M i l i t a r y
Every player is allowed to create 3 unique units to begin their adventure as Wizard and commander. Creating units is a highly customizable process. Below is a list of traits that you can add to a unit. Costs in gold are cumulative. You can add as many traits as you want, but the costs will rise for every trait added. The only section that is required is Quality. All other sections are optional. The size of the unit, from a single individual to several hundred men, does not alter the effectiveness of the individual unit compared to units with similar components. Yet typically, these prices may indicate the cost of about 100 men. Such description is up to you, though.
You may only pick 1 trait within each section. Your unit must always cost at least 2 gold. Maintenance for the unit is always half of the buying price.
Quality
Conscript: 0.5
Trained: 1
Veteran: 2
Elite: 4
Weapons
Clubs, daggers, rocks: 0
Spears: 0.5
Short Swords: 0.5
Staves: 0.5
Pikes (or other polearms, lances): 1
Swords: 2
Axes (and other heavy weapons): 2
Shortbows: 1
Longbows: 2
Crossbows: 3
Armor
Leather (light): 0.5
Shield: 0.5
Chainmail (medium): 2
Plate (heavy): 4
Netheryl (resist magic): 10
Mounts
Packhorses: 1
Noncombatant (movement, but not combat): 2
Combatant (movement and combat): 3
Flying noncombatant: 6
Flying Combatant: 8
Magic
Weak: 2
Skilled: 5
Expert: 15
Remember each creature has 2 hands. That means 2 weapons or 1 weapon and 1 shield.
Your three initial units can be whatever you want, and they will cost the amount of your traits added up. In addition, the lower the price your unit is, the faster you can recruit it.
1-5 gold: You can recruit and move the unit in the same orders.
6-10: 1 turn to recruit, move it on the next turn.
11-20: 2 turns to recruit, move it on the 3rd turn.
21-30: 3 turns to recruit, move it on the 4th turn.
31-40: 4 turns to recruit, move it on the 5th turn.
41-50: 5 turn to recruit, move it on the 6th turn.
Your initial 3 unique unit types can only be recruited at your Citadel.
Military Magic
It is up to you to describe what the magical powers of your military units are like, but typically magic is a free-form force. Weak magic can be used to perform minor spells directly around that unit. Skilled magic can attack other units, and use magic as a weapon or as a shield. Expert magic can be used as a siege weapon, generating massive fireballs to strike a castle's walls. You can detail this in your unit's role and description.
Racial Advantages
Different races provide different advantages to soldiers. Note: Your unit must always cost at least 2 gold, even with racial advantages.
High Men: Pikes/Polearms are 0 gold. Plate Armor is 2 gold. Combatant Mounts are 1 gold.
Barbarians: Leather and Shield are 0 gold. Swords and Axes/Heavy Weapons are 0 gold.
High Elves: Skilled Magic is 2 gold. Longbows are 0 gold.
Dark Elves: Skilled Magic is 0 gold.
Dwarves: Axes/Heavy Weapons are 0 gold. Plate Armor is 1 gold.
Goblins: Crossbows are 0 gold. Leather and Shield are 0 gold. Short Swords and Spears are 0 gold.
Halflings: Netheryl is 5 gold.
Orcs: Flying Combatants are 4 gold. Chainmail is 1 gold.
Gnolls: Combatant Mounts are 0 gold. Axes/Heavy Weapons are 0 gold.
Beastmen: Noncombatant Mounts are 0 gold. Skilled Magic is 2 gold.
Towns
Towns cannot train any units. They are essentially small farming or mining hamlets that only exist for you to obtain gold from. Typically, towns are protected by nearby cities or castles.
Cities
Every Wizard is capable of tapping into race-specific advantages. Once you have captured a city, that city's generic racial unit will be available to you for training.
Castles
Castles are a bit more flexible. When you capture a castle, you will receive access to that Castle's unique unit, which can only be trained in that castle, and which receives a discount on price (the discount on price is to allow you to add non-racial-specific-advantages to your unit but still pay a low price for the additions). Each castle has a unique discount. You can either: 1. Keep that castle's unique unit and train it as-is or, 2. Disband all of that unique unit and create your own unique unit for that race, using the race-specific advantages. If you disband and create your own unit for this castle, the unit must be worth the same amount of gold their unique unit was worth (without discount). (For example, the High Elven castle of Delorath has a unique unit called Lydia's Firestar Rangers, which can be trained for 10 gold - you can disband this unit and create your own, but that new unit must be worth 10 gold.)
In addition, if you disband a castle's unique unit and create your own unique unit, you will no longer receive a discount!
Citadel
Units of specific races can only be trained in their specific settlement (city or castle). So, for example, if you capture a High Elven city, you cannot train that city's unique unit in your Citadel - it must be trained in the city you captured. Even if you capture two High Elven castles, you cannot train the 1st High Elven castle's unique unit in the 2nd High Elven castle. Each castle has its own unique unit.
Race-specific advantages are NOT available to your entire military. They are only available for the specific unique unit that a city or castle has given you the ability to train. Exception: Your 3 initial units can all have the race-specific advantages of your Wizard's race.
Your Citadel is basically a powerful castle. Therefore, units trained and belonging to your Citadel receive a discount. Each unit from your Citadel can pick a trait or a series of traits worth 2 gold for free (in addition to the racial advantages you already have).
Advancing in Level
Your Wizard has three levels: Mage, Archmage, and Demigod, as previously mentioned in these rules. As a Mage, your Citadel can train 3 unique units. As an Archmage, you can design a new unit to be trained in your Citadel. As a Demigod, you can design and train yet another additional unit to be trained in your Citadel.
Generic Race-Specific Units
Cities can train "generic race-specific units". These are units that all cities of that race can train. This does not include your Citadel or castles.
Race-Specific Units