Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
This RPG is not set in any fantasy world that currently exists; its inhabitants and history will be determined as the story progresses.
To begin with there will be four nations; each created and role-played by a different player. Should I receive more than 4 good concepts for nations I will have to pick the most suitable of those that I have.
This is the information I am looking for:
Name: what is your Nation called?
Commander: Is the Nation ruled by a King, a Queen or is it a Republic? etc
Race: what species can be found within?
Religion: what they worship, if anything.
Culture: what motivates this Nation?
Military: obvious strengths and weaknesses to their armies
I am looking for something unique so be creative.
Once I have the 4 factions in place the other players chose their sides, I shall remain mostly neutral to see that there is no god role-playing although I may from time to time jump into the roles of minor characters in an NPC function.
On the outside, the land is ruled by one man/women, who doubles as the Army Commander, called the Dragon. The Dragon has final say in all matters, and his/her word is law. However, most day to day functions are handeled by a council of Elders who are appointed by the Dragon when he takes his position. The land is ruled by the military; the higher in rank one is, the more power they wield. Even the lowliest recruit has more influence than a town mayor.
However, known only to the Dragon and the Elders, the land is actually ruled by a collection of real dragons that reside near the capital. The dragons secretly watch over the land and all taxes and plunder are used to fuel their increasing horde of treasure. Orders from the dragons are passed down and carried out in the name of the Dragon. Nobody is yet sure of their ultimate goal. Whether it's to simply amass more money, or something much more sinister, only time will tell.
The dominent race is human, though any other demi-human is allowed entry. Those of notably high strength and stamina are sought after to fuel the war effort. However, only a human is allowed to be named as Dragon, and only humans are appointed as Elders. This has been Ormairian law since the creation of the land, but nobody is quite sure why.
As the Empire expands, more races and creatures will be thrown into the melting pot to form a dynamic collection of members of the nation.
Religion is not something Ormairians typically have time to devote themselves to. If you're not part of the military, then you're fueling the war effort through farming, blacksmithing, or some other necessary means. If anything, people look to the military to protect them, and those in the military look to The Dragon for guidance.
The nation is purely militaristic based. They live to conquer other nations, either through force or through talks. Though they typically have the army to back up their claims of domination, Omarians prefer to negotiate a peace treaty before declaring open war. Also, Omarians won't attack more than one enemy at a time if they can help it. Instead, they'll bide their time and wait for two nations to dissolve their alliance before picking them off one by one.
The military is divided into three major assets.
First, the grunts. This includes everything from the lowliest rookie/recruit to armoured cavalry to archers. Ormarians typically fight with a Phalanx assault preceded by a large amount of arrow and catapult bombardment. They know that the price of a few arrows is much less than the price of a loyal citizen, and would rather destroy their foe at range before resorting to hand to hand combat. However, they won't shy away from a good, honest fight and will use a variety of methods to annihilate their foe, from skirmishers to heavy cavalry charges to phalanx walls.
After serving for at least four years in the 'grunts' and showing great skill and prowess, a trooper is a candidate for the Elites. The Elites are the most distinctive units the Ormarians have, and are responsible for giving them the feared reputation that they have earned. Every single Ormarian Elite soldier has a personal suit of dragon skin armour created from the strongest of dragon scales as well as a sword created from a tooth from a slain dragon. Culture dictates that applicants must venture into the mountains in groups of ten and slay a dragon as a team. Those who survive the trek are allowed to create their suits of armour themselves from the beast's scales, and forge their sword from a tooth ripped from the wyrm's maw.
In reality, the Elites are set upon a series of grueling tests, ranging from survival skills to blood sports. Those that survive are gifted with their tooth and scales, and are told to carry on with the legend that they slew their quarry. The teeth and scales are given to the Elders by the dragons to fuel the war effort.
