arya126
Squad Leader
You may be wondering "What is an Action Strategy Game?" Well it is a hybrid of IOT (strategy) and the Action Chatroom (action and tactics). However, this game has a key twist that will differentiate it from past failures with this hybrid: The Action Chatroom element is optional. I will explain how in just a minute.
This game shall be set in the universe of The Wheel of Time. Now, don't get too upset or think you can't join because you don't know what that is. There will already be countries established, and you can change them over a couple of turns if you wish, and there will be plenty of unsettled or unclaimed land to claim if you desire. But empire building isn't necessarily a focus of this IOT. The focus of this IOT will be wars and the battles that decide them.
You, the player, will join as one of the nations that will be described soon. You can play as the Head of State, manage your country and such, but the focus of the game will be how you command your armies in overall wars, campaigns, and individual major battles. You see, the Westlands and the world in general are facing 'The Last Battle' where The Dark One is breaking the seals on his prison and sending the armies of the Darkness against the Forces of the Light. You can fight your fellow nations, send armies to aid the borderlands against the Dark One, repel the vicious Seanchan Empire that has landed to the south and west, or renew the hatred of the Aiel, a fierce warrior people that live in the desert to the east. The possibilities are endless, and there is only one certainty: There will be War.
Players may also choose to fight as a general in the Forces of Darkness under the Dark One. But these mechanics will be explained later.
The Map:
Major Factions
These are the Major factions in the land, describing them a bit and telling a bit of their overall strengths and weaknesses.
The Westlands
The Seanchan
Armies of Darkness
The Aiel
The Sharans
The White Tower
The Black Tower
The Dragon Reborn
The Dragon Reborn himself will not be playable, but nor will he interfere in the affairs of the game much. He will often take Asha'man from the Black Tower to use in his plans, and if you are not under the Dragon Banner he will likely attempt to get you under it one way or another at some point in the game. However he is also the main gameplay balance to the Seanchan who have plenty of bonuses themselves. Eventually, he will fight the Last Battle against the Dark One. Whether he does that with a united world behind him or a fractured land at war with itself is up to the players.
The Last Battle
Eventually, the true Last Battle will be upon you. You will have to choose the Shadow or the Light. If you have been fighting as somebody other than shadowspawn, you may decide to contact the shadow and become a dark friend over the course of the game. This will give you access to the units of the shadow, but being an isolated dark friend nation that will certainly face internal resistance will be difficult. But when the last days are upon you, you will either have to cooperate or fight isolated. Unless you have conquered the world before then of course.
Joining
To join, pick a nation or other entity that you see above, then customize your starting forces with units from the unit list below based upon how much gold your nation is given to customize at the start.
Playing
Each turn will consist of a month. You will have 3 days to get overall orders in. A mini update will take place, listing what major battles are about to take place and between whom. Players will then have 4 days where if you and I (and any other parties involved if the battle is PvP) can get on chat at the same time for an hour or two we can put your tactical brilliance to the test as you command your battle. In this manner do I expect we will get through one turn per week, or even 2 per week if orders are in on time and battles are resolved sooner rather than later (or if players opt to instead send in detailed battle plans instead of playing it out in an action chatroom).
Units
Westlands
Seanchan
All units in this section may only be recruited by the Seanchan.
Aiel
Shadowspawn
These units are only available to the Armies of darkness, or certain Darkfriend nations when notified they are available for you.
This game shall be set in the universe of The Wheel of Time. Now, don't get too upset or think you can't join because you don't know what that is. There will already be countries established, and you can change them over a couple of turns if you wish, and there will be plenty of unsettled or unclaimed land to claim if you desire. But empire building isn't necessarily a focus of this IOT. The focus of this IOT will be wars and the battles that decide them.
You, the player, will join as one of the nations that will be described soon. You can play as the Head of State, manage your country and such, but the focus of the game will be how you command your armies in overall wars, campaigns, and individual major battles. You see, the Westlands and the world in general are facing 'The Last Battle' where The Dark One is breaking the seals on his prison and sending the armies of the Darkness against the Forces of the Light. You can fight your fellow nations, send armies to aid the borderlands against the Dark One, repel the vicious Seanchan Empire that has landed to the south and west, or renew the hatred of the Aiel, a fierce warrior people that live in the desert to the east. The possibilities are endless, and there is only one certainty: There will be War.
Players may also choose to fight as a general in the Forces of Darkness under the Dark One. But these mechanics will be explained later.
The Map:
Spoiler :

Major Factions
These are the Major factions in the land, describing them a bit and telling a bit of their overall strengths and weaknesses.
The Westlands
Spoiler :
These lands are all playable by players.
Tear
Tear is ruled by a council of High Lords. They have an elite infantry unit called Defenders of the Stone, but otherwise traditionally rely on typical cavalry charges and levies for the most part. They also hold one of the most defensible fortresses ever built in the Stone of Tear. Tear is under the Dragon Banner.
