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Okay this the last human faction I create, swear to god.
Themizonica

General History:

When the humans were banished from Equestria one group suffered noticably bad luck. They were blown east into a great storm where many of their ships were lost. When they at least reached dry land and counted their numbers they made a disquieting discovery. Of their number only a twelth were male. To ensure their survival they became a matriachal society carefully managing their numbers. Over time however the males became little more than a tradable commodity, slaves.

The region they settle in was rough but rich in resources. They called the region Themizonica, and began rebuilding society. To their great fortune they had numerous Ljósálfar, elves immense magical power and knowledge. They preserved much of ancient humanities technology and culture considering themselves the true heiress to the ancient human empire.

Eventually they came under attack by foul creatures, bastard abominations of humans foolishly trying to breed with ponies, the Beastmen. The Themizons fought back using all of the skill of their ancestors and powerful magics. Their battles with the Beastmen made the Themizons viciously fiercely xenophobic, despising any who were not true daughters of Themizonica.

The Themizons are fierce warriors, preserving the ancient traditions of the original empire. Only women may serve in their army and they only accept those they deem fit to live. The training starts young and most recruits first see action around fourteen and will likely fight for the rest of their lives. They fight with excellent heavy infantry, archers, and powerful spellcasters. This makes up for their lack of technological innovation from the works of their ancestors which they hold as sacred.

Many have dreamed of going on the offensive and reestablishing the ancient empire. When word reached them that Equestria, the ancient home of their ancestors was vulnerable and weakened many believed it was a sign from above that the time had come to reclaim ancient glory. A vast army has been assembled and prepares now to sail west and bring the true wrath of humanity upon Equestria.

Racial Make up:
Menn (Humans)
Caladria (Winged Humans)
Dökkálfar (Dark Elves)
Sindarla (Wood Elves)
Avariel (Winged Elves)
Ljósálfar (Light Elves)

Major figures:
High Queen Alexandria- The High Queen of Themizonica, called the Conquerer, a human

Fae Queen Rosalina- Queen of the Ljósálfar, one of the most powerful magic users in the world

Witch Queen Mabillia- Queen of the Sindarla, one of the most powerful magic users in the world

Hag Queen Anira- Queen of Dökkálfar, one of the most powerful magic users in the world

High Princess Eupheria- The choosen heiress and daughter of High Queen Alexandria, a Sindarla by appearance

Grand Champion Cereza - The reigning champion of the Gladiatrices, undefeated in over 500 bouts

Army:

War Maidens- The newest recruits of the Themizon army start as War Maidens, given light armor and bows. War Maidens are organized into platoons of twenty during their training. The War Maidens are usually young, fourteen years old on average, they continue to operate in these units for the rest of their lives as they rise through the ranks in the army. In such tight knit groups close family ties are formed, homosexuality is accept as a casual occurance.

Hypaspists- After a certain amount of time as War Maidens warriors of Themizon are promoted to Hypaspists, swift light infantry armed with swords and shields. The Hypaspists are skilled in close quarters with their Xiphos swords, primarily working as raiders and flankers inconjunction with more experinced warriors.

Companions- After time spent as War Maidens and Hypaspists the young warriors of Themizon have gained significant enough battle experince to be promoted to one of two specialized units, usually at around eighteen years old. The platoons have usually been whittled down to fifteen by this point in their lives. Those showing considerable skill with close quarters combat are promoted to the Companions, the heavy infantry back bone of Themizon armies. Fighting in tight phalanx formations with pikes they form the core of most Themizon armies.

Gastraphetes- After time spent as War Maidens and Hypaspists the young warriors of Themizon have gained significant enough battle experince to be promoted to one of two specialized units, usually at around eighteen years old. The platoons have usually been whittled down to fifteen by this point in their lives. Those showing considerable skill with ranged combat are promoted to Gastraphetes and are given weapons of the same name. The Gastraphetes, or belly bow, can launch a bolt considerable distances and with devastating effect in mass fire.

Prodromoi- Caladria and Avariel War Maidens and Hypaspists are not sent to become companions or Gastraphetes. Instead they are organized into air combat units called Prodromoi. The Prodromoi are armed witth lances and usually expected to engage other air units. They do poorly against heavy armor but against air borne enemies they are usually more than effective.

Apostates- In the event that a platoon of War Maidens, Hypaspists, Companions, or Gastraphetes are reduced to less than five warriors the platoon is disbanded and the unit become Apostates. Apostates are consumed by grief rushing into combat wearing little armor seeking either a guiding path to regain their honor or a glorious death in battle.

Daughters of Aphrodite- Becoming an Apostate may bring grief to a warrior of Themizon but it does open up new carear paths for them. Some of the more magically inclined Apostates become Daughters of Aphrodite. The Daughters of Aphrodite turn their bodies into lures to boost their magic which primarily involves dominating an enemies mind with lust. Once they control an enemy they can make them do just about anything.

Huntresses of Artemis- Becoming an Apostate may bring grief to a warrior of Themizon but it does open up new carear paths for them. Some seek isolation to dull the pain of their loss becoming Huntresses of Artemis. The Huntresses of Artemis ride mighty saber cats into battle using their speed to chase down fleeing enemies or out flank enemies still in the thick of battle.

Tormentors of Persephone- Becoming an Apostate may bring grief to a warrior of Themizon but it does open up new carear paths for them. Some give into their pain and chose to make others suffer as they do by becoming Tormentors of Persephone. The Tormentors fight with whips designed to disrupt spell casting and inflict considerable pain upon enemies. The Tormentors take a sick pleasure from inflicting this pain using at as a catharsis to their own loss.

Gladiatrix- Becoming an Apostate may bring grief to a warrior of Themizon but it does open up new carear paths for them. Some become seek physical and combat perfection by entering the arenas as Gladiatrix. These games are frequent down time activity of the Themizons, something to respect and honor. The competition is bloody and fierce with opponents ranging from other Gladiatrices, trained slaves, wild beasts, and captive enemies. The Gladiatrices are levied into the army as elite light infantry, slaying foes with lightning fast attacks.

Oracles- Oracles are Ljósálfar Spell Casters who give up a great deal of their magical prowess to gain a more valuable gift, the power of foresight. Oracles serve the army as scouts, using their powers to see far ahead of the army and detect ambushes. This makes it difficult to take a Themizon army unawares.

Lampedes- The most powerful Ljósálfar Spell Casters become known as Lampedes, bringers of Chaos upon the battlefield. The Lampedes spell craft attacks the minds of their enemies confusing them, causing some to go into crazed blood rages or lose any sense of control.

Saber Cat Chariot- Often used by Themizon officers, the Saber Cat Chariot is a light attack platform pulled by a team of saber cats. Three Themizon warriors while ride in the chariot; a driver, the commander, and a standard bearer. The officer will attack with a spear while shooting commands to her standard bearer, who will relay the orders via flags and trumpet calls to the troops, and driver, who of course drives the Chariot. Coordination between the three is critical in a pitched battle as one mistake can be lethal.

Principes- The Principes are the honor guard of the High Princess who will serve her for her entire life becoming her Queens Guard when the High Queen dies. The Principes are veteran soldiers with great skill, all have at least ten years of combat experince. Aside from protecting the High Princess in battle they must also serve her in her day to day affairs; preparing her meals, cleaning her clothes, bathing her, and so on. In the event that the High Princess is killed all members of the Principes are required to commit suicide on the spot or face torments beyond comprehension.

Colossus- A massive bronze statue brought to life by the magic of the Themizons. They are far larger than the Terracotta Warriors used by the Emprie of the Sun and are far more durable while being easier to make and more practical than the War Titans of Silvinvania. They are still rather expensive and tend to turn a shade of green the Themizons find distasteful after to long.

Cheriobalista- An ancient war machine from the orginal empire, the Cheriobalista is an effective ranged siege weapon but is far more effective against Infantry. The Nor Menn's own balista's are limited to only four bolts at a time and are considerably larger. The Themizon Cheriobalista is far lighter and can fire up to six bolts in a single volley, with far greater accuracy, if slightly less range.

Queens Guard- The elite honor guard of the four queens of the Themizons. These veterans recieve the best equipment the Themizons have to offer and take their duty insanely seriously. The synchronization in the combat abilities is incredible many having fought together for decades to the point they can all but read eachothers minds.

Fire Siphon- A grand siege machine of the old empire the Fire Siphon is the ultimate doom to enemy structures. Unlike the Nor Menn Dragonturtle which has a very short range the Fire Siphon can launch massive jets of flame from half a foot ball field away. However though the Themizons would refuse to admit it and would probably kill any who voiced it aloud the Dragonturtle is more versitile, durable, and easier to maintain.

Heliopolis- The ultimate siege machine of the old Empire the Heliopolis is a massive siege tower far larger than the constructions of Turmgypt. A single Heliopolis can garrison hundreds of troops and is armed with dozens of balista. These siege machines are expensive however and only used for the most critical sieges.

Army Type: Balanced early to mid game/ Elite late game

Strengths: Excellent Light and Heavy Infantry, Solid shooting, Good Magic, Solid siege weapons.

Weaknesses: No Gun powder, Units are inflexible, poor counters to heavy armor, poor counters to monsters, very expensive late game units.

Early Game:

War Maidens and Hypaspists are the name of the game early on, have them harass the enemy until you can get Companions, Gastraphetes, and Prodromoi. Know what your troops are supposed to do and play to their strengths at all times. Apostates should come along before moving to the next tech level.

Mid Game:

Keep your Companions, Gastraphetes, and Prodromoi on the front line while you break out the more elite troops. Huntress of Artemis and Gladiatrices should replace War Maidens and Hypaspists as your strike troops. Keep your lines supported with Oracles, Lampedes, Daughters of Aphrodite, and Tormentors of Persephone. Use Saber Cat Chariots to scatter enemy shooting units while your Cheriobalista devastate the infantry. Use Colossus to break enemy formations and if possible get Principes.

Late Game:

Time to utterly destroy the enemy. Get the Queens guard up front and center, watch them massacre lesser foes with ease. Fire Siphons and Heliopolis should be used to destroy enemy fortifications. There are no breaks on this train of destruction.

Army Strength: 50,000 in the main Invasion army, another 60,000 in reserve in Themizonica.

Useful Notes:
1. The names of Themizon nobility always end with an A.
2. Themizoica has waged fought with all the other human nations. They consider them all unworthy successor to the ancient empire and will almost always attack them on sight.
3. Themizoica has also invaded many pony nations as ponies expanded beyond Equestria. When they do so they do not take prisoners, out of revenge for the defeat of their ancestors.
4. The politcal system in Themizoica is based around four queens. One of these four shall be the high queen and only the position of the high queen is hereditary. The four queens combine their powers to create the next High Princess who wil be born by the High Queen. The High Queen must create a new High Princess within for years of assuming the throne.
5. When babies are born in Themizoica they are inspected by the elders. Any and all male children are sent into bondage at once while the girls are closely examined. If any physical defects or faults are discovered the child is left to die. This brutal practice has yeilded skilled, fit, and beautiful warriors.
6. One of the training exercises War Maidens under go is to secretly murder a male slave. The act of the murder is not the true test but the act of not getting caught.
7. Males in Themizoica are all slaves; they work the fields, build the houses, work the forges, mine the ore, and clean the sewers. A Themizon Warrior may take however many men she wishes to her bed for the law requires that all Themizon Warriors produce at least one daughter in the course of their life. The father is often discarded once the daughter is born. A father who produces a son is usually kicked out at once or may be killed.

