Lightswords
- Sir Karsimir
- Citizen
- Posts: 714
- Joined: Wed Jan 10, 2007 8:12 pm
- Name: Karsimir Von Greyssen
- Race: Reichvolk human
Celenon Dolcrindel - Crossbowman/Engineer
Name: Celenon Dolcrindel,
Age: 26,
Race: Human, Caelteth Eyropian.
Height: 5' 6"
Weight: 165 lbs.
Physical Description: Begins with close-cut brown hair kept short in military style, with eyes of a pale brown that carry a sense of hawk-like acuity. The facial shape is fairly wide, and the swarthy skin bears a rough-textured look that implies numerous shallow scars. Is in strong physical shape, lean and conditioned rather than muscular. Whiskered carelessly with stubble across the lower half of his face.
Basic demeanor: Formal, professional, honest, polite.
Posessions:
Lever-crossbow - Operated with a push lever and with limbs which curve away from the archer, launches bolts with force enough to puncture even plate armour at 200 yards.
Hauberk & helmet - From wrist to neck to knee is protected by a long coat of linked steel rings, which prevents edged weapons from cutting to the skin and is supported by a layer of thick linen cloth stuffed to cushion the force of blows. Will still suffer bruising from direct hits, or potentially broken bones from impact-based weapons, but will otherwise ward off strikes. Narrow or tapered weapons can split the rings as well, although these weapons are typically specifically designed for that purpose and have their own limits.
On his head is a steel conical helm, with avantail and nasal-guard.
Pavise - Portable cover in the shape of a large shield fitted with a spike on the bottom to deploy it in the ground, used to duck behind while reloading the crossbow.
Powers or Strengths:
Campaign Veteran - Between continuous military drills and experience in campaigns, is comfortable with long marches, sleeping difficult hours and generally handling the rigours of campaign. Very efficient at following orders, being able to maneuver and coordinate with great effect.
Crossbowman - Capable of reliable single-shot kills reliably at 100 paces, with an effective range against moving targets of half that, at a rate of 8 bolts per minute. Generally effective at loosing bolts to most effect, picking out good targets in enemy formations and remaining cool when aiming or firing under pressure.
Familiar with indirect fire as well, able to target small formations at far larger distances. May attack groups at as far as 300 yards.
Engineering - Familiar working with mechanisms, including the design and assembly of siege equipment. Knows enough architecture to work with or discern pre-existing building designs, and can manufacture siege equipment if need be.
Weaknesses:
Wariness - Has difficulty developing trust with others, and although kind and loyal, may not rely on others when he could... or should. Limiting his full potential among the Lightswords.
History:
Son of a goat-breeder and a streetwalker, his father was hanged for stealing horses and his mother abandoned him, he was raised in an orphanage run by the Church of the Celestial Host. In exchange for the needed support and funding, the orphanages were legally bound to 2 years National Service, acceptable terms considering that the orphans would leave with military training.
Celenon, remained longer, finding himself suited for serving as both a crossbowman and military engineer.
Until the plague in his city. For a soldier, this was a foe he could not fight. He left, planning to return when the plague was over.
And stayed away in shame.
Age: 26,
Race: Human, Caelteth Eyropian.
Height: 5' 6"
Weight: 165 lbs.
Physical Description: Begins with close-cut brown hair kept short in military style, with eyes of a pale brown that carry a sense of hawk-like acuity. The facial shape is fairly wide, and the swarthy skin bears a rough-textured look that implies numerous shallow scars. Is in strong physical shape, lean and conditioned rather than muscular. Whiskered carelessly with stubble across the lower half of his face.
Basic demeanor: Formal, professional, honest, polite.
Posessions:
Lever-crossbow - Operated with a push lever and with limbs which curve away from the archer, launches bolts with force enough to puncture even plate armour at 200 yards.
Hauberk & helmet - From wrist to neck to knee is protected by a long coat of linked steel rings, which prevents edged weapons from cutting to the skin and is supported by a layer of thick linen cloth stuffed to cushion the force of blows. Will still suffer bruising from direct hits, or potentially broken bones from impact-based weapons, but will otherwise ward off strikes. Narrow or tapered weapons can split the rings as well, although these weapons are typically specifically designed for that purpose and have their own limits.
On his head is a steel conical helm, with avantail and nasal-guard.
Pavise - Portable cover in the shape of a large shield fitted with a spike on the bottom to deploy it in the ground, used to duck behind while reloading the crossbow.
Powers or Strengths:
Campaign Veteran - Between continuous military drills and experience in campaigns, is comfortable with long marches, sleeping difficult hours and generally handling the rigours of campaign. Very efficient at following orders, being able to maneuver and coordinate with great effect.
Crossbowman - Capable of reliable single-shot kills reliably at 100 paces, with an effective range against moving targets of half that, at a rate of 8 bolts per minute. Generally effective at loosing bolts to most effect, picking out good targets in enemy formations and remaining cool when aiming or firing under pressure.
Familiar with indirect fire as well, able to target small formations at far larger distances. May attack groups at as far as 300 yards.
Engineering - Familiar working with mechanisms, including the design and assembly of siege equipment. Knows enough architecture to work with or discern pre-existing building designs, and can manufacture siege equipment if need be.
Weaknesses:
Wariness - Has difficulty developing trust with others, and although kind and loyal, may not rely on others when he could... or should. Limiting his full potential among the Lightswords.
History:
Son of a goat-breeder and a streetwalker, his father was hanged for stealing horses and his mother abandoned him, he was raised in an orphanage run by the Church of the Celestial Host. In exchange for the needed support and funding, the orphanages were legally bound to 2 years National Service, acceptable terms considering that the orphans would leave with military training.
Celenon, remained longer, finding himself suited for serving as both a crossbowman and military engineer.
Until the plague in his city. For a soldier, this was a foe he could not fight. He left, planning to return when the plague was over.
And stayed away in shame.
My faith protects me, my kevlar helps.
- Sir Karsimir
- Citizen
- Posts: 714
- Joined: Wed Jan 10, 2007 8:12 pm
- Name: Karsimir Von Greyssen
- Race: Reichvolk human
Re: Grand Audit
New budget:
Due to clarification of the value of the bishan, and the new average wage, the budget needed to be redesigned.
There are 10 wages, divided amongst 8 staff (2 receive double-pay), each staff member pays a portion of his allowance towards bed-and-board and security and support. Each stipend is roughly 55 bishan per week, of which 25 is paid towards the compound.
Expenses:
Diet:
Rye or barley bread for 60 people (8 loaves per week) = 45 bishan.
Supplemental fruits for 60 people = 22.5 bishan.
Meat meals for 60 people 1/week = 30 bishan.
Cheese meals for 60 people 1/week = 30 bishan.
Supplemental vegetables = Free once vegetable garden is operational.
Ale for 60 people (assuming 1 gallon per 10 + 2 more for the Lightswords) = 14 bishan.
Additional meat or cheese meals for Lightswords (total 6 times/week) = 30 bishan.
Additional meat or cheese meals for assistant staff (total 4 times/week), assuming 15 assistants = 15 bishan.
Horsefeed for 5 horses, supplemented by grazing = 27.5 bishan.
Further Supplies:
Soap (12 lb/week - 1 lb per 5 people) = 12 bishan.
500 lb of firewood (mostly for kitchen or forge, moderate heating needs for now) = 10 bishan.
80 sticks of chalk (8 lbs) = 8 bishan.
60 candles = 6 bishan.
Total = 250 bishan/week.
A non-profit, self-sustaining operation. Funds may be drawn from the treasury if there is need, or the staff may pay themselves if they wish. Wealth from battles not shared among the warriors is placed in the treasury, mostly in the form of unclaimed jewellery.
Due to clarification of the value of the bishan, and the new average wage, the budget needed to be redesigned.
There are 10 wages, divided amongst 8 staff (2 receive double-pay), each staff member pays a portion of his allowance towards bed-and-board and security and support. Each stipend is roughly 55 bishan per week, of which 25 is paid towards the compound.
Expenses:
Diet:
Rye or barley bread for 60 people (8 loaves per week) = 45 bishan.
Supplemental fruits for 60 people = 22.5 bishan.
Meat meals for 60 people 1/week = 30 bishan.
Cheese meals for 60 people 1/week = 30 bishan.
Supplemental vegetables = Free once vegetable garden is operational.