Illian
Illian is perhaps the Venice and Athens of this world. It is cultured beyond belief like Athens, and the city itself is a series of canals like Venice. The city itself has no walls but is situated in a marsh with only a trio of bridges leading to the city. It is relatively powerful, and is the main rival of Illian. Their military centers around the elite Companions Cavalry units.
Altara
Altara is very decentralized and the monarch herself cannot expect to effectively control anything more than a hundred miles outside Ebou Dar, the capital port city. Relies on levies most of the time without any renowned special units except guerrilla fighters if their territory is occupied.
Amadicia
Amadicia is home to the Children of the Light, an independent elite cavalry unit. For the purpose of the game, the Children, otherwise known as Whitecloaks, are under the command of Amadicia. They are a large force of cavalry, and Amadicia typically follows that idea of a cavalry charge in the past.
Murandy
Murandy is much like Altara in that it is decentralized. However in recent years the current King has gained significant control compared to before and has set to training a professional retinue. Not too powerful a kingdom, although it has had its share of border troubles with Altara, Illian, and Andor.
Cairhien
Cairhien recently came out of an intense Civil War that was only stopped by the armies of the Dragon Reborn. They now are under the Dragon Banner. Their military is usually better than most, but they are still recovering from the destruction of the CW.
Andor
Andor is a land that for the past thousand years has been ruled by a female queen. The Queen's Guards are the core of her army which is led by the First Prince of the Sword. It is a large realm, although influence is slim to none in the western reaches of the realm elite Longbowmen can still be recruited from the west. This nation is home to the Black Tower, and has many possibilities for those who wish to take them.
Arad Doman
Arad Doman is currently in a state of semi-anarchy. The King is missing, and the governing General Rodel Ituralde struggles to hold the country together, although this also means that if the land should be united once more, he would have an experienced army already raised. Mobile infantry and light cavalry are favored here.
Shienar
Shienar is the borderland country to the northeast that guards Tarwin's Gap, one of the main exits from the Blight (the home of the armies of Darkness). Like all of the borderlands, they are heavily focused on the military from birth, and Shienar in particular have some of the most powerful heavy cavalry units around. The borderlands typically don't interfere with southern politics, instead preferring to guard the blight against constant raids and occasional full fledged invasions.
Kandor
Kandor is also of the borderlands, and also have a lot of Heavy Cavalry. Kandor and Arafel in particular focus on fortifications along the blight to offset their comparative lack of manpower. They are also notable for their swordsman who use two swords at once, an oddity in this world.
Arafel
Arafel is between Kandor and Shienar, and like both of them, have elite heavy cavalry and a focus on fortifications along the blightborder.
Saldaea
Saldaea is the largest, and arguably the most powerful, of the borderlander nations. Their cavalry matches the Shienar Cavalry, and are perhaps the most active in scouting the blight. Currently however, a large part of their heavy cavalry is serving with the Dragon Reborn in the south.
Ghealdan
Ghealdan is a small country north of Amadicia that retains its independence from the virtue of nobody caring to take it from them. A strong cavalry force is maintained here and the levies are usually more spirited than most, but a weak Kingdom is a weak Kingdom. Perhaps some brilliant mind can make something more of it; if not anything else every man will be needed in the Last Battle.
Tear
Tear is ruled by a council of High Lords. They have an elite infantry unit called Defenders of the Stone, but otherwise traditionally rely on typical cavalry charges and levies for the most part. They also hold one of the most defensible fortresses ever built in the Stone of Tear. Tear is under the Dragon Banner.
Illian
Illian is perhaps the Venice and Athens of this world. It is cultured beyond belief like Athens, and the city itself is a series of canals like Venice. The city itself has no walls but is situated in a marsh with only a trio of bridges leading to the city. It is relatively powerful, and is the main rival of Illian. Their military centers around the elite Companions Cavalry units.
Altara
Altara is very decentralized and the monarch herself cannot expect to effectively control anything more than a hundred miles outside Ebou Dar, the capital port city. Relies on levies most of the time without any renowned special units except guerrilla fighters if their territory is occupied.
Amadicia
Amadicia is home to the Children of the Light, an independent elite cavalry unit. For the purpose of the game, the Children, otherwise known as Whitecloaks, are under the command of Amadicia. They are a large force of cavalry, and Amadicia typically follows that idea of a cavalry charge in the past.
Murandy
Murandy is much like Altara in that it is decentralized. However in recent years the current King has gained significant control compared to before and has set to training a professional retinue. Not too powerful a kingdom, although it has had its share of border troubles with Altara, Illian, and Andor.
Cairhien
Cairhien recently came out of an intense Civil War that was only stopped by the armies of the Dragon Reborn. They now are under the Dragon Banner. Their military is usually better than most, but they are still recovering from the destruction of the CW.
Andor
Andor is a land that for the past thousand years has been ruled by a female queen. The Queen's Guards are the core of her army which is led by the First Prince of the Sword. It is a large realm, although influence is slim to none in the western reaches of the realm elite Longbowmen can still be recruited from the west. This nation is home to the Black Tower, and has many possibilities for those who wish to take them.
