Companies

Sixteen kinds of company march in this realm. You can muster thirteen of them; rebels and wolfsheads muster themselves, and revenants answer to very few. A company is ready the season after you pay for it. Veterans fight +12% per rank, and survivors of a won battle often earn one.

Companies march under banners: twelve companies and three heroes to a banner at most. Banners in the same province may merge, and a banner may split: choose the companies that march out and they raise a second banner in place, sharing the season already spent. Heroes stay with the old banner.

Tier 1: the levy

Militia Levy
Militia Levy 30 gold · upkeep 1/season

Attack 2 · Defense 3 · 3 hits

Cheap and expendable. Anywhere, no buildings needed.

Mustered anywhere.

Farmhands with spears and strong opinions about being elsewhere.

Spearguard
Spearguard 55 gold · upkeep 2/season

Attack 3 · Defense 5 · 4 hits

Steady line infantry. Braces against cavalry charges; +10% defense.

Mustered anywhere.

Brace. +10% strength when defending, and cancels enemy charges.

The wall that walks. Knights write poems about them; short, annoyed poems.

Longbow Company
Longbow Company 60 gold · upkeep 2/season

Attack 4 · Defense 2 · 3 hits

Looses a volley before melee begins. Fragile once the lines close.

Mustered anywhere.

Ranged. Strikes in the volley prelude, before the lines meet.

Argue with a longbow from wherever you like, so long as it is more than two hundred paces away.

Outriders
Outriders 90 gold · upkeep 3/season

Attack 5 · Defense 3 · 4 hits

Fast horse. +20% attack in the first clash on open ground. Raised in meadows and hills.

Needs Meadowlands or Highdowns.

Charge. +20% attack in the first clash on open ground (Meadowlands or hills), cancelled if the enemy braces.

They arrive before the news of them does. Sometimes before breakfast.

Tier 2: trained soldiers (Musterfield)

Banner Knights
Banner Knights 150 gold · upkeep 4/season

Attack 7 · Defense 5 · 5 hits

Heavy cavalry. Charges on open ground; armor turns aside 15% of hits. Needs a Musterfield in meadow or hills.

Needs a Musterfield, Meadowlands or Highdowns.

Charge. +20% attack in the first clash on open ground (Meadowlands or hills), cancelled if the enemy braces.

Armored. Takes 15% fewer hits.

A ton of oath, iron, and horse. The oath is the dangerous part.

Greenwood Wardens
Greenwood Wardens 100 gold · upkeep 3/season

Attack 5 · Defense 4 · 4 hits

Forest skirmishers. Volley before melee; +25% strength among trees. Needs a Musterfield in forest.

Needs a Musterfield, Deepwood.

Ranged. Strikes in the volley prelude, before the lines meet.

Forestborn. +25% strength when fighting in forest.

You will not see them. That is rather the point of them.

Cragguard
Cragguard 105 gold · upkeep 3/season

Attack 4 · Defense 7 · 5 hits

Mountain heavy foot. Braces charges; +25% strength in the crags. Needs a Musterfield in mountains.

Needs a Musterfield, Crags.

Brace. +10% strength when defending, and cancels enemy charges.

Mountainborn. +25% strength when fighting in the Crags.

They count a battle lost if they had to take a step backward to win it.

Ember Adepts
Ember Adepts 120 gold · upkeep 3/season

Attack 3 · Defense 3 · 3 hits

Battle-casters. Add magical weight to combat and kindle +1 Emberlight each season. Needs an Ember Spire.

Needs a Ember Spire.

Caster. Weaves battle-light (+4% army strength each, up to +12%) and kindles 1 Emberlight per season.

Graduates of the Spires: singed eyebrows, steady hands, alarming confidence.

Barrow Revenants
Barrow Revenants 115 gold · upkeep 0/season

Attack 4 · Defense 4 · 5 hits

The unquiet dead of the old wars. Terrifying, tireless, and very poor conversation, though the rites that wake them are not free.

Needs a barrow, and a lord the dead will answer.

Terror. The enemy fights at −8% unless they also field terror, the unyielding, or an immune lord.

Unyielding. Immune to terror, and holds when every other company would break.