Ale for 60 people (assuming 1 gallon per 10 + 2 more for the Lightswords) = 14 bishan.
Additional meat or cheese meals for Lightswords (total 6 times/week) = 30 bishan.
Additional meat or cheese meals for assistant staff (total 4 times/week), assuming 15 assistants = 15 bishan.
Horsefeed for 5 horses, supplemented by grazing = 27.5 bishan.
Further Supplies:
Soap (12 lb/week - 1 lb per 5 people) = 12 bishan.
500 lb of firewood (mostly for kitchen or forge, moderate heating needs for now) = 10 bishan.
80 sticks of chalk (8 lbs) = 8 bishan.
60 candles = 6 bishan.
Total = 250 bishan/week.
A non-profit, self-sustaining operation. Funds may be drawn from the treasury if there is need, or the staff may pay themselves if they wish. Wealth from battles not shared among the warriors is placed in the treasury, mostly in the form of unclaimed jewellery.
My faith protects me, my kevlar helps.
- Sir Karsimir
- Citizen
- Posts: 714
- Joined: Wed Jan 10, 2007 8:12 pm
- Name: Karsimir Von Greyssen
- Race: Reichvolk human
Thalnawr the Roadwarden, Archer
Name: Thalnawr.
Age: 31
Race: Human, Keltarin-Balt
Height: 6' 1"
Weight: 193 lbs.
Physical Description: Face dominated by a thick, square-cut beard of straw-like hair reaching down to his collarbone and darkens to pure black over his chin, framing his face like the mane of a lion. Wrinkles crack his ruddy skinned face where it can be seen without the beard, and his frame bears the sturdiness of one thick in bone and ropy tendon.
Posessions:
Yew bow + Arrows
Brigandine + splint
Arming sword
Powers or Strengths:
Archery - Made sure to practice weekly with a bow since boyhood. Accurate as far as 180 paces, half (90 yards) if aiming for an individual on the field or compensate for fast movement, or quarter (45 yards) if attempting to do both or attempting a precise shot at a lightly armoured location. May loose 10 arrows per minute with aimed shots.
Swordsmanship - Combines cut-and-thrust techniques with his sword, using wide and sweeping blows and swift thrusts to overcome the guard of an enemy. Relies on controlling the force of blows to cause a foe to over or under commit to a defence and thus leave himself vulnerable. Weak at ripostes however, and a foe who can counterattack can easily place him on the defensive.
Memory - Remembers events, scenes and images in perfect detail. May glance at an approaching army and then revisit the memory for further details.
Weaknesses:
Confirmation Bias - Seldom questions his own judgements, instead only seeking evidence which supports it.
History:
From Kreylask village, was part of Aorle's militia and eager to protect and save. However, got bored once Aorle had brought peace to the region, and thus sought out the travelling lord to assist in more heroics.
Age: 31
Race: Human, Keltarin-Balt
Height: 6' 1"
Weight: 193 lbs.
Physical Description: Face dominated by a thick, square-cut beard of straw-like hair reaching down to his collarbone and darkens to pure black over his chin, framing his face like the mane of a lion. Wrinkles crack his ruddy skinned face where it can be seen without the beard, and his frame bears the sturdiness of one thick in bone and ropy tendon.
Posessions:
Yew bow + Arrows
Brigandine + splint
Arming sword
Powers or Strengths:
Archery - Made sure to practice weekly with a bow since boyhood. Accurate as far as 180 paces, half (90 yards) if aiming for an individual on the field or compensate for fast movement, or quarter (45 yards) if attempting to do both or attempting a precise shot at a lightly armoured location. May loose 10 arrows per minute with aimed shots.
Swordsmanship - Combines cut-and-thrust techniques with his sword, using wide and sweeping blows and swift thrusts to overcome the guard of an enemy. Relies on controlling the force of blows to cause a foe to over or under commit to a defence and thus leave himself vulnerable. Weak at ripostes however, and a foe who can counterattack can easily place him on the defensive.
Memory - Remembers events, scenes and images in perfect detail. May glance at an approaching army and then revisit the memory for further details.
Weaknesses:
Confirmation Bias - Seldom questions his own judgements, instead only seeking evidence which supports it.
History:
From Kreylask village, was part of Aorle's militia and eager to protect and save. However, got bored once Aorle had brought peace to the region, and thus sought out the travelling lord to assist in more heroics.
My faith protects me, my kevlar helps.
- Sir Karsimir
- Citizen
- Posts: 714
- Joined: Wed Jan 10, 2007 8:12 pm
- Name: Karsimir Von Greyssen
- Race: Reichvolk human
Krarug - Weapon of Flesh, Maker of Rubble
Name: Krarug - The Weapon of Flesh, The Maker of Rubble.
Race: Great Orc (Orog).
Height: 7' 1"
Weight: 530 lbs.
Occupation: Lightsword warrior.
Physical Description: Immense in size, sporting mammoth tusks from a massive underslung jaw on a harsh and craggy face bearing crudely formed features, and flabby lips over great fangs resembling icicles of bone. Vast bulk supports great height, easily head-and-shoulders above common men, and twice as broad as most people. For skin is a thick dark green hide, similar in texture to coarse heavy leathers.
Worn over center of the torso is deep blue drapery intended as some form of tabard, from beyond the open sides emerges a body far wider than the tabard itself. Beyond the limits of the tabard is a gigantic form sheathed in metal scales for armour. Those arms and legs are as thick as a woman's waist.
Further details:
- Blue-black blood.
- Black eyes with brown in place of the whites.
- Blue-black tongue.
- Charcoal smelling breath (NOT RANCID).
- Long strips of dark grey fur running from the crown of the skull down the length of the spine, as well as strips on the forearms.
- Heavy jaw may bite through bones like dogs.
Posessions:
Bardiche - A heavy axe-like blade mounted on a thick ash shaft some five feet long. Though the blade is very large, it is highly curved so as to concentrate the initial impact into a very small area, allowing for both excellent armour penetration and grevious wounds.
In Krarug's hands is an effective hand-and-a-half weapon, able to make crude swings with one hand with no agility but enough power to smash through most defences, and on foot can be used two-handed with more agility of handling.
Dire Lance - Made of oak, roughly 10 feet long and thicker than a normal lance, with a broad spearhead mounted on the end. A bronze disc has been made into a crude vamplate. Often described as a 'glorified log' by other Lightswords.
Locking Scale + fur hides - Worn over thick hides swathing his form is a massive sleeved coat of inch thick canvas with metal scales riveted onto the garment, each metal scale supporting the others. Enough for most sword strokes to glance off, although a direct hit from a strong thrust can stab into the canvas after losing much of it's force.
The fur hides provide another two inches of resistance to blows which strike through the main armour.
War ox - Too large to ride horses, Krarug instead is mounted on a big horned ox used for riding. He covers the ox in cloth padding and fur to protect it. While not as fast as a horse, it gives him a limited ability to fight as heavy cavalry.
Combat Features:
Overwhelming Force - Does exactly what one might think. Inflicts tremendous impact with blows, too strong to be feasibly blocked or parried. Excellent for scattering formation, as one mighty blow contains enough force to fling men (plural) from their ranks like rag dolls.
Sweeping Blows - Swings in vast arcs which can destroy multiple foes at once, inflicting maximum casualties in minimum time.
Crushing Grip - When unable to swing can instead grab and crush, rending a limb or neck within moments.
Strengths:
Enormous Might - Built like a mountain and with fists like anvils, has strength and size similar to that of a troll. Can crush bones with bare hands. Capable of damaging small buildings if need be, although fails against solid stone (could wreck a standard building brick by brick). Able to smash through palisades as well as most normal foes.
All-Feeder - Although such size requires much food, the physiology is not picky. Can eat rotten or spoiled meat without ill effects, and can even chew the bark of trees for nutrition, or grab a handful of earthen soil and munch on the grass and roots within.
Thick Skin - Has thick skin like a rhino, with natural protection superior to thick toughened leather. Slashes from edged weapons simply fail to cut cleanly. Can absorb heavy punishment without bruising, even able to stand up to blows from a mace or hammer without breaking bones. The thickness of his hide is enough to keep most cuts and jabs from doing more than nicking the skin. Anything less than a direct hit from a powerful blow will not cause major damage.
Unnatural Endurance - Tremendously resistant to pain, to the point of being able to fight on a broken or heavily injured leg or even weapon arm. Can run for hours in armour without much difficulty, with long strides that can outpace most people.