Arad Doman
Arad Doman is currently in a state of semi-anarchy. The King is missing, and the governing General Rodel Ituralde struggles to hold the country together, although this also means that if the land should be united once more, he would have an experienced army already raised. Mobile infantry and light cavalry are favored here.
Shienar
Shienar is the borderland country to the northeast that guards Tarwin's Gap, one of the main exits from the Blight (the home of the armies of Darkness). Like all of the borderlands, they are heavily focused on the military from birth, and Shienar in particular have some of the most powerful heavy cavalry units around. The borderlands typically don't interfere with southern politics, instead preferring to guard the blight against constant raids and occasional full fledged invasions.
Kandor
Kandor is also of the borderlands, and also have a lot of Heavy Cavalry. Kandor and Arafel in particular focus on fortifications along the blight to offset their comparative lack of manpower. They are also notable for their swordsman who use two swords at once, an oddity in this world.
Arafel
Arafel is between Kandor and Shienar, and like both of them, have elite heavy cavalry and a focus on fortifications along the blightborder.
Saldaea
Saldaea is the largest, and arguably the most powerful, of the borderlander nations. Their cavalry matches the Shienar Cavalry, and are perhaps the most active in scouting the blight. Currently however, a large part of their heavy cavalry is serving with the Dragon Reborn in the south.
Ghealdan
Ghealdan is a small country north of Amadicia that retains its independence from the virtue of nobody caring to take it from them. A strong cavalry force is maintained here and the levies are usually more spirited than most, but a weak Kingdom is a weak Kingdom. Perhaps some brilliant mind can make something more of it; if not anything else every man will be needed in the Last Battle.
The Seanchan
Spoiler :
The Seanchan Empire was built by the army Artur Hawkwing sent over the sea a thousand years ago. Upon his death his empire in the Westlands crumbled and fractured, but his son whom was sent west with the army, successfully established a great empire upon an entirely new continent. This empire has now returned, seeking to retake the lands Hawkwing had once called his own. They captured Falme on the west coast, but were repulsed by the Dragon Reborn a few months ago. Since then they have once again landed, and have captured Tarabon and put an end to the anarchy wracking the country. The next direction for their expansion will be up to the player. It should also be noted that they collar female channelers and use them as weapons on the battlefield, meaning they have an immense advantage over anyone who doesn't have Asha'man with them.
They are playable.
They are playable.
Armies of Darkness
Spoiler :
The Armies of Darkness are in fact playable. If you choose to play as them, you will not command all of them. Multiple players may command armies of Shadowspawn. Your armies will consist of different types of Shadowspawn, and you will either operate on your own or in coordination with other armies of shadowspawn (that may be player controlled or NPC led). There is no cavalry unless you manage to secure a group of darkfriends among the forces of light. However there are elite officers called Myrdraal as well as your base infantry unit of Trollocs which are 8 feet tall and half human-half animal. Among other units, which will be described later.
The Aiel
Spoiler :
The Aiel are battle hardened warriors who came across the mountain range named the Spine of the World 20 years ago. They turned back after killing their target, but they have come back under the banner of the Dragon Reborn, and nations under his Banner can recruit Aiel warriors for their armies as part of the game. They are not playable as a nation however. They have no cavalry, but they utilize Wise Ones (Aiel female channelers) in combat when desperate, and their infantry is widely considered the fiercest in the world. 2 Aiel could hold a dozen Westland men on open ground.
The Sharans
Spoiler :
Little to nothing is known of the Sharans who inhabit the lands to the Far East. Only traders go there, and even then are limited to the docks. It would be unwise to count on them keeping out of the Last Battle though. They are not playable.
The White Tower
Spoiler :
The White Tower is in Tar Valon, the most impregnable city in the world, and is inhabited by the organization of female channelers called Aes Sedai. These Aes Sedai 'channel' The One Power. More or less what we think of as magic. They are not as combat capable as male channelers, but they are more numerous in the beginning. The White Tower however holds to special oaths that only allow them to use the Power as a weapon against dark friends and Shadowspawn (the Armies of Darkness). Remain on good terms with the White Tower if you expect them to send channelers to your aid in your battle against Evil Forces as even a single channeler can often aid an army enormously. They also command a force called the Tower Guard, a force of infantry that usually acts in defense of Tar Valon but can also support Aes Sedai in the field.
If played, would likely focus on diplomacy between nations and supporting other nations in combat by giving out Aes Sedai in support, rather than taking wars upon itself.
If played, would likely focus on diplomacy between nations and supporting other nations in combat by giving out Aes Sedai in support, rather than taking wars upon itself.
The Black Tower
Spoiler :
The Black Tower is located a few dozen miles from Caemlyn in Andor. While not as old as the 3000 year old White Tower, it is a newly founded haven for Male Channelers. Although it only possesses a hundred or two men who can channel compared to the thousand plus the White Tower has, males are more combat ready and in the right hands the Tower can easily match or surpass the Aes Sedai in numbers. It was founded by the Dragon Reborn, but he has left it to its own devices except when he calls for a few Asha'man (as opposed to Aes Sedai, that is what males are called) to help him. Make friends with the Black Tower and you may find a powerful boost to your armies. Whats better? Males are not bound by the three oaths and are free to use it as a weapon.
