0. Empty
#No description#

1. Local Militia
#Not the most reliable protection by far, but certainly the cheapest.#

2. Gang of Thieves
#These guys do not charge a fee for their services... from you, anyway. People aren't too happy with this kind of «protection,» but that's their own problem.
Population mood -1.
Province income -10~.#

3. Tribe
#A friendly tribe of barbarians makes a pretty good defense force for your lands.
Can only be placed on plains.#

4. Cutthroats
#These dashing rogues are willing to work for you free of charge. They are used to taking everything they need by themselves.
Population mood -2.
Provincial income -20~.#

5. Guards
#Guards are always...well, on their guard. Not only do they protect the borders of your province, they also keep order within.
Unrest growth rate reduced by 3.#

6. Patrolmen
#The patrolmen are well-suited both for province defense and the suppression of malcontents.
Unrest growth rate reduced by 2.#

7. Hunters
#A party of hunters are not the most reliable defenders, but they provide the local garrison with provisions.
Cost of garrison units reduced by -50~.#

8. Watchmen
#Though lacking any special fighting strength, the watchmen are of great benefit in that they gather intelligence on the neighboring enemy areas.
Province spotting range is increased.#

9. Brethren of Light
#The Servants of Light are better suited for treating of wounds and diseases than for fighting on a battlefield.
Population mood +1.
Unit recuperation sped up by 10~.#

10. Foresters
#A few foresters might be able to beat off a gang of robbers or a handful of rebels, but they are ill-suited for a serious battle. However, they procure valuable furs in peacetime, increasing the province's income.
Province income +10~.
Can only be placed in forests.#

11. Mercenaries
#A party of mercenaries is a force to be reckoned with. They are decent defenders, but charge a hefty sum for their services.#

12. Forest Spirits
#No one knows why the mortals like these forest spirits so much, but you cannot get away from the fact people are a lot happier under their protection.
Population mood +2.
Can only be placed in forests.
Incorruptible.#

13. Walking Dead
#Having the dead defend the living, isn't it an ingenious idea? Alas, for some reason the population isn't too fond of such a protection...
Population mood -1.
Incorruptible. Intrepid.#

14. Forest Keepers
#Not only do unicorns, dryads and fairies protect the province, they fill the hearts of all those who live there with happiness as well. After all, harmony with Nature is a wonderful thing.
Population mood +3.
Can only be placed in forests.
Incorruptible.#

15. Men of War
#A company of professional warriors can repel considerable enemy forces.#

16. Secret Agents
#The spies and assassins on your service can make decent province defenders. Moreover, they never cease to gather the intelligence on your neighbors nor reports on potential troublemakers. The only drawback is that life in such a province becomes rather dangerous.
Population mood -1.
Detailed surveillance of neighboring provinces.
Unrest growth rate reduced by 2.#

17. Mob
#When crime is organized by the ruler himself, it's not a crime any longer, but a civic service. The Mob copes excellently with both the defense of their turf and the extraction of excess luxuries from the populace.
Population mood -2.
Province income -30~.
This guard cannot be disbanded.#

18. Guardsmen
#This company of elite infantry can present a challenge even for pretty powerful enemies.#

19. Nomads
#A nomadic tribe is good at defending its pastures, with mounted patrols ever on the alert at the borders. Moreover, the nomads can look after horses better than anyone else.
Province income +12 if horses are present.
Can only be placed on plains.#

20. Eagle Brotherhood
#The battle monks defending a province aren't easy to defeat. Moreover, any monk can treat wounds and diseases with the best of them.
Population mood +1.
Unit recuperation sped up by 10~.#

21. Dark Brotherhood
#The sorcerers and shamans serving the Dark Gods can defend a province pretty well. But, to tell the truth, people have little love for them...
Population mood -1.#

22. Cavalry
#A swift cavalry squadron can repel a rather strong enemy army.#

23. Overseers
#The overseers are good at preventing and at suppressing uprisings alike. Accustomed to inflicting public reprisals upon the disobedient, overseers invoke fear not only in rebels within but among enemies without as well.
Unrest growth rate reduced by 4.#

24. Siege Engineers
#Ballistae, catapults and their crews make a force to be reckoned with. In peacetime, the catapult maintenance staff can help local builders repair fortifications.
Fortification rebuilding sped up by 5~.#

25. White Shield Order
#When a knightly order takes up the defense of a province, practically nothing can threaten it. Only the strongest enemies will be able to overpower a troop of well-armed knights.#

