Cultural Retinues
A culture in the context of war is a distinct military tradition shaped by a region’s social structure, strategic doctrine, technological capability, demographics & economic infrastructure that determines what an army (as a gathering of soldiers) can possess. Each Culture has a set of troop types & a muster table displaying the different kinds of soldiers that can be deployed in a given army based on that culture.
Raising a cultural retinue costs MP debt only. The soldiers already exist. They are supported in the quantities your culture manages. The only constraint is economic: you can only pull 1 soldier per Family before you risk economic collapse.
You can choose to only raise a specific troop type from a given Settlement. If you do so, you must specify the troop type(s) you raised & may only raise a percentage of the total MP available equal to that troop type’s percentage of the culture’s army.
These are averaged stats, not specific stats. A troop type’s BR represents the averaged combat power of a group including its officers, not any individual person. A unit of 100 light foot soldiers includes Level 0 skirmishers with spears, Level 2 sergeants with swords & chain, and a Level 3 captain-Lord in plate; its 6 BR is the mean of that distribution, not the actual value for every soldier.
Glassian Human
Humans fight in open terrain & if they cannot do so, they will force the terrain to be flattened.
| Troop Type | % | BR | (Vet) | (Elite) | Equip Cost | Notes & Features |
|---|---|---|---|---|---|---|
| Light foot | 30% | 11 | 23 | 38 | $100 | — |
| Medium foot | 30% | 18 | 36 | 60 | $400 | — |
| Heavy foot | 6% | 24 | 48 | 80 | $600 | — |
| Light cavalry | 4% | 23 | 39 | 60 | $700 | Cavalry |
| Medium cavalry | 3% | 36 | 63 | 96 | $1,500 | Cavalry |
| Heavy cavalry | 2% | 56 | 96 | 144 | $6,000 | Cavalry, Thunderous |
| Windgun sniper | 20% | 15 | 30 | 50 | $200 | Windguns |
| Windgun heavy | 4% | 24 | 48 | 80 | $700 | Windguns |
| Harpy scout | 1% | 4 | 8 | 13 | $50 | Flying, Reconnaissance |
| Average | — | 17 | 34 | 56 | $450 | — |
House Eagle
House Eagle benefits tremendously from an association with the inventors of the windguns & makes heavy use of them relative to the rest of Glass.
| Troop Type | % | BR | (Vet) | (Elite) | Equip Cost | Notes & Features |
|---|---|---|---|---|---|---|
| Windgun sniper | 50% | 15 | 30 | 50 | $125 | Windguns |
| Windgun heavy | 16% | 24 | 48 | 80 | $625 | Windguns |
| Medium foot | 20% | 18 | 36 | 60 | $400 | — |
| Heavy foot | 6% | 24 | 48 | 80 | $600 | — |
| Light cavalry | 4% | 23 | 39 | 60 | $700 | Cavalry |
| Medium cavalry | 3% | 36 | 63 | 96 | $1,500 | Cavalry |
| Harpy scout | 1% | 4 | 8 | 13 | $50 | Flying, Reconnaissance |
| Average | — | 18 | 36 | 60 | $350 | — |
Outlander Harpy
Harpies do not fight in open terrain. Harpies fuck up your supply chains, snipe people from a distance, scatter when marched on, & hide in dense woods where they can forage & sleep during the warm months.
| Troop Type | % | BR | (Vet) | (Elite) | Equip Cost | Notes & Features |
|---|---|---|---|---|---|---|
| Harpy scout | 50% | 4 | 8 | 13 | $50 | Flying, Guerrilla, Reconnaissance |
| Highwayman | 40% | 11 | 23 | 38 | $80 | Flying, Guerrilla |
| Hunter | 10% | 23 | 38 | 56 | $100 | Flying, Guerrilla |
| Average | — | 9 | 17 | 27 | $70 | — |
- Harpy scout: Lightweight harpy spies carrying little more than a purse for letters & some light padded armor while relying on natural claws for defense.
- Highwayman: Leather plus real weapons for landing & ambushing targets. Extremely loose & discordant harassment units.
- Hunter: Experienced highwaymen & raiders who often appear as half-beast chimeras from mutation.
Glassian Salamander
Salamanders do not fight in open terrain. Salamanders sink you into a quagmire of defense-in-depth. Engineered road sinkholes, windgun sniper murderholes in hillsides, trenches & tunnel warfare, mass punji spike pits & worse.
| Troop Type | % | BR | (Vet) | (Elite) | Equip Cost | Notes & Features |
|---|---|---|---|---|---|---|
| Tunnelrat | 50% | 5 | 11 | 20 | $50 | Tunneling, Guerrilla |
| Engineer | 40% | 9 | 20 | 36 | $80 | Tunneling, Guerrilla |
| Prairie wolf | 9% | 12 | 27 | 48 | $300 | Tunneling, Guerrilla, Windguns |
| Harpy scout | 1% | 4 | 8 | 13 | $50 | Flying, Reconnaissance |
| Average | — | 7 | 16 | 29 | $85 | — |
- Tunnelrat: Guerrilla warriors with light armor, natural ‘mander claws & a toolkit for trapping, stabbing & digging. Some carry crossbows for sniping.
- Engineer: Armored miners & sappers just as competent at combat as in engineering.
- Prairie wolf: A mountainous variant of the snipers seen in Apogea — elite hunters who adopted long-range windguns to act in squads both above- & underground.
Coraler
Coralers do not fight in open terrain. They live almost exclusively on warm coastlines, where amphibious cities sit mostly untouchable by land-locked armies. Searaiders plunder & raze enemy Settlements wherever they lie within spitting distance of a river or stream & move essentially unchallenged & invisibly through larger bodies of water.
| Troop Type | % | BR | (Vet) | (Elite) | Equip Cost | Notes & Features |
|---|---|---|---|---|---|---|
| Searaider | 80% | 8 | 17 | 30 | $100 | Amphibious |
| Landguard | 19% | 16 | 36 | 64 | $600 | Lightly amphibious |
| Harpy scout | 1% | 4 | 8 | 13 | $50 | Flying, Reconnaissance |
| Average | — | 10 | 20 | 36 | $200 | — |
- Searaider: Spears & long knives for close combat, minimal leather armor & maximum speed. Searaiders travel light, hit hard & carry a lot of loot.
- Can treat map-marked rivers & water bodies as roads.
- Landguard: Plate & polearms plus knives prohibit land-locked coralers from swimming effectively, but enable better stationary defenses. Almost never taken along on raids.