If played would have a similar role as the White Tower, except that the Black Tower is meant for combat and can typically expect to fight on their own without conventional forces, although in ideal situations channelers and conventional units are used. Can also recruit Dragonsworn units from men that wish to learn how to channel but don't have the ability.
If played would have a similar role as the White Tower, except that the Black Tower is meant for combat and can typically expect to fight on their own without conventional forces, although in ideal situations channelers and conventional units are used. Can also recruit Dragonsworn units from men that wish to learn how to channel but don't have the ability.
The Dragon Reborn
The Dragon Reborn himself will not be playable, but nor will he interfere in the affairs of the game much. He will often take Asha'man from the Black Tower to use in his plans, and if you are not under the Dragon Banner he will likely attempt to get you under it one way or another at some point in the game. However he is also the main gameplay balance to the Seanchan who have plenty of bonuses themselves. Eventually, he will fight the Last Battle against the Dark One. Whether he does that with a united world behind him or a fractured land at war with itself is up to the players.
The Last Battle
Eventually, the true Last Battle will be upon you. You will have to choose the Shadow or the Light. If you have been fighting as somebody other than shadowspawn, you may decide to contact the shadow and become a dark friend over the course of the game. This will give you access to the units of the shadow, but being an isolated dark friend nation that will certainly face internal resistance will be difficult. But when the last days are upon you, you will either have to cooperate or fight isolated. Unless you have conquered the world before then of course.
Joining
To join, pick a nation or other entity that you see above, then customize your starting forces with units from the unit list below based upon how much gold your nation is given to customize at the start.
Playing
Each turn will consist of a month. You will have 3 days to get overall orders in. A mini update will take place, listing what major battles are about to take place and between whom. Players will then have 4 days where if you and I (and any other parties involved if the battle is PvP) can get on chat at the same time for an hour or two we can put your tactical brilliance to the test as you command your battle. In this manner do I expect we will get through one turn per week, or even 2 per week if orders are in on time and battles are resolved sooner rather than later (or if players opt to instead send in detailed battle plans instead of playing it out in an action chatroom).
Units
Westlands
Spoiler :
Base Mass Levy - The most basic unit in the game. These are peasants called up to serve with whatever weapons and armor they can find. Not recruitable by borderlander nations. 1 GP
Base Archer - An archer that may or may not have some training, usually when hunting. 3 GP
Base Crossbowman - A man with a crossbow that is taught how to crank the crossbow and point at the target to loose. 2 GP
Base Pikeman - Men with long pikes that are best used to keep an enemy at length and avoid closing with too many at once. Best used in large numbers. 2 GP
Base Axeman - A man with a battle axe. Very fierce melee unit, but with a very small reach. 3 GP
Base Swordsman - A man with a sword that has been trained how to not stab himself in the foot with it. 6 GP
Base Light Cavalry - A man on a horse with some basic weaponry and perhaps leather armor. Best used as scouts or raiding parties. 5 GP
Base Heavy Cavalry - A man and a warhorse armored and armed to the teeth. Low endurance and mobility, but great in combat. 10 GP
Base Lancer - The same as the HC except with a Lance for more effective charges. 12 GP
Defender of the Stone - Elite Infantry of Tear who can mount upon need and are usually armed with a spear or halberd with a sword in reserve. Only recruitable by Tear. 15 GP
Companion Cavalry - The famed cavalry of Illian, armed much as a normal Lancer. They take only the best. Recruitable only by Illian 15 GP
Altaran Guerilla - Altaran men and women who dislike being occupied by foreigners. Only recruitable by Altara. 1 GP
Queen's Guardsman - The standing army unit of Andor, used to police the Queendom and the core of any army Andor may field. They are typically mounted and equipped as Heavy Cavalry. Only recruitable by Andor. 12 GP
Whitecloak Cavalry - A force that can fight mounted or on foot, and whose greatest strength is their unmatched discipline. Are generally allowed to cross the land of other Kingdoms as well as 'police' and act in other Kingdoms as a benefit of their semi-independent status from the crown. Only recruitable by Amadicia. 20 GP
Domani Light Cavalry - An unmatched light cavalry force that focuses on getting to a place, harrying the target, and getting away from the place as fast as possible. Lightly armored and armed with sword and spear. Excellent scouts. Only recruitable by Arad Doman. 8 GP