Weapon Handling - Is accustomed to handling large and heavy weaponry, recovering from massive swings quickly. Can reasonably parry and make limited ripostes with the large weapons he favours. Generally relies on sheer force to overcome defences, swinging hard so that few could stand up to the impact.
Weaknesses:
Bloodlust - Has a slight tendancy to get carried away on the battlefield, normally triggered by a protective rage which takes away most of his faculties for reasoning. For example, loses the capacity for human speech during a rage, instead yelling and screaming purely in Orcish.
Crude Language - Speaks in simple concepts and isolated phrases. Is unable to follow lengthy or intricate discussion, so cannot follow a line of conversation if eavesdropping. Works best with short, simple commands. Can communicate, but full discussion is beyond him.
Low Initiative - As a creature spawned to serve, is naturally obedient, preferring to follow than to lead. Poor at making decisions, hesitant without guidance or instruction.
Inconvenient Size - Being so huge makes certain activities difficult. He needs a special mount for riding, and generally struggles to get through doorways and the like.
Simple-minded - While not exactly stupid, lacks subtlety or sophistication, thinking only in direct terms. Tends not to consider things in detail, and overlooks specifics, instead dealing with what is clearly before him. Can grasp concepts easily enough he just simply does not analyse.
History:
No childhood. Was spawned as massive as he stands. Arising from the spawning pit he awaited his master.
And found nothing.
The master was destroyed, vanquished. Quite rare considering the creator of the spawning pit was a great dragon. After the death of the dragon, the serving orcs devoted themselves to vengeance, striving to wipe out the villages kept under the talon of the master. For that, they needed more. They needed the master's unfinished work.
One of the grandest orcs in that last batch was Krarug. A living wrecking ball. Most great orcs were clad in riveted plates before being hurled onto the battlefields in unstoppable waves of destruction, but that equipment was provided by the master.
Of the heroes who had vanquished the dragon-lord, few survived. These were the first targets of the surviving hordes. Unwary, complacent in their victory, they had assumed the orcish slaves would be broken rather than vengeful. Many lesser orcs hunted down the champions, then gathered their numbers and attacked.
While many of the lesser orcs perished beneath the Triumphant Blades, Krarug bounded heavily onto the battlefield with a great club and broke the body of one. That one wore metal. Now crumpled metal. Next to die was the mage, who unleashed gouts of fire from his hands. The other kill was engulfed by the onrushing horde.
With the Triumphant Blades destroyed, there was nothing to stop the horde from getting revenge on all the rebellious villages. The Dragonson orcs slaughtered them. With nothing more than pallisades they had no way to keep out the waves of death. Krarug shattered the pallisades and gates, giving the others a clear path to the villagers. Many were slain. Most of those were brutalised horribly. Despite the best efforts of the Dragonsons, there were escapees, who held grudges. Confronted with the horror and savage cruelty of the deaths of all they loved, who could blame them?
If Krarug so much as knew their names, all he knew was that they needed to die.
Many of the villagers were elven, who always made the best maidens for a dragon. What on earth dragons needed maidens for has never been determined. One theory is that maidens and princesses started the tradition of dragonslaying, so the dragons began eating all the princesses in self-defence. Nonetheless, these villages fell.
Spent in vengeance, the next generation of orcs were born.
These orcs were born after the dragon-lord was dead, much like Krarug, so held no bond to him. Instead, they were approached and recruited as mercenaries, useful as much for their malleable and servile natures as for strength.
With most of the orcs being smaller and weaker, Krarug was a prized destroyer. Factions fought in the streets for control of the city. Each faction killed the men of the others, and most of them took slaves from the noncombatant populace.
The battles were good. They were fun. They stirred the soul of Krarug. At night he would dream of the next fight, the next kill, the next victory. He would treasure the praise heaped on him for his victories. This was a good life, one which saw him richly rewarded.
Apparantly many of the slaves taken had some value, so Krarug was tasked with guarding them. More slaves were brought in. One was a young child, a girl of not more than 6 years, who wept inconsolably at her predicament, not that the slavers were consoling. Eventually she broke and ran in fear. Two of the guards caught her and began beating her in punishment.
She screamed.
And then, the guards were dead, and Krarug was caked in gore. Still frightened, the girl cried out for her mother.
"What?" growled the great blood-smeared beast.
And then the child realised that the great monster did not mean her harm.
Apparantly her mommy was taken as a slave too, and Krarug released her. Actually, he released all of the slaves, but the mother first. When the slaves escaped, men were sent to follow them. They found Krarug and fled.
During the escape the prisons were ransacked for supplies, and with their homes destroyed, most of the slaves fled the city. Krarug fled with them.
On the road he encountered warriors, answering a call for fighters to Marn. He followed them to Thar Shaddin. At Shim, he stopped, after meeting a trollspawn who warned against heading into Marn directly for the chaos that would cause. Best to wait in the village outside for the army to move and then join them on the way out.
Race: Great Orc (Orog).
Height: 7' 1"
Weight: 530 lbs.
Occupation: Lightsword warrior.
Physical Description: Immense in size, sporting mammoth tusks from a massive underslung jaw on a harsh and craggy face bearing crudely formed features, and flabby lips over great fangs resembling icicles of bone. Vast bulk supports great height, easily head-and-shoulders above common men, and twice as broad as most people. For skin is a thick dark green hide, similar in texture to coarse heavy leathers.
Worn over center of the torso is deep blue drapery intended as some form of tabard, from beyond the open sides emerges a body far wider than the tabard itself. Beyond the limits of the tabard is a gigantic form sheathed in metal scales for armour. Those arms and legs are as thick as a woman's waist.
Further details:
- Blue-black blood.
- Black eyes with brown in place of the whites.
- Blue-black tongue.
- Charcoal smelling breath (NOT RANCID).
- Long strips of dark grey fur running from the crown of the skull down the length of the spine, as well as strips on the forearms.
- Heavy jaw may bite through bones like dogs.
Posessions:
Bardiche - A heavy axe-like blade mounted on a thick ash shaft some five feet long. Though the blade is very large, it is highly curved so as to concentrate the initial impact into a very small area, allowing for both excellent armour penetration and grevious wounds.
In Krarug's hands is an effective hand-and-a-half weapon, able to make crude swings with one hand with no agility but enough power to smash through most defences, and on foot can be used two-handed with more agility of handling.
Dire Lance - Made of oak, roughly 10 feet long and thicker than a normal lance, with a broad spearhead mounted on the end. A bronze disc has been made into a crude vamplate. Often described as a 'glorified log' by other Lightswords.
Locking Scale + fur hides - Worn over thick hides swathing his form is a massive sleeved coat of inch thick canvas with metal scales riveted onto the garment, each metal scale supporting the others. Enough for most sword strokes to glance off, although a direct hit from a strong thrust can stab into the canvas after losing much of it's force.
The fur hides provide another two inches of resistance to blows which strike through the main armour.
War ox - Too large to ride horses, Krarug instead is mounted on a big horned ox used for riding. He covers the ox in cloth padding and fur to protect it. While not as fast as a horse, it gives him a limited ability to fight as heavy cavalry.
Combat Features:
Overwhelming Force - Does exactly what one might think. Inflicts tremendous impact with blows, too strong to be feasibly blocked or parried. Excellent for scattering formation, as one mighty blow contains enough force to fling men (plural) from their ranks like rag dolls.
Sweeping Blows - Swings in vast arcs which can destroy multiple foes at once, inflicting maximum casualties in minimum time.
Crushing Grip - When unable to swing can instead grab and crush, rending a limb or neck within moments.
Strengths:
Enormous Might - Built like a mountain and with fists like anvils, has strength and size similar to that of a troll. Can crush bones with bare hands. Capable of damaging small buildings if need be, although fails against solid stone (could wreck a standard building brick by brick). Able to smash through palisades as well as most normal foes.
All-Feeder - Although such size requires much food, the physiology is not picky. Can eat rotten or spoiled meat without ill effects, and can even chew the bark of trees for nutrition, or grab a handful of earthen soil and munch on the grass and roots within.
Thick Skin - Has thick skin like a rhino, with natural protection superior to thick toughened leather. Slashes from edged weapons simply fail to cut cleanly. Can absorb heavy punishment without bruising, even able to stand up to blows from a mace or hammer without breaking bones. The thickness of his hide is enough to keep most cuts and jabs from doing more than nicking the skin. Anything less than a direct hit from a powerful blow will not cause major damage.
