Cross-Faction units are troops that are available to multiple factions, usually as a result of taking the territory of other cultures. These are intended to consist of units that complement the victorious faction and to be their recruitment option in lieu of the defeated faction’s units.

Each tree is a bit different, though. Some trees are wholly self-contained, representing a certain unique troop. Others may feed into otherwise-inaccessible units from multiple angles such as Vlandikon and Graal Knights being able to become Imperial Knights. In general, however, they are meant to represent changes that can occur during conquests rather than just having the victors recruit the loser’s units. They will also often be used in Minor Factions, to ensure there’s some usage of them even if the spawn conditions are not met.

[NOTE: Currently Out-of-Date as of DRM 4.2; the update to this document will come later as there may still be changes done to the units described here.]


IMPERIAL AUXILIARIES
The Calradian Empire has long recruited auxiliaries from other cultures, particularly those with certain knacks that the Empire wished to harness. This also works in reverse - as the outer kingdoms push into the Empire’s heartlands, most will begin to adopt certain Imperial military practices as they take over the Empire’s military infrastructure.

Each culture interaction will yield different units to the Empire, and will have a mixture of their native and Imperial gear - primarily the latter for their most visible pieces of kit, but still options of their own. Units retain their own native culture by default, but at certain points they may upgrade into their own faction’s units or Imperial units.


Battania


Much as the Battanians are the stereotypical barbarians of Calradian folklore, many of their people have been recruited as auxiliaries for centuries. The practice has grown and waned depending on the level of animosity between the two peoples, with it currently lying in a nadir as individuals find themselves forced to be Battanian or Imperial.

Should the Empire begin taking Battanian territory, they will begin recruiting more of these auxiliaries. By contrast, if Battania pushes into the Empire they will begin to field their own versions of Imperial troops, represented by these Auxiliaries. They may also upgrade into either Battanian or Imperial core troops.


Battanian (Light/Heavy) Auxiliary
Tier II, III, or IV Heavy Infantry
** Mercenary
** Professional
** Shielded
** Projectile Armed (Javelins)
** Weapon Focus: One-Handed (+10) [Heavy Auxiliary]

Bulk auxiliary troops trained to fight in the Calradic Legion’s style by opening up with javelins (or throwing axes) before engaging the enemy in melee. These troops are professionals, unlike the vast majority of Battania’s soldiers, giving them a bit more of an edge in combat. These troops are less useful for the Empire, but at least now they can be much more sure on the quality they are getting.



Battanian Archer Auxiliary/Auxiliary Longbowman
Tier III/IV Missile Infantry
** Mercenary
** Professional
** Standard Ammo: Needle Point Bodkin Arrows 50g (Longbowman)
** Standard Ammo: Needle Point Bodkin Arrows 80g (Longbowman)
** Weapon Focus/Specialization: Bow (+10/+20) [Archer/Longbowman]


The Calradians learned the hard way the fearsome skill of the Battanians with their warbows, and in true Calradian fashion decided they wanted some for themselves. Archer Auxiliary contingents are perhaps the most valuable of Battania’s recruits, with the most distinct of them standing out for their longbows. Better fitted than their Saethwyr counterparts and one of the most armored non-noble archers, Auxiliary Longbowmen are useful to both the Battanians and Imperials alike.


Khuzaits


Khuzait Auxiliaries are auxiliaries in both directions. For the Calradians, these auxiliaries represent local troops being fielded and outfitted with local means for the local environment (read: expecting to fight horsemen), supplementing their legionary-style infantry. For the Khuzaits, these represent the first steps in developing a professional infantry army whether by mercenaries or equipping burghers well enough to stand in the battle line. If the Khuzaits are to dismount and govern, they will need these men to hold settlements.


Khuzait (Light/Armored) Auxiliary
Tier II/III/IV Spear Infantry
** Mercenary
** Professional
** Shielded
** Athletic Infantry (+10)
** Weapon Focus: Polearm (10) [Armored Auxiliary]

Khuzait Auxiliaries are spearmen, padding the ranks and providing defense against enemy cavalry attacks. For the Empire, this gives them superior spearmen than their native part-time reservists, while the Khuzaits get a better quality infantry unit period. Unlike the Calradian ones, however, they are professionally trained which gives them a distinct advantage over the part-timers.
However, they are still not proper regular troops, so their quality tops out a little earlier than you might expect.