26. Winged Guards
#A company of gryphons and pegasi watches from the sky not just over their own province but over the neighboring lands as well. A swift attack by the winged guards can inflict serious damage on the enemy.
The province spotting range is increased.#

27. Battlemages
#A band of experienced mages and sorcerers are not just excellent defenders, but a good source of magic gems as well. But, to tell the truth, people tend to go missing once such guards arrive, and that negatively affects the population's mood.
Province gem income +30~.
Population mood -1.
Population growth -1.#

28. War Priests
#A company of priests and monks handles well both the defense of a province and the healing of the wounded and the sick.
Population mood +1.
Unit recuperation sped up by 10~.#

29. Robbers
#You have reached an agreement with the leader of a local gang of robbers, and now they defend your lands. However, they do not plan to stop plundering.
This guard cannot be disbanded.
Province income -40~.
Population mood -2.#

30. Local Militia
#A company of militiamen consisting of local residents performs their work in good faith, for it's their own home that they are defending.#

31. Vassal
#A local baron has pledged his allegiance to you, and now he and his retinue defend these lands. As it should be, he is meticulous in paying you his tithes.
This guard cannot be disbanded.
Province income -90~.#

32. Retinue
#A company of warriors who used to serve the local baron are now your faithful followers.#

33. Light Infantry
#These defenders are not very strong but will have no problem with a handful of robbers or rebels.#

34. Forest Guards
#The forest spirits bound to you by an ancient Contract defend these lands. The local people are happy to have such a protection.
This guard cannot be disbanded.
Population mood +3.
Incorruptible.#

35. Nomadic Tribe
#A troop of nomads has defended these lands since olden times. They served a local khan before, but now they serve you.
Province income +12 if horses are present.#

36. Dark Druids
#The Dark Druids rule these lands. They look to slaughter people «in the name of Nature,» no wonder no one looks forward to settling this province.
This guard cannot be disbanded.
Population growth -20.#

37. Elven Guards
#A band of elves protects the peace of this forest at all times.#

38. Dwarven Patrol
#A patrol of dwarves is on the watch, permitting no stranger to trespass on these lands.#

39. Dwarven Clan
#A clan of dwarves armed with catapults and ballistae is quite capable of repelling the enemy's attack. In peacetime, Dwarves work in mines, increasing the output of minerals.
Province income +5 if iron is present.
Province income +10 if marble is present.
Province income +15 if mithril is present.
Can only be placed in hills.#

40. Horde
#The orcs and goblins usually succeed by dint of their numbers, not by their skill. The Horde is a perfect example. It is not easy to feed such a mob, so orcs often make their living all by themselves, typically via plunder.
Province income -30~.
Population mood -1.#

41. Centaurs
#The centaurs are loyal and courageous warriors. They don't use money, so their only maintenance expense is paying for provisions.
Incorruptible.
Can only be placed on plains or in forests.#

42. Orcish Patrol
#A patrol of orcs protects these lands.#

43. Goblins
#A band of goblins watches over this province.#

44. Clan of Centaurs
#A clan of centaurs is watching the province borders.
Incorruptible.#

45. Halflings
#Usually not too warlike, the halflings are nevertheless quite capable of standing up for themselves if it means protecting their families and property.#

46. Druid Brotherhood
#A contract with the druids allows you to post a powerful group of various forest creatures in a province.
Population mood +1.
Unit recuperation sped up by 10~.
Can only be placed in forests.#

47. Imperial Guards
#A contract with the Imperial Guards is of great value. These guards are elite troops that once served the Emperor Daokon. After the Empire collapsed, many guardsmen turned into mercenaries, and they are held in high esteem on every shard.
Unrest growth rate reduced by 5.#

48. Supreme Dark Order
#A contract with the highest caste of priesthood of the Dark Gods is a valuable, yet dangerous, thing. You would hardly ever find a stronger force to protect your land with. But the population of a province with these defenders is, for the most part, doomed.
Population mood -1.
Population growth -1.#

49. Armada
#A contract with the Armada is a strange and poorly studied thing. The only thing known for sure is that a powerful army emerges after you have read this contract and that they loyally serve the one who summoned them.
Unrest growth rate reduced by 3.#

50. Dragon
#«One dragon is worth an army,» this old saying holds true to this day.
Province income -50~.
Province gem income -50~.
This guard cannot be disbanded.#

51. Breeding Ground
#Not everyone can stomach a thought of turning his land into a breeding ground for the huge monsters. But if the decision is made, it is unlikely any enemy will be able to pass through this province.
Population growth -1.
Can only be placed in swamps.
This guard cannot be disbanded.#

52. Clan of Giants
#Once you sign a contract with a clan of giants, you do not have to worry about the security of your province borders - hardly anyone will be able to deal with such a defensive force. The only thing that may cause some concern is the giants' fondness for human flesh.
Population mood -1.
Population growth -1.
Can only be placed in hills.
This guard cannot be disbanded.#

53. Clan of Cyclopes
#The cyclopes are almost invincible as guards. Their only shortcomings are their ill temper and their disposition to kill people just for fun.
Population mood -1.
Population growth -1.
Can only be placed in hills.
This guard cannot be disbanded.#

54. Ogres
#The ogres are always ready to repulse the enemy. But in peacetime, it's all too common for them to haunt local settlements looking for fresh human meat.
Population mood -1.
Population growth -1.
This guard cannot be disbanded.#

55. Trolls
#A band of trolls make good defenders for your land. Unfortunately, the local people suffering from the trolls' unappeasable appetite do not share this opinion.
Population mood -1.
Population growth -1.
Can only be placed in swamps.
This guard cannot be disbanded.#

56. Labyrinth Guards
#A band of minotaurs trained to protect the mystic Labyrinth is quite suitable for watching over an ordinary province as well. As long as you have an appropriate contract, that is.#

57. Host of the Dead
#To raise an army of the dead from their graves and to bind them to one's service is a task nigh impossible for most conjurers. Only some rare ancient scrolls keep the sigils for this powerful incantation.
Population mood -2.
Population growth -1.
Incorruptible. Intrepid.#

58. Army of Chaos
#A contract with the Army of Chaos is a tempting yet dangerous thing. On the one hand, enemies will have a difficult time overcoming these powerful guards. On the other, firing them from the job might be harder still.
Population mood -2.
Population growth -1.
This guard cannot be disbanded.#

59. Warriors of Light
#This host of the mighty Warriors of Light who had made an oath to combat Evil rarely stoops to a menial task of defending provinces. Only a contract approved with a Heavenly Seal can force them to do such a thing.
Population mood +1.
Incorruptible.#

60. Creature Masters
#Having made an agreement with the mages who control the minds of huge monsters, you will get some outstanding guards for your lands. Alas, such contracts are very rare.#

61. Monsters
#Spiders, basilisks and manticores tamed by experienced monstrologists make good defenders for your possessions. Especially so since they are trained not to attack civilians.#

62. Adventurers
#A team of adventurers are relatively inexpensive and strong defenders for your province. Their only shortcoming is their unreliability - the adventure seekers can't stay in one place for far too long.#

63. Gargoyle Masters
#Several master mages and their assistants can provide a rather powerful defense for your province, creating a host of gargoyles obedient to your will.#

64. Heavenly Guards
#The pegasi summoned by the means of a special ritual watch over your province and its surroundings. The local people are gladdened when they see winged horses hovering in the sky, guarding the peace.
The province spotting range is increased.
Population mood +2.#

65. Recruits
#It is not a very good idea to bring together the first recruits you come across to form a troop, but when the enemy is at the gates, there is no other choice. Recruits are poorly trained and have low morale. Nevertheless, at least the province they protect will not be completely defenseless.#

66. Inquisition
#The representatives of the Holy Inquisition are ever watchful after the public order, suppressing violently any attempts at magic or freethinking... which does not make the population happy at all. All income from the land is placed in the treasury of the Holy Order.
This guard cannot be disbanded.
Province income -100~.
Population mood -2.#

67. Medusas
#Medusas are excellent defenders, if you ignore one significant drawback - they tend to visit the local settlements from time to time to petrify some inhabitants who have caught their fancy.
Population mood -1.
Population growth -1.#

68. Lizardmen
#A band of lizardmen defends your lands and is ready to repulse any stranger.#

69. Lizard Guards
#The lizardmen are warriors of great discipline and endurance. Moreover, a standard company of these guards always has a medusa and several swamp creatures following it. Unfortunately, such a company cannot be posted far from their native swamps.
Can only be placed in swamps.#

70. Phoenix
#At the moment of danger, a Phoenix summoned from the plane of fire comes up to defend the province. Rumor has it that the contract with this guard was signed by Kza-Kallar himself, the God of Fire who perished in the War of the Gods.
Incorruptible. Intrepid.#

71. Ancient Guards
#A contract with guards like these is a very rare thing indeed. The golems created by ancient artisans are not only able to defend your province but to do heavy physical work in peacetime as well.
Province income +30~.
Incorruptible. Intrepid.#

