is important.
Scouting
- Scouting represents infiltration, exploration, and gathering information in unknown or dangerous places
- A military unit can always scout at an Imperial spy network
- There is no payment for supporting a spy network unless the Imperial Guerdon applies
- A military unit can always select support the (TBC), a scouting action which provides random returns
A military unit can choose to perform reconnaissance in dangerous areas. They will always be able to support on active Imperial spy network; other options to scout an area may be available depending on the campaign.
Scouting from a spy network may allow a character to gain information about the territory, such as a map of the area or information about any threats present. In most cases, the degree of success depends on the total strength of the military units assigned to support the project - a single military unit is rarely sufficient. The only returns provided will be guerdon shares - and only if the spy network has been judged eligible for a share of the guerdon. Otherwise the military unit gains no income.
The option to engage in bounty hunting is always available, representing tracking and apprehending criminals, or seeking and thwarting internal threats to Imperial citizens. This action provides a standard return based on the rank of the military unit.
Additional Plot Options
These options involve stealth, reconnaissance, espionage, sabotage, or a combination of all four. They usually rely on avoiding conflict, and gathering information or securing a covert goal. Examples include fighting agents of the Whisper Gallery and exploring the ruins of Terunael. Additional scouting options do not provide any returns by default. Make sure to check what production is shown when you select the action from the drop down menu if that it is important.
Questing
- Questing represents seeking out danger in search of opportunities for treasure and experience
- A military unit can always seek glory, an action which provides unpredictable resources
Any military unit can go adventuring; in the case of larger units the expectation is that a core group undertake the quest while the others provide logistical support for the expedition. Questing represents the military unit venturing into dangerous areas and looking for opportunities for daring activity, acquiring treasure, and deliberately charging headlong into jeopardy.
The option seek glory is always available to any military unit. It represents forays into dangerous or unknown places, both within Imperial borders and without. Examples might include delving into the wild palces of Varushka or Dawn, seeking challenges in the mountains of Urizen or Wintermark, or looking for trouble in the lands of the Jotun or Druj. Players who take their military unit questing are encouraged to create dramatic stories about what they did and found, within the guidelines given
Additional Plot Options
These options involve seeking wealth and experience in dangerous places. Current examples include exploring the tunnels and caverns beneath the northern sinkhole and boldly venturing into the depths of vallorn infested Brocéliande.
Production
- Different actions chosen by military units provide different rewards
- If you do not select an action in downtime you receive loot
- Some actions produce no income at all
- Some actions may benefit from a share of the Imperial guerdon
If you don't select a downtime option then the system will state the production as "10 loot" for a starting military unit. Any time you see this it means you have a 25% chance to receive either herbs, mana, money, or resources. How many of each you get will depend on how much loot you are due to receive as a mana crystal is worth substantially more than a herb. The table opposite shows what you can expect to receive.
Other actions provide a set income, usually based on the strength of your military unit. For example, a theoretical action called Raid the Forests of Ulnak, might provide a mixture of herbs, measures of forest resources, and perhaps money representing valuable goods seized from the Mallum.
Supporting an army, fortification, or spy network only provides income if it has been deemed eligible for the Imperial guerdon, a purse of money drawn from the Imperial treasury and used to reward those considered to be acting in the best interests of the Empire. Determining who receives the guerdon is a matter for the Imperial Senate and the Quartermaster General of the Imperial Armies.
The value of the Imperial guerdon is divided between each eligible captain whose military unit or fleet, in proportion to the military strength of their unit. As of the Summer Solstice 386YE the value of Imperial Guerdon is 250 thrones.
When you select an action for your military unit, it will indicate whether that action is eligible for a share of the guerdon. If an army, fortification, or spy network has not been chosen to receive the guerdon, then any military unit choosing to support it will receive no income at all unless explicitly stated otherwise.