1164173 I never ceases to amaze me how much detail you put into these.
"Themizonia"? The name is rather lame, but they're otherwise good. My only other concern is that I think House Stormwing already has the whole Greek aesthetic and love of battle thing down. They're a bit similar, if you know what I mean.
So they're hard hitters, whose weakness is hard hitters? House Everfree would kill them, and probably be beaten by the Cult of Laughter too. I think they'd probably do well against Moon and Star, and okay against the others.

There are no breaks on this train of destruction

I'll need to remember that one.

1169430
Actually I went Macedonia with them, (Not much of a difference really for most). Admittedly it isn't much and Themizona is a lame name but I couldn't come up with anything clever but just loved they idea of basically crazy Amazon chicks who like to stab people.

Heavy hitters is actually a bit inaccurate, they do poor against heavy armored units (Such as say Juggernaughts). Their also really a hard counter army, something I tried to do with the Empire but it didn't work out as well I think. Each unit has a job it excels in, if they aren't playing that role they will probably get creamed.

Figured I'd have a little fun and throw Whitegold a bone. Thank you historical precedent!

Varangians
Bio: After the initial invasion of the Nor Menn House Whitegold found itself in need of fresh troops. Luckily enough the Nor Menn happened to be a very mercenary people and more than a few warriors were willing to sell their skills for the right price. Mistress Rarity personally took an interest in the Nor Menn skill and hatched a brilliant plan. She at once hired a large number of Nor Menn Warriors, equipped them with the best armor and weapons she could purchase (which of course means the very best), and assigned them to be the personal security force for herself and her sister Sweetie Bell. This act shocked some within Whitegold as the Nor Menn had done considerable damage to Manehattan's Undercity during their illfated attack on the city. Other however saw the sense and cunning of this act.
The Varangians as these elite mercenaries are called have fervently embraced Whitegold's philosophy of wealth and power. Most will admit that their loyal to their pay checks first and the person or pony who signs them second. Mistress Rarity just so happens to pay them very well and ensures they are well taken care of. They get their own barracks, plenty of food and drink, and other perks. When they (rather embarrassed at the time) went to Mistress Rarity about not really having anywhere for "Pleasurable company" in their off hours (most would take gold for ponies but had reservations about sleeping with one) Mistress Rarity hired a contractor from the newly settle Nor Menn Territories and had him build the Varangians a traditional Nor Menn Bath house, fully stocked with a few lovely ladies. The Bath House is probably one of the main reasons why Whitegold's citizens in general tolerate their new hirelings as the Bath House has become a popular place to unwind.
The Varangians proved their worth when they foiled a coup against Mistress Rarity by several disgruntled nobles and other such rabble rousers. The Varangians brutally dispatched the would be assassins the hunted down the ring leaders of the coup and dragged them back to Mistress Rarity to face judgement. She gave the traitors a choice between reaffirming their allegiance to her or her new guards could do as they wished.
On the Battlefield the Varangians serve as heavy assault force. Like the Huskrals who serve Nor Menn nobles the Varangians are equipped with heavy armor but wield large two handed axes in combat, with a heavy kite shield on their backs and usually have swords at their sides. Whitegold's superior armoring techniques have also allowed the Varangians to be just as heavily equipped as the Huskrals but without the weight slowing them down.
Abilities: Northern Fury (Increases damage by 50% for 5 seconds)
Strengths:
+High Movement Speed
+High Attack
+High Health
+High Armor
Weaknesses:
-Cannot Attack Air Units
-Expensive

Finally getting the Sultanate of Turmgypt
Turmgypt Structures:
Desert Encampment
* Appearance: A mass of tents colorful tents surrounded by a fence. Large urns and exotic rugs can be seen scattered throughout the camp
* Produces: Slaves
* Researches:
Where there is a whip (Increase the movement speed of Slaves, Zebra Slaves, and War Rhinos)
Water Storage (Decreases the cooldown time on all unit abilities)
Salt Storage (Increase health of all units)

Trade Post
* Appearance: A two story plaster and brick building with several camels and merchants gathered about it advertising their goods.
* Produces: Camel Caravans
* Researches:
Banking (Decreases the cost of Camel Caravans)
World Trade (Increases rate of Resource production)
Corruption (Decreases the cost of Upgrades)
Cartography (Increases the line of sight of all units)

Gold Mine
* Appearance: A large pit mine filled with slaves working at the walls with pick axes under the watchful eyes of their slave masters.
* Produces: Resources

Oasis
* Appearance: A large pool of Water surrounded by palm trees. Ever now and again some one comes to the edge of the pool, throws down a towel and takes a nap only to get sun burned.
* Produces: Resources
* Researches:
Pure Water (Increase resource production rate)
Well Spring (Increases the size of Units by five troops)

Desert Barracks
* Appearance: A square white plaster and brick building. A Courtyard within shows several warriors practicing with bows and spears.
* Produces: Desert Spearmen, Tribal Warriors, Camelphracts
* Researches:
Wicker Shields (Increases armor of Desert Spearmen)
Composite Bows (Increase the range of Tribal Warriors and Lion Chariots)
Splinted Mail (Improves the armor rating of Camelphracts)

Cafe
* Appearance: A two story square white plaster and brick building. Several tables and chairs can be seen outside and inside with some patrons.
* Produces: Naptha Throwers, Corsairs, Wind Raiders
* Researches:
Ceramic Bombs (Improves the splash damage Naptha Throwers)
Sell Sails (Decreases the cost of Corsairs)
Stolen Wing Blades (Improves the damage of Wind Raiders)

Hashshashin Den
* Appearance: A single story, unassuming looking, white plaster and brick building. No door can be visible at the ground level but a hatch can be seen on top.
* Produces: Hashshashin
* Researches:
Hashhish (Decreases the cooldown time of Hashshashin's abilities)
Expert Training (Increases the speed at which Hashshashin climb)

Slave Pen
* Appearance: A circular structure with a high iron fence around it. A few scaffold towers can be seen around it manned by archers. Inside several huddled slaves of various races can be seen.
* Produces: Zebra Slaves, War Rhino
* Researches:
Combat Drugs (Improves the damage of Zebra Slaves and War Rhinos)

Temple
* Appearance: A large sandstone structure set upon a raised platform. Several statues to various gods form the pillars of the building and a stone altar can be seen within.
* Produces: Sand Priests, Shadow Priests
* Researches:
Ancient Secrets (Improves the amount of Mana Sand Priests and Shadow Priests)
Greater Greater Glyphs (Increases the line of sight of Obelisks)
Sacrifices (Doubles the number of Minions Shadow Priests and Mummys can produce from one corpse)

Armorer
* Appearance: A large low building of white plaster and brick with several smoke stacks. Several smiths can be seen shaping various weapons outside.
* Researches:
Armor Upgrades- Iron Armor -> Steel Armor -> Turmgypt Steel Armor
Weapon Upgrades- -> Iron Weapons -> Steel Weapons -> Turmgypt Steel Weapons
Scale armor (Increases the Armor for Camelphracts, Mamluks, Immortals, and War Elephants)
Tusk Blades (Increases the Damage of War Rhinos and War Elephants)

Engineer Guild
* Appearance: A long open top structure of wood and canvas. Inside several workers can be seen shaping wood or the barrels of cannons.
* Produces: Catapult, Bombard Cannon, Great Siege Tower
* Researches:
Contaminated Remains (Causes the Catapults Release the Prisoners ability to deal poison damage)
Black Powder (Improves the Damage of Bombard Cannons and Great Siege Towers)

Palace
* Appearance: A large structure that looks like the palace out of Aladdin.
* Produces: Mamluks, Immortals, Lion Chariot, War Elephant
* Researches:
Indoctrination (Improves the Morale of Mamluks and Immortals)
Beast Training (Improves the movement speed of Lion Chariots and War Elephant)


Tomb
* Appearance: A large pyramid with a single entrance leading down into the earth.
* Produces: Anubite, Brothers of Ra, Mummy
* Researches:
Shadows of Anubis (Improves the Movement Speed of Anubites)
Flames of Ra (Brothers of Ra now deal Fire damage)
Might of Osiris (Improves the Health and Damage of Mummys)
Serpent Crown (Improves the Morale Damage of Mummys)

Obelisk
* Appearance: A large pillar of stone covered in magical hieroglyphs.
* Role: Increases line of sight and detects hidden enemies. (Note: the Obelisk has low health.)

Mudbrick Wall
* Appearance: A low single story wall of mudbricks.
* Role: Basic defensive structure
* Researches:
Gate (Allows for passage of troops, can be captured by the enemy however. Note Unlike other gates, Turmgypt's gates will resist attempts to be captured by dumping boiling oil, tar, and pitch on enemies.)
Archer Tower (Creates platforms with a single Desert Archer to shoot at enemy units. Good against Infantry but bad against War Machines and Monsters)

Stone Wall
* Appearance: A two story wall of Sandstone.
* Role: Improved defensive structure
* Researches:
Gate (Allows for passage of troops, can be captured by the enemy however. Note Unlike other gates, Turmgypt's gates will resist attempts to be captured by dumping boiling oil, tar, and pitch on enemies.)
Archer Tower (Creates platforms with a two Desert Archers to shoot at enemy units. Good against Infantry but bad against War Machines and Monsters)
Catapult Tower (Creates a tower with a single heavy Catapult. Good against War Machines and Monster but bad against Infantry)

Turmgypt Units:
Zebra Slaves
Abilities: Execute (The units slave master executes a slave forcing morale to recover)
Strengths:
+Cheap
+High Movement Speed
+Large Unit size
+Fights well in Deserts
Weaknesses:
-Cannot Attack Air Units
-Low Armor and Health

Slaves
Abilities: None
Strengths:
+Cheap
+Can Gather Resources
+Can Build Structures
Weaknesses:
-Cannot Attack
-Low Armor and Health

Camel Caravans
Abilities: None
Strengths:
+Can Gathers Resources
+High Health
Weaknesses:
-Cannot Attack
-Low Armor

Minions
Abilties: None
Strengths:
+Large Unit Size
+High Piercing Armor
+High Movement Speed
+Causes Fear
Weaknesses:
-Cannot Attack Air Units
-Can only be held together for one Minute
-Can only be created by Shadow Priests and Mummys from corpses

Desert Spearmen
Abilities: None
Strengths:
+Cheap
+High Movement Speed
+High Attack Speed
+Large Unit Size
+Fights well in Deserts
Weaknesses:
-Cannot Attack Air Units
-Low armor and Health

Tribal Warriors
Abilities: None
Strengths: Barbed Arrows (Increases damage but decreases armor penetration.)
+Cheap
+High Movement Speed
+Can Attack Air Units
+Large Unit Size
+Fights well in Deserts
Weaknesses:
-Low armor and health

Naptha Throwers
Abilities: Splash flames (Spreads fire over an area, dealing damage and causing defoliation.)
Strengths:
+High Damage to Structures
+Causes Fear
+Causes Fire Damage
Weaknesses:
-Cannot Attack Air Units
-Low armor and health

Corsairs
Abilities: Plunder (Gathers resources with each kill.), Pistol (Will occasionally shoot an opponent before charging.)
Strengths:
+Cheap
+High Movement Speed
+High Attack
Weaknesses:
-Cannot Attack Air Units