Units of Elites are quite rare. For every full fledged army (consisting of maybe 20 units of various 'grunt' units) there will be possibly one unit of Elites. The Elites are often assigned tasks of utmost importance, such as assassination attempts, though sometimes they are used to hold the line against overly aggressive opponents. Entire battles have been won by just the Elites alone, due to their nigh-invulnerability giften upon them by the dragon armour and weapons.
The last section is the Command, consisting of the Elders and The Dragon himself. Only Elites may become The Dragon, and only if they're human. The Elders are often pulled from The Dragon's old unit, but again only humans may become Elders. The Elders are usually the army generals, but often times they'll let an Elite squad leader take the role of leadership if an Elder can't be present. There is always at least one Elder or Elite leading the unit, if not multiples. Any number of Elders may exist at any given time, but the number is usually kept small, around 10 or so. If The Dragon is slain or replaced (due to retirement, or something) then the current council of Elders are retired and a new Dragon/set of Elders are appointed.
The obvious weakness is the command structure. Since the leadership is always centered around one or two men, then anyone with a skilled assassin could effectively route an entire army with only one or two clean kills. However, since all leaders of an army are usually seen wearing their dragon armour and are guarded jealously by crack troops, it's not often that an assassin is able to slip in unnoticed.
Name: Mobian Empire
Commander: The Emperor Emaxia, ruling thru a hierarchy of Civil Servants consisting largely of Eunuchs and Freedmen. This Emperor, unlike some of his predecessors, is a ‘hands-on’ monarch, and has apparently not yet succumbed to decadence. There is a central Senate, consisting of about 200 elites, that notionally runs the Empire but the Emperor has ascendancy in military and security matters.
Race: Human, although tolerant of (most) other peaceable races, preferring to conquer militarily and then absorb bordering nations/cultures
Religion: publicly Polytheistic, however the elite worship one single deity in several aspects. The nature and identity of this deity is a secret as yet.
Culture: Expansionist, Militaristic, Trading. They are apparently a fairly benevolent culture, but obviously other cultures regard them in various ways, from a necessary trading partner to resentment at their military and economic might, to suspicion towards their strategic military aims.
Military: Strong on the borders, consist mainly of medium to heavy armed Infantry and Cavalry, with locally hired mercenaries supplying specialist troops for specific theatres – such as light bow-armed cavalry for open steppe terrain. They also make extensive use of spies in their own nation and others – they believe that knowledge is power. However, the costs of running the military, civil service and the security service are considerable, and the Mobians are always seeking new sources of revenue.
Last edited by Hard A**; April 15th, 2006 at 02:35.
Ryan Dancey, Vice President of Wizards of the Coast, believed that TSR failed because of "...a near total inability to listen to its customers, hear what they were saying, and make changes to make those customers happy." Are you listening, Games Workshop ?
The Guiding light Empire
Empress Alexandria Onornathal
the child Empress and the last remaining heir to the imperial throne. At only fifteen she still has a lot to learn about politics but her advisors help her keep the Empire stable.
A mixture of Human and Elfish races are found within the Empire as well as a few of the lesser races.
Various gods usually based varies on the form of magic being practiced
Most of the Empire is dedicated to the study of the mystical, they have also have some of the most advanced technologies, many devices that have both a magical and technical function. The architecture in the Empire is grand yet practical every design feature having both a practical and decorative purpose. The with tower in the capital is said to be one of the tallest building ever constucted and serves as a training center for Battlemages and Hex Knights
The vast armies of Batlemages defend the expansive boarders of the empire.
Hex Knights: The mere mention of a Hex Knight is enough to strike fear into most people. They are considered to be the ultimate fusion of magic and martial combat each Knight being trained almost from birth to become the ultimate killing machine.
Battle Mage’s: Battle Mages make up the bulk of the Empires forces. Some are trained in combat magic but many just rely on their skill with a sword or axe.
Kingdom of Nezararch
Commander: 6 Vampire Elders, previously the Patriarch
Tales of his origin differ for the Patriarch is legendary the first of his kind, his form was perfect and his will absolute. He carved Nezararch from the surrounding villages forging an empire with steel and fire. Vampire scholars argue if the Patriarch was born a man like other vampires or a demon who sired their race.