Khuzait Auxiliary Archer/Marksman
Tier III/IV Missile Infantry
** Mercenary
** Professional
** Athletic Infantry (+10)
** Weapon Focus: Bow (Marksman)

Khuzait Auxiliary bowmen are simple and straightforward upgrades to your standard foot archer, allowing the Khanate more arrows on the ground rather than when mounted up. They use composite shortbows extensively, and all are packing needle point arrows to deal with armor. They are not the most potent of archers, but they will provide a useful complement to any army.


Aserai


Though the Empire’s expeditions into the Nahassa usually ended poorly, the Empire did learn the value of Aserai light troops as a supporting arm of their army and often hired Aserai youths as auxiliary troops. While the nobles tended to fight as allied cavalry, the peasants would often serve as infantry auxiliaries. Specifically, they tended to either fight as spearmen to keep cavalry at bay or became the vanguard as skirmishers where they could help tear apart enemy troops or engage them in uneven terrain from ambush.

For the Empire, these provide local troops who can pad the ranks and fill niches that the Empire’s native troops are not well suited to handle. For the Aserai, they provide some better-quality spearmen and javelineers for your ranks. They may be recruited when the Empire takes Aserai territory and vice versa.


Aserai (Light/Armored) Auxiliary (Skirmisher)
Tier II/III/IV Skirmish Infantry
** Mercenary
** Professional [Auxiliary/Armored Auxiliary]
** Shielded
** Good against Shields (Javelins)
** Athletic Infantry (+10)
** Weapon Specialization: Throwing (+20) [Armored Auxiliary Skirmisher]

Skirmish auxiliaries from the Aserai are a combination of desert tribesmen and fast-of-foot townsfolk who get in first, hurl their javelins, then support the infantry line. In an ideal battle, their harassment will cripple the enemy shield wall by rendering their shields useless, allowing the other troops to simply tear apart the now-exposed enemy.

These provide the Empire with access to a troop type they would otherwise have only extremely limited options for, while for the Aserai they add a professional edge to their light infantry troops and a possible beginning of a professional Aserai army.


Aserai (Armored) Auxiliary Spearmen
Tier III/IV Spear Infantry
** Mercenary
** Professional
** Shielded

Auxiliary Spearmen are simple and straightforward: spear-armed infantry who can help hold a frontline. While some Aserai joined the proper Imperial Legion, the majority of them fought as spearmen due to their recruitment usually being in response to mounted Bedouin raiding the supply lines or the cavalry of the emirs. Such auxiliary spearmen were often deployed on the flanks of an Imperial army along with the skirmishers to keep the wings clear of enemy threats. And, depending on who you ask, to do the brunt of the dying when something surprises the archon in command.

For the Aserai, these troops also act as the beginnings of a professional standing army, perhaps one that could be used instead of the Mamelukes… assuming the latter’s greater influence and prestige does not see them squashed early, of course.




Vlandians


The Vlandians do not have a ‘normal’ Imperial auxiliary tree as a result of the relatively close contact and developments. Vlandia originally came into being as effectively Imperial vassals, and many Vlandian customs can trace roots to Imperial practices. Meanwhile, Emperor Arenicos’ military reforms have some shades of Vlandia’s feudalism, not that any Imperial admits it. As a result, both sides will recruit local irregulars but their own regulars when they take each other’s territories where it is Imperial Reconquest or Vlandia being neither Holy nor Calradic.

However, the noble units available will be slightly different through the fielding of Vlandikon - knights and men-at-arms fighting for the Empire or by Imperial methods yet being Vlandian at heart. Such men were originally recruited to build off of the model of the Vaegir Guards, but even outside of an organized force many were hired as bodyguards or retainers. These days, a small number may be recruited in Southern Imperial held parts of the Empire, but most will come from conquered Vlandian territory. By contrast, the Vlandians will need to take Imperial clay to field these units themselves.


Vlandikon Squire
Tier IV Heavy Infantry
** Mercenary
** Shielded
** Good against Shields (Axes)

Squires of the Vlandikon fight on foot, unlike their cousins in the Vlandian heartlands, as often their horses are pressed into service carrying all the supplies that a band of Vlandikon need as they head out as mercenaries. Nonetheless, they are able infantry whose axes give them good staying power in a fight.


