Archive for the 'weekend warrior' Category

17
Oct
09

weekend warrior: aisenblut orcs

In the frozen Aisenfell, hardiness and cruelty are survival traits.  It is no surprise the orcs there have changed in a land where dragons are hunted for food and where abominations roam the ice.  A breed apart from normal orcs, the Aisenblut are known for hostility and supernatural power.  Their pale, dappled grey skin, thick white hair and almost colourless blue eyes with catlike pupils mark them as different.  Many Aisenblut are known for living without fire, preferring to salt their kills or hanging them so they develop a game taste.

Aisenblut Parb
The parb are the weakest warriors of the Aisenblut orcs, analogous to the drudge.  Like drudges, their concept of honour is non-existent and they enjoy charging at enemies and swarming them.  Unlike them they learned clubs are useless for hacking and employ bone-bladed short swords that can cut blocks of ice out of a glacier.  Their sensitivity to fire is such they avoid it at all costs, preferring the chill of the glaciers and the small igloo-like dwellings they make.

Aisenblut Mestetul
The mestetel are fierce hunters analogous to the raider often harrying their foes and prey across ice sheet and glacier.  They dislike fire intensely and aim a javelin at torch bearers and other fire-making types.  They are wiry but as strong as a parb and often intimidate them. Their hunter’s eye ability makes them fearsome foes in a skirmish where a javelin can find people who mistake partial cover as insurance against pain.  Their ability to pick out a concealed target and strike it with a javelin makes them deadly hunters and feared opponents.  The mestetul is also feared for charging the enemy with great spears – their superior reach often carries them into a shield wall with devastating impact.  Mestetul are keen on skewering enemy leaders as trophies. 

Aisenblut Yrokh
The yrokh corresponds to the orc berserker and it at least keeps with ancestral tradition as a blow from it’s greataxe will crush the weak who it despises above all things.  The yrokh is a brutish mass of dappled grey orc muscle and sinew, it’s ice-blue eyes menace all they see.  The yrokh braids the fingerbones of their fallen foes into it’s hair and revel in senseless carnage. For them, there is only kill or be killed and death in battle is chosen over retreat.  This attitude leads to a short, brutish life filled with other people screaming – this pleases the yrokh well.  It will serve those who are stronger but an yrokh will test for weakness.

Aisenblut Glazazimoi

A shamanic leader of the Aisenblut orcs though it serves an aspect of Gruumsh fitting to it’s chill environment.  It’s skin is bone white, shaven and scarred and it’s single blue eye radiates a chill light that invigorates other Aisenblut in battle.
The glazazimoi will inspire other Aisenblut orcs to fierce charges and use it’s eye of winter to weaken a foe for allies to finish.  If it is close to a group it will use it’s freezing blast ability to weaken foes then keeping close to it’s allies for them to benefit from the relentless chill and incite blood fury.
The glazazimoi often forms the tactical nucleus of a group and works as a shamanic advisor to the orcs of it’s tribe.  Unlike the eye of Gruumsh, it is much more inclined to tactics and defensive fighting (for an orc anyway).
On death, the glazazimoi’s eye shines with an eerie blue chill that coats it’s spear and the flesh in frost, allowing one final attack before the glazazimoi finally falls over, heart shattering into ice. The cold revenge is a gift from the Elemental Chaos stolen by Gruumsh when the orc race was still in it’s infancy.

11
Oct
09

weekend warrior: unasha-ti

Another cyclops to answer the cri de coeur from Gothridge Manor for more monocular monsters, this one with a seasonal twist (a mummified cyclops) and as it’s harvest time, I figure a cyclops crusher with locusts, beetles and other crop eaters would be suitably scary.

The tale of Unasha-ti
A greedy cyclops who crushed those who defied him in the name of his fomorian masters, he would stalk the fields of the terrified subjects and crush them flat under his tread.  Yet the fey can be vengeful; they got Unasha-ti drunk on potent wine and restrained him with ropes as he slept.