Long ago the Patriarch vanished, some say he wanted to see the sunrise one final time before handing over the reigns of his empire to the six elders. Nevertheless his death is denied until his remains can be brought before the elders and confirmed.
Race: Aside from the Vampires who rule the lands Nezararch only tolerates the presence of humans, many of whom are regarded as little more than cattle.
Religion: Vampires mock the faiths of their neighbours by encouraging the cattle to worship their most powerful vampires as fully fledged deities. Often working their loyal slaves to death constructing vast monuments to their unholy perversions and bloodlust.
Culture: In many kingdoms it is said that blood is a currency, only in Nezararch is that actually accurate. Not all blood is equal but the more cultured clans have devised a system to measure the purity of virgin blood to say, the blood of royalty. Vampire scholars argue there isn't any difference; these individuals are often told that they are â€śspoiling the magicâ€?.
When a Vampire is sired they become sterile and are thus dependent upon cattle for the creation of new vampires.
6 major clans exist in their culture each of which as a member on the council
Bloodied Maw clan- most warlike and brutal, often use special armour that will allow them to function in daylight in a weakened state such is their arrogance.
Sanguine Fangs clan- Crusader like clan most dedicated to the Patriarch, have been known to battle over areas they believed contained the Patriarch's resting place.
Scarlet Tongue clan- Perverse and decadent slave traders, creators of the blood measuring systems and the twisted monuments that make Nezararch such a fun place to live.
Unbeating Heart clan- These vampires are the quietest and the wisest, dedicated to tradition and preserving history. They seek answers for how their race came to be.
Crimson Reavers- The Reavers suffered greatly during many wars becoming the most hateful of all the clans, now they are looking for solutions to â€śthe human problemâ€?
Red Blade clan- The Red Blade is the newest clan and has risen to power by assassination and cunning, even going as far as to find new countermeasures to daylight.
Try fighting an army of vampires when they are all at their best! Go on I dare you!
Vampires are finding ways to overcome their hunger and sunlight weaknesses
Despite their adoption, very few vampires have a reliable method of operating at full power in daylight
Over reliance on human slaves due to sterility
Nation name: Hironyr
Geography: Hironyr is interesting in that it has three regions – three rivers run in from the sea and converge in the middle as a huge lake, each running into each other and separating the land. The two lands of Hiraas and Thalonyr are predominantly hilly fields. Woods and forests are scattered around. Each contains a predominant “capital” city, and several other cities and villages of varying sizes nestled between woods, on plains, and in the smaller foothills. The region in the south is known as the deadlands, an ash-laden beach leading up to mountains that ring the Marnus volcanoes. It is unknown what lurks here – the indigenous population speak little of their home, and while the other two regions are linked by a network of bridges and are easily accessible by boat, the lower land is linked by an ancient path that can only be drawn to the surface by powerful mages, and the waters are mainly rough.
Commander: Hironyr’s system of ruling is unorthodox, to say the least. The nation is ruled by twins, but with a twist. Twin births in the nation are incredibly rare, and as such, whenever this momentous event happens they are taken from their parents by the two Hironyri priesthoods without protest, this being such a great honour. Both twins are taken and raised in amongst the priests, until one of the current twin leaders die – at this point, one twin is taken to the altar of the God Hiraas, the other to the altar of the God Thalonyr, and both are ritually sacrificed by a stab wound to the heart. Quickly afterwards, the bodies are seen to rise again – one inhabited with the spirit of Thalonyr, the other with the spirit of Hiraas. These are now known as the Avatars, twin Gods who rule from diamond towers on either side of the land – they are rarely seen, except in times of unrest. Their rule is absolute, but normal, day to day running is left up to the counts of the nation’s towns and their staff. Counts are elected on a hereditary basis and their staff are hand picked
Race: In general, the Hironyri are fairly tolerant of all races – while the Hironyri are human in the majority, they also share the land with elves of all denominations, orcs, and cat-like Morathir, amongst others. The reptilian Hot-Breaths are also a prominent, while rare race that hail from the volcanic regions, bringing rare gems to trade. Beastmen live in the hills and mountains, ostracised from the main populace after an ancient discrimination, now an embarrassing memory for the Hironyri – over the years they have led attacks on the other races, allying with enemy interlopers.