Mamluks
Abilities: Contempt (Unit Morale Temporarily becomes Unbreakable)
Strengths:
+High Armor
+High Health
+High Attack
+High Morale
Weaknesses:
-Cannot Attack Air Units

Immortals
Abilities: Silence (The Immortals are so quiet they cause fear by their mere presence to their enemies
Strengths:
+High Health
+High Attack
+Causes Fear
+Large Unit Size
Weaknesses:
-Weak Armor
-Cannot Attack Air Units

Hashshashin
Abilities: Hidden Blade (Allows the Hashashin to deal a large amount of damage when attack from the flanks of behind.), Climbing (Allows the Hashhashin to scale enemies walls)
Strengths:
+Can Stealth
+High Attack
+High Movement Speed
Weaknesses:
-Low Armor
-Cannot Attack Air Units

Camelphracts
Abilities: None
Strengths:
+High Armor
+High Health
+High Movement Speed
+Fights well in Deserts
+Causes Fear
Weaknesses:
-Cannot Attack Air Units

Wind Raiders
Abilities: Desert Winds (Increases movement speed by 30% for 5 seconds)
Strengths:
+High Movement Speed
+Can Attack Air Units
+High Attack Against Air Units
Weaknesses:
+Low Armor and Health

Lion Chariot
Abilities: King of the Beasts (Increase damage by 50% for 5 seconds)
Strengths:
+High Movement Speed
+Can Attack Air Units
+Fights well in Deserts
Weaknesses:
-Expensive

Anubite
Abilities: Leap (Anubites jump into the air to cover ground quickly to close with enemies or jump over defensive walls)
Strengths:
+High Attack
+Large Unit Size
+High Attack Speed
+Fights well in Deserts
Weaknesses:
-Low Armor and Health
-Cannot Attack Air Units

Brothers of Ra
Abilities: Sun Blades (Increases attack speed)
Strengths:
+High Attack Against Armor
+High Attack Speed
+Fights well in Deserts
+Good against Monsters
Weaknesses:
-Low Armor
-Cannot Attack Air Units

Sand Priests
Abilities: Mirage (Conceals friendly forces while they stand still), Field Surgery (Heals allied units but prevents them from moving or fighting while doing so), Build Obelisk (Creates an Obelisk which grants greater line of sight and detects hidden enemies.
Strengths:
+Good Support Magic
+Can Attack Air Units
+Fights well in Deserts
Weaknesses:
-Poor Anti Air Attack
-Low Armor

Shadow Priests
Abilities: Rise (Creates Minions from corpses), Misfortune (Curses an enemy causing damage over time)
Strengths:
+Good Offensive Magic
+Can Attack Air Units
+Fights well in Deserts
Weaknesses:
-Poor Anti Air Attack
-Low Armor

War Rhino
Abilities: Rampage (Drives the War Rhino into a potentially suicidal attack. The War Rhino Charges and Tramples enemy units, however they take damage for each unit they hit.)
Strengths:
+High Health
+High Attack
+Cheap
Weaknesses:
-Cannot Attack Air Units
-Low Armor

Catapult
Abilities: Release the Prisoners (Launches the severed heads of slain enemies as ammunition, causing fear.)
Strengths:
+Causes Fear
+High Damage to Structures
Weaknesses:
-Cannot Attack Air Units
-Slow

Bombard Cannon
Abilities: Bouncing Bomb (Causes the cannon balls to bounce, doubling their range but halving their damage and accuracy.)
Strengths:
+High Damage to Structures
+High Damage to Monsters
Weaknesses:
-Cannot Attack Air Units
-Slow

Mummy
Abilities: Ancient Command (Raises the Morale of nearby Allies), Curse of the Mummy (Raises any foe slain by the Mummy as a a Minion)
Strengths:
+Causes Fear
+High Health
+Excellent Magic
+Can Attack Air Units
+Fights well in Deserts
Weaknesses:
-Expensive

War Elephant
Abilities: Trampling Charge (Charges enemy units with a 25% chance to kill instantly. Does not work on Heroes)
Strengths:
+High Damage
+High Armor
+High Health
+Causes Fear
Weaknesses:
-Cannot Attack Air Units
-Expensive
-May panic and trample allies

Great Siege Tower
Abilities: Whip Master (Temporarily increase movement speed while lowering armor and health.)
Strengths:
+High Damage to structures
+High Armor
+High Health
+Can Attack Air Units
Weaknesses:
-Poor Anti Air Attack
-Expensive
-Slow

Wild Animals
Equestria has become a dangerous place (understatement of the century), and the slow collapse of pony civilization has caused animals that would normally be kept at bay to begin violently encroaching on the land. When encountered, they may interrupt House operations, particularly scouting parties.
Timber Wolves
While many Timber Wolves have been "domesticated" by House Everfree (though they despise that term), many still run wild and free through the forests of Equestria. In forested areas, they can be seen running around hunting small animals like rabbits and birds. They normally avoid House armies and buildings, but will attack if approached.
Wild Zombies
In graveyards and on maps that have seen a lot of bloodshed (caused over the course of the campaign or places known for large losses in life, such as Ponyville) will occasionally have the dead rise and begin walking around. This rarely happens in large numbers, and each House has their own spiritual explanation for this. They mostly just wander aimlessly, and only attack if a unit gets right next to them. Seeing them lowers morale in all Houses except the Cult, so it is best to eliminate them quickly to avoid desertions and open rebellion.
Rattle Snakes
These sneaky critters reside within the plains and desert of southern Equestria. If a soldier ventures too close to one, they'll almost certainly be killed.
Rats
The standard of living has rapidly degraded in many of the large Equestrian cities, and the pestilence of rodents has been on the rise. Swarms of these little monsters has been on the rise, and soldiers fighting in lower class cities (like the undercity of Manehattan) will have to occasionally fight them off. They spawn randomly.
Wolves
Normal wolves, found in snowy and mountainous regions. Behave similarly to timber wolves.
Manticores
These hostile beasts are found wandering dense jungles, and should be avoided unless you're sure you can take them down.
Lions
Inhabiting the open plains of the south, prides of lions are a rare sight these days. When they do show up, they may be desperate for food, and may attempt to raid House camps.
Drakes
Often found around open sources of gems, these young dragons, for one reason or another, have no home. If a dragon is sitting on a source of gems, that means that it is a good deposit, and will produce extra resources if mined. Drakes are very dangerous, especially to buildings, because of their fiery breath.
Mountain Lions
All the ferocity of a lion, put into a stealthy package. They will attempt to sneak up on units using trees and tall grass.
Wild Menn (shoutout to Ranger 24)
Found in regions outside of Equestria not claimed by any faction. These Menn behave with the intelligence and socialite structure of wolf packs, and attack anything they see as threat to their territory, or food, on sight. Hated by civilized Menn, and used for racist caricatures by ponies, they nonetheless continue to survive, even in the harshest environments.

1181636
Ha! Awesome. Probably deserters or criminals from one of the human groups. Glad we have some creeps for killing.

Rebels:
Scattered across Equestria are many farms, homesteads, and villages that remain unaffiliated with any house. Most of these are simply ignored by the great houses being of little consequence and more than a few are hotbeds for Cult activity. They are not however safe from bandits, wild animal attacks, and roving marauders. To survive most have had to organize some form of personal defense.

Units:
Rebel Militia: Most towns in Equestria have some form of Militia. These are not the well trained, organized, and armed citizen soldiers of Whitegold. Most bring their own weapons and armor which means they are often under equipped. Most will easily collapse in prolonged battle with any house forces.

Minute Ponies: As fire arms have become more available some outside the military have gained considerable skill in how to use them. These primitive, civilians models are cheap, mostly Whitegold built, Matchlock weapons with poor accuracy and range. The ture advantage is that they require little training to learn how to use. Several adhoc pony, called Minute Ponies for being ready to fight on minutes notice, units have been formed that fight with these weapons as irregulars showing up to the field often unannounced but always welcome.

Outflyers: Civilian Pegasus weather managers have found themselves forced to protect their homes in dire circumstances. Rather than engage in melee most stay up high and drop small home made bombs on their enemies. These can range from foul smelling refuse, animal blood, bottles of hard cider (onto which a match is then dropped), pack nails, or even actual grenades.

Runaway Slaves: Escapees from House Moon and Stars who don't want to fight but will protect themselves if they must. They are often lightly or unarmed, a few may have some combat training.

Bandits: While just as often as not attacking the lightly defended towns folk some get hired out as mercenaries to protect the locals. They work best when they get the drop on enemies as fighting the enemy straight on will usually get them killed. Being lightly equipped they can quickly escape a bad situation with their "Leg It" ability.

Deserters: As the wars have dragged on without any real end insight many houses have faced the problem of deserters as their troops lose hope. These warriors may be sick of the battlefield but they still know how to fight on it. They are often the most experienced troop in any towns fighting forces but their loyalty is always in doubt.

Hedge Knights: Local warriors with some money and actual armor but no master are called Hedge Knights. Hedge Knights are typically skilled enough to stand hoof to hoof against the regular troops of the houses but are to poorly equipped to handle their elite or veteran troops.

Brawlers: Local drunks and fighters who fight almost exclusively with their hooves. Their experience and strength makes them valuable but their low damage against armored opponents can drag them down.

Sheriffs: The closest thing most towns have to professional soldiers are the local law enforcement. Armed with Truncheons and pistols the Sheriffs will often do anything to protect their own no matter the cost.

Renegade Mages: Unicorns who were kicked out of Moon and Stars or Whitegold often for experimenting with dangerous or unpredictable magics. Homeless and friendless these embittered mages have to avoid not only the forces of their own native houses but also house Earthborn. Using the same magics that caused their new condition they choose to defend themselves often with alarming results.

Makeshift Cannon: Only found in the wealthiest towns these weapons are notoriously unreliable due to poor construction techniques. They are however very useful for their "Scatter Shot" ability in which anything the gunnery crew can find is shoved down the barrel and fired creating a lethal spray of shrapnel. They are also lighter and faster than most house built artillery pieces.

1183035
I highly doubt that there are any firearms found outside of Earthborn or Whitegold in significant numbers.

1185255
That is debatable. Arms trafficking is a hugely profitable industry. Odds are some one in Whitegold figured they could make money selling these to scared ponies. Also in Japan it only took seventeen years to go from non existent to available from your local blacksmith. I figure it's not unlikely that these weapons could be made available to the public in the fifteen years since the houses formed.