Unnatural Endurance - Tremendously resistant to pain, to the point of being able to fight on a broken or heavily injured leg or even weapon arm. Can run for hours in armour without much difficulty, with long strides that can outpace most people.
Weapon Handling - Is accustomed to handling large and heavy weaponry, recovering from massive swings quickly. Can reasonably parry and make limited ripostes with the large weapons he favours. Generally relies on sheer force to overcome defences, swinging hard so that few could stand up to the impact.
Weaknesses:
Bloodlust - Has a slight tendancy to get carried away on the battlefield, normally triggered by a protective rage which takes away most of his faculties for reasoning. For example, loses the capacity for human speech during a rage, instead yelling and screaming purely in Orcish.
Crude Language - Speaks in simple concepts and isolated phrases. Is unable to follow lengthy or intricate discussion, so cannot follow a line of conversation if eavesdropping. Works best with short, simple commands. Can communicate, but full discussion is beyond him.
Low Initiative - As a creature spawned to serve, is naturally obedient, preferring to follow than to lead. Poor at making decisions, hesitant without guidance or instruction.
Inconvenient Size - Being so huge makes certain activities difficult. He needs a special mount for riding, and generally struggles to get through doorways and the like.
Simple-minded - While not exactly stupid, lacks subtlety or sophistication, thinking only in direct terms. Tends not to consider things in detail, and overlooks specifics, instead dealing with what is clearly before him. Can grasp concepts easily enough he just simply does not analyse.
History:
No childhood. Was spawned as massive as he stands. Arising from the spawning pit he awaited his master.
And found nothing.
The master was destroyed, vanquished. Quite rare considering the creator of the spawning pit was a great dragon. After the death of the dragon, the serving orcs devoted themselves to vengeance, striving to wipe out the villages kept under the talon of the master. For that, they needed more. They needed the master's unfinished work.
One of the grandest orcs in that last batch was Krarug. A living wrecking ball. Most great orcs were clad in riveted plates before being hurled onto the battlefields in unstoppable waves of destruction, but that equipment was provided by the master.
Of the heroes who had vanquished the dragon-lord, few survived. These were the first targets of the surviving hordes. Unwary, complacent in their victory, they had assumed the orcish slaves would be broken rather than vengeful. Many lesser orcs hunted down the champions, then gathered their numbers and attacked.
While many of the lesser orcs perished beneath the Triumphant Blades, Krarug bounded heavily onto the battlefield with a great club and broke the body of one. That one wore metal. Now crumpled metal. Next to die was the mage, who unleashed gouts of fire from his hands. The other kill was engulfed by the onrushing horde.
With the Triumphant Blades destroyed, there was nothing to stop the horde from getting revenge on all the rebellious villages. The Dragonson orcs slaughtered them. With nothing more than pallisades they had no way to keep out the waves of death. Krarug shattered the pallisades and gates, giving the others a clear path to the villagers. Many were slain. Most of those were brutalised horribly. Despite the best efforts of the Dragonsons, there were escapees, who held grudges. Confronted with the horror and savage cruelty of the deaths of all they loved, who could blame them?
If Krarug so much as knew their names, all he knew was that they needed to die.
Many of the villagers were elven, who always made the best maidens for a dragon. What on earth dragons needed maidens for has never been determined. One theory is that maidens and princesses started the tradition of dragonslaying, so the dragons began eating all the princesses in self-defence. Nonetheless, these villages fell.
Spent in vengeance, the next generation of orcs were born.
These orcs were born after the dragon-lord was dead, much like Krarug, so held no bond to him. Instead, they were approached and recruited as mercenaries, useful as much for their malleable and servile natures as for strength.
With most of the orcs being smaller and weaker, Krarug was a prized destroyer. Factions fought in the streets for control of the city. Each faction killed the men of the others, and most of them took slaves from the noncombatant populace.
The battles were good. They were fun. They stirred the soul of Krarug. At night he would dream of the next fight, the next kill, the next victory. He would treasure the praise heaped on him for his victories. This was a good life, one which saw him richly rewarded.
Apparantly many of the slaves taken had some value, so Krarug was tasked with guarding them. More slaves were brought in. One was a young child, a girl of not more than 6 years, who wept inconsolably at her predicament, not that the slavers were consoling. Eventually she broke and ran in fear. Two of the guards caught her and began beating her in punishment.
She screamed.
And then, the guards were dead, and Krarug was caked in gore. Still frightened, the girl cried out for her mother.
"What?" growled the great blood-smeared beast.
And then the child realised that the great monster did not mean her harm.
Apparantly her mommy was taken as a slave too, and Krarug released her. Actually, he released all of the slaves, but the mother first. When the slaves escaped, men were sent to follow them. They found Krarug and fled.
During the escape the prisons were ransacked for supplies, and with their homes destroyed, most of the slaves fled the city. Krarug fled with them.
On the road he encountered warriors, answering a call for fighters to Marn. He followed them to Thar Shaddin. At Shim, he stopped, after meeting a trollspawn who warned against heading into Marn directly for the chaos that would cause. Best to wait in the village outside for the army to move and then join them on the way out.
My faith protects me, my kevlar helps.
- Sir Karsimir
- Citizen
- Posts: 714
- Joined: Wed Jan 10, 2007 8:12 pm
- Name: Karsimir Von Greyssen
- Race: Reichvolk human
Hergot, Landsknecht
Name: Hergot.
Age: 22.
Race: Human, Grivarrian tribesman.
Height: 5' 9"
Weight: 263 lbs.
Physical Description: A man of girth, broad of both shoulder and waist. Puffy-faced, with a constant redness to his complexion which always makes him look out of breath. Contrary to this, is actually very fit.
Posessions: (anything they own or keep on their person)
Lucterne Hammer - Mounted atop a stave of eight feet in length is a hammer head with vicious spikes emerging from both the back and the top of the hammer. Matched only by the cannon at puncturing and smashing armour, and is good at dismounting riders.
Knobbed Mace - Simple weapon made from a metal head bearing rounded knobs atop a stout wooden rod. Useful for clobbering and breaking bones through armour, although far less effective than the polearm.
Bascinet - Open-faced helmet fitted with an avantail of maille protecting the neck. Mostly a rounded steel bowl covering the bulk of the skull. Rises to a bell-like point to direct blows away from the vulnerable face and head.
Lorica segmentata + Gambeson & Maille Mantle Overlapping metal strips affixed horizontally over the torso, curving around the body in a cuirass, with heavy shoulder defences made of similar metal plates. Solid body protection, able to resist direct strikes without difficulty unless they find a seam between the metal plates, in which case the act of forcing a blade through the seam will drain much of the striking power from a blow.
Worn on the neck and shoulders is a mantle of linked steel rings, which prevents edged weapons from cutting to the skin and is supported by a layer of thick linen cloth stuffed to cushion the force of blows. Will still suffer bruising from direct hits, or potentially broken bones from impact-based weapons, but will otherwise ward off strikes. Narrow or tapered weapons can split the rings as well, although these weapons are typically specifically designed for that purpose and have their own limits.
Combat Focus:
Reverse Binding - Likes to use the stave-end of a weapon to entangle his foes weapon, wrenching back to deliver strikes with the head.
Hook Pulls - Swings blows which either strike or hook to drag the foe forward. As a second rank fighter, does wonders for pulling a foe out off-balance and vulnerable for the front rank.
Powers or Strengths: (including stuff like magic, money, martial arts, etc.)
Mass - Such size makes him more difficult to injure, as there is far more flesh to damage before reaching anything important.
Poleturner - Has moderate skill in making and strengthening poles for wood, useful for fences or new spear-staves and weaponry.
Weaknesses:
Shyness - Stammery and ill at ease in social situations, usually deferring to others in decision making, assuming they are more capable and that he is best use following them. Feels clumsy in the absence of orders.
History:
A member of Kreylask village, a humble poleturner. A recruit in Aorle's militia who grew disgruntled with the new peace in the region.
Age: 22.
Race: Human, Grivarrian tribesman.
Height: 5' 9"
Weight: 263 lbs.
Physical Description: A man of girth, broad of both shoulder and waist. Puffy-faced, with a constant redness to his complexion which always makes him look out of breath. Contrary to this, is actually very fit.