Religion: Legend has it that once, the land was split by civil war. The two mightiest warriors from each side, Hiraas and Thalonyr, clashed in epic battle for days on end. So mighty, were their blows, that the land split in three places, meeting in the middle to form the dividing rivers and lakes of the present day. The waters flooded in so quickly that both warriors were caught and swept away to their deaths – both warriors’ spirits ascended from the ground where the diamond towers are today, and ordered both sides to stop fighting, as due to their obsession with fighting they had fallen to a death unfit for a warrior.
These warriors were deified. Most of the nation worships one if the two Gods personified as the avatars, but freedom of religion is allowed – although, it is law that people must accept that the avatars are Gods, even if they do not worship them. Demon worship is also quite common – in areas of great magic demons can step forth from their realm with strong powers, so much so that people feel the need to worship them. Demon worship is mostly allowed, but certain types are frowned upon – after all, many demons demand blood or even suicide as a show of piety.
Culture: Fairly peaceful, but if needs be, any male warrior is liable for random conscription at any point. Mainly a trading culture – will always attempt to reason with an attacking nation before hostilities ensue, even if the attackers have already killed. Each male must do a “conscription” of sorts at their local mages hall at age 18 – due to the inherent magical properties of the land, each Hironyri is born with innate magical properties that can only be realised to their full potential by training. As such, the Hironyri often trade empowered blades, magic sealed in special gems or spell or curse recipes for supplies. They strive only to please their Gods, who they believe will one day bring enlightenment to their enemies.
Military: Has a standing army of 30% of the population. The most powerful warriors are chosen from the mages halls and sent to be trained as officers. The lesser forces are usually those that choose the military as a job, and are eligible for advancement up to officer status if leadership potential is shown. The highest positions are only open to those with the highest innate magical properties – these will be trained by the most powerful mages and will spend a short time training with the avatars themselves – those that survive learning of such divine knowledge will lead the army. In times of great war, the Avatars each lead a contingent of the army – never in history has an Avatar fallen to enemy combat, such is their incredible magic that the ground cracks beneath their step and split the sky with a glance.
The army is interesting in that employs a comparatively small contingent of archers – only 10% of troops are trained with a bow. The main ranged support comes from those skilled in ranged destruction magic, and the psychological effect on an enemy when they hold up their shields expecting arrows and are met with a hail of fireballs or lightning. Close support comes in the form of sword and pikemen, and also the deadly Dread Knights – unarmed warriors in diamond-hard magic armour, who specialise in contact magic such as enflamed hands and touch curses. In general, all soldiers are fortified with a considerable magical arsenal, and as such, enemies can struggle to get in close – unfortunately, due to the specialisation on magic in the Hyronir army, their skill with a blade suffers – skilled swordsmen can gut scores of battlemages before they are brought down.
Hironyr also has an immensely powerful navy, due to the large amount of water separating the three regions. Their rowing crews are muscular and quick, their sails the best quality, and their hulls imbued with magic to resist damage. Projectile crews provide ranged power, bringing up waves to smash enemy vessels and summoning ethereal sea monsters to obliterate troops. The success rate of this navy is inordinately high – usually so much so to discourage enemies from landing troops. While this somewhat balances out the lack of battle experience in the army, if enemy troops land they can cause damage.
The army ranks are as follows:
Avatar: The joint commanders-in-chief. Everything begins and ends with them.
General: Only available to those who have some experience in all forms of magic, mastery of three forms, excluding necromancy. Requires fifteen years in the service.