House Earthborn: Buildings
Ponies' Armory
Slightly longer than they are wide, these red-bricked buildings with a thin, wooden roof that curves and hangs over the edges slightly, serve as the barracks for the general member of the Earthborn army. A large banner with the House insignia hangs proudly above the front door, on one of the short sides, and signs saying "All Ponies Welcome" litter the sides of the building, along with other propaganda. Level 1 makes Ponies at Arms and (rock based) Battle Buckers. Level 3 makes Equestrian Juggernauts.
Quotes (charismatic, female voice):
Selection: "Everyday's a good day to join the army!' "Free weapons!" "You there! Yes you!" "Sir, yes sir!" "Commander in the building!" "Your House needs you!" "We will win this war!" "It's not as cramped as it looks!" "Bunk-beds are fun!" "What will you say when your foal asks you, 'Mommy, where were you when we conquered Canterlot?'?" "Always more room" "Just because we're the biggest, does not mean we don't need more" "I cannot tell a lie, this is your greatest opportunity for glory" "All the apples you can eat!"
Building Unit: "Left, right, left, right, left!" "Move those haunches!" "Hurry, or the war will end without you!" "Time for some fresh air" "Out in the open again" (in range of friendly hero) "YOU can be just like them" (within range of enemy hero) "Do not fear them!" (under attack) "We need ponies, now more than ever" (unit complete) "You are ready" "Bring us honor!" "Make them rot!" "You can do it!" "No one will ever take our land"
Destruction: "Eh, the building was shit anyway" "They're coming to get us!" "Every mare for herself!" (fighting Cult of Laughter) "This is madness" (fighting House Everfree) "So wild" (fighting House Moon and Star) "You'll never beat us all" (fighting House Stormwing) "We will outlast you" (fighting House Whitegold) "No integrity" (fighting House Earthborn) "No, you should be fighting with us!" (fighting rebels) "You are weak"
Gunpowder Range
A large groove has been formed into the ground by explosions, and a white tent nearby is stained with soot. Level 1 makes Hoof Cannoneers. Level 2 makes Bomb Battle Buckers (or Triple B's). Level 3 creates Repeater Hoof Cannons.
Quotes (hoarse, female voice):
Selection: "Sir?" "What can I do for you?" "*hacking noises*" "Little things can be dangerous" "These are not toys" "It's great if you don't want to actually see the war" "It dulls all senses but pain" "I hate the future" "Don't lose a hoof" "It gets old after a while" "At least you won't get stabbed" "It was just a little piece of metal"
Building Unit: "Load the powder" "Aim higher" "Careful" "I hope this ends well" "Another deathtrap, on the way" "Smoking kills" "Hopefully it'll be over soon" (within range of friendly hero) "No time for leave now" (within range of enemy hero) "Faster *cough*" (under attack) "Not a good idea" (unit complete) "Set up far away" "Not near the camp" "Pyromaniacs..." "Don't let the get close"
Destruction: "Now I can rest" "Bound to happen" "Soon, Equestria will be one big creator" (fighting Cult of Laughter) "Thank goodness I can't smell you" (fighting House Everfree) "Can you cure me?" (fighting House Moon and Star) "You don't know how easy you have it" (fighting House Whitgold) "So fine..." (fighting House Stormwing) "Moved too fast" (fighting House Earthborn) "I've finally lost it" (fighting Rebels) "You'll shoot your eye out"
Skyworks
This building resembles a tall orange tower, with several open windows scattered about that act as perches for pegasi. Level 1 produces Pegasi Auxiliaries, level 2 makes wing cannoneers, level 3 makes Lightning's fines, and whenever a unit is build one pegasi emerges from a window on the tower.
Quotes (exuberant, male voice):
Selection: "Flying high" "The earth in the sky" "We are Not, rats with wings! "Earthborn's secret weapons" "Orders, sir?" "We must rule the sky, and the earth" "Eyes in the sky" "Even Stormwing is jealous" "Defending our land, in the air" "We will never abandon our House" "When the going gets tough, the tough get flying" "It is a great view, isn't it commander?"
Building Unit: "Flap those wings!" "On last preening" "Time to stretch our wings" "As soon as possible" "About time you came for our help" "Get ready!" "Pack your bags!" "One last practice sortie" (within range of friendly hero) "Don't show them up now" (within range of enemy hero) "Don't you dare run away!" (under attack) "Don't let them knock it down!" (unit complete) "Hoofbump the groundies for me, 'kay?" "Fight to win!" "Fly circles around them!" "If they shoot you down, try to land on them!"
Destruction: "Long way doooown!" "Aaah!" "Not good, not good!" (fighting House Everfree) "How could you?" (fighting House Moon and Star) "Don't clip our wings, anything but that!" (fighting House Whitegold) "Bigger is better, I guess" (fighting House Stormwing) "Get out, while you still can!" (fighting Cult of Laughter) "We're falling..." (fighting House Earthborn) "Should have headed north" (fightin Rebels) "True dirt ponies"
Desert Outpost
This once white tent sheet has almost entirely turned orange-brown by the dusts of the dessert sands blowing by, though some white can still be seen towards the top of the tent. It is hear that the brave ponies that patrol the deserts rest their heads, and where the leaders of House Earthborn and the Buffalo often meet. Level 1 produces Appleloosan Rangers, level 2 produces Buffalo Raiders.
Quotes (male voice with deep southern drawl):
Selection: "Howdy, y'all" "Welcome to the meeting house" "Where to greats become one" "Do you need to keep them busy?" "All are welcome here, commander" "Have a smoke on the pipe" "Cowboys and buffalo-boys, at your service" "The heat getting to you?" "You get used to living out here" "We're faster than we look" "We are one nation now" "We are one tribe"
Building Unit: "We'll get right on it" "Out to the field again..." "Don't let the dust slow you down" "Put on your war paint" "Dust off those lassos" "Spirit time is over" "Time to prove ourselves" "We are NOT weak" "Buffaloes, ponies..." (within range of friendly hero) "Hail to the Chief!" (within range of enemy hero) (under attack) "Run the cowards down" (unit complete) "Let's run circles around them" "With catlike tread" "Quick and agile" "Show them how it's done" "Champions of the west, at your service"
Destruction: "Set up camp somewhere else" "Into the sunset" "At least we fought with honor" (fighting House Everfree) "Nuisances to nature" (fighting House Whitegold) "But...rugged always wins" (fighting House Moon and Star) "You can shove your horns right up your..." (fighting House Stormwing) "It wasn't a fair fight" (fighting Cult of Laughter) "Laugh, for now" (fighting House Earthborn) "But...peace..." (fighting Rebels) "You are some bad kind of hootenanny"
Engineer's Den
This disjointed, grey metal box looks like it will fall over at any moment. Pipes and chimneys jut out in random directions, and the gutter is about to fall off at any moment. It is here that many of the geniuses of House Earthborn stay on the battlefield, who are much more interested in their work than keeping the place look presentable, unlike most of the rest of the House. Level 1 makes Headbutters, level 2 makes Firespitters, level 3 makes Fortbusters/Beastbusters.
Quotes (distracted, female voice):
Selection: "Mhm?" "Yes?" "What is it, commander?" "A bolt there, a screw there" "It isn't rocket science, ponies" "Don't touch something you shouldn't, commander" "Welcome, commander...pony...sir" "I don't think geniuses, are eccentric, do you?" "Is this my drink, or my oil?" "*slurp*" "Yep, definitely my oil" "*slurp*" "These machines understand me" "What do want?" "An army walks on its brain" "Why didn't get the job decoding messages?"
Build Unit: "Bossy, bossy, bossy" "'Get moving' they say, 'we need those weapons' they say" "What about my needs?" "Do you want it now?" "It will be perfect, you'll see" "Just sign the check" "Right, one moment" "Time to get to work" "Gonna need a bigger wrench" (in range of friendly hero) "Right from the horse's mouth, eh?" (in range of enemy hero) "This is bad" (under attack) "I can't work like this!" (unit complete) "Yeah, it's done or something" "The work never ends" "For command whats-his-face" "TRY not to break it too quickly" "So much precision into so much brute force"
Destruction: "Grab all your chemicals!" "Out of the lab!" "Don't drop your designs!" (fighting House Whitegold) "Out smarted" (fighting House Moon and Star) "Magic wins this time" (fighting Cult of Laughter) "Who left out the acid?" (fighting House Everfree) "Our scholarships, wasted" (fighting House Stormwing) "Ponies always said my head was in the clouds" (fighting House Earthborn) "Some kind of paradox..." (fighting Rebels) "Highly illogical"
Landing Pad
A small dirt lot, with the markings of a landing pad drawn with dirt, a tank of fuel nearby. If attacked with fire, the tank will explode and destroy the landing pad. Level 1 makes Spotting Balloons, level 2 makes Ponycopters.
Quotes (terrified, male voice):
Selection: "Ah! Yes sir!" "THIS is the most terrifying job in Equestria" "On the ground, for the moment" "Spirits, I hate heights!" "Ships in good condition...unfortunately" "Not the best, but at least we can fly" "Can I march instead?" "Oh no, its the commander!" "Uh, your fliers fantastic fighters...fuck" "What if I fell through...the ground?!" "Curse you, science" "If earth ponies were meant to fly, we'd have wings!"
Building Unit: "Don't make me go up there!" "St-starting the engines" "F-fueling" "Right away sir" "Training the pilots now" (within range of friendly hero) "I can't let them down!" (within range of enemy hero) "There's something I'm more afraid of" (under attack) "Keep them away from the tank!" (unit complete) "I guess its...not that bad" "Kinda relaxing" "Great view" "Everything is ready" "Three, two, one, liftoff"
Destruction: "So much for flying!" "I told you so!" "Gears everywhere!" (fighting House Everfree) "Beaten by a pegasi who refuses to fly..." (fighting House Stormwing) "Sorry if we...offended you" (fighting House Moon and Star) "Grounded for life" (fighting House Whitegold) "They had the better deathtraps" (fighting Cult of Laughter) "I never want to be on the ground again!" (fighting House Earthborn) "I've been deprived of too much oxygen" (fighting rebels) "This can't be too bad"
Artillery Storage
A large amount of explosive barrels and cannonballs are stacked up against a small, wooden building. If destroyed or attacked with fire, this building will explode and destroy everything around it. Level 1 creates Avalanche Rocket Launcher, level 2 produces Bucker Cannons, and level 3 produces Behemoth Cannons.
Quotes (whispering female voice):
Selection: "Sir?" "Don't move a muscle" "If you want to live, commander, don't breathe" "I hate mushrooms" "Smoking kills" "Necessary evil" "As you can tell, we aren't that organized" "Keep those lead-heads (Hoof Cannoniers) away from our equipment" "It's amazing how quite they are" "The only position where paranoia is a requirement" "Be very afraid" "Not a step closer, commander"
Building Unit: "Don't break your back loading the guns!" "Drop a ball, and you die...if you're lucky" "Time to blow someone else up for a change" "The weakest part of a cannon is you" "Push harder!" "Never use too much powder" "Laying siege?" (within range of friendly hero) "Special care" (within range of enemy hero) "If you aren't willing to shell your own positions, you aren't willing to win" (under attack) "Get out, get out, get out!" (unit complete) "Roll it out" "Point it away from the powder" "Another siege gun is complete" "Don't drop anything on the way out" "Knock'em around a bit" "That's a lot of power for a few poines" "Don't let it go to your head"
Destruction: "*earth-shattering kaboom*"
Buffalo Camp
Consists of a small group of large tipis, paintings of buffalo in red paint visible on the sides. Don't ask me what they're made out of. Level 1 builds Buffalo Warriors, level 2 makes Buffalo Totem Carriages, and level 3 produces Buffalo Juggernauts.
Quotes (respectful, female native american voice):
Selection: "We honor our earth allies" "You grace us with your presence, commander" "We are all children of the earth" "We fight for all that is good" "Tea, commander?" "Tradition is the only way we know who we are" "We are a proud race" "Do you wish to join our tribe?" "We are even stronger than we look" "A warrior's spirit lives on forever"
Building Unit: "Gather, warriors!" "Their fight is our fight!" "Calm your minds" "We are needed" "Send the smoke signals" "We will not run away from a challenge" (within range of friendly hero) "We stand as one" (within range of enemy hero) "Their evil must be cleansed" (under attack) "Even if we die, the fight will live on" (unit complete) "They will fear our stampedes" "We will protect the House" "Fight, my warriors" "Drive them from our lands" "Let the spirits guide you"
Destruction: "We return to the earth" "Nomads again" "Our home is the land, you cannot destroy that" (fighting House Whitegold) "We will not let you cheapen our culture!" (fighting House Everfree) "Your spirits are nothing but madness!" (fighting House Stormwing) "Annoying wasps!" (fighting House Moon and Star) "We all share the same sky, but you still see us as inferior" (fighting Cult of Laughter) "Begone, evil spirits!" (fighting House Earthborn) "You are lower than the dirt we tread on" (fighting Rebels) "You only disrupt harmony more".
Apple Orchard
A group of apple trees in a circle, with a small red barn nearby. Provides a good amount of resources, but can only be planted on proper "fertile land", which will inevitably lead to bunches of the trees being placed close together. Fire can easily spread from Apple Orchards to other buildings very easily as well.
Quotes (dry, male voice):
Selection: "Up and apples" "Buck one, buck two" "So many apples" "Better than the battlefield" "An army walks on its stomach" "Traditional Earthborn food, or something" "You'd be surprised how many foods you can make from apples" "Daylight come and me wanna go home"
Destruction: "What do you have against apples?" "Never let good food go to waste!" "And this job was supposed to be safe!" "Take the apples, leave me!" "And we just raised that barn" "We'll grow more" (on fire) "Why didn't you plan for this!" "After all forest we've burned, this is kinda funny"
Lumber Mills
Even though the southern part of Equestria is low on timber, House Earthborn still takes whatever it can get, and it needs mills in order to combat House Everfree. Two earth ponies sawing the end of a large log by moving the saw with magic, next to a small wooden shack. Weak, pony laborers go out to cut down trees to fuel the fires of industry, each try providing resources for the House. This may also be used to remove the influence of Fluttershy and her House from an area, as well as eliminating potential enemy cover. This building is very cheap to build, but very easily destroyed. House Whitegold and House Moon and Star have identical buildings.
Quotes (hardy male voice):
Selection: "Back and forth, back an forth, all day long" "Man, I love wood" "How much wood could a woodchuck chuck..." "You'd never betray me, right, Plank?" "Nothing wrong with a stallion handling his wood" "Here's Johnny!" "Got an axe to grind?" "Can I axe you a question, commander?" "Global warming? Everfree malarkey"
Destruction: "Never touch another stallion's wood" "You'd be surprised how fast I can get wood again" "Oh well, it's not like you can run out of trees" "Just let me keep my saw" (when on fire) "My wood! It's burning!" "And me with no marshmallows"