Vlandikon
Tier V Shock Cavalry
** Mercenary
** Shielded
** Couched Lances
** Good versus Shields (Axes)

While couched lances are not a necessarily unheard of phenomenon, the Vlandians were the ones who truly embraced it. Though relatively few Imperials practice with such, Archons are more than willing to take on Vlandian mercenaries to have some additional strength, if much more wary now about what they are paid in. These knights and elevated men-at-arms fight with Imperial equipment as well as Vlandian kit, providing shock cavalry to the Empire or to their kin if Vlandia is triumphant over Imperial territory.

However, many of them have begun to adopt Imperial culture more and the Empire is steadily accepting the idea of mounted knights as a warrior aristocracy alongside their own. They may embrace this path, or keep to the path of their forefathers and remain Vlandian Knights. In both cases, they remain shock cavalry.



GRAAL KNIGHTS OF BATTANIA


The Graal Knights were once the armed companions and retainers of High King Arthwr fen Prydwen, a legend of Calradia’s history for bearing the Dragon Banner of Calradios… and never losing a battle under it. While the banner was lost by his successor, the Graal Knights persisted in subsequent generations, though they steadily dwindled in number. Sadly, by the present strife the Graal Knights are little more than a few scattered holdouts and what amounts to cosplayers clinging to an idea that they only have a superficial understanding of.

In terms of ethos, the Graal Knights are noted by Calradian historians to actually be quite at odds with typical Battanian military virtues. The originals were recorded to have shunned headhunting and organized their troops in tight discipline much like a Calradian Legion would. Their modern incarnations tend to ignore this or try to move past it if they seek to be Battanian champions, though one cannot ignore that said historians do have a certain bias at play as well. The truth of High King Arthwr - or Arktorous, as he is referred to in Calradian texts - is probably going to be lost to history and legend, a legend whose telling varies whether it is a Battanian or Calradian telling it.

Regardless of the truth, the conflicting legacy leaves behind the modern remnants of the Graal Knights and leaves them in a unique position. Imperialized Battanian settlements often have access to the necessary war horses to train their sons in this way, and in turn Battanian (re)conquered Imperial settlements tend to be more suitable for horses than Battania’s remnant territories. And as those who seek to emulate the legendary High King’s companions follow the path, they must decide whether to embrace the Battanian or Imperial legends of the mythical High King.

Battanian Noble Cavalry will spawn in very small quantities in Battanian settlements. However, they will be fielded in greater numbers from Imperial or Vlandian controlled Battanian settlements, or Battanian controlled Imperial settlements.


Battanian Noble Cavalry
Tier III Light Cavalry
Minimum Ride Skill: 20
** Shielded

Noble Cavalry are exactly as they sound - Battanian nobles that fight on horseback. Many of them will seek to emulate the Graal Knights, and become Aspirants with enough time. Their spears enable them to engage other enemy cavalry effectively, a much needed aid to Battania’s armies or allowing them to support their new masters.


Battanian Graal Aspirant
Tier IV Shock Cavalry
Minimum Ride Skill: 60
** Couched Lances
** Shielded

Graal Aspirants are those who follow the legends of High King Arthwr and his Graal Knights, seeking to emulate that legend. They fight as shock cavalry, a more modern invention from Vlandia, as they seek to prove themselves.

Often they will come at a crossroads once they have cemented themselves as knights: will they keep to Battania’s ways, or perhaps they will realize the reason why that legendary high king’s companions became outcasts in Battanian society and simply embrace the Empire instead? The choice is often their warlord’s…


Battanian Graal Knights
Tier V Shock Cavalry
Minimum Ride Skill: 60
** Couched Lances
** Shielded
** Horse Frontal Armor

Graal Knights are the modern descendents and emulations of High King Arthwr’s legendary companions, fighting in the modern Vlandian style. Though some of them cling to that High King’s code of conduct, others choose to embrace Battania’s current ideals from horseback rather than with the bow. Regardless, these men are the rebirth of Battania’s cavalry traditions and if Battania can recruit them in sufficient numbers, they may become a cavalry power again.


[[Modder’s comments: The Graal Knights were inspired by the unit of the same name from Rome: Total War: Barbarian Invasion, part of the Romano-British roster. In this case, Calradio-Battanian mounted cavalry with a touch of pre-French Arthurian legend. ‘Arthwr’ is a theoretical development of the name in Welsh assuming a meaning approximate to ‘bear man’, while ‘Arktorous’ is just the Greek version of ‘Arthur’. Given the many tellings of Arthurian legend, it felt appropriate to make it an in-universe legend with numerous controversies.]]