High Mage: Next rank down from general, works in an advisory capacity and commands several platoons. Master of two forms of magic.
Mage: The next rank down, commands two platoons maximum or, more commonly, a group of ranged-support mages. Master of one form of magic and dabbles in up to three others excluding necromancy.
Spellcaptain: Commands a single platoon. Master of one form of magic only, excluding necromancy.
Captain: Squad leader, master of no forms of magic but must have experience in several, excluding necromancy.
Trooper: Standard trooper. Must have skills in varied magic, and a pass at a mages hall.
Archer: The same rank as a trooper, must have marksman training and a pass at a mages hall.
Strengths: Magic, Strong Navy, undying faith in the avatars, or failing that, faith in the power that the avatar can bring to battle, sheer numbers of troops, magic can be used in nearly any situation.
Weaknesses: Not amazing training with conventional weapons, reliance on magic disadvantageous against some enemies, will waste troops going for diplomacy before conflict.
Last edited by Lordofchange; April 21st, 2006 at 00:54.
The only difference between tattooed people and non-tattooed people is that tattooed people are awesome and can kick your ass.
"War does not determine who is right - only who is left."
Name: The Vahzkal Protectorate (Lesser Power)
Commander: The Vahzkal Protectorate is ruled by a council of 8 Dwarven Sorcerers known only as the Spinel Circle, who form the ruling class and maintain order at the expense of justice. They are practical, rather than fair, arbiters and will not brook an interference to the stability of their nation. Criminals and dissidents are eradicated without mercy, though idlers and vagrants are simply given a harsh punishment rather than killed as this could potentially disrupt the economic stability of the Vahzkal nation as a whole. Although the Circle will not admit it, the series of wars they fought to secure Vahzkal drained them of significant resources in all areas - manpower, natural resources, and even magical strength, thus their every effort and stratagem is turned towards making it the preeminent Dwarven nation.
The Spinel Circle and their acolytes hold absolute political authority and the Circle is only broken with the death of one of its members, in which case a new member is chosen from amongst the most powerful of their acolytes. Each Sorcerer is a master of one of the 8 mystic disciplines supposedly handed down by the god Alukhar to empower his chosen people: Earth, Wind, Fire, Water, Blood, Metal, The Void, and The Soul. The Acolytes of the Spinel Circle learn the basics of all 8 different kinds of magic, only choosing to specialise if and when one of them is accepted as a new High Magus, or member of the Circle itself. While it would not seem as though the High Magi could be powerful Sorcerers, being Dwarves, they are inexplicably a fair challenge for even the most powerful Archmagi of other races. It is not known where a race not known for its affinity for magic acquired magical powers but many speculate that some of their legends have origins in truth and that the deity known as Alukhar had a hand in their change.
Race: Three Dwarven Clans make up the Vahzkal Protectorate, along with a significant population of Gnomes that form its twisted Engineer and Artificer corps. The Gnomes are virtual slaves to the Dwarves but are willing slaves, converted through forced indoctrination and the corrupting influence of Alukhar and the Spinel Circle's magical experiments. There are very few members of any other race living within the borders of the Protectorate and those that do are often as bitter and twisted as the native inhabitants themselves.
Religion: Both the Dwarves and Gnomes alike worship Alukhar, known as the Dawnbringer to these people but known as the Enemy of Life and the Lord of Madness to all other nations. Alukhar respect efficiency and productivity, as well as creativity and innovation, which made the Dwarves and Gnomes ideal candidates to be his chosen people. The twist and, some would say, the curse of their devotion is that Alukhar is also a god of powerful extremes, turning efficiency and productivity into a cold and clinical draining of the land's resources in the name of industry and creativity and innovation into a feverish drive to develop ever more powerful implements of destruction. It is worth mentioning that these renegades are feared and hated by all other members of their kind and alliances with them through other nations, while they exist, do not sit well with their demi-human minorities.