Posessions: (anything they own or keep on their person)
Lucterne Hammer - Mounted atop a stave of eight feet in length is a hammer head with vicious spikes emerging from both the back and the top of the hammer. Matched only by the cannon at puncturing and smashing armour, and is good at dismounting riders.
Knobbed Mace - Simple weapon made from a metal head bearing rounded knobs atop a stout wooden rod. Useful for clobbering and breaking bones through armour, although far less effective than the polearm.
Bascinet - Open-faced helmet fitted with an avantail of maille protecting the neck. Mostly a rounded steel bowl covering the bulk of the skull. Rises to a bell-like point to direct blows away from the vulnerable face and head.
Lorica segmentata + Gambeson & Maille Mantle Overlapping metal strips affixed horizontally over the torso, curving around the body in a cuirass, with heavy shoulder defences made of similar metal plates. Solid body protection, able to resist direct strikes without difficulty unless they find a seam between the metal plates, in which case the act of forcing a blade through the seam will drain much of the striking power from a blow.
Worn on the neck and shoulders is a mantle of linked steel rings, which prevents edged weapons from cutting to the skin and is supported by a layer of thick linen cloth stuffed to cushion the force of blows. Will still suffer bruising from direct hits, or potentially broken bones from impact-based weapons, but will otherwise ward off strikes. Narrow or tapered weapons can split the rings as well, although these weapons are typically specifically designed for that purpose and have their own limits.
Combat Focus:
Reverse Binding - Likes to use the stave-end of a weapon to entangle his foes weapon, wrenching back to deliver strikes with the head.
Hook Pulls - Swings blows which either strike or hook to drag the foe forward. As a second rank fighter, does wonders for pulling a foe out off-balance and vulnerable for the front rank.
Powers or Strengths: (including stuff like magic, money, martial arts, etc.)
Mass - Such size makes him more difficult to injure, as there is far more flesh to damage before reaching anything important.
Poleturner - Has moderate skill in making and strengthening poles for wood, useful for fences or new spear-staves and weaponry.
Weaknesses:
Shyness - Stammery and ill at ease in social situations, usually deferring to others in decision making, assuming they are more capable and that he is best use following them. Feels clumsy in the absence of orders.
History:
A member of Kreylask village, a humble poleturner. A recruit in Aorle's militia who grew disgruntled with the new peace in the region.
My faith protects me, my kevlar helps.
- Sir Karsimir
- Citizen
- Posts: 714
- Joined: Wed Jan 10, 2007 8:12 pm
- Name: Karsimir Von Greyssen
- Race: Reichvolk human
Aeson, Scout/Archer
Name: Aeson.
Age: 20
Race: Human, Latanian.
Height: 5' 10"
Weight: 155 lbs.
Physical Description:
Slim and swarthy, with a frame which hints of flexibility. His hair is close-cropped and of a shade of brown which hints of faint grey, which appears strange above a face so young. Narrow-faced, with an almost pinched look to his cheeks. Soft wisps of hair are sporadic across his cheeks and jawline, as though hinting of a beard which may one day come.
Posessions:
Composite Bow - A strong bow which retains shape even without the string. Made with horn to strengthen the body, and bears a sturdy drawstring. Capable of piercing most armour at close range, and light armour at greater ranges.
Gladius - A short stabbing sword, with some capacity for cutting strokes but primarily a thrusting weapon. Close-range and heavy, excellent in formation but limiting the possibilities of skill.
Maille byrnie - A shirt of steel mesh linked together, which prevents edged weapons from cutting to the skin and is supported by a layer of thick linen cloth stuffed to cushion the force of blows. Will still suffer bruising from direct hits, or potentially broken bones from impact-based weapons, but will otherwise ward off strikes. Narrow or tapered weapons can split the rings as well, although these weapons are typically specifically designed for that purpose and have their own limits.
Imperial Helm - A domed steel helmet decorated with gilded motifs and a crest of horsehair dyed blue at the top. Features a sloped neckguard ribbed at the nape, projecting ear guards, brass trim, and decorative bosses. Hinged cheekpieces descend down and are locked in place by rivets to stop them from yielding with impact. A cross-brace on the crown of the head provides a double-thickness of metal against direct blows, limiting the potential of stunning overhand blows to land with full force.
Buckler - A small metal shield acquired on his travels. Designed to deflect attacks rather than stop them directly. Is used for defensive combat while being portable enough for a scout.
Powers or Strengths:
Archery - Good with a bow, best at close-range shots, is less effective against greater distances. Able to shoot on the run with minimal hinderance to accuracy.
Scouting survival - Focused on working in the wilderness, finding water and food, tracking enemies telling in depth information from patterns of tracks. Is also highly self-sufficient, able to make minor repairs in the field and generally keep his gear in good working order.
Stealth - As is appropriate for scouts, has learned how to get in position unseen and observe the enemy. Capable of extended (read: 2-3 weeks) surveillance without moving position (assuming supplies).
Defensive swordsmanship - Reasonably effective swordsman, although more focused on defence and dodges supplemented by buckler and sword work. Varies between dodging away and forcefully pushing into the enemy, catching the enemy off-guard by the variation between styles.
Weaknesses:
Lightweight - While reasonably strong, his light frame gives him a disadvantage when using his body-weight, making him more vulnerable to shoves and throws in combat.
Quiet - Prefers to observe than speak. When speaking, only reports facts. Is therefore far from persuasive and seldom gets involved in arguments, leaving them to others.
Notes:
Is a scout employed by Triarius. Was keeping tabs on the mercenaries in Shim.
Invests much of his personality in the chain-of-command and military etiquette.
Age: 20
Race: Human, Latanian.
Height: 5' 10"
Weight: 155 lbs.
Physical Description:
Slim and swarthy, with a frame which hints of flexibility. His hair is close-cropped and of a shade of brown which hints of faint grey, which appears strange above a face so young. Narrow-faced, with an almost pinched look to his cheeks. Soft wisps of hair are sporadic across his cheeks and jawline, as though hinting of a beard which may one day come.
Posessions:
Composite Bow - A strong bow which retains shape even without the string. Made with horn to strengthen the body, and bears a sturdy drawstring. Capable of piercing most armour at close range, and light armour at greater ranges.
Gladius - A short stabbing sword, with some capacity for cutting strokes but primarily a thrusting weapon. Close-range and heavy, excellent in formation but limiting the possibilities of skill.
Maille byrnie - A shirt of steel mesh linked together, which prevents edged weapons from cutting to the skin and is supported by a layer of thick linen cloth stuffed to cushion the force of blows. Will still suffer bruising from direct hits, or potentially broken bones from impact-based weapons, but will otherwise ward off strikes. Narrow or tapered weapons can split the rings as well, although these weapons are typically specifically designed for that purpose and have their own limits.
Imperial Helm - A domed steel helmet decorated with gilded motifs and a crest of horsehair dyed blue at the top. Features a sloped neckguard ribbed at the nape, projecting ear guards, brass trim, and decorative bosses. Hinged cheekpieces descend down and are locked in place by rivets to stop them from yielding with impact. A cross-brace on the crown of the head provides a double-thickness of metal against direct blows, limiting the potential of stunning overhand blows to land with full force.
Buckler - A small metal shield acquired on his travels. Designed to deflect attacks rather than stop them directly. Is used for defensive combat while being portable enough for a scout.
Powers or Strengths:
Archery - Good with a bow, best at close-range shots, is less effective against greater distances. Able to shoot on the run with minimal hinderance to accuracy.
Scouting survival - Focused on working in the wilderness, finding water and food, tracking enemies telling in depth information from patterns of tracks. Is also highly self-sufficient, able to make minor repairs in the field and generally keep his gear in good working order.
Stealth - As is appropriate for scouts, has learned how to get in position unseen and observe the enemy. Capable of extended (read: 2-3 weeks) surveillance without moving position (assuming supplies).
Defensive swordsmanship - Reasonably effective swordsman, although more focused on defence and dodges supplemented by buckler and sword work. Varies between dodging away and forcefully pushing into the enemy, catching the enemy off-guard by the variation between styles.
Weaknesses:
Lightweight - While reasonably strong, his light frame gives him a disadvantage when using his body-weight, making him more vulnerable to shoves and throws in combat.
Quiet - Prefers to observe than speak. When speaking, only reports facts. Is therefore far from persuasive and seldom gets involved in arguments, leaving them to others.