The Sundering woke things that had been politely pretending to sleep.

Tier 3: elites and engines (War Foundry)

Siegeworks
Siegeworks 140 gold · upkeep 3/season

Attack 3 · Defense 1 · 4 hits

Engines and engineers. Negates wall bonuses when attacking; nearly helpless alone. Needs a War Foundry.

Needs a War Foundry.

Siege. Ignores the defenders’ wall bonus when attacking.

Mathematics, timber, and spite, assembled into a machine for ending sieges.

Ashwing Riders
Ashwing Riders 220 gold · upkeep 5/season

Attack 8 · Defense 4 · 4 hits

Riders on great grey raptors. Fly over rivers; +10% attack; charge on any ground. Raised at mountain War Foundries.

Needs a War Foundry, Crags.

Flying. +10% attack, and rivers are no obstacle.

Charge. +20% attack in the first clash on open ground (Meadowlands or hills), cancelled if the enemy braces.

The birds nested in the broken places after the Sundering. Some fools climbed up with saddles.

Order of the Sunblade
Order of the Sunblade 240 gold · upkeep 5/season

Attack 8 · Defense 6 · 5 hits

Flame elite. Armored, immune to terror, never routs. Flame lords only, at a War Foundry.

Needs a War Foundry, The Flame lords only.

Armored. Takes 15% fewer hits.

Unyielding. Immune to terror, and holds when every other company would break.

Each blade is quenched in hearth-ash and sworn to one impossible thing: the throne, relit.

Barrowguard
Barrowguard 230 gold · upkeep 4/season

Attack 5 · Defense 9 · 6 hits

Ash elite. Immense defense, braces, immune to terror. Ash lords only, at a War Foundry.

Needs a War Foundry, The Ash lords only.

Brace. +10% strength when defending, and cancels enemy charges.

Unyielding. Immune to terror, and holds when every other company would break.

They swear their watch at the old graves. What they promise the dead, they keep for the living.

Shadecloaks
Shadecloaks 210 gold · upkeep 4/season

Attack 8 · Defense 3 · 4 hits

Umbra elite. +25% attack when striking first; spreads terror (−8% enemy strength). Umbra lords only, at a War Foundry.

Needs a War Foundry, The Umbra lords only.

Ambush. +25% attack in the first clash when attacking.

Terror. The enemy fights at −8% unless they also field terror, the unyielding, or an immune lord.

Paid in silver, silence, and the first pick of the dead men’s boots.

The realm’s own

Rebel Band
Rebel Band

Attack 3 · Defense 3 · 4 hits

Angry subjects under a burned banner. They know the ground and nothing about drill.

Never mustered. The realm produces these on its own.

Ragged. Rabble in stolen boots: fights at −10%.

Grievances, organized. The pitchforks are mostly punctuation.

Wolfshead Band
Wolfshead Band

Attack 5 · Defense 3 · 4 hits

Outlawed soldiery living off the land. Hits hard from ambush, melts away from a real fight.

Never mustered. The realm produces these on its own.

Ambush. +25% attack in the first clash when attacking.

Ragged. Rabble in stolen boots: fights at −10%.

Deserters from six armies, loyal to a seventh: their own stomachs.

Every trait, in one place

Ranged. Strikes in the volley prelude, before the lines meet.

Charge. +20% attack in the first clash on open ground (Meadowlands or hills), cancelled if the enemy braces.

Brace. +10% strength when defending, and cancels enemy charges.

Armored. Takes 15% fewer hits.

Siege. Ignores the defenders’ wall bonus when attacking.

Forestborn. +25% strength when fighting in forest.

Mountainborn. +25% strength when fighting in the Crags.

Marshborn. +25% strength when fighting on the moors.

Flying. +10% attack, and rivers are no obstacle.

Caster. Weaves battle-light (+4% army strength each, up to +12%) and kindles 1 Emberlight per season.

Terror. The enemy fights at −8% unless they also field terror, the unyielding, or an immune lord.

Unyielding. Immune to terror, and holds when every other company would break.

Ambush. +25% attack in the first clash when attacking.

Ragged. Rabble in stolen boots: fights at −10%.