NORDS


While many mistakenly consider them direct kin to the Sturgians, in truth the Nords are a people of distant shores who simply have had an excess of population in recent generations. The Vlandians can trace their ancestry to the Nords, though they have become their own people in the time since their settlement of western Calradia. So too does it apply to many Nords who have settled in the Sturgian principalities, becoming part of the greater melting pot. These Nords by contrast have not assimilated - yet - instead consisting mostly of adventurers from the homeland who have become more honest than their Sea Raider counterparts.

Nord troops are primarily heavy and shock infantry, and all of them are armed with numerous axes. If a more developed Nordic colonization effort began, perhaps you might see the spears that their Vlandian cousins employ and a more cohesive arsenal, but for now the Nords are oriented towards combat from ships and in the close quarters of the villages they raid. They are extremely effective in an up-close-and-personal brawl, but will suffer if forced to engage in a protracted combined-arms affair… for one, they don’t have combined arms yet!

Nords will replace Sturgian regulars when the Empire, Vlandia, or Battania take Sturgian territory as part of an effort to break up the existing power structure. In the case of the Empire, this is shared with Vaegir units.
Nords (alongside Vaegirs) will replace Imperial regulars when Sturgia takes Imperial territory, reflecting using landed mercenaries to keep hold of Imperial territory.
They also fill out the ranks of the Skolderbrotva.


Nord Youth
Tier II Spear Infantry
** Mercenary
** Weapon Focus: One-Handed (+10)
** Shielded

Youths among the Nordic colonists are a mixture of adventurers that for whatever reason do not want to be Sea Raiders and those whose families have settled into Sturgia. They are a growing minority in the realm, particularly aided by the Nordic nobility steadily gaining more influence among Sturgia’s peers, but for now these youths are eager to follow in their parents’ footsteps as warriors. For now, they fight as roundshield-equipped infantry with a tendency to spears.

Those who survive may become proper Nord Warriors, or become archers if they take up the bow instead.


Nord (Warrior) Archer
Tier III/IV Missile Infantry
** Mercenary
** Shielded [Warrior Archer]/Chance for Shield [Archer]
** Professional [Warrior Archer]
** Weapon Focus: One-Handed (+10)
** Athletic Infantry (+10) [Warrior Archer]

Archery is not a talent that the Nords are famous for, yet it is a skill they have honed. That said, their preference lies in shortbows or more recently simpler longbows which are able to handle the cold climates of their homeland without coming apart like composite bows often do. These archers therefore provide a ranged line to the Nords, though in many ways these are less archers and more melee troops who can support the line at long-range initially before charging into melee.



Nord Warrior/Companion/Huscarl
Tier III Heavy Infantry
** Mercenary
** Professional [Companions/Huscarls]
** Athletic Infantry (+10) [Huscarls]
** Weapon Focus: One-Handed (+10)
** Shielded
** Projectile Weapons (Throwing Axes/Angons)
** Good Against Shields ((Throwing) Axes/Angons)

Nord Warriors are an infamous bunch across Calradia, famed for their tight shield walls, plentiful axes, and extreme tenacity in the face of death in battle. This only grows as they become the chosen companions of a chief or even a chief’s huscarl - house-man - and rise ever further in prestige.

Nord Warriors are heavy infantry, excellent at getting into a close quarters brawl and simply having it out. Throwing axes gives them an initial impact before the lines clash, though perhaps not as much as a volley of pila might cause. Huscarls are typically fitted with a satchel of angons, giving them even more impact before resorting to more standard axes. Their lack of spears can be a weakness against cavalry, however, so be wary of that or support them with native spearmen from various part-time soldiers.

Nord Warriors may also become Berserkers if they lose themselves to battle, though if they become companions they tend to be stable enough to be suitable for supporting diplomatic duties.


Nord Berserkers/Ulfhednar
Tier IV/V Shock Infantry
** Mercenary
** Professional + Fanatic
** Athletic Infantry (+10)
** Weapon Focus: Two-Handed (+10)

Berserkers (“Bear Shirts”) and Ulfhednar (“Wolf Warriors”) are warriors that many in Calradia do not fully understand. For most, they are less men and more beasts in the shape of men blinded by rage and bloodlust, unleashed like war hounds by the Nordic nobility and raiders. To the Nords, they are their greatest warriors, but also in some cases are worthy of pity as their rage may simply be a coping mechanism to the trauma of war, or they turned to hallucinogens to cope instead and to hype themselves for the hell they go into. These groupings of warriors also make fighting a vocation for one reason or the other, and as such have a professional edge to them despite appearances otherwise.