Culture: Not so long after the founding of the other nations, the Dwarven race underwent a massive split between those who called for a return to traditional roots and those who desired their people to rise to preeminence and to dominate all other races. The renegade Dwarves rebelled but were repulsed by superior strength of arms and battle tactics despite their willingness to resort to extreme measures such as psychological warfare and total destruction in order to win. The losers turned in desperation to the god Alukhar who granted them formidable magical powers as a way to gain an advantage over their former kin but they were once again crushed when the original Spinel Circle attempted to weave a spell that would collapse their enemies' mountain strongholds. The spell backfired and decimated the renegades' ranks with the few remaining "Dark Dwarves" fleeing northward towards the bleak wastelands known as the Burning Tundra. Here they became deadly reavers, carving out an empire and fighting a series of costly wars spearheded by the remaining members of the Spinel Circle. While they did manage to enslave the gnomish peoples living in the area, it cost them even more dearly in terms of manpower to eradicate the wild beasts and dangerous races of creatures that shared their new home.
The aftermath of these wars left the Nation of Vahzkal (lit. Ash or Tears) in a weakened state that persists to the present day and as the other nations of the world prosper, they have been forced to adopt a protectorate status seeking an alliance with one of the 5 greater nations, though where their ultimate loyalties lie remains to be seen.
The three distinct remaining Dwarven clans of Vahzkal are:
The Steelfang Clan - Descended from the original founders of the Cult of Alukhar, members of this clan believe that they are the most favoured out of all the Dark Dwarves and that they should be the preeminent clan in the Spinel Circle. In practice, however, they hold no more political power than the other two clans, though they do seem to produce a larger proportion of Sorcerers.
The Firethorn Clan - It is thought that the Firethorns understand the psychology and needs of the Gnomes better than the other two clans and have been tasked by the Spinel Circle with bringing them to heel, a task they accomplished through indoctrination and dark sorcery and one which brought great honor. Dwarves of all the clans who show an aptitude for artifice and technology are sent to the Firethorns to study alongside Gnomish children.
The Gloomdrake Clan - Taking their name from one of the deadliest creatures of the Burning Tundra, the Gloomdrakes are an extreme oddity of the Dwarven race in general in that they show an aptitude for the fine political arts of stealth and subterfuge. Combined with their natural resistance to magic that might interrogate them, they make ideal spies and assassins and are often put to work stealing, spying, and killing for other nations. While they are not the best at what they do, who would ever have heard of a ninja Dwarf? Humans, in particular, scoff at the very notion.
Military: Due to the severe depletion of Vahzkal's population following the ill-fated but necessary Ashgate Wars, the majority of its military is composed of techno-arcane constructs known only as Blades. Designed as a blending of Gnomish artifice with Dwarven workmanship, each Blade is a figure shrouded in mystery, a being encased in a suit of black armour and fitted with blades of various sizes, from Axes to Broadswords to more practical Flensing Knives. The secret behind their construction is a Gnomish device known as an Anima Crucible, a device that extracts the very energy of the land itself and uses it to empower orbs that are placed at the core of each Blade, acting as their power source. They can follow most simple commands and have a basic understanding of the principles of fighting, though they are still mechanical creatures at the end of the day and their key strength is the fear they inspire. Extensive use of Anima Crucibles has left Vahzkal and the surrounding lands barren and lifeless, save for farmlands powered by their own Anima Crucibles in order to sustain the population.
Ultimately, the primary purpose of the Blades is to form a shield wall and act as frontline troops while the Dwarves of the army provide support with powerful Crossbows as well as Sorcery. The Dark Dwarves also make extensive use of Warmachines, including their infamous Spellfire Catapaults, which hurl boulders imbued with small charges of Anima taken from a crucible. When hurled at a target, they explode in a blinding flash of something that appears to be fire but has far more catastrophic results than true flames. The slow, methodical, and highly destructive potential of a Vahzkal army makes it ideal in prolonged campaigns and sieges and Dark Dwarven veterans are often cold and paranoid from years living in trenches, tunnels, and siege camps.