When he awoke, things got inventive.  The greedy hunger of Unasha-ti was known well to the villagers so they mocked him as they filled his maw with beetles and grubs, choking him on a wave of crawling, scuttling things.  Then they raised him up on a pole as a warning to the fomorians he served.

Three nights later, the moon turned black as sackcloth and there was a faint red fire around the rim.  To their horror, the fey saw Unasha-ti break free from his bonds, crawling with locusts and beetles, leaving grubs in his wake as he crushed the fields under his tread.  The eladrin drove him off with burning magic but Unasha-ti wrought it’s revenge as the fields burned around his long strides, fleeing into the woods and hiding.

The gods heard Unasha-ti’s choked cries of suffering and deemed the punishment unjust; they unleashed him in his new state upon the fey who now seek heroes brave and powerful enough to strike down a terror of their own making.  Yet Unasha-ti has turned spiteful in undeath and thinks nothing of stripping the flesh from the helpless as he walks, wreathed in locusts, beetles and biting flies.

26
Sep
09

weekend warrior: captain langrim and the blood tide

As promised the follow up to the Blood Tide Pirates featuring their fiendish captain and their ship.

Captain Langrim
A notorious pirate captain, Langrim was “…a bad seed, even among pirates.”  He would think little of wholesale slaughter once he’d got what he wanted and thought nothing of betraying prisoners so they believed they would be free only to find they were walking the plank into shark-infested waters.  Langrim became a vampire lord by drinking from an accursed chalice studded with shark’s teeth.  He has kept this chalice ever since and forces those who would wish to join his crew to drink his blood from it by the light of the moon so that over time they become thralls to him.  His fangs resemble those of a shark and his teeth are also serrated; the horror of his mouth is such that ‘Langrim’s Grin!’ is exclaimed as an oath when a pirate is deeply shocked.
Langrim prefers to attack at night; where his abilities can help him.  Like many of the more successful pirate captains he leads from the side, exhorting his pirates to pillage and plunder.  In battle he alternates between scourge and cutlass, lacking the co-ordination to use two weapons at the same time.  He usually leads with the cutlass to slow his opponent, lashes them with the scourge and repeats until he or his pirates can gain combat advantage.  At that point, the deadly flanking attacks lead to the victim usually going down under a welter of pirates as they drain them dry.
Langrim has a healthy respect for magic and for clerics and paladins in particular.  He usually insists they are the first to die in a combat unless he can find a way to parlay with them.  Then he’ll try to put them off-guard by using hostages, horrific spectacles or dilemmas where the divine servant must choose between compassion or foreswearing their deity.  Langrim is known for his love of bloodshed. He rules the Blood Tide with an iron fist inside a spiked plate gauntlet, woe betide anyone who tries to defy him.

The Blood Tide
Langrim’s ship is a high-sided caravel with three masts that flies a Jolly Roger stained red when she is entering battle or parlay with other pirates.  The figurehead of the ship is a maiden whose wood has been enchanted by a wizard living in Blacksands to weep bloody tears from the eyes and into the water to create a bloody wake.  This causes sharks to follow the ship (not all of them are Blood Tide pirates).  Anyone jumping overboard from the Blood Tide must move at half swim speed unless they are in shark form or risk an attack from one of the many sharks that follow the boat (+17 vs. AC for 2d6+5 damage).

19
Sep
09

weekend warrior: blood tide pirates

The stars are right!  First people complaining about vampires becoming My Little Pony surrogates.  Then Berin mentions the conjunction of Talk Like A Pirate Day and Worldwide D&D Day.  Rather than do an entire blog post in pirate-speak I thought ‘vampires/pirates/D&D’.  Three great tastes and you can guess the rest… The night-time depredations of the Blood Tide made the free port of Blacksands wealthy but their relationship with the town is that of a rabid attack dog and it’s unsavoury owner.  The other pirates know “…the Blood Tide crew be ‘touched’ by the dark…” and keep their ‘friends’ closer.  Though the pirates “fear no man if he’s got gold!” they respect the Blood Tide, it’s crew and the sharks that swim in it’s bloody wake.