First Cavalry - The bodyguard of the Monarch of Ghealdan. They only take the best in the region and typically have their pick. They are led by the First Captain, military leader of Ghealdan, and have never allowed a monarch to be killed on their watch but have a tendency to succumb to the desire of a glorious charge. As a result of the prestige of the position, the men typically accept reduced wages. Armed and armored like heavy cavalry. Only recruitable by Ghealdan. 8 GP
Two Rivers Longbowman - A farmer from the Two Rivers with their famed Longbow that can shoot several hundred yards and be perfectly on target. Also has a quarterstaff in case the enemy closes. Only recruitable by Andor and any nation under the Dragon Banner. 6 GP
Blademaster - A master swordsman who can only be equaled by another Blademaster. Useful in any fight outside of the main engagement, and on special missions. 30 GP
Warder - A man bonded to an Aes Sedai and given extra strength and endurance because of it. Often considered the deadliest warriors known, on a level above the Aiel even, and are often Blademasters and masters of tracking in their own right. Only recruited by The White Tower. 20 GP
Aes Sedai - A full Aes Sedai of the White Tower with all the power and knowledge that implies. Only recruited by The White Tower at the beginning; after the start of the game any new Aes Sedai will come from being raised from Accepted. Cannot be more than the combined total of the Accepted and Novices at the start of the game. 50 GP
Accepted - An accepted, which is like a stepping stone to becoming Aes Sedai. This girl is likely young, but can likely be useful in a fight in desperate circumstances. A random number of them will evolve into full Aes Sedai every other turn. Only recruited by The White Tower at the beginning; after the start of the game all Accepted will come from evolving from novices. 25 GP
Novice - A novice, or a girl who has just come to the Tower and is still learning to control her talent. Can be useful in certain circumstances in combat although would likely be fodder for enemy channelers. 10% will become 'accepted' every turn. It is advised to keep a good number of Novies in the tower at any one point as they will eventually refill your ranks of Aes Sedai. Only recruited by The White Tower. 10 GP
Tower Guardsman - A Tower Guard who is better than the average soldier, but who are usually only used for Policing Tar Valon and occasionally aiding Aes Sedai in objectives outside the city. Only recruited by The White Tower. 5 GP
Asha'man - A full Asha'man and the male equivalent to a female Aes Sedai. Males are better at combat than females. Only recruited by the Black Tower at the beginning; after the start of the game the only source of Asha'man will be from the Dedicated.Cannot be more than the combined total of the Dedicated and Soldiers at the start of the game. 100 GP
Dedicated - The equivalent to Accepted, except that Dedicated are training solely on combat and so are still very useful in combat; just not as useful as a full Asha'man. 30% will become Asha'man every turn. 10-50% will die every turn from madness. Only recruited by the Black Tower in the beginning; after the start of the game the only source will be from the soldiers. 25 GP
Soldier - A soldier is the male novice. He has just come to the tower and is being pushed to his limits in order to become a weapon with the power. As such, useable in combat, but will likely go down against a better trained channeler. 20% will become Dedicated every turn. 20-50% will die from madness every turn. Only recruited by the Black Tower. 5 GP
Dragonsworn - A force of mainly crossbowmen and pikemen created out of those who come to the Black Tower and discover that they can't channel but still wish to fight for the Light. Only recruited by the Black Tower. 2 GP
Shienar Lancers - Shienaran Lancers; the best in the world. Recruitable by Shienar. 16 GP
Arafellian Horse Archers - Horse archers. The only ones in the game. Nuff said. Recruitable by Arafel. 15 GP
Kandori Mounted Double Swordsman - A man with 2 swords that can fight mounted or on foot. Recruitable by Kandor. 15 GP
Saldaean Heavy Cavalry - Heavy Cavalry that grew up fighting shadowspawn from the age of 12. Recuitable by Saldaea. 14 GP
Malkieri Heavy Cavalry - The elite of the elite of the borderlander cavalry. Malkier was wiped out as a nation almost 50 years ago by shadowspawn, yet its peoples still fight in the armies of the other borderlands. Can only be recruited by borderlander nations. 20 GP
Ogier - The Ogier are fierce fighters when roused. Cannot be recruited, only granted by event.
Band of the Red Hand Cavalry - A cavalry unit in the Band of the Red Hand mercenary unit that may be recruited when the band is moving through your lands (you will see it in the updates). The only force in the wetlands to equal the Whitecloaks in discipline. Price upon Opportunity.
Band of the Red Hand Crossbowman - Men armed with a crossbow that fires many times as fast as a normal crossbow and is as powerful as a longbow. Price upon opportunity.