1212294
Makes earthborn seem down right friendly! So long as you don't have a horn on the center of your head that is...

1185790 Don't forget the black market; if there's profit to be made, stuff will be stolen and sold on the black market.

1219719

Exactly. So yeah even if the other houses don't have guns, its possible normal ponies do.

Themizonica's structures and units
Forward Command
* Appearance: A low white marble wall surrounding a small group of Greeco-Roman style structures.
* Produces: Helot
* Researches:
Expendable Gender (Helot's train faster)
Ancient Stone Work (Increases Structure Heath)
Fortified Command (Improves the Forward Commands Armor and Health)
Padded Sandals (Improves the movement Speed of all units)

Vineyard
* Appearance: Several row of grape vines. Amongst them a few Helot slaves can be seen gathering the ripe grapes.
* Produces: Resources
* Researches:
Summer Wine (Increases the amount of Resource Produced)

Storage Depot
* Appearance: A small single story structure, built of white stone with a shingled roof and double doors. Gathered about the doors can be seen piles of fresh cut timber and clay pots.
* Produces: Resources
* Researches:
Bronze Axe Heads (Improves the Rate of Resource collection.)
Gaia's Forests (Increases the amount of Resource collected)

Military Academy
* Appearance: A White marble building with low walls. At one end appears to be a barracks while in the center various Themizon warriors can be seen practicing.
* Produces: War Maiden, Hypaspist, Companions, Gastraphetes, Prodromoi
* Researches:
Sisterhood (Increases the Health of War Maidens, Hypaspists, Companions, Gastraphetes, Prodromoi, Saber Cat Chariots, Principes, and Queens Guard)
Agoki (Increases the Damage of all units)

House of Lamentations
* Appearance: A two story structure on a raised platform. White marble pillars can be seen out front leading a large dome like structure similar to the Pantheon in Rome.
* Produces: Apostates, Daughters of Aphrodite, Huntresses of Artemis, Tormentors of Persephone, Gladiatrices
* Researches:
Sea Foam (Decrease the cool down time on the Daughters of Aphrodite's abilities)
Cloak of Leto (Allows Huntresses of Artemis to move with Stealth)
Lash of the Undwerworld (Increases the amount of Mana drained by each attack by Tormentors of Peresphone)
Blades of Hekate (Increases the Attack Speed and armor penetration of Gladiatrices)

Hall of Ancient Lore
* Appearance: A single large structure similar to the Parthenon in Athens with a trio of lare floating circular structures on its sides and rear connected by stair cases.
* Produces: Oracles, Lampedes
* Researches:
Sight of Rheia (Doubles the Line of sight of Oracles)
Rheia's betrayl (Shortens the Cool down time on Lampedes' Madness ability allowing them to use it more often)

Ancient Forge:
* Appearance: A short square structure of white stone. A single smoke stack can be seen rising from its rear while out front several Helots can be seen casting bronze and iron into weapons or pieces of Collossi.
* Produces: Collossi
* Researches:
Armor Upgrades- Copper Armor -> Bronze Armor -> Iron Armor
Weapons Upgrades- Copper Weapons -> Bronze Weapons -> Iron Weapons
Lamellar Armor (Increases the Armor of War Maidens, Gastraphetes, Huntresses of Artemis, and Saber Cat Chariots)
Shields of Athena (Increases the armor of Hypaspists, Companions, Principes, and Queens Guard)
Celestial Bronze (Improves the Damage of Gladiatrices, Principes, and Queens Guard against Monsters and the Undead)
Leto's stolen knowledge (Increase the health of Collossi)

Ancient Siege Works:
* Appearance: A low structure of wood and canvas. When the doors open it can be clearly seen that their is a pit within where the weapons are constructed in parts then assembled above.
* Produces: Cheriobalista, Fire Siphon, Heliopolis
* Researches:
Cable Winches (Improves the rate of fire for Cheriobalista)
Pressure Sprayer (Increases the range of Fire Siphon)
Iron Plating (Increases the armor of Heliopolis)

Fortress
* Appearance: A square stone structure of granite. Unlike the flowing and graceful forms of other Themizon structures this one is clearly more martial and harder to crack.
* Produces: Saber Cat Chariot, Principes, Queens Guard
* Researches:
Fine Meats (Improves the health of Huntress of Artemis and Saber Cat Chariot)
Long Service (Improves the Armor of Principes)
Hera's Wrath (Increases the Damage and fear caused by Queens Guard)
*Note: The Fortress doubles as Themizonica's most powerful defensive structure. Able to drop boiling oil and fire arrows at nearby enemies.

Makeshift Wall
* Appearance: A wall made of roughly shaped stones piled together, clearly not as stable or sturdy as other factions walls.
* Role: Basic defensive structure
* Researches:
Gate (Allows for the passage of Troops, can be captured by the enemy however.)
Gate Guards (Adds a small group of guards to protect the gate)
Archer Posts (Creates a space on the wall for two archers to shoot at enemies. Good against Infantry but bad against Warmachines and monsters)

Bronze wall
* Appearance: A tall wall of mortared stone covered in plates of gleaming bronze.
* Role: Improved defensive structure
* Researches:
Gate (Allows for the passage of Troops, can be captured by the enemy however.)
Gate Guards (Adds a small group of guards to protect the gate)
Archer Posts (Creates a space on the wall for three archers to shoot at enemies. Good against Infantry but bad against Warmachines and monsters)
Cheriobalista Braces (Creates a Cheriobalista on the wall. Massacres attacking Infantry and does okay against Monsters but bad against Warmachines)

Helot
Abilities: None.
Strengths:
+Can Build Structures
+Can Gather Resources
Weaknesses:
-Cannot Attack
-Low Armor and Health

War Maidens
Abilities: Full Draw (Increases damage by 25% but reduces rate of fire by 50%)
Strengths:
+High Movement Speed
+Can Attack Air Units
Weaknesses:
-Low Armor and Health

Hypaspists
Abilities: Rapid Strikes (Increases attack speed by 25% but reduces armor by 10%)
Strengths:
+High Movement Speed
+High Attack
Weaknesses:
-Cannot attack Air Units
-Low Armor

Companions
Abilities: Phalanx Formation (Increase damage by 25% and armor from the front by 50% but reduces movement speed by 75%
Strengths:
+High Armor
+High Health
+High Morale
Weaknesses:
-Cannot attack Air Units
-Slow

Gastraphetes
Abilities: Blazing bolts (Gains fire damage increasing damage against structures by 25% while reducing accuracy by 10%)
Strengths:
+Good Damage to Structures
+Can Attack Air Units
+High Piercing Armor
Weaknesses:
-Poor Anti Air Attack
-Low Health

Prodromoi
Abilities: Wedge Formation (Increases damage by 25% but reduces movement speed by 10%)
Strengths:
+High Movement Speed
+Can Attack Air Units
+High damage to Air Units
Weaknesses:
-Low Armor and Health
-Poor damage against Structures

Apostates
Abilities: Grieving Madness (Morale is Unbreakable) What is Pain? (10% chance to ignore damage received)
Strengths:
+High Movement Speed
+Unbreakable Morale
+High Health
Weaknesses:
-Cannot Attack Air Units
-Small Unit Size
-Low Armor

Daughters of Aphrodite
Abilities: Seduction (Dominates the mind of a single enemy unit granting the caster control of them. Can only be used on one unit at a time), Feign Pain (Daughters of Aphrodite fake having an injury, the enemy takes sympathy on them and stops attacking to go get help, suckers)
Strengths:
+Solid Magic
+Can Attack Air Units
Weaknesses:
-Poor Anti Air Attack
-Low Armor

Huntresses of Artemis
Abilities: Huntress' Stealth (Unit can become Invisible but cannot move), Ambush (Exit stealth mode and deal 125% of damage to target)
Strengths:
+Excellent Line of Sight
+Can Stealth
+Can Attack Air Units
+High Movement Speed
Weaknesses:
-Low Armor
-Small Unit Size

Tormentors of Persephone
Abilities: Lash of Submission (Disrupts enemy spell casting, reseting cool downs to just used, and drains mana)
Strengths:
+Excellent Counter Magic
+High Movement Speed
+High Health
+Causes Fear
Weaknesses:
-Cannot Attack Air Units
-Low Attack
-Low Armor
-Small Unit Size

Gladiatrices
Abilities: Overwhelming Skill (Increases Damage, movement, and attack speed by 25% each at the cost of 50% of armor) Crowd Appeal (Improves the Morale of nearby allies by 10%
Strengths:
+High Morale
+High Damage
+High Health
+High Movement Speed
Weaknesses:
-Low Armor
-Cannot Attack Air Units
-Small Unit Size