Unit | Production | Resources | Money | Mana | Herbs |
---|---|---|---|---|---|
Standard | 10 random resources | 10 ingots or measures | 180 rings | 7 mana | 6 True Vervain, 2 Cerulean Mazzarine, 2 Bladeroot, 2 Imperial Roseweald, 2 Marrowort |
One Upgrade | 12 random resources | 12 ingots or measures | 216 rings | 8 mana crystals | 6 True Vervain, 2 Cerulean Mazzarine, 2 Bladeroot, 2 Imperial Roseweald, 2 Marrowort, 2 random herbs |
Two Upgrades | 14 random resources | 14 ingots or measures | 252 rings | 10 mana crystals | 6 True Vervain, 2 Cerulean Mazzarine, 2 Bladeroot, 2 Imperial Roseweald, 2 Marrowort, 4 random herbs |
Three Upgrades | 16 random resources | 16 ingots or measures | 288 rings | 11 mana crystals | 6 True Vervain, 2 Cerulean Mazzarine, 2 Bladeroot, 2 Imperial Roseweald, 2 Marrowort, 6 random herbs |
Four Upgrades | 18 random resources | 18 ingots or measures | 324 rings | 13 mana crystals | 6 True Vervain, 2 Cerulean Mazzarine, 2 Bladeroot, 2 Imperial Roseweald, 2 Marrowort, 8 random herbs |
Loot
Some downtime options provide "random resources". Any time you see this it means you have a 25% chance to receive either herbs, mana, money, or resources (ingots and measures of magical crafting materials). How many of each you get will depend on how many random resources you are due to receive - a mana crystal is worth substantially more than a herb for example. The table shows what you can expect to receive.
Random resources can often provide a prompt when thinking about what your military unit has been up to since the last event. Using the resources you gained as a spring-board towards a narrative can be entertaining. Who paid you all this money? Where did these bags of herbs come from? Why have you got so much dragonbone?
Upgrades
A military unit can be upgraded using mithril obtained from the Imperial Bourse. Each time a military unit is upgraded, the military strength of the unit is increased by 20. This means the military unit contributes more to military actions, and receives additional resources when undertaking actions that provide fixed rewards.
To upgrade a military unit requires Imperial wains of mithril equal to the level the military unit is being upgraded to. So the first upgrade of a starting level 1 military unit costs 2 Imperial wains of mithril, from 2 to 3 costs 3 Imperial wains, etc.
Rituals
The table below shows a list of the rituals in both Imperial lore and Urizen lore which can affect the production of a military unit.
It's important to be aware that rituals do not provide a flat boost for every action. Rather each one provides a benefit only if you take an appropriate action. For example, Merciless Wrath of the Reaver provides a significant boost if you assign your military unit to a raiding action; there is no benefit at all if you choose a different action such as supporting an army. Each ritual specifies the action it supports, and by how much.
Ritual | Option | Effect | Realm | Magnitude |
---|---|---|---|---|
Merciless Wrath of the Reaver | Raiding | Increases strength by 3 ranks over the next season | Spring | 8 |
Raise the Standard of War | Campaigning | Increases strength by 5 ranks over the next season | Summer | 20 |
Clarion Call of Ivory and Dust | Campaigning | Increases strength by 5 ranks over the next season | Winter | 20 |
Shroud of Mist and Shadow | Raiding | Increases strength by 2 ranks over the next season | Night | 6 |
Vale of Shadows | All | Protects the resource from suffering the conquered territory penalty for a year | Night | 20 |
Clad in Golden Raiment | Campaigning | Increases strength by 1 rank over the next season | Summer | 6 |
Feast of Heroes | Questing | Increases strength by 5 ranks over the next season | Summer | 10 |
Sharp Eyes of the Corsair | Scouting | Increases strength by 2 ranks over the next season | Day | 10 |
Aspect of the Mountain(1) | Guarding | Increases strength by 5 ranks over the next season | Summer | 20 |
Peregrine and Ichimos(1) | Guarding | Increases strength by 2 ranks over the next season | Day | 10 |
Unleash the Beasts Within(1)(3) | Campaigning | Increases strength an 3 ranks over the next season | Winter | 16 |
Accoutrements of War(2) | Campaigning | Increases strength by 5 ranks over the next season | Autumn | 20 |
Like Water Through Your Fingers | All | Reduces production by three quarters for a year | Autumn | 30 |
Winter's Ghosts(4) | All | Reduces strength by 1 rank over the next season | Winter | 50 |
- This ritual is in Urizen lore
- This ritual is a mystic scroll of Estavus
- This ritual is interdicted
- This ritual affects an entire territory
Further Reading
- Venture - Details of the various specific actions that a military unit can take