Regardless of their origins, these warriors are armed with powerful great axes to hack apart enemy lines and shields with contemptuous ease, and rely on their maille armor to protect them from being shot at long range. If you see these units charging your line, shoot them. Shoot them with the heaviest arrow or bolt out of your most powerful (cross)bow.


VAEGIRS

Vaegirs are common to the northern Empire and eastern Sturgia, scattered in several tribes or assimilated into Imperial citizens at the moment. The most notable of them in recent years are the Vaegir Guards, who guarded Emperor Arenicos in battle but were effectively scattered by the Civil War as the guard was split on which claimant to back. Many Vaegirs chafe under their lords, running off to join the Lake Rats or Forest People.

They are, as a whole, an unruly lot with a lack of discipline among most - the Vaegir Guard’s success was in part finding those who could hold a battle line while still being just as fierce. However, when it comes to archery they are some of the finest in the north, stemming from generations of trapping and hunting.

The Vaegirs have essentially two trees - one is an Irregular mob tree which is a prototype for ‘Rabble’ units which have no singular armament, and then a professional ‘guard’ tree of marksmen and shock troops.


Vaegir Recruits, Footmen, and Javelineers
Tier I/II/III Skirmish Infantry
** Shielded [Footmen/Javelineers]
** Good versus Shields (Throwing Weapons)

Vaegir irregulars consists primarily of various woodsmen pressed into service, militia, and some ‘full time’ irregulars that keep signing up for more fights. Due to their relative disorganization and a general indifference to discipline (if not outright scorn in some cases), most Vaegir irregulars are only really able to fight in loose order such as skirmishers. This means that they usually are not going to do very well when trying to fight heavy infantry or even organized spear levies head on, but they are able to do quite a bit of damage in ambush or if they can break it up into a bunch of smaller fights.

In tactical use, they are best employed as a skirmishing element to screen (and eat arrows for) more important troops or as a first wave to strip the enemy of their defenses before your other troops plow in. Be wary of enemy archers, as while many of them have shields their shields are of limited size.

These troops are available if the Empire or Khuzaits take Sturgian territory.

Vaegir Warriors
Tier III “Heavy” Infantry
** Shielded
** Projectile Armed (Javelins)
** Good against Shields (Javelins)

The warriors of the Vaegirs are a bit more organized as they have made fighting more of a profession, but they tend to go down one of two paths. They may upgrade into either Axemen or Archers, depending on if they become shock troops or missile infantry.

These troops are available when the Empire or Khuzaits takes Sturgian territory, or if the Sturgians take Imperial territory (alongside Nords).

Vaegir Axemen and Guards
Tier IV/V Shock Infantry
** Professional [Guards]
** Athletic Infantry (+10)
** Weapon Focus: Two-Handed (+10) [Guards]

Axemen and Guards are foundational shock troops for the Vaegirs who excel at charging into melee and wreaking havoc. Among the Vaegir tribes, such men are usually a chieftain’s preferred warriors as they are quite effective at carving up other irregulars. There is not much to say about them otherwise in terms of tactical role.

In terms of Calradian history, the Vaegir Guard are actually rather significant as they were one of the most predominant of the Emperor’s bodyguard forces… though in this case, ‘bodyguard’ meant ‘standing retinue of troops available to wage war’. They were also one of the most long-lasting of these bodyguard regiments thanks to a combination of distance from home keeping them above politics, not acting like early Imperial Praetorians, and being an effective prototype for other such guard units like Vlandikon bodyguards. Sadly, they were dispersed by the Civil War as the Guard itself fractured after Arenicos’ death as it finally succumbed to factionalism.

Vaegir Guards can be recruited in limited numbers within Imperial territory as many professional Vaegir warriors had sought service, but they should not be considered a proper Imperial unit.


Vaegir Archers and Marksmen
Tier IV/V Missile Infantry
** Professional [Marksmen]
** Weapon Focus: Bow (+10) [Archers]
** Weapon Specialization: Bow (+20) [Marksmen]

Vaegir archery is a talent that they have thoroughly honed, and have even passed on to other Sturgian tribes in recent decades. They remain the undisputed masters of the bow among northeastern Calradia and in some ways are rivals to the Battanians. While the bulk of these archers are skilled if non-professional, Marksmen actually make archery a vocation in of itself and have gained a professional edge, making them highly skilled archers.