Oracles
Abilities: Foresight (Reveals a choosen area of the map, showing terrian and any hidden enemies), Foreshadow (Grants stealth to one unit for 30 seconds, unit cannot move while doing so)
Strengths:
+Excellent Line of Sight
+Can Detect Hidden Enemies
+Can Attack Air Units
Weaknesses:
-Poor Anti Air Attack
-Low Armor and Health

Lampedes
Abilities: Madness (Causes enemy units to attack one another) Ravaging Blast (Deals medium damage to all units directly in front of the Lampedes, Friend or Foe)
Strengths:
+Good Magic
+Can Attack Air Units
+High Attack
Weaknesses:
-Poor Anti Air Attack
-Low Armor


Saber Cat Chariot
Abilities: Rally Action (Restores the Morale of nearby units by 25%, Increases damage by 10% for 10 seconds)
Strengths:
+Good Support Abilities
+High Movement Speed
+High Damage to Ranged Units
+High Health
Weaknesses:
-Cannot Attack Air Units

Principes
Abilities: Eternally Loyal (Unit is Immune to mind control or psychology based abilities)
Strengths:
+High Morale
+High Damage
+High Health
+High Armor
Weaknesses:
-Cannot Attack Air Units

Collossi
Abilities: Bronze Fist (Permanently reduces a target units armor by 50%)
Strengths:
+High Armor
+High Health
+High Attack
+High Attack Against Armor
Weaknesses:
-Cannot Attack Air Units
-Slow

Cheriobalista
Abilities: Ripper Fire (Increases the rate of fire and spread of damage at the cost of 25% of accuracy)
Strengths:
+High Damage against Infantry
+Good Damage against Structures
+Can Attack Air Units
Weaknesses:
-Poor Anti Air Attack
-Low Armor

Queens Guard
Abilities: Field Dominance (Increases Armor and Damage by 30% and grants Temporary Immunity to Psychology and MInd Control at the cost of 50% of Movement Speed)
Strengths:
+High Damage
+High Health
+High Armor
+High Morale
+Causes Fear
Weaknesses:
-Cannot Attack Air Units
-Slow
-Expensive

Fire Siphon
Abilities: Bathed in Flames (Sends a wave of flames at a target area causing defoliation and high damage to Infantry)
Strengths:
+High Health
+High Damage to Structures
Weaknesses:
-Cannot Attack Air Units
-Slow
-Expensive

Heliopolis
Abilities: City Breaker (Increase damage against structures by 75% at the cost of 90% of Movement speed)
Strengths:
+High Health
+High Armor
+High Damage to Structures
Weaknesses:
-Cannot Attack Air Units
-Slow
-Expensive

Nor Menn Unit and structure Update

Shield Maiden
Bio: The term Shield Maiden in Nor Menn culture refers to a young woman, usually in her late teens and unmarried, who has sworn herself into the service of a Nor Menn noble as a warrior. They are usually part of a nobles Huskrals due to being so rare that they hardly can form their own units. Wealthy and more powerful nobles however may have many Shield Maidens and thus form them in small elite bodyguard forces.
Shield Maidens are not as well armored as Huskrals who typically have double thick riveted chain mail. They usually single layer shirts of padded mail, hardened leather gauntlets, greaves, and breast plate, a helm, and unique armored skirt. In armament they also differ from their Huskral cousins coming to battle with the skull splitting (or ball busting) Burda club and round shields.
The true value of Shield Maidens is the courage an devotion. Most Shield Maidens will gladly throw their lives away to save their sworn master. Many will fight to the last even if their master is dead. They will challenge the boldest of the enemy, taunting them to prove themselves more a warrior. Such a challenge is hard to ignore.
Abilities: Taunt (Attracts the attention of nearby enemies and forces them to engage the Shield Maiden first.)
Strengths:
+High Attack
+High Movement Speed
+High Morale
+High Damage against Armor
+High Health
Weaknesses:
-Cannot Attack Air Units
-Weak Piercing Armor

Battle Bards
Bio: Throughout Nor Menn lands, in holdfasts, inns, long houses, and taverns are countless young men and women with the gift of Bragi for poetry and song. Some of these Poets become well known and famous throughout Nor Menn lands. Some Nor Menn lords use them as spies in their employ as they are often quick witted and cunning.
Some however take to the battlefield, joining raiding parties to view events worthy of song first hand. These Battle Bards apply their voices to the battlefield to aid allies with heartening music or boost morale. This makes up for their lack of armor and poor armament as most carry only a long knife or a short sword.
Abilities: Heartening Ballad (Raises the Morale and Armor of nearby allies by 20%) Counter Song (Allows the Battle Bard to drown out sound based abilities of enemy units, mostly by singing very loudly)
Strengths:
+Powerful support magic
+High Movement Speed
+High Morale
+High Health
Weaknesses:
-Cannot Attack Air Units
-Low Armor
-Low Attack
-Small Unit size

Cossacks
Bio: As the Nor Menn fought more battles with Equestrian forces they began to appreciate the effectiveness of gun powder and fire arms as weapons of war. The Nor Menn began to experiment with captured fire arms from Whitegold and Earthborn. Within a year they had a functioning weapon they named the Pischal. However the new weapon had some problems.
The first is that the Nor Menn on the whole find ranged combat dull, preferring to get into the thick of battle with enemy, producing a stigma against ranged weapons except among the Sindarla and Dökkálfar. Only a fist full of warriors, called Cossacks were eager to take up the new weapon but only under certain conditions. The second was the Nor Menn only had a few of these weapons finding it difficult to produce gun powder for them. The third was that the powder the Nor Menn produced was extremely volatile, easily going off at the slightest provocation.
The strengths of the weapon, and the men who wielded them however quickly made the Pischal worth the coin spent. The Pischal was almost as accurate as Whitegold's Arquebus while carrying almost as much power as Earthborn's hoof cannon thanks to the extremely volatile powder. Second the Cossacks replaced the typical bipod's used by pony shooters with a massive battle axe called a Bardiche which they could switch to quickly in melee combat. Lastly the Cossacks were fearsome warriors from some of the roughest and most remote reaches of the old Nor Menn territories.
Abilities: Bardiche (When engaged in melee the Cossack sets aside the Pischal for the brutal Bardiche battle axe)
Strengths:
+High Attack
+High Health
+High Damage to Armor
+Very Accurate
+Can Attack Air Units
Weaknesses:
-Slow
-Weak Piercing Armor
-Serious chance of miss fire
-Expensive
-Small Unit Size

Runaway Slave Warriors
Bio: As the Nor Menn began their invasion of Equestria they clashed frequently with House Moon and Stars. They captured many of Moon and Star's slaves armed or otherwise. After using them to build their now capital the Nor Menn released the former slaves from service. To their surprise many slaves choose to stay with the Nor Menn, some working the lands for the Nor Menn. Others however wanted revenge on Moon and Stars. Newly freed Slave Warriors are often still equipped the same as they were while they were in bondage.
Abilities: Retribution (Increases damage against Moon and Stars Units.)
Strengths:
+High Movement Speed
+Cheap
Weaknesses:
-Cannot Attack Air Units
-Weak Piercing Armor

Fyrd Pegasi
Bio: Ponies who have served with the Nor Menn long enough to earn the respect of their new allies are organized into Fyrd units, armed Militia used to Skirmish with the enemy. Pegasi are particularly prized as Fyrd for their ability to fight other fliers. While they cannot compare with Stormwing's lethal air forces they give the Nor Menn a solid response against the enemy fliers.
Abilties: Retribution (Increases damage against Moon and Stars Units.)
Strengths:
+High Movement Speed
+Can Attack Flying Units
Weaknesses:
-Low Health
-Weak Piercing Armor

Fyrd Pipers
Bio: The most veteran Fyrd Ponies are given the greatest respect by the Nor Menn. They are given axe heads on their tails but their primary tool is the set of bag pipes they play. These pipes inspire their fellows to fight on and renew their vigor. The ultimate symbol of pride for these Ponies is that upon their initiation the patches over their cutie marks that marked them as a slave is removed, the scars from the nails used to hold them in place are left as a badge of honor, the Cutie mark they wear on their flanks is almost universally the same, broken chains and a raised spears.
Abilities: Pipes of Glory (Raises the Morale of all nearby allies), Debilitating Racket (Stuns nearby enemies.)
Strengths:
+High Movement Speed
+High Attack
+Powerful support Abilities
Weaknesses:
-Cannot Attack Air Units
-Weak Piercing Armor

Fyrd Barracks
* Appearance: A circle of tents around which are a few beat up looking ponies who are being taught to fight by a Raider. At higher levels the Ponies are shown getting better and earning the respect and approval of the Raider.
* Produces: Runaway Slave Warriors, Fyrd Pegasi, Fyrd Pippers
* Researches:
Woad Paint (Increases the Morale Runaway Slave Warriors, Fyrd Pegasi, and Fyrd Pipers)
Weapon craft (Improves the Attack of Runaway Slave Warriors, Fyrd Pegasi, and Fyrd Pipers)

Tavern
* Appearance: A double story structure with a high thatched roof, barrels of ale can be seen on the sides. Two chimney's can be seen jutting out of the roof. Occasionally a drunken Nor Menn tumbles out the door, dusts himself off, and then stumbles back inside for another round.
* Produces: Shield Maidens, Battle Bards, Cossacks
* Researches:
Armor Padding (Increases the armor of Shield Maidens, Battle Bards, and Cossacks)
War Paint (Improves the Shield Maiden's Taunt Abilities range)
Polyglot (Decreases the cool down time on the Battle Bards Counter Song Ability)
Hardiness (Increases the Health of Cossacks)

Also Updated the Raiders with a new ability that must be researched.
The general point of this update was to give the Nor Menn a tad more flavor and some more power, particularly after earthborn just gained some serious air power and an insane pair of new siege weapons. So the Nor Menn get one cheap tar pit unit (Runaway slave warriors), one so-so air combat unit (Fyrd Pegasi), an attention grabbing infantry unit (Shield Maidens), a gun powder unit who are very haphazard but can hold their own in melee (Cossacks), and two support unit who use music as their tool (Fyrd Pipers and Battle Bards). I may do updates for the other armies as well, god knows the Empire of the sun badly needs one.