Blood Tide Pirate
These pirates serve aboard the Blood Tide, a pirate ship known for it’s evil reputation and crew’s adoration of bloody violence – the pirates carry out night raids on coastal towns that strike fear into those communities and then sail into free ports like Blacksands to sell their ill-gotten booty.  Those who know of the Blood Tide often make conspicuous signs of faith or utter a prayer to be kept safe from them.  Dark whispers of those who join the Blood Tide having to kill someone by drinking blood from a cup lined with shark’s teeth are circulated by the credulous – the truth is worse.

Each is a seasoned cut-throat, skilled at flanking a foe and slashing them open with a swift cutlass blow and somehow always aware of what their captain wants.  The tales of drinking blood from the open wounds of their enemies, sharpened teeth and willingness to throw victims to sharks makes them unpleasant company.  At least one pirate has compared drinking with them with “…drinkin’ wi’ sharks who got legs – at least ye can trust a shark!” That said, the Blood Tide has notably worked well with other pirates, even though some ‘differences of opinion wash the timbers in blood’  to the benefit of all parties.

Their ability to shapechange into a shark is a secret though some sailors have reported that Blood Tide pirates have leapt off one side of a beleagured ship to vanish into shark-infested waters to reappear on the other side of the boat without a scratch and looking haler than when they jumped.  It also allows them to scout out a port or quay without the Blood Tide risking attack from the land.  Such exploration happens at night when the Blood Tide pirate can avoid notice and when night-lights are dimmed.

Next week: The fearsome Captain Langrim and the story of the Blood Tide.

12
Sep
09

weekend warrior: mokhus

Tim at Gothridge Manor has put out an appeal for DMs to use a cyclops or two instead of using newfangled monsters.  In tribute to this (and because frankly cyclops are cool – any monster Ray Harryhausen animates is made of awesome by default) this is a special edition of weekend warrior featuring a cyclops who knows the way to do it.  It being the smashing of adventurers into pulp although there are rumours that he may have friends who may appear in their own special posts.

Mokhus, a cyclops crusher with added punch.
Mokhus was born under an evil star, his nose hooked and as long as a troll’s, his body gnarled like the dark forests of the Feywild.  He favours a half-mask of black iron because it ‘makes him look pretty’ and the chainmail he’s improvised is shown extravagant care.  Despite a face only a fomorian could love, the real horror is his voice, which shifts from a screech worthy of a hag to a roar that a dire bear would feel proud of.  The voice carries an echo of thunder in it, when Mokhus fights he screeches with laughter that bedevils those unfortunate enough to get close enough.  Those who stay there usually experience the spiked greatclub he calls ‘Little Mokhus’ and the withering power of his evil eye.

Mean and crafty with a vicious streak as broad as his shoulders, he has two default attitudes to any situation.  One is to feign stupidity and ignorance so that events are apparently nothing to do with him.  The other is violence, which he’s rather good at and which he takes plenty of deliberate interest in.  This informs his methods of combat which are to feign ignorance of someone until they come close enough and then he roars with laughter and pounds them with Little Mokhus for their trouble, screeching about his attacks being the way it’s done.  His cruelty is abundant and near-indiscriminate, if the opportunity presents itself, he will beat women, children and animals. 

Other cyclops avoid Mokhus, knowing a bad one when they see it.  The fomorians are divided on the subject, Mokhus has been exiled from one fomorian kingdom for his disobedience and violence while other, more ambitious fomorians wonder how to court the brutish Mokhus so that his unique traits may be passed onto their warriors.  Mokhus doesn’t care as long as there is food to eat, things to crush and gold to waste on food, fine company and strong drink.  His brutish sadism makes him a target for good and right-thinking folk but his sheer strength and inapproachability in melee makes him a difficult proposition.

12
Jul
09

weekend warrior: shan

The enigmatic Shan live in the east; their enduring and isolated dynastic empire untouched by all except Turalar raiders and hardy merchants who seek the exotic materials the Shan create (fine silks, alchemical reagents, exotic spices and delicacies). Their armies are founded on an ordered society and precise strategies delivered through the iron-clad authority of their generals and innovative use of drums and alchemical reagents for signalling and battle.