Notes:
Is a scout employed by Triarius. Was keeping tabs on the mercenaries in Shim.
Invests much of his personality in the chain-of-command and military etiquette.
My faith protects me, my kevlar helps.
- Sir Karsimir
- Citizen
- Posts: 714
- Joined: Wed Jan 10, 2007 8:12 pm
- Name: Karsimir Von Greyssen
- Race: Reichvolk human
Blargen
Name: Blargen.
Age: 17.
Race: Half-troll, half-fae.
Height: 7' 4".
Weight: 422 lbs.
Physical Description: Covered with irregular bumps over charcoal grey skin, with black battle-braids hanging down from his face like gnarled dreadlocks. A hag-like nose extends from his blunt-featured face made well-suited for snarling by the flat, pointed teeth.
Very large, with long arms for his body and a stooped posture. Instead of being bulky, has a lanky frame which is enlarged to above-human proportions.
Posessions:
Half-pike - Approximately 9 feet long, with a large spearhead on top that tapers to a narrow spike for punching into the gaps between armour. The butt is sheathed in iron for use as a blunt weapon. Can be used as a footman's lance or while mounted (on warg-back).
Spiked war axe - Begins with a broad crescent-shaped blade with thick spikes on behind the head and a longer spike from the top. Fairly effective against armour, able to break through lighter forms of armour with ease and deliver a substansial impact against the heavier forms.
Leather lamellar & gambeson - Begins with a corselet of hardened leather scales laced together around his body, with half-sleeves and tassets for his arms and front thighs. Beneath that he wears thick quilted padding gained from serving in a militia. Between this and his thick hide he can shrug off blows from most conventional weapons unless they strike extremely well (such as a direct sword thrust with plenty of force behind it).
Powers or Strengths:
Mighty - Far stronger than an ordinary human, able to lift and carry more, as well as shove or hit more powerfully. In terms of sheer size or strength is
Trollish Fortitude - Wounds heals within minutes or hours, and has an injury tolerance greater than humans (can fight on with a major stab wound). Recovers from anything less than massive injury to the brain or heart. Can also do hard labour almost indefinately because he recovers faster than it wears him out.
Covered in a thick leathery skin, providing an extra layer of soft armour against attacks. Alone can withstand moderate cutting blows without injury. Stabbing attacks are more effective but they must strike squarely if they are not to slide off. Combine this with conventional armour and he can shrug off edged weapons unless they strike with tremendous force (bardiches or the like), and it is a rare blow from a stabbing weapon deep enough to greatly slow him down.
Darksight - Able to see clearly in absolute darkness. Minimal colour-vision in the dark.
Militia training - For a time served in various village militias and was given basic weapon training part time. Familiar with most weapons, primarily polearms and hafted weapons, typically combining basic techniques with his sheer strength to take his enemy off-guard.
Weaknesses:
Gullible - Due to his insecurity, is more easily tricked by anyone who appears to be a friend. Tends not to question the motives of other people. Is also incredibly lonely, and small kindnesses make him think the best of that person easily.
Inconvenient Size - Requires larger chairs than normal, and a larger mount for fighting as cavalry.
Rough History:
Was a changeling left in a human home by the Mound-Dwellers. The family were obviously not happy with these events, but they had a baby in their home who needed looking after.
So when young, he came to the conclusion that if his family had a child lost to the Mound-Dwellers, he would go and rescue the child. This worked. The Mound Dwellers did not fight - because of what he was.
The child was rescued.
And the following years became the most lonely of his life. Having their own child back, the family had less reason to be attatched to the changeling who they never truly wanted. He was no longer needed as a substitute. While he lived in their house and helped with tasks, he stopped being part of the family.
Age: 17.
Race: Half-troll, half-fae.
Height: 7' 4".
Weight: 422 lbs.
Physical Description: Covered with irregular bumps over charcoal grey skin, with black battle-braids hanging down from his face like gnarled dreadlocks. A hag-like nose extends from his blunt-featured face made well-suited for snarling by the flat, pointed teeth.
Very large, with long arms for his body and a stooped posture. Instead of being bulky, has a lanky frame which is enlarged to above-human proportions.
Posessions:
Half-pike - Approximately 9 feet long, with a large spearhead on top that tapers to a narrow spike for punching into the gaps between armour. The butt is sheathed in iron for use as a blunt weapon. Can be used as a footman's lance or while mounted (on warg-back).
Spiked war axe - Begins with a broad crescent-shaped blade with thick spikes on behind the head and a longer spike from the top. Fairly effective against armour, able to break through lighter forms of armour with ease and deliver a substansial impact against the heavier forms.
Leather lamellar & gambeson - Begins with a corselet of hardened leather scales laced together around his body, with half-sleeves and tassets for his arms and front thighs. Beneath that he wears thick quilted padding gained from serving in a militia. Between this and his thick hide he can shrug off blows from most conventional weapons unless they strike extremely well (such as a direct sword thrust with plenty of force behind it).
Powers or Strengths:
Mighty - Far stronger than an ordinary human, able to lift and carry more, as well as shove or hit more powerfully. In terms of sheer size or strength is
Trollish Fortitude - Wounds heals within minutes or hours, and has an injury tolerance greater than humans (can fight on with a major stab wound). Recovers from anything less than massive injury to the brain or heart. Can also do hard labour almost indefinately because he recovers faster than it wears him out.
Covered in a thick leathery skin, providing an extra layer of soft armour against attacks. Alone can withstand moderate cutting blows without injury. Stabbing attacks are more effective but they must strike squarely if they are not to slide off. Combine this with conventional armour and he can shrug off edged weapons unless they strike with tremendous force (bardiches or the like), and it is a rare blow from a stabbing weapon deep enough to greatly slow him down.
Darksight - Able to see clearly in absolute darkness. Minimal colour-vision in the dark.
Militia training - For a time served in various village militias and was given basic weapon training part time. Familiar with most weapons, primarily polearms and hafted weapons, typically combining basic techniques with his sheer strength to take his enemy off-guard.
Weaknesses:
Gullible - Due to his insecurity, is more easily tricked by anyone who appears to be a friend. Tends not to question the motives of other people. Is also incredibly lonely, and small kindnesses make him think the best of that person easily.
Inconvenient Size - Requires larger chairs than normal, and a larger mount for fighting as cavalry.
Rough History:
Was a changeling left in a human home by the Mound-Dwellers. The family were obviously not happy with these events, but they had a baby in their home who needed looking after.
So when young, he came to the conclusion that if his family had a child lost to the Mound-Dwellers, he would go and rescue the child. This worked. The Mound Dwellers did not fight - because of what he was.
The child was rescued.
And the following years became the most lonely of his life. Having their own child back, the family had less reason to be attatched to the changeling who they never truly wanted. He was no longer needed as a substitute. While he lived in their house and helped with tasks, he stopped being part of the family.
My faith protects me, my kevlar helps.
- Sir Karsimir
- Citizen
- Posts: 714
- Joined: Wed Jan 10, 2007 8:12 pm
- Name: Karsimir Von Greyssen
- Race: Reichvolk human
Lightsword Pikemen-Landsknecht
Based on the Landsknecht of the Kreuzlunds, these elite men-at-arms fight with long pikes or polearms in lines or squares. Their main function on the battlefield is to block the enemy with walls of spears, pinning enemy into position and slowly whittling them down.
Their main advantage is in solid defensive formation, although is able to adjust to a more aggressive attacking column. While all very capable warriors, being shattered by a successful surge attack will remove their main advantage and they will need chance to regroup quickly to avoid becoming a vulnerability.
Members
- Acting Serjeant Brother Triarius Alatane: Member of a Patrician family which served in the Legions. Currently on leave between campaigns to seek land, allies and reputation to improve the standing of his family. Looking to earn prestige for himself by joining a successful warrior, as well as attatch his own family to the success of Karsimir.
Experienced both tactically and politically, knows how to organise forts and troops divisions effectively, and basic man-management, as well as giving clear orders in battle. Where he falls short is having previously been an Immune (a Phalangarium who trained pike phalanxes) which exempted him manual labour, so he sets himself apart from the men too much to gain loyalty.
- Osaw: Veteran conscript who was once a leatherworker. After victory in what was thought to be a hopeless battle, wanted to make a career out of armsmanship.
- Hergot: Once member of Kreylask militia who came to rejoin Sir Karsimir. Former poleturner, as large from fat as from muscle although surprisingly fit.