Well here's the Empire of the Sun Update
Gaijin Conscripts
Bio: Recruited from every new land the Empire of the Sun lays claim to, the Gaijin are often poorly equipped and disgruntled. Gaijin is the universal term for foreigner in the Empire of the Sun. Still as disgruntled as these raw recruits often are the can make excellent cannon fodder, also local forces may be reluctant to attack their own kind.
Abilities: Friendly Face (When enemy units attack Gaijin Conscripts they will suffer morale damage for attacking former friends)
Strengths:
+Cheap
+Large Unit size
+Damages Enemy morale when killed
Weaknesses:
-Cannot attack Air Units
-Low Morale
-Low Armor and Health

Islander Warriors
Bio: Fierce if primitive warriors from the Far Isles, the Islanders have long traded service in the Empire of the Sun's military for food, metal and other goods they cannot produce themselves. The Islanders are known for going into battle without any armor and fighting with weapons of wood, stone, and bone.
Despite lacking armor the Islanders are mountains of muscle and strength. They cover themselves in ritualistic tattoos and devour parts of their slain enemies to generate mana. To add to these fearsome traits they preform a war dance called the Haka, which intimidates foes and whips the Islanders into a frenzy.
Abilities: Haka (Islander Warriors preform the Haka, a war dance that intimidates enemies while raising their own (along with nearby ally units) morale and attack before charging) Consume Mana (The Islanders eat parts of their dead enemies, regenerating health and restoring mana to nearby friendly casters)
Strengths:
+Good Support Ability
+Causes Fear
+High Morale
+High Health
Weaknesses:
-Cannot attack Air Units
-Low Armor

Rajput Mercenaries
Bio: Wealthy nobles of the mountains, the Rajput warriors are known for their ornate armor and strange weapons. They have never been conquered by the Empire of the Sun and have rarely been defeated in battle. Recognizing their skills the Empire of the Sun hire out the Rajput as mercenaries.
The Rajput are known for a variety of strange weapons but their most noticeable one is the Chakaram, a razor edged disk that can take a mans head off with a good hit. Many of these chakarams are enchanted to return to their owners when thrown. Their elaborate armor is not all show either giving them excellent protection.
Abilities: Chakaram Sweep (Increases the spreading damage of the Chakarams but lowers damage against heavy armor)
Strengths:
+High Morale
+High Health
+High Armor
+Inflicts major damage against Infantry
Weaknesses:
-Cannot attack Air Units
-Expensive
-Poor Damage against heavy armor
-Small Unit size

Yak Chargers:
Bio: The Nomadic Yak of the Steeps are distant cousins of the Buffalo. They are large, strong, and have a great wisdom of the land to them. Like most Buffalo they mostly go into battle without much armor. Their horns and their hooves are their primary weapons.
The Empire of Sun knows the Yak work well as a shock force who can break up enemy lines. Their mighty charges will smash aside most lighter foes with ease. However their lack of armor leaves them exposed to enemy attacks.
Abilities: Thundering Charge (The Yak close rapidly with the enemy and crash into them with a 25% chance to stun enemy units on impact. Counts as a charge.)
Strengths:
+High Attack
+High Health
+High Movement Speed
Weaknesses:
-Low Armor

Steep Warriors:
Bio: Tribal warriors from the mainland steeps, the Steep Warriors are renowned for their skill with bows and their brutality in battle. Nomadic, working in consort with the Yaks, the Steep Warriors exchange their service as warriors for food and other goods with the Empire of the Sun.
The Steep Warriors are no fools when it comes to battle. Their bows are remarkably powerful and have great range but most archers are exposed in melee combat. Not so with the Steep Warriors who wear hardened lamellar armor and carry heavy iron headed maces at their sides.
Abilities: Skirmish Formation (Steep Warriors Increase their Damage and Movement speed by 25% at the cost of 20% of armor)
Strengths:
+High Morale
+High Attack
+Can Attack Air Units
Weaknesses:
-Small Unit Size

Steep Lancers
Bio: Rare Caladria from the Steeps are given war lances and trained to use them from birth. These fierce warriors have no fear of their enemies, laughing in delight as they speed toward them on the wings the ancestors blessed them with. A few well placed Lancers can turn the tide of a battle quickly.
However the Caladria are rare among the people of the Steeps. Most can only form small units and each one lost as a sore blow to the Tribe. As such they are reserved for only the most important battles.
Abilities: Fearless Assault (The Steep Lancer charges and enemy unit, becoming temporarily immune to any and all morale damage.)
Strengths:
+High Morale
+High Attack
+High Health
+Can Attack Air Units
+High Movement Speed
Weaknesses:
-Small Unit size
-Expensive

Chi-Ha Defoliator Tank
Bio: An expensive but terrifying weapon of war the Chi-Ha is a massive armored, steam driven war machine capable of launching jets of flames at enemy targets. Little can stop these armored behemoths as they are immune to most infantry based weapons. The only flaws in its design are that the engine requires frequent maintenance and is liable to explode if pushed to hard.
The Chi-Ha was designed to clear enemies out of defensive structures while protecting the crew with. In this same capacity it works well against guerrilla fighters hiding in forests and jungles. Jets of flame easily force the enemy from the trees or be cooked alive.
Abilities: None
Strengths:
+Excellent Defoliation
+High Damage to structures
+High Armor
+High Health
Weaknesses:
-Cannot Attack Air Units
-Chance to miss fire
-Expensive
-Slow

Grand Siege Drill
Bio: One of the most cunning and devious weapons of the Empire of the Sun. The Pride and joy of Imperial Engineers. Reserved for the most critical of sieges only, the Grand Siege Drill is rare and expensive but almost always successful.
The Grand Siege drill is a massive war marchine that burrows under the enemies defenses, to deploy within their fortifications. Carried with in it armored confines are half a thousand warriors ready to deploy and take the enemy by surprise. The shock value of this weapon alone makes it more than effective.
Abilities: Burrow (Drills into the ground and will come up at targeted location. Upon returning to the surface it will deal damage to nearby enemy units and structures.)
Strengths:
+High Armor
+High Health
+Excellent Ability
+Great carrying Space
Weaknesses:
-Cannot Attack
-Expensive
-Can only be used once per battle

Gaijin Barracks
* Appearance: A single story structure made of Bamboo. Inside the courtyard several Gaijin troops can be seen practicing maneuvers under the watchful eyes of overseers. In a corner several Islanders appear to be having a meal while in another a Rajput it tossing his Chakarams into the air, the catching them before they take his hands off.
* Produces: Gaijin Conscripts, Islander Warriors, Rajput Mercenaries
* Researches:
Extra Rations (Improves the Morale of Gaijin Conscripts)
Ancestral Might (Increase the Attack of Islander Warriors)
Enchanted Chakarams (Increases the Attack Speed of Rajput Mercenaries)

Steep Camp
* Appearance: A collection of hide tents with a few poles decorated with Yak hair on them.
* Produces: Yak Chargers, Steep Warriors, Steep Lancers
* Researches:
Nomadic life (Increases the Health of Yak Chargers, Steep Warriors, and Steep Lancers)

Imperial Engineering Academy
* Appearance: A much more refined and impressive version of the Siege Works, fewer cannon barrels for instance. Several smoke stakes can be seen smelting ore within to produce siege weapons.
* Produces: Chi-Ha Defoliator Tank, Grand Siege Drill
* Researches:
Superior Maintenance (Decreases the Chance of Miss fire for the Chi-Ha Defoliator Tank)

So with this update I desperately had to give the Empire a tad more flexibility while keeping with a very Asian theme. First I gave them a Pony unit in the Gaijin Conscripts, cheap expendable infantry. then I added a bunch of other guys for flavor including some crazy siege weapons. Feel free to comment. I still need to come up with a few news guys for SIlvinvania.

Reviving this thread seeing as we can use it as our main (headcanon/OC terms notwithstanding) unit dump so we avoid any excess threads and still build units for the houses according to PY's design.

I had this really cool idea for a unit, but I can't for the life of me remember it! GAAAHHHH!!

1710337 What we need simply are the Mods to start moderating.

973672

WhiteGold Phalangites

A revised unit of WhiteGold Militia, Design put forward by Diamond Tiara for the purpose of saving money by not having to equip the Militia with such high quality armour and weapons.
Perfected and approved by General Fancy Pants, the newly revised unit would cut the upkeep and supply cost of the regiments, improve defensive formations, while making the unit more mobile while not in battle formation.
while being able to stop a charge by almost any infantry unit in its tracks and pin it in place, it would be more vulnerable to missile fire, air born attacks and flanking attacks however, as the tightly packed group of ponies would find it almost impossible to turn while in formation due to their seven metre sarissa [Pike], and their lighter armour would prove not much good against heavy assault infantry armed with heavy weapons.

Though while not sounding particularly renaissance, Pikemen were a huge part of renaissance warfare, and knowing Whitegolds love of multi-cultural units in their army I would assume they would happily adopt a more easy to upkeep and train unit while improving the defensive capabilities of its armies would be a no brainer.

Also Phalangites do still look like they could pass as a renaissance'ish unit in the WhiteGold roster

"Most ponies say the Earthborn people have a lack of subtlety when it comes to war...

... Well, they're right, and the Dovmek can be a prime example."

Dovmek

Before the establishment and the division of the Elements of Harmony, there were a select few of ponies that went to go learn from the Zebras for their culture and their practices. After the division, and when the Zebra's announced their allegiances to the House of Everfree, the various ponies were "asked to leave".

But that didn't wipe their memories of the Zebra teachings. A few of the Earth Ponies from the Zebrahan deserts were enraged with their treatment and travelled straight to the stronghold of the Earthborn faction, preaching that they knew secrets of the Zebras that none others knew.

Calling them the Dovmek, a rough translation of the Zebra language of the weapon known as a flail, a new type of unit was created from what they learned from the Zebras.

((Picture and inspiration taken from this lovely fellow))

The Dovmek prefer to travel as a separate group, and they're trained individually from the main force. Using only their rear hooves for balance, and using both of their front hooves for their weapon, they disrupt small enemies of groups with acrobatics akin to Pegasi. They have a flail in one hoof that speaks unstoppable doom, and a spiked gauntlet in the other for some good ol' fashioned battle buckin'.

Rarely used in frontal war, these units are precious to the Earthborn for being one of the few units trained in espionage and subtlety, even though those skills are rarely used.

Feedback would be appreciated, I'm not wholly confident in my abilities to make units. :twilightblush:

1715071
There appears to be a Sub-Saharan and a Middle Eastern Zebra Culture. I like it, adds more diversity in the Units, which is what I like to see. Plus, Hashashin, Janissary, and Mameluke Zebras! Think about it.

1715071
It is an interesting concept. It gives Earthborn an assassin unit. Possible counter to dealing with Jesters.

I just want it to be clear i don't like the idea of ponies using weapons that require them to stand up on two feet to use.

Unicorns can get away with it be levitation and telekinesis. Pegasus ponies, maybe but they have to be flying to use them. Diamond dogs work as well as Iron bulls but not earth ponies.

1732740
This from the guy who created Human factions?

1740739

at least the weapons made sense.

And I had fun while doing it.

And the story that I wrote for them hasn't been raged into oblivion do to epic battle sequences, massive amounts of fire, and DEM BEARDS!!

Also, not just humans but yaks, lions, camels, ponies and other good stuff.

By the powers that be, I command this thread to arise!

The idea popped into my head after reading Lisboa's Concerning Additional Units thread and watching clips from an old flick called Witchfinder General. I'm unsure of what house exactly to put it in, but the concept could work against magic that is unicorn-based, Everfree-based, etc. So essentially it could be an Inquisitor meets the Pony of Fortune for House Earthborn. Or we could just shove it into a House that still needs additional units of certain specifications.

Witchfinder General
Even before the Civil Wars, rogue magic (as in magic not primarily done by unicorns) was looked down upon and often branded as nothing but arcane witchcraft and black magic, born of Hades. Thus, a wave of so-called "witchfinders" and "witchhunters" spread fast across the land. They were, in essence, hired to cull out any figures even remotely suspicious in towns they passed by for quite the steep fee. Celestia, once she caught wind of the practice, personally put a stop to it.

After the rise of House Earthborn and the start of the dehorning process, most witchfinders in early retirement found themselves back in business, selling themselves to the Apple hierarchy, this time reversing their goals and seeking out any unicorn in hiding. This time, however, there was nothing to make ponies doubt their credibility.