The Shan value strength and intellect; however childhood diseases ravage them and they are quite superstitious. The priests of the Shan place more value on learning than on healing to the detriment of the people; as a result the Shan are susceptible to illness and fancy. This is kept in check by the fierce authority of the generals and ministers. Shan society is founded on duty to family, nobility and those with authority and a healthy respect for history.

Shan Infantry
Half of all Shan forces are made up of their infantry. Trained in disciplined ranks when they are tall enough to use a glaive a mass of Shan infantry give pause to any who dare them for their skill in spotting openings leads to an auspicious strike; a devastating attack against an opponent which creates another opening.

Those who cannot engage foes with glaives use crossbows. The Shan will concentrate fire to break formations, kill missilers or controllers or the steeds of opposing cavalry. Such unchivalrous behavior are seen as tactical necessity – they leave heroics to their heroes and get on with the duty of war.

Shan Hero
About 25% of all Shan forces are made up of these plucky skirmishers, these ‘righteous rogues’ are not rogues as such but skilled in thievery and war – commando tactics are their forte. Their use of alchemical fire is primarily to sabotage enemy fortifications or stabling yet they are not above using it to disperse formations in battle; their skill in breaking formations and sudden strikes on enemies make them a versatile force and one not to be sneered at.

Their relative vulnerability keeps them mobile and using a strong offence; the heroes can bolster morale not only by their deeds but also by their shouts and chants which inspire allies to swift attacks of their own. They often provide crossbow support for a mass of infantry – heroes may use sudden strikes with a crossbow to target enemy officers or artillery workers in order to disable their foes and help their allies.

Shan Warsmiter
About 15% of a Shan force are made up of these warriors. They are deployed in pairs on war chariots to charge and shatter the ranks of enemies or trap cavalry. Warsmiters are raised from childhood, their training emphasises use of strength and longsword use so that they can perform athletic feats in full armour and wield sword and shield with considerable skill.

The heavy armour of the warsmiters make them a tough nut to crack and their skill in co-ordinated fighting makes assaulting a war chariot perilous. Their use of crossbow from chariot makes them mobile snipers despite their armour but this is not their primary function. Their use of alchemical fire to break formations makes them feared by their enemies – a popular tactic is to throw the flask over the heads of the first rank so the fire burns multiple ranks and forces them to disperse.

Shan Officer
About 10% of a Shan force are made up of officers; skilled warriors and capable scholars who have learned the tactics of their warlord ancestors and whose battleplans have been honed by hours of study of history. This effectiveness translates into battle; the officer is an exceptional individual who can be told apart from their warsmiter troops by the red plumes worn on the helmet and a scroll case containing tactical histories.

The officers are keen tacticians, their understanding of military history and past battles helps to inform them of current situations. The officer will make History checks to try and establish an advantage in battle but is also no slouch when it comes to the battlefield. Accompanied by a warsmiter in a battle chariot, the officer is often key in creating a situation where a weak point is found and exploited to the advantage of the troops. Their use of the bold execution maneouver can turn the tide of battle when facing a large or dangerous foe.

20
Jun
09

weekend warrior: vargrim

The Vargrim are natural sailors and raiders; their settling of lands not their own lead to conflict between them and both the Artorians and Pidonar. The Vargrim persist for their own lands are hard to farm in comparison to Artorian lands. Undisciplined, individualistic warriors driven by a culture that values courage as much as wealth and their warlike gods, they are known for their bravery and fury in battle.

Vargrim Skirmisher
About 30% of any Vargrim force is made up of skirmishers who fight on foot; these warriors are fierce in battle yet know the wisdom of employing bows. The skirmishers will fire arrows before they charge into battle with handaxe and shield. The skirmishers also have some woodscraft about them and can forage if need be for a while; letting them travel further than most raiders might.