Base Archer - An archer that may or may not have some training, usually when hunting. 3 GP
Base Crossbowman - A man with a crossbow that is taught how to crank the crossbow and point at the target to loose. 2 GP
Base Pikeman - Men with long pikes that are best used to keep an enemy at length and avoid closing with too many at once. Best used in large numbers. 2 GP
Base Axeman - A man with a battle axe. Very fierce melee unit, but with a very small reach. 3 GP
Base Swordsman - A man with a sword that has been trained how to not stab himself in the foot with it. 6 GP
Base Light Cavalry - A man on a horse with some basic weaponry and perhaps leather armor. Best used as scouts or raiding parties. 5 GP
Base Heavy Cavalry - A man and a warhorse armored and armed to the teeth. Low endurance and mobility, but great in combat. 10 GP
Base Lancer - The same as the HC except with a Lance for more effective charges. 12 GP
Defender of the Stone - Elite Infantry of Tear who can mount upon need and are usually armed with a spear or halberd with a sword in reserve. Only recruitable by Tear. 15 GP
Companion Cavalry - The famed cavalry of Illian, armed much as a normal Lancer. They take only the best. Recruitable only by Illian 15 GP
Altaran Guerilla - Altaran men and women who dislike being occupied by foreigners. Only recruitable by Altara. 1 GP
Queen's Guardsman - The standing army unit of Andor, used to police the Queendom and the core of any army Andor may field. They are typically mounted and equipped as Heavy Cavalry. Only recruitable by Andor. 12 GP
Whitecloak Cavalry - A force that can fight mounted or on foot, and whose greatest strength is their unmatched discipline. Are generally allowed to cross the land of other Kingdoms as well as 'police' and act in other Kingdoms as a benefit of their semi-independent status from the crown. Only recruitable by Amadicia. 20 GP
Domani Light Cavalry - An unmatched light cavalry force that focuses on getting to a place, harrying the target, and getting away from the place as fast as possible. Lightly armored and armed with sword and spear. Excellent scouts. Only recruitable by Arad Doman. 8 GP
First Cavalry - The bodyguard of the Monarch of Ghealdan. They only take the best in the region and typically have their pick. They are led by the First Captain, military leader of Ghealdan, and have never allowed a monarch to be killed on their watch but have a tendency to succumb to the desire of a glorious charge. As a result of the prestige of the position, the men typically accept reduced wages. Armed and armored like heavy cavalry. Only recruitable by Ghealdan. 8 GP
Two Rivers Longbowman - A farmer from the Two Rivers with their famed Longbow that can shoot several hundred yards and be perfectly on target. Also has a quarterstaff in case the enemy closes. Only recruitable by Andor and any nation under the Dragon Banner. 6 GP
Blademaster - A master swordsman who can only be equaled by another Blademaster. Useful in any fight outside of the main engagement, and on special missions. 30 GP
Warder - A man bonded to an Aes Sedai and given extra strength and endurance because of it. Often considered the deadliest warriors known, on a level above the Aiel even, and are often Blademasters and masters of tracking in their own right. Only recruited by The White Tower. 20 GP
Aes Sedai - A full Aes Sedai of the White Tower with all the power and knowledge that implies. Only recruited by The White Tower at the beginning; after the start of the game any new Aes Sedai will come from being raised from Accepted. Cannot be more than the combined total of the Accepted and Novices at the start of the game. 50 GP
Accepted - An accepted, which is like a stepping stone to becoming Aes Sedai. This girl is likely young, but can likely be useful in a fight in desperate circumstances. A random number of them will evolve into full Aes Sedai every other turn. Only recruited by The White Tower at the beginning; after the start of the game all Accepted will come from evolving from novices. 25 GP
Novice - A novice, or a girl who has just come to the Tower and is still learning to control her talent. Can be useful in certain circumstances in combat although would likely be fodder for enemy channelers. 10% will become 'accepted' every turn. It is advised to keep a good number of Novies in the tower at any one point as they will eventually refill your ranks of Aes Sedai. Only recruited by The White Tower. 10 GP
Tower Guardsman - A Tower Guard who is better than the average soldier, but who are usually only used for Policing Tar Valon and occasionally aiding Aes Sedai in objectives outside the city. Only recruited by The White Tower. 5 GP
Asha'man - A full Asha'man and the male equivalent to a female Aes Sedai. Males are better at combat than females. Only recruited by the Black Tower at the beginning; after the start of the game the only source of Asha'man will be from the Dedicated.Cannot be more than the combined total of the Dedicated and Soldiers at the start of the game. 100 GP
Dedicated - The equivalent to Accepted, except that Dedicated are training solely on combat and so are still very useful in combat; just not as useful as a full Asha'man. 30% will become Asha'man every turn. 10-50% will die every turn from madness. Only recruited by the Black Tower in the beginning; after the start of the game the only source will be from the soldiers. 25 GP
Soldier - A soldier is the male novice. He has just come to the tower and is being pushed to his limits in order to become a weapon with the power. As such, useable in combat, but will likely go down against a better trained channeler. 20% will become Dedicated every turn. 20-50% will die from madness every turn. Only recruited by the Black Tower. 5 GP
Dragonsworn - A force of mainly crossbowmen and pikemen created out of those who come to the Black Tower and discover that they can't channel but still wish to fight for the Light. Only recruited by the Black Tower. 2 GP
Shienar Lancers - Shienaran Lancers; the best in the world. Recruitable by Shienar. 16 GP
Arafellian Horse Archers - Horse archers. The only ones in the game. Nuff said. Recruitable by Arafel. 15 GP
Kandori Mounted Double Swordsman - A man with 2 swords that can fight mounted or on foot. Recruitable by Kandor. 15 GP
Saldaean Heavy Cavalry - Heavy Cavalry that grew up fighting shadowspawn from the age of 12. Recuitable by Saldaea. 14 GP
Malkieri Heavy Cavalry - The elite of the elite of the borderlander cavalry. Malkier was wiped out as a nation almost 50 years ago by shadowspawn, yet its peoples still fight in the armies of the other borderlands. Can only be recruited by borderlander nations. 20 GP
Ogier - The Ogier are fierce fighters when roused. Cannot be recruited, only granted by event.