Finally, the command structure of the Vahzkal army is composed of two people, the Lord Commander and Spinel Magus. The Lord Commander is responsible for the strategic decisions regarding the army as a whole and attends to the needs of the army's living soldiers while the Spinel Magus oversees any Sorcerers that may have been attached to the army as well as the activation of the Blades during battle. It is the powers of the Spinel Magus that control the Blades during battle and therein lies the key weakness of the Dark DWarven armies: the bulk of their frontline troops are under the control of one individual. Kill this individual and the army ceases to function. Inevitably he or she is protected by several powerful wards and a bodyguard of elite Blades under the command of a Blade Captain, which maintains complete autonomy and has enough magical power to sustain and control the Blades directly under his command. Blade Captains are a rarity as their power source involves forging the soul of a dead Dwarf into the Anima core and condemning him to an eternity of torment and agony wracked by the equally tormented and anguished energies of the land that have been stolen to create the monstrosity he inhabits.
In addition to the weakness in the command structure of the army, it should be noted that Blades are highly complex mechanical constructs and it is a long and agonizing process for even the mighty industry of Vahzkal to create a new one, thus the armies of Vahzkal always remain small and are inevitably outnumbered at least 2 to 1 if not more on the field of battle. As a small historical side note, the earliest Blade designs enabled Vahzkal to hold out against superior forces of invaders for quite some time, dragging the conflict into a battle of attrition that neither side wished to bear the cost of and forcing a peace settlement, complete with vassal or protectoracy status.
Hi I will be playing a mercenary Company
Name: The Joyful Brothers
History:: The Joyful Brothers are one of the oldest and most renowned mercenary companies on the continent. For over a century they have fought in countless wars and have proven their courage and skill in a dozens of campaigns. Traditionally the company is made up of skilled warriors who have been forced into exile or flight from their own lands for whatever reason. The company has gained much experience fighting against many foes in many different environments and their sense of honour has meant they well received across the continent even their enemies showing them grudging respect.
The Joyful Brothers are most renowned for their heavy cavalry though they have also distinguished themselves in a number of sieges. Additionally some of their patrons have been various Lords and Kings who wished their armies to be trained to a higher standard.
During the most recent conflict the Company fought for a variety of minor Lords but their most significant contribution was the defeat they inflicted on a large renegade Troll Horde that threatened the central trade routes of the continent. Although they achieved victory they suffered for it and over half the company was destroyed. At present The Joyful Brothers seeks new employers and new recruits.
Combat Doctrine: The Joyful Brothers prefer using heavy cavalry and heavy infantry to batter the enemy into submission. The Company itself is made up of a number of lancils (100-400 men) at its greatest there were 15 such lancils scattered across the continent making the Company around 5000 strong after the battle of Clems Ford where the Joyful Brothers faced the Trolls this number was reduced to 5 lancils or around 1200 men. At least 50% of the Company is mounted and most of these are heavy cavalry (the other horsemen being horse archers who also serve as scouts) The Infantry are a mixture of Crossbow men and Heavy Infantry.
In addition fighting a variety of enemies over the decades has taught the Joyful Brothers to be well prepared. Some of the Banners are enchanted to work as Wards against magic for example and the Company keeps various charms and Binding Sigils to be proof against the undead. While none of these measures are 100% effective they certainly offer the Company a good deal of protection.
Although it is not completely unknown the Joyful Brothers rarely flee.
The Present leader of the Joyful Brothers is Marshall Lysander Von Metris.
Insignia- A Grinning Skull adorned with a red and black Jesters Cap. This insignia is found on the shields and banners of the Company.
Motto: Mordis Cul Vex [Old Tounge] (If Death Be Our Fate)
Battle Cry: Loyalty Unto Death
More to come I hope
Last edited by Visitor Q; April 25th, 2006 at 00:01.
"God is dead" Nietzsche- 1886
"Nietzsche is dead" God- 1900
Why are there scams? http://www.youtube.com/watch?v=Q71FLDIMBc8