If attacking a fortification or a ship skirmishers often use crude flaming arrows on targets and aim for wood, cloth or straw. The resulting fire adds to the mayhem and it’s not unknown for these arrows to find living targets and then start a proper fire when they die…

Vargrim Raiders
About 25% of any Vargrim force is made up of these warriors; the raiders are fierce and strong if not always tactically sound. Yet these warriors is not easily contained, heavily armoured and given to devastating charges at the start of a fight, they reap an enemy headcount as their axes rise and fall with devastating effectiveness.

The raiders occasionally take time to pillage if no immediate threat is apparent; usually in battle they are too incensed or engaged in combat to be able to search effectively. Instead they are more concerned with glorious battle and fighting foes so they can loot at their leisure. Fleeing a raider is often cause to gain an axe in the back as well.

Vargrim Bear-sarks
These warriors are known for the red rage that fills them in battle and the bearskins they wear; their fury is such that it terrifies many who face it. About 15% of any Vargrim force is made up of bear-sarks. Their lack of discipline makes them a risky proposition but in melee, few soldiers want to face them.

The bear-sarks are incredibly tough and employ scarification and tattoos to lend themselves a near-inhuman air; such cruelties are to them as natural as breathing. The howling they make when they render a foe helpless terrifies any who hear it for they cannot believe something could make such an inhuman noise.

Vargrim Wolfs-heads
About 20% of any Vargrim force is made up of these warriors. They have survived life as a raider and are now eager participants in raids and violent assaults on the enemy. They are named for the wolf pelts that they wear; each wolfs-head is part of a society of warriors who emulate the wolf’s ferocity. Among the bear-sarks, the wolfs-heads are respected for their skill in battle.

The wolfs-head make use of bow and dagger in order to ensure guards die quickly and subtly; however in a battle, the presence of battleaxe and large shield are a comfort to Vargrim for the wolfs-heads are unafraid of sorcery and perils caused by troll or giant. Undead give them pause, not least because to the Vargrim, such a creature would be declared abomniation.

Vargrim Hero
These hardened warriors comprise 10% of any Vargrim force and are called hero by their own people; to victims of a Vargrim raid, different names are used with a look of horror and disgust. These scalemail-clad warriors relish battle and move with a grace belied by the bulk of their armour and shields. The other Vargrim keep a subtle distance from him, even the bear-sarks know that a hero is someone you don’t cross.

The grudges that a Vargrim hero carries are often legend, their endurance in the face of battle, especially when the blood flows makes them tenacious opponents and their skill with the hero’s sword makes them noteworthy amid a horde of axe-wielding warriors. It’s said that a hero will go to the end of the world to fulfill a vendetta and the Vargrim are known for this kind of extremity; the hero in particular will think nothing of attacking at the time that best guarantees victory.

06
Jun
09

weekend warrior: turalar

Turalar are nomads of plains and steppe; following their herds and raiding other nomads or settlements. Skilled horse riders and archers, their mobility makes them unpredictable foes and their savagery is both boundless and renowned. Turalar horses are small, yet fierce – treat them as riding horses with warhorse programming; they do not flee danger, will kick but cannot trample. Reavers and ravagers ride captured warhorses and lack any such constraint.

Turalar Rider
Of any Turalar force, 40% will be these lightly-armoured nomads. They often ride in groups of four, patrolling or scouting future opportunities to report to their leaders. They rely on speed to outrun sizable opposition but return with other Turalar to prove a point.

The riders are opportunistic and will take what is weakly guarded unless told not to by the leader. This is accepted practice among the Turalar and tactically has led them into fights that they have later come to regret – yet they are unwilling to learn from experience on this.

Turalar Raider
Of any Turalar force, 30% will be raiders. These have seen some success with previous raids and managed to find some armour as well as other ill-gotten booty; as a result they are more inclined to fight for any prize that becomes apparent. Like all Turalar, the raider is a superlative horserider who prefers to ride the hardy and fierce Turalar horse.