Band of the Red Hand Cavalry - A cavalry unit in the Band of the Red Hand mercenary unit that may be recruited when the band is moving through your lands (you will see it in the updates). The only force in the wetlands to equal the Whitecloaks in discipline. Price upon Opportunity.
Band of the Red Hand Crossbowman - Men armed with a crossbow that fires many times as fast as a normal crossbow and is as powerful as a longbow. Price upon opportunity.
Seanchan
All units in this section may only be recruited by the Seanchan.
Spoiler :
Taraboner Lancer - Lancers from the conquered land of Tarabon. Nothing special, but cheaper than proper Seanchan units. 10 GP
Westlander Irregular - A man from the Westlands that have decided to aid the Seanchan instead of fight against them. Armed with whatever is available but better trained than a typical levy, they are used as fodder. 2 GP
Elite Pikemen - Elite Pikemen, used to stop cavalry charges and keep enemies at length. 10 GP
Elite Swordsman - A Seanchan swordsman. Not a blademaster, but far better than the typical swordsman in the wetlands. They are very well armored. 12 GP
Elite Archer - A Seanchan archer that can fire as well, if not as far, as a longbow. Better than the typical archer this side of the ocean. Well armored. 8 GP
Grolm Cavalry - Men riding a creature called a 'grolm' which is a beast that is smaller than a horse but faster and fights like a warhorse. 12 GP
Lopar - A creature that is like a bear without fur and is trained for war. Usually let loose in a charge before the main force. 8 GP
Torm Scout - A fast creature mounted by a scout that is very fast and agile. 2 GP
Horse Light Cavalry - Typical Light cavalry. Average quality. 15 GP
Horse Heavy Cavalry - Typical heavy cavalry, although it is below average for this side of the ocean. 20 GP
Damane - An Aes Sedai that is controlled by somebody on a leash. Trained for war as weapons, they are dangerous foes and are easily the most potent unit the Seanchan have. They potentially surpass the Asha'man in combat strength. Captured enemy female channelers can be made Damane. 50 GP
Raken - A beast with wings that looks like a small, skinny dragon, it can be rode by 2 people and are used as scouts and messengers. 20 GP
To'Raken A larger version of the Raken, it can carry as many as a dozen people and can fly far longer distances, but at a slower speed. Also used to carry supplies. 40 GP
Deathwatch Guard - The elite of the elite, Deathwatch Guards are the best conventional unit the Seanchan have, although they are usually not seen in large numbers. 25 GP
Ogier Gardener - Ogier that are recruited into the Deathwatch Guard and are heavily armored and fight with a large axe. They are 10 feet tall and have a shock factor against enemy troops. 30 GP
Blademaster - A blade master from the other side of the ocean. Same standards as over here. They are still the best swordsman/fighters you will find. 30 GP
Westlander Irregular - A man from the Westlands that have decided to aid the Seanchan instead of fight against them. Armed with whatever is available but better trained than a typical levy, they are used as fodder. 2 GP
Elite Pikemen - Elite Pikemen, used to stop cavalry charges and keep enemies at length. 10 GP
Elite Swordsman - A Seanchan swordsman. Not a blademaster, but far better than the typical swordsman in the wetlands. They are very well armored. 12 GP
Elite Archer - A Seanchan archer that can fire as well, if not as far, as a longbow. Better than the typical archer this side of the ocean. Well armored. 8 GP
Grolm Cavalry - Men riding a creature called a 'grolm' which is a beast that is smaller than a horse but faster and fights like a warhorse. 12 GP
Lopar - A creature that is like a bear without fur and is trained for war. Usually let loose in a charge before the main force. 8 GP
Torm Scout - A fast creature mounted by a scout that is very fast and agile. 2 GP
Horse Light Cavalry - Typical Light cavalry. Average quality. 15 GP
Horse Heavy Cavalry - Typical heavy cavalry, although it is below average for this side of the ocean. 20 GP
Damane - An Aes Sedai that is controlled by somebody on a leash. Trained for war as weapons, they are dangerous foes and are easily the most potent unit the Seanchan have. They potentially surpass the Asha'man in combat strength. Captured enemy female channelers can be made Damane. 50 GP
Raken - A beast with wings that looks like a small, skinny dragon, it can be rode by 2 people and are used as scouts and messengers. 20 GP
To'Raken A larger version of the Raken, it can carry as many as a dozen people and can fly far longer distances, but at a slower speed. Also used to carry supplies. 40 GP
Deathwatch Guard - The elite of the elite, Deathwatch Guards are the best conventional unit the Seanchan have, although they are usually not seen in large numbers. 25 GP
Ogier Gardener - Ogier that are recruited into the Deathwatch Guard and are heavily armored and fight with a large axe. They are 10 feet tall and have a shock factor against enemy troops. 30 GP
Blademaster - A blade master from the other side of the ocean. Same standards as over here. They are still the best swordsman/fighters you will find. 30 GP
Aiel
Spoiler :
Aiel Warrior - A warrior that can run 60 miles a day in a dead sprint, and fights using a small buckler and a short spear, as well as having a bow and arrows for ranged combat. Versatile and elite, they are also the best scouts as they are nearly impossible to see unless they want you to see them. Only recruitable by nations under the Dragon Banner. 15 GP
Wise One - A female Aiel who can channel. They typically don't engage in combat, but will when they have to. They are effective but not as much so as those bred for war specifically. Useful however when Asha'man are not at hand and the White Tower isn't so friendly. Only recruitable by nations under the Dragon Banner. 60 GP
Wise One - A female Aiel who can channel. They typically don't engage in combat, but will when they have to. They are effective but not as much so as those bred for war specifically. Useful however when Asha'man are not at hand and the White Tower isn't so friendly. Only recruitable by nations under the Dragon Banner. 60 GP
Shadowspawn
These units are only available to the Armies of darkness, or certain Darkfriend nations when notified they are available for you.