- Krarug: Great orc living war machine, searching for a new master since he found the morals of his previous masters unacceptable (they were slavers). First joined the Lightswords by rushing to Rosemary's defence in Shim.
- Blargen: Half-troll warrior, born a changeling (swapped for a human baby). As a child, actually went to rescue the human baby for his 'family', left because the distance from his 'once family' became too much to bear and became a warrior because he feels it's where a half-troll has advantages.
- Galo: Kreuzvolk landsknecht, enlisted to avoid a hanging for poaching. Fought in many previous battles in which noble commanders threw away the lives of their troops, seeked out Karsimir after hearing how the knight fought to protect Julen & Rosemary. While eager to build a fortune, has developed a distaste for dishonourable battles and wants to fight under a good cause.
Wears a string of beads around the hilt of his thickly tapered short sword, each bead representing a comrade lost in battle. His pike bears the symbol of a purple lilac near the blunt end, because the lilac was the gift of a lady who was killed shortly after, Galo was unable to do anything and bears the memory with shame. Prone to sentimentality and perhaps dwelling on past mistakes. Armour is blackened maille, along with a Corinthian style helmet (resembles Ancient Greek hoplite helmets).
- Bertold: Kreuzvolk landsknecht, returned to his home after a long mercenary campaign to find his wife pregnant with another man's child. Found the man and insisted he take care of his ex-wife, then left. Joined the Lightswords because he feels his life has no meaning, and wants to find a death with meaning.
Clad in a brigandine hauberk extended with short sleeves and to cover the thighs. Splinted leather greaves and vambraces cover the shins and forearms. Helmet is an open-faced barbute (large T-slitted helmet). Keeps a side-sword and buckler as back-up weapons for outside formation. Pike is curved near the end with a second spike for tripping where the head begins.
- Imma: Female Kreuzvolk landsknecht, calm-tempered and easy going, thick-framed and muscled. A mercenary in between farming harvests and was later so long gone on campaign that her farm simply stopped being worthwhile. Keeps a scarf of red and silver tied near the head of her pike, made from her mother for cold weather, although Imma dislikes scarves.
Wears a long coat of maille under her tabard, with a bell-shaped helmet fitted with a visor resembling a long pointed snout (to deflect blows away from the face) and an attatched avantail long enough to drape over the shoulders, which she is known to refer to as her "hair". Carries a long-bladed pike with the blade semi-jagged from use, as well as a plain arming sword and dagger at her belt.
- Ruske: A great (Siberian based) hulk who speaks little and drinks much, with a generally stormy demeanor. Was a soldier fighting in a regiment which left him behind when they needed to retreat (he was slowed by leg wounds). Managed to escape into the wilderness away from the opposing army, and somehow survived. Is very skilled at survival in extreme conditions, primarily cold. Has a knack for brawling particular to men his size.
Wears plated maille with horizontal metal bands across the front of the chest and abdomen, with a plain barbute (T-slit) helmet on top. His pike is thicker-bladed and more tapered than most. Keeps a large, single-headed axe hanging from his belt, with the blade marred to erase the original decorations.
Their main advantage is in solid defensive formation, although is able to adjust to a more aggressive attacking column. While all very capable warriors, being shattered by a successful surge attack will remove their main advantage and they will need chance to regroup quickly to avoid becoming a vulnerability.
Members
- Acting Serjeant Brother Triarius Alatane: Member of a Patrician family which served in the Legions. Currently on leave between campaigns to seek land, allies and reputation to improve the standing of his family. Looking to earn prestige for himself by joining a successful warrior, as well as attatch his own family to the success of Karsimir.
Experienced both tactically and politically, knows how to organise forts and troops divisions effectively, and basic man-management, as well as giving clear orders in battle. Where he falls short is having previously been an Immune (a Phalangarium who trained pike phalanxes) which exempted him manual labour, so he sets himself apart from the men too much to gain loyalty.
- Osaw: Veteran conscript who was once a leatherworker. After victory in what was thought to be a hopeless battle, wanted to make a career out of armsmanship.
- Hergot: Once member of Kreylask militia who came to rejoin Sir Karsimir. Former poleturner, as large from fat as from muscle although surprisingly fit.
- Krarug: Great orc living war machine, searching for a new master since he found the morals of his previous masters unacceptable (they were slavers). First joined the Lightswords by rushing to Rosemary's defence in Shim.
- Blargen: Half-troll warrior, born a changeling (swapped for a human baby). As a child, actually went to rescue the human baby for his 'family', left because the distance from his 'once family' became too much to bear and became a warrior because he feels it's where a half-troll has advantages.
- Galo: Kreuzvolk landsknecht, enlisted to avoid a hanging for poaching. Fought in many previous battles in which noble commanders threw away the lives of their troops, seeked out Karsimir after hearing how the knight fought to protect Julen & Rosemary. While eager to build a fortune, has developed a distaste for dishonourable battles and wants to fight under a good cause.
Wears a string of beads around the hilt of his thickly tapered short sword, each bead representing a comrade lost in battle. His pike bears the symbol of a purple lilac near the blunt end, because the lilac was the gift of a lady who was killed shortly after, Galo was unable to do anything and bears the memory with shame. Prone to sentimentality and perhaps dwelling on past mistakes. Armour is blackened maille, along with a Corinthian style helmet (resembles Ancient Greek hoplite helmets).
- Bertold: Kreuzvolk landsknecht, returned to his home after a long mercenary campaign to find his wife pregnant with another man's child. Found the man and insisted he take care of his ex-wife, then left. Joined the Lightswords because he feels his life has no meaning, and wants to find a death with meaning.
Clad in a brigandine hauberk extended with short sleeves and to cover the thighs. Splinted leather greaves and vambraces cover the shins and forearms. Helmet is an open-faced barbute (large T-slitted helmet). Keeps a side-sword and buckler as back-up weapons for outside formation. Pike is curved near the end with a second spike for tripping where the head begins.
- Imma: Female Kreuzvolk landsknecht, calm-tempered and easy going, thick-framed and muscled. A mercenary in between farming harvests and was later so long gone on campaign that her farm simply stopped being worthwhile. Keeps a scarf of red and silver tied near the head of her pike, made from her mother for cold weather, although Imma dislikes scarves.
Wears a long coat of maille under her tabard, with a bell-shaped helmet fitted with a visor resembling a long pointed snout (to deflect blows away from the face) and an attatched avantail long enough to drape over the shoulders, which she is known to refer to as her "hair". Carries a long-bladed pike with the blade semi-jagged from use, as well as a plain arming sword and dagger at her belt.
- Ruske: A great (Siberian based) hulk who speaks little and drinks much, with a generally stormy demeanor. Was a soldier fighting in a regiment which left him behind when they needed to retreat (he was slowed by leg wounds). Managed to escape into the wilderness away from the opposing army, and somehow survived. Is very skilled at survival in extreme conditions, primarily cold. Has a knack for brawling particular to men his size.
Wears plated maille with horizontal metal bands across the front of the chest and abdomen, with a plain barbute (T-slit) helmet on top. His pike is thicker-bladed and more tapered than most. Keeps a large, single-headed axe hanging from his belt, with the blade marred to erase the original decorations.
My faith protects me, my kevlar helps.
- Sir Karsimir
- Citizen
- Posts: 714
- Joined: Wed Jan 10, 2007 8:12 pm
- Name: Karsimir Von Greyssen
- Race: Reichvolk human
First Lance
Among the closest retainers in the Lord's personal retinue, the First Lance is able to function as an independant flexible unit, capable of travelling and fighting on horseback, as well as some archery and ranged combat capability, even preparing small catapults or ballistae.
This Lance makes the immediate companions of the Bannerette, a versitile tactical force. One important function of the First Lance is to go where the whole Banner cannot be taken, this is the purpose of the flexibility is so that such a small group can function in more diverse circumstances.
Members: Sir Karsimir himself & Julen (see Character Profiles).
- Numidar: Farsuvian (Zulu-inspired) warrior who if he has ever felt anything about anything, no one has ever known it. Keeps his face blank. Not stony, not cold, just blank, which is somehow even worse. Between his pitch-black skin and chilling demeanor can be mistaken for a demon from the Kingdom of Night, a superstition he encourages, partly due to his talent at exploiting fear to his advantage and partly due to personal amusement.
While primarily fights with spear and sabre, uses a device called an atlatl to throw javelins great distances.