The raiders are renowned for moving swiftly during battle and keeping enemies on their toes, specialising in the wolfpack tactics of their neighbour. The raiders refer to themselves as ‘wolf-brother’ to the alarm of enemy spies who suspect werewolves hide among the Turalar, something occasionally used by the Turalar as a weapon of terror against superstitious cowards and used with some irony by werewolves who live near Turalar lands.

Turalar Reaver
Of any Turalar force, 20% will be these seasoned warriors; experienced raiders who have traded for scalemail and for a warhorse. This opens up new realms of pain for enemies as reavers are completely happy about trampling foes or using their warhorse to overbear weaker opponents.

The reavers are especially fierce for their skill in opening up weak points in a foe’s defence. Combined with the wolf of the steppes maneouver, this can cause havoc around an enemy formation – something which a reaver knows and will capitalise upon.

The reaver is known as a ‘dragon-brother’ among Turalar warriors because of his scalemail. Spies are less inclined to believe the Turalar on this matter. Yet the reaver can evoke similar fear when backed up by other Turalar and this warband can rival a dragon in settlement destruction.

Turalar Ravager
The leaders of any Turalar force, they make up 10% of the group. Their authority however is continually in flux due to the nature of the Turalar and often only have an authority within their sight. That said, the mobile nature of the Turalar ravager gives them quite a lot to see.

Like the reaver, the ravager is skilled in horseriding and will capitalise on the superior armour and warhorse that they possess. They often practice atrocious rites where they massacre innocents by running them down, cutting them up and then throwing the pieces into a fire.

The ravager is not particularly keen on points of etiquette preferring appeasement or bloody-handed murder to any kind of negotiation. Captives of the Turalar find death is not the worst fate yet, the slow death that a ravager will inflict in their rites is exceedingly unpleasant.

31
May
09

weekend warrior: pidonar

The Pidonar are a fierce nation of tribes who dwell to the north of the Artorians; occasional allies yet more often rivals for land that shares a common border. Pidonar raiders attack other tribes for cattle, goods and slaves; there is a strong druidic tradition that keeps the more savage elements in check. Pidonar adorn themselves with swirling designs painted in blue and red dye.

Pidonar Warrior
The Pidonar warrior (half of all Pidonar forces are made up of such) is a distrustful soul, woodscrafty and able to track their enemies. Attuned to the rhythms of nature and cycles of violence; their knowledge of such things inform their tactics and they are fond of bringing hunting skills to battle.

Though individually the Pidonar warrior offers little challenge, it’s rare the Pidonar fight in single numbers (or single combat to think of it) – foes are usually confronted by a screaming horde of Pidonar who swiftly fall on their foes, dancing out of the reach of their foes as they stab them.

Pidonar Skirmishers
About 30% of all Pidonar forces are made up of skirmishers. Their skill with a bow is notable but not famed yet the poison on their arrowheads brewed from snakes and toads gives them a feared reputation. Much like their brethren they will bring hunting tactics to the battlefield.

The skirmishers provide missile support for their warriors using natural terrain features to provide cover, sites for ambushes, pits and deadfalls; they are keen believers in numerical superiority and attack along with their warrior clansmen in waves of troops, shooting at targets confronting them.

Pidonar skirmishers are notoriously self-reliant and skilled trackers employed as bounty hunters.

Pidonar Warchief
The warchiefs make up 20% of a Pidonar force and provide nominal leadership for the wild hordes of Pidonar who ravage their enemies. Noted for their swordplay and skill with javelin, the mobile nature of Pidonar combat becomes deadly in their hands as they specialise in telling blows.

Pidonar warchiefs are fairly democratic and will try to achieve consensus among themselves; if this is impossible then usually someone dies. They are utterly amoral and hold natural law (red in tooth and claw) as their prime objective. They are not so arbitrary as to be chaotic, yet they are evil.

Tactics are to lead the warriors and run with the skirmishers; making sure that the horde engages with the enemy and using their combat skill to finish particularly difficult foes.