Perhaps one day, these Marksmen will help define a kingdom of Vaegir making. For now, however, they will provide a useful asset to those who seek to split apart the Sturgian principality by ensuring they stand out as a distinct force.



RHODOKS


The Rhodoks are a hill people who live in southwestern Vlandia, previously a tribe who allied with the Calradic Republic and became citizens around the time it became the Calradic Empire. Rhodoks played the Senatorial and plebeian games quite well, and are proud of these traditions. However, they suffered greatly upon Osrac Iron-Arm’s betrayal as they were often forced into the lowest stations of Vlandia’s feudal system to check their influence, and many have retreated into remote mountain villages to try and maintain their customs. While many are eager for the return of the Empire, others - particularly their tribal chieftains - wonder if perhaps it is time for the Rhodoks to become their own people, if Vlandia’s influence can be curtailed…

Rhodok troops appear when a non-Imperial faction manages to take Vlandian territory, replacing most of Vlandia’s units save for Freemen. They do not appear in Imperial reconquests as the Rhodoks will enlist as Rhodok Auxiliaries where they will either become their crossbowmen or fight as standard Imperial Menavliatons.


Rhodok Tribesman/Pike Militia/Pikemen/Armored Pikemen
Tier II/III/IV/V Pike Infantry
** Professional [(Armored) Pikemen]
** Weapon Focus: Polearms (+10) [Pike Militia]
** Weapon Specialist: Polearms (+20) [(Armored) Pikemen]

Pikes are a very Rhodok method of fighting, one made possible by their relative discipline compared to other “barbarian” tribes due to a tradition of everyone taking up arms and fighting as a soldier rather than a warrior. Being cheap and easy to manufacture, these pikes allow them to quickly and easily arm large numbers, while the length of their polearms gives them reach to both stop cavalry and to make pincushions out of charging infantry that try to go in head on. In sufficient numbers, these pikes can present an impassable wall of spears. However, even their armored ranks are vulnerable to missiles, so be wary of leaving them exposed during the skirmish phase of a battle.

Tribesmen can become Rhodok Crossbowmen instead, and Pikemen may become Rhodok Swordsmen instead. Armored Pikemen are ‘locked in’ to their role.


Rhodok Swordsmen
Tier V Shock Infantry
** Professional
** Athletic Infantry (+10)

While the Rhodoks are fiercely proud of a claimed lack of nobles, they do have their own well-to-do members be they kin to tribal chieftains or rich burghers. Such members of a Rhodok tribe thus have the ability to afford much better equipment and ‘rich’ weapons such as a two-handed sword. These Swordsmen are either such minor noble(-equivalents) or retainers to such, tasked with supporting the pikemen by clearing out enemy light units that try to swarm the pike block. They probably won’t win against other heavy troops, but that is what the forest of pikes are for.


Rhodok Crossbowmen/Sharpshooters
Tier IV/V Missile Infantry
** Professional
** Shielded
** Weapon Specialist: Crossbows (+20)

Rhodok Crossbowmen are the other side of the Rhodok’s preferred weapons, which they also taught the Empire and in the past the Jaculan Guild of Artillerators wielded influence for. These crossbowmen are equipped with a pavise for protection and an axe for a sidearm, and wield superior crossbows to their standard Vlandian counterparts from the boroughs, with the best of them being Sharpshooters.


Rhodok Auxiliary
Tier III Pike Infantry
** Professional

With Imperial authority reestablished over Vlandian territory, the Empire is able to levy Rhodok auxiliaries from the former serfs to arms. The most junior of these troops fight as pikemen, primarily as a form of drill and conditioning to rapidly onboard them to fighting within the Army of Calradia once again.

They may upgrade into either Imperial Menavliatons, serving as full time Imperial soldiers again, or they may upgrade into Rhodok Crossbowmen to support the Empire with the native Rhodok talent with the crossbow as auxiliaries.

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LukeDanger

2 comments

  1. KTV
    KTV
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    I love this idea and the dynamic it brings to the campaign. It would be great to have this doc updated to know what trrops will be available base on conquest.

    Thanks so much
  2. GMcC89
    GMcC89
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    Incredible idea and execution.
    Have several playthroughs founding a Kingdom of Vaegirs or Rhodoks