Their torture methods are infamous, even among their own allies, but their skills on the field leave something to be desired, being that most witchfinders came from mundane jobs, such as practicing law. Nevertheless, Witchfinders have become well-feared in Equestria, especially by House Earthborn enemies that don’t want to be hung on trees, burned at the stake, waterboarded or simply get their souls condemned to Tarturus.

If someone wants to draw a picture of them, I won't stop you. :twilightblush:

Comment posted by Witchfinder General deleted Sep 28th, 2013

1841768
Sweet gibbly gibblets. those guys are hardcore.

1841768
A very good unit, I must say. They fit very well with the Earthborn mode of thinking.

However, at first glance, the unit doesn't have that much physical description. What mode of fighting do they use? Do they brand pitchforks like the Corrupted Townsfolk, or have they upgraded to the horn-helmet and hard-steel horseshoes?

Maybe it's just because weaponry is what I focus on more, but some shed light on this situation might be nice.

1841927
I'll get around to that then. Let me think it up.

On an unrelated note the Human armies are actually proving popular having attracted the attention of the Humans are Superior Group (found here Humans are Superior) (Basically a Humanity Fuck Yeah (explaination here:Humanity Fuck Yeah) group that focuses on MLP stories with humans in them).

Just spreading this awesome setting around.

1928508
They might have a point considering how we have fics like The Conversion Bureau that seem almost misanthropic.

1928508
Love the fact that this group's banner is of General Macharius from W40k. I guess if you wanna choose a badass human he would be the guy to pick. :derpyderp1:

1930049
well his stats are hit or miss but hey its an awesome picture.

First of all, enough with the damn humans already. This is Equestria Divided, not Humans In Equestria Divided. Pooryorick didn't want them and I'm sure 95% of the ED fanon doesn't. I sure as hell don't, let alone guys from Warhammer. Pick a better game at least if you're gonna go to hell with this joke.

Now, back to official(?) business. Looking through this link kindly provided by CK-Faux, House Stormwing doesn't have a monster unit. Since beast power isn't really SW's field, I've opted for a sort of magical construct, but it can be considered a monster of sorts.

The Supercell

The Supercell is a marvel of Stormwing technologies, essentially solidifying the house's hold on their ability to control and manipulate the weather.

Essentially a storm held in a construct appearing as a giant bottle with a temperate seal, The Supercell has been modified to be released under any conditions. Once unleashed, it takes to the skies and covers the battlefield with a dark and ominous atmosphere, before fully unleashing a myriad of weather effects (depending on how the cloud was created) that can range from thunder and lightning, heavy rains, snow, strong winds and substantial downbursts, and hail. Can also cause low visibility and difficulty flying for the lesser flyers of any faction. Despite it's gargantuan size (some civilians have claimed being able to see one from miles away), the storm is not total indestructible and be affect magically or cut down by opposing pegasi and/or any other faction with good airpower.

Requires the efforts of 4 skilled weather manipulators, including one using the Horns of Pegasopolis. If the control is broken, the storm will, as mother nature dictated, not be biased on who it strikes and can make battlefield conditions much more difficult.

Been having the somewhat idiotic idea of having "super elites" as I like to call my idea. As in, super soldiers for each House and I know it sounds stupid.

Units of the Emerald Emirate


Firelances Janissaries and Mamluk Scimatars
The Elite of the Elite the Mamluks and Janissaries are a mixed group of Zebras, Ponies and Sand Dogs taken at youth as captured slaves. They are trained in a variety of arts of warfare, the Janissaries making use of the alchemy based Firelances to literally burn through enemy formation, and the Mamluks masters of the Shifting Sands Sword style slicing their foes in a series of blinding blurs.

Cataphractii
Armored from head to hoof in scaled armor the Cataphractii are the mailed fists of the Emirate, recruited from the Noble houses the families are paid by the Viceroys to train and fit their sons in exchange for lucrative land rights. Wielding heavy maces they crush their enemies beneath their armored hooves.

Zebra Tribal Warriors

Whether by obligation or through payment the Zebra Desert Tribes send their bravest sons and daughters to fight for the Viceroys or as often enough against them. While some may be quick to dismiss these warriors as an unruly mob each has lived every single day of their lives fighting back the constant threat of death from the harsh lifestyle of the Zebran Desert.

Sand Skirmishers

The Sand Dogs are a southern tribe of Diamond Dogs, these Jackals making their home amongst the hills and ruins of a past empire. Unlike their northern kin they have a lust for gold and silver that will see them eagerly drooling for the highest bidder. Though seen as beasts their eyes are canny which they use to spot any weakness in an opponent's armor.

Naphtha Throwers

Alchemy is a sore subject amongst the Zebras. The Northern Zebra Tribe known as The Exiled were originally banished for their perceived perverse use of magical alchemy. Emirate Alchemists take a much more logical approach to their alchemy, abstaining from mystical spells and folk remedies. One of their more common mixes is Naphtha, they rain their liquid fire and are known to set light the entire battlefield.

Amore's Paladin


The Knights of Saint Amore are all chosen by the Princess of Love herself, Mi’ Amore Cadenza; their new role is the blessed duty to protect Her Saintly Highness wherever she goes, answering only to her biddings and no other. Being granted such a title is a great honor to any knight sworn to follow and protect the teachings of the Celestial Sisters, but with it comes new responsibilities.

Princess Cadance’s retinue, collectively called Amore’s Paladins, are diverse, not limited to hardened soldiers alone, though its members are all expert combatants. The princess would often have her paladins run her personal errands. Petty works such as daily chores or charity are usual. On occasions the paladins act as her emissaries, carrying with them her hallowed message. Although unheard of, the paladins may also be capable of covert errands and other works of similar type.


Since Cadence's the spiritual leader of the theocratic M&S, I think it's probable that Cadence is treated as a Saint.

I saw stablesponge's posts on faction buildings, and I'm curious if anyone's created any "builder" units yet for each faction. Or, for that matter, since the buildings seem to come with resource gatherers, if each faction should even have builders. (For instance, I believe the C&C series has all the building done by another building.)

I guess since this is kinda a big gameplay thing I wanted to ask first before I went all out with this.

3861409
Let's see if I can come up with something other than construction workers.

M&S - Slave Laborers


The system of slavery employed by Moon and Star is infamous towards the ends of Equestria, revealed to the world following the First Battle for New Ponyville, when an Earthborn victory discovered the sinister truth through many of the opposition’s slave warriors who survived the carnage. Moralities aside, slavery opens up new opportunities to employ laborers in a massive scale which are virtually both costless and limitless, disregarding the well-being which is their life in the process. The enormous quantity of laborers make up for the sheer incompetence of each. Experienced ones are certainly very rare; most took the easy way out, usually unwillingly.

Earthborn - Field Engineers
Earthborn is well known for its technological advances. All of their innovations would be credited to the Engineer's Guild. These engineers are trained to be accustomed in the heat of combat. They are more resilient. If provided with materials, they can construct some of Earthborn's basic engines-of-war right in the field.

Stormwing - This one's tricky, Cloud Architect
To Pegasi, clouds are their platforms and building blocks. Flying Cities like Cloudsdale are made up of different types of clouds in countless types of layers. These architects are tasked with constructing these flying settlements for Stormwing warriors to garrison in.

Whitegold - Construction Teams
These that made up a team of construction workers are not mere laborers, but professional builders. Everyone can expect the best quality of buildings that would last for decades from them. Whitegold employed many of these groups to maintain The Wall, the bastion of Manehattan.

Everfree - Ents
Controlled by the Everfree itself, these Ents are unpredictable even to their tribal allies. These large ents could construct large structures faster than any conventional construction methods. Although, structures erected by them are rare, possibly due to nature had no use of buildings.

The Cult - Toymakers
These insane mechanics are the main production line of the Cult's toys, arsenals as others would call them. From varieties of blades to different types of explosives, these Toymakers are more than just innovative. There are rumors that these Toymakers kept their best toys by their own.


I had this idea that I've never seen in a construction unit before, different levels of them. It would be strange to see a common laborer constructing a structure filled with complexity. I was also considering an experience system for them as well.

3861436 Well, it might get confusing to multiple "workers" in one faction who can only build certain things, but hey, sure. I mean, Age of Mythology's Norse had its building construction done by their infantry units.

Anyways, nice rundown! I gotta wonder, though: if mines and lumber mills produce their own workers, then what else could builders do? For instance, like how Engineers can build mech units in the field. maybe Cloud Architects could "lift off" their buildings and pilot them to other locations. Or Construction Crews could construct assistive tech to help mine/gather wood faster.

3861594
In "Empires: Dawn of the Modern World", Chinese builders can construct siege weapons right on the field, as opposed to being needed to construct in Buildings and Structures. That's where I got the Engineers from.

I love your idea for the Cloud Architects. That way, Stormwing would conserve their resources. It really fits their style, "small, but elite".

I imagined the construction teams as private companies Whitegold hired like they hired their mercenaries. I think it would be an interesting gameplay if each units' stats are randomized. They aren't formally trained, they are hired.

I'm having trouble with the Slaves. I'm not sure what their special would do. Would they be a lenient for M&S? They are quite buffed already with their magic. But at least these slaves should have some good sides, no?

3861606
How about something "sacrificial" involving them? Although I guess giving some necromancy-related powers to M&S would be kinda stepping on the Cult's toes.

Slaves' cheap cost might make a "militia mode" useful for them, (like human peasants in WarCraft3) as they could simply attempt to overwhelm attackers with vast numbers. Hell, slave workers could be combined with PoorYorick's slave warriors, in that the workers could be equipped with poor weaponry and armor to become warriors. Said armor and weapons breaks after a certain amount of time or a certain number of hits, at which point they're back to their weak worker stats.

3875612 OK, I accidentally closed my browser while typing it all up, so it's going to be brief. RAGE, sort of.

Necromancy = Dark Magic as said by Yorick
Dark Magic = Banned in Equestria during Celestial Rule
M&S might use it if they somehow gain the knowledge.

I think this ability can apply to all of the worker units. I guess the slaves would have poor statistics compared to others. In my opinion, it's a good idea for how they make the slave warriors. I mean, they just give them weapons and if lucky, some armor...

Here's another unit

Ice Archer Company
Originated from the Crystal Empire, these mercenary groups use the art of Ice Archery as their trade. Their arrows must be crafted from ice of the Arctic North, thus only Stormwing had the opportunity to employ their services, for a considerable fee. Their ice arrows provided the much needed support for the ground guards and their allies.

I'm sorry for the format, but I lost my motivation after the accidental closing.

3876643
Hate when that happens. Thanks for typing it up again anyways!

Good idea for the Ice Archers. I made a chart of the official PoorYorick-made units and realized that Stormwing could use another support unit. Or more land units too, for that matter.

Speaking of which, should every faction have about an equal number of units? Because Earthborn has a whopping 21 canonical units (although not all of those will be available to a general at any given time, given the two different "doctrines") while Whitegold has only 11. But I can't really figure out if Whitegold is missing any crucial unit roles or counters. Maybe a cheap ranged unit or some sort of monstrous beast.

3877085
I guess there should be a limit. A variety is always good, when it is controlled.

For the lacking number of units, I guess it is due to that Yorick quits before he could finish it all up. I mean, I wasn't aware of the Tribe's Path of the Forest chart until I discovered it later on!

Whitegold has the most potential by the fact that their armies comprised of mostly mercenaries. Those sellswords could be anything!

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