24
May
09

weekend warrior: artorians

The Artorians are a mostly peaceful civilisation under continued invasion by expansionist foes. The nobility rule by divine right over the commoners; Artorian churches assign themselves to watch over the nobles who having instilled a basic rule of chivalry and who in return sponsor orders of holy knights to help keep the commoners safe.

Artorian Levy
The levy is a core element of the Artorian army; 40% of any Artorian force are levy troops; good, hearty and hardworking yeomen who are ready to do their duty to their liege and who have inherited their shields from their fathers.

The levy troops know the dangers and prefer to work in shieldwalls as it provides them a measure of extra protection in battle. The Artorian shieldwall is known to it’s enemies because of it’s tenacity and it’s support of the mounted officers and knights.

The levy are not educated, they know woodslore and they can rouse a worthy battlecry. The officers who lead them know they have limits but they are rarely tested to beyond endurance due to their knights and the superior skills of their officers.

Artorian Archer
The Artorian archer supports Artorian forces; up to 30% of any Artorian force are archers. Archer morality is a lot more pragmatic than most Artorians subscribe to. However the tradition of poachers making good archers is noted even by the most idealistic and the Artorians are a practical folk first and foremost.

Artorians specialise in surprise ambushes and making the first shot count. The use of cunning shot is often taken at an advantage, the better the advantage, the more likely a devastating shot can be placed. Once this is done, the archer will pick their shots carefully but will be shooting consistently.

If pushed into melee, they will use handaxes but will seek to move back into cover so they can use their bows – which is their obvious preference.

Artorian Knight
The knights which the Artorians are famed for make up 20% of any Artorian force. Their prowess in mounted combat makes them fearsome opponents, while they are not heroes in the same league of a player character, their tactics and weapons play to their strengths. They ride warhorses (Monster Manual p.159) into battle and this is taken into account in their stat block.

The typical Artorian knight is a burly yet charismatic figure used to the mounted life. Their dedication to the rule of chivalry makes them sometimes predictable – Artorian practicality is beaten into a reinforced bulwark for chivalry and they take a very dim view of any attempts to abuse knightly conduct for personal gain – yet the rallying cry of an Artorian knight will inspire allies to action.

The versatility and speed of the Artorian knight makes a fierce foe for heavier infantry – the use of javelin and spear charge can give many infantry pause yet when the swords come out, it’s serious.

Artorian Officer
Those who lead the knights make up about 6% of any Artorian force – they are respected by the knights, feared by the archers and beloved of the levy. Their battle prowess means they lead from the front and the charge of an Artorian officer is feared by the enemy, particularly as it’s usually accompanied by a number of knights trying to impress the officer.

Like the knights, officers are nearly always mounted on warhorse and play to their strengths. The piercing charge is a tactic that shatters spears yet it’s devastating effectiveness is enhanced by the speed and power of the warhorse.

An Artorian officer is born to knighthood, unlike most Artorian knights who train for it. They know the rule of chivalry and it’s interpretations precisely. Like the knights, they take a dim view of those who violate the rule for personal advantage but Artorian pragmatism makes the officer aware of treachery.

The only exception is if a Holy Knight is present – in which case, the officer has a fixed good-natured smile and takes out the frustration of having such a moral ally on the enemy.

Artorian Holy Knight
The holy knights only make up 4% of any Artorian force but the presence of a holy knight is keenly felt among the Artorians who all seem to stand up a little straighter and make an effort to look smarter and appear on their best behaviour around them. Yet the affection the Artorians have for their holy knights is significant.

These are knights who have pledged service to a lawful good deity as well as to the rule of chivalry. Their donations to the poor and needy have earned them some divine favour. Yet the holy knights recognise the peril that their soldiers endure and take pains to let no death go unavenged.

The holy knights donate nine-tenths of their wealth to the orders that sponsor them who in turn provide arms, armour and steeds as well as a never-ending stream of wrongs to right. The orders also maintain orphanages, hospitals and do works of charity with noble and clerical oversight.

Holy knights are as a result, revered by most Artorian troops and inspire great heroism in the ranks. They like leading by example and like all knights, take a dim view of abuses of chivalry.




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