- Sigvard: Northlander (Viking-inspired) ex-raider. Friendly and companionable. Extremely hardy and a skilled sailor. Attracted mainly by Karsimir's prowess in battle.
- Thetta: Northland Shield Maiden. Hardened and passionate feminist, eager to prove herself/women to be equal to men in battle. Very agile, and effective at taunting people in combat (which is useful) and out of combat (not so useful).
- Darir: Dwarven defender. Extremely stable, solid, defensive fighter. Unlikely to kill the most but sure to be a consistent danger to all enemies near. Very rigid and dependable, preferring clear rules in place for guidance.
- Gaelm: Massive axeman (Celt-inspired). Large, muscular, skilled at crafting wood. Able to construct and operate small catapults easily enough. Came because he was intrigued by Karsimir's cause as a defender of the people.
This Lance makes the immediate companions of the Bannerette, a versitile tactical force. One important function of the First Lance is to go where the whole Banner cannot be taken, this is the purpose of the flexibility is so that such a small group can function in more diverse circumstances.
Members: Sir Karsimir himself & Julen (see Character Profiles).
- Numidar: Farsuvian (Zulu-inspired) warrior who if he has ever felt anything about anything, no one has ever known it. Keeps his face blank. Not stony, not cold, just blank, which is somehow even worse. Between his pitch-black skin and chilling demeanor can be mistaken for a demon from the Kingdom of Night, a superstition he encourages, partly due to his talent at exploiting fear to his advantage and partly due to personal amusement.
While primarily fights with spear and sabre, uses a device called an atlatl to throw javelins great distances.
- Sigvard: Northlander (Viking-inspired) ex-raider. Friendly and companionable. Extremely hardy and a skilled sailor. Attracted mainly by Karsimir's prowess in battle.
- Thetta: Northland Shield Maiden. Hardened and passionate feminist, eager to prove herself/women to be equal to men in battle. Very agile, and effective at taunting people in combat (which is useful) and out of combat (not so useful).
- Darir: Dwarven defender. Extremely stable, solid, defensive fighter. Unlikely to kill the most but sure to be a consistent danger to all enemies near. Very rigid and dependable, preferring clear rules in place for guidance.
- Gaelm: Massive axeman (Celt-inspired). Large, muscular, skilled at crafting wood. Able to construct and operate small catapults easily enough. Came because he was intrigued by Karsimir's cause as a defender of the people.
My faith protects me, my kevlar helps.
Re: Lightsword Pikemen-Landsknecht
Group tactics! Cool. Setting out who will be doing what is a handy reference, and I like the new NPCs you've added. Thetta will be so thrilled about having another female warrior around.
Shim -- where the men are men, and the livestock are scared.
Re: Lightsword Infantry
LOL! Love the short description of Thetta. 
Shim -- where the men are men, and the livestock are scared.
- Sir Karsimir
- Citizen
- Posts: 714
- Joined: Wed Jan 10, 2007 8:12 pm
- Name: Karsimir Von Greyssen
- Race: Reichvolk human
Lightsword Archers
Ranged support for the rest of the Lightswords, their function is to bring down enemies without risk. Every member of the retinue is precious, none are expendable, so killing or weakening the foe at range can avoid much danger for the others.
Slaying from afar means they are essential for proper use of defensive positions, as they can attack without having to venture forth from the place of safety.
Members:
- Serjeant Brother Celenon Dorcrindel (leader): Latanian Crossbowman (Genoese mercenary inspired), raised in a church orphanage devoted to the High Heavens, passed on from there to national military service. Fled his city due to plague. Skilled as an engineer as well as crossbowman.
Promoted to Serjeant brother due to his experience as a campaign veteran, making him well-suited to handling military logistics and looking after the safety of his unit. Limiting him is a preference for conservative tactics, he will forgo daring plans in favour of the traditional ranged assault from safe positions.
- Merohl: Grivarrian (Gaul-inspired) hunter. Introduced to the warrior life when he needed to kill a werewolf, wears armour of maille and werewolf hide. In addition to the stealth of a huntsman, makes snares and traps, a talent much appreciated by the lord.
- Thalnawr: Former Kreylask Watchman. Has an excellent memory, and long instruction in swordsmanship. Came to rejoin Karsimir after Kreylask became peaceful again.
- Aeson: Imperial scout-archer attatched to Triarius. Very quiet and formal, seldom speaking save to report observations. Has great patience, although limited ability to deal with people.
- Harbern: Guerrilla-based fighter, from the regions neighbouring the Kreuzlunds. Lost his daughter to a carriage accident involving a nobleman who made no effort afterwards to make amends. In revenge, organised a rebellion and began razing the nobleman's estate. Eventually the rebellion was crushed, leaving him to fend for himself. Brash and idealistic, although understands the importance of tactics. His main source of conflict with the Lightswords is a willingness to cross certain moral boundries for the sake of his ideals (taking hostages or risking harm to bystanders).
Armed with a push-lever crossbow and a katzblager (short arming sword), and armoured in a lamellar corselet supported by boiled leather plates, as well as a pot helm. Absolute eagle-eyed, able to recognise details at huge distance and of course a sniper par excellence.
- Ekgehard: Second Guerrilla warrior and younger brother to Harbern. Was pulled into brother's rebellion. Practical and calmer than his brother. Joined the rebellion, moved by the initial outrage, but became shocked at the lengths his brother went to for revenge. Wears his youth openly on his face, although contrasting with the clear advancement of his mind.
Armed with a crossbow and a katzblager. Wears boiled leather-lamellar over quilted gambeson, and has been equipped with an Imperial helm. While a skilled crossbow archer, not as deadly at long range. Scholarly, with in-depth tactical knowledge (the brains behind the initial success of the rebellion) and skill at cartography. Also a competant fletcher, able to make crude arrows and bolts in the field.
- Rosalio: Witch Hunter, a mature man both swarthy and grizzled, his curly black hair tinted with grey that suggests a man old before his time (occupational hazard). Began his combat career as a bounty hunter, who encountered enough demonic evil on the job that pursuing it became a calling rather than a contract. Generally acts in a dreadfully thoughtful, considered manner, far from the wild-eyed fanatic typically expected of a Witch Hunter. Lives by a very structured black-and-white view of the world, with great respect for law and a habit of doing things by the book (although the book is a variation of Malleus Malificarum...).
Fights at long range with a pull-lever crossbow, favouring careful aim and marksmanship at the cost of reloading speed, switching to throwing knives for when the enemy draws near enough for reloading the crossbow to be impractical. In close combat chooses an arming sword paired with one of a parrying dagger, cape as an entangling weapon or a burning torch, in a Destreza based fighting style. Beneath his long leather coat he wears a maille haubergeon supported by thick pieces of hardened leather (cuirass, greaves and vambraces), along with a morion helmet including a flat steel brim and crest from front to back.
Very stout-hearted, with detailed knowledge on fighting the many forms of evil. Naturally able to sense danger in advance, has the investigative abilities of one who spent much time uncovering evil lurking within communities. Speaks with a smooth, commanding voice with a thick accent (Spanish) and some ability to sway crowds.
[one more is a Jinette/horse-archer]
Slaying from afar means they are essential for proper use of defensive positions, as they can attack without having to venture forth from the place of safety.
Members:
- Serjeant Brother Celenon Dorcrindel (leader): Latanian Crossbowman (Genoese mercenary inspired), raised in a church orphanage devoted to the High Heavens, passed on from there to national military service. Fled his city due to plague. Skilled as an engineer as well as crossbowman.
Promoted to Serjeant brother due to his experience as a campaign veteran, making him well-suited to handling military logistics and looking after the safety of his unit. Limiting him is a preference for conservative tactics, he will forgo daring plans in favour of the traditional ranged assault from safe positions.
- Merohl: Grivarrian (Gaul-inspired) hunter. Introduced to the warrior life when he needed to kill a werewolf, wears armour of maille and werewolf hide. In addition to the stealth of a huntsman, makes snares and traps, a talent much appreciated by the lord.
- Thalnawr: Former Kreylask Watchman. Has an excellent memory, and long instruction in swordsmanship. Came to rejoin Karsimir after Kreylask became peaceful again.
- Aeson: Imperial scout-archer attatched to Triarius. Very quiet and formal, seldom speaking save to report observations. Has great patience, although limited ability to deal with people.
- Harbern: Guerrilla-based