Eador Masters of the Broken World Wiki
Register
Advertisement

Before being conquered by a Master, all provinces in a shard are neutral. Provinces that have already been conquered may also become neutral through a successful uprising against their Master. The description of a neutral province determines the neutral province guard type of that province. Each neutral province guard type corresponds to a group of thematically related units. The actual number, level, and unity type of the guards will be chosen depending on how far the location is from the closest stronghold of a Master, which is indicated by the Ring column below.

Some neutral province types do not appear in every ring: as a rule, demihuman (i.e. any non-human that can be allied) and the easier human province types (Barbarian Tribes, Brigand Outlaws, Free Settlement) will appear starting in Ring 1; the stronger human province types (Holy Lands, Nomad Steppes, Prince's Lands) and uninhabitable provinces will appear starting in Ring 2, and the monstrous province types (any province marked "development starts at the lowest level") appear starting in Ring 3.

Note that while some neutral province guard types do not add additional unit classes as you advance in ring, their units will always increase in number and level. For example, while Barbarian Tribes provinces do not add any new unit types beyond ring 2, their guards in rings 3 & 4 will have more units, more Thugs relative to Barbarians, and all units will be of higher level.

Table of Neutral Provinces by Type[]

Click each "Guards" link to learn about the exact army composition.

Neutral Province Type Guards Notes
Abandoned Lands Varies Abandoned Lands are created when a Master is defeated. All of his provinces which currently have Guards become Abandoned Lands with the guards remaining in place.
Barbarian Tribes Barbarians Negotiations are always fruitless with Barbarian Tribes.
Brigand Outlaws Brigands Brigand Outlaw provinces are guaranteed to contain a Lair of Bandits location, with the attendant corruption penalty.

Can be peacefully annexed if hero has a strong enough army: this strongly penalises the province mood and turns the neutral guards into a Robber province guard which must be attacked to remove and modifies province income by -40%.

Centaur Lands Centaurs Can be peacefully annexed by forming an alliance.
Deadly Swamps Swamp Creatures, Slugs Development level always starts at the lowest level.
Desert Nomads, Southerners, Desert Trolls, Restless Guardians Never inhabitable
Dwarven Hills Dwarves Can be peacefully annexed by forming an alliance.

Allied Forces DLC adds additional unit types.

Elven Forest Elves Can be peacefully annexed by forming an alliance.

Allied Forces DLC adds additional unit types.

Empty Hills Winged Creatures, Wild Gryphons Development level always starts at the lowest level. Will always have a Harpy Nest lair.
Free Settlement Militia Free Settlements can be peacefully annexed by paying a sum of gold, typically 360-420, or half that with level 1 diplomacy perk. This will leave the province guards in place.
Giant Lands Giants
Goblin Lands Goblins Can be peacefully annexed by forming an alliance.

Allied Forces DLC adds additional unit types.

Halfling Village Halflings Can be peacefully annexed by forming an alliance.
Holy Lands Inquisitors Holy Lands can be peacefully annexed if you have a strong army.

This leaves the province guards in place but the province will pay no income to you, as the local church keeps the taxes. Note that the Inquisition guard type lowers province mood and your karma.

Lands of Chaos Demons, Tainted Ones Uninhabitable unless converted from a habitable province by an event or ritual.
Land of the Dead Undead, Restless Guardians Uninhabitable unless converted from a habitable province by an event or ritual.
Lizardman Lands Lizardmen Can be peacefully annexed by forming an alliance, or with a limited chance when having much stronger army.
Magical Forest Forest Guards Magical Forest can be peacefully annexed. Requires Diplomacy level 3, 50 gems (and presumably positive karma). Province guards will be left in place.
Medusa Swamps Medusas There's a chance to capture without a fight with Diplomacy perk.
Nomad Steppes Nomads Nomad Steppes can be peacefully annexed by paying a sum of gold, typically 550-750. This leaves the province guards in place. With level 2 Diplomacy, the cost can be reduced by half.
Orcish Tribes Orcs Can be peacefully annexed by forming an alliance.

Note that Goblins will be replaced by Orc special units if Allied Forces DLC is active.

Prince's Land Retinue Prince's Lands can be peacefully annexed if you have a strong army. This leaves the province guards in place but the province will pay only 10% income to you, as the local lord keeps the taxes and pays a tithe. The province guards must be attacked to be removed.
Savage Wood Giant Spiders, Dark Druids, Wild Pegasi Development level always starts at the lowest level.

Dark Druids can be negotiated with if you meet the right conditions.

Troll Swamps Trolls Development level always starts at the lowest level.
Advertisement