Spoiler :
Trolloc - Half animal and half human, they stand 8-10 feet tall and typically rely on overwhelming numbers even though most humans can't stand up to them in an even fight. At heart they are cowards and without overwhelming odds they need a Myrddraal or something just as evil to push them into combat. 1 GP
Myrddraal - They are like the wraiths from LOTR, and even a minor wound from their cursed blades can be mortal. They are the officers of the Dark One's armies and are a match for even a blade master with the sword. Can detect channeling within a radius of several miles. 10 GP
Darkhound - A wolf or dog that has been twisted to the shadow. They can only be destroyed by channeling or a lucky strike with a normal weapon, but are mostly used for hunting down a prey. 20 GP
Gray Man - The assassins of the Shadow. They are made so that nobody will notice them until the deed is done unless somebody is trained to spot them. 200 GP
Draghkar - A flying beast like an oversized bat that is used to spy and scout much like Raken. Except that Draghkar can also sneak up on somebody when that person is alone and devour their soul, leaving that person as good as dead. 20 GP
Gholam - A being that is immune to the One Power as well as most normal attacks. It doesn't have bones and can conform to any shape necessary. Created to be assassins of channelers. Only recruited through event.
Jumara - A giant worm that terrifies even other shadowspawn. They rarely leave the north. Can only be commanded if a Forsaken is with your army. 100 GP
Rai'lar - This is a Jumara once it has evolved, much like a caterpillar turns into a butterfly. Only, this is a very twisted butterfly. It is a sick and twisted version of an insect and multiple legs and wings, although it cannot fly effectively. The One Power only makes it stronger, and it is near impossible to kill. They are unheard of in this age. Only recruited by event and can only be controlled by a forsaken.
Dreadlord - A male or female channeler turned to the shadow. These can be recruited, but will also appear via event. 200 GP
Forsaken - These are 1 of the 13 'chosen'. Very powerful channelers chosen by the Dark One in the last age and trapped in his prison with him. They are now loose, and if you have even 1 in your army, you have a powerful advantage over any army in the world. Recruited by event.
Myrddraal - They are like the wraiths from LOTR, and even a minor wound from their cursed blades can be mortal. They are the officers of the Dark One's armies and are a match for even a blade master with the sword. Can detect channeling within a radius of several miles. 10 GP
Darkhound - A wolf or dog that has been twisted to the shadow. They can only be destroyed by channeling or a lucky strike with a normal weapon, but are mostly used for hunting down a prey. 20 GP
Gray Man - The assassins of the Shadow. They are made so that nobody will notice them until the deed is done unless somebody is trained to spot them. 200 GP
Draghkar - A flying beast like an oversized bat that is used to spy and scout much like Raken. Except that Draghkar can also sneak up on somebody when that person is alone and devour their soul, leaving that person as good as dead. 20 GP
Gholam - A being that is immune to the One Power as well as most normal attacks. It doesn't have bones and can conform to any shape necessary. Created to be assassins of channelers. Only recruited through event.
Jumara - A giant worm that terrifies even other shadowspawn. They rarely leave the north. Can only be commanded if a Forsaken is with your army. 100 GP
Rai'lar - This is a Jumara once it has evolved, much like a caterpillar turns into a butterfly. Only, this is a very twisted butterfly. It is a sick and twisted version of an insect and multiple legs and wings, although it cannot fly effectively. The One Power only makes it stronger, and it is near impossible to kill. They are unheard of in this age. Only recruited by event and can only be controlled by a forsaken.
Dreadlord - A male or female channeler turned to the shadow. These can be recruited, but will also appear via event. 200 GP
Forsaken - These are 1 of the 13 'chosen'. Very powerful channelers chosen by the Dark One in the last age and trapped in his prison with him. They are now loose, and if you have even 1 in your army, you have a powerful advantage over any army in the world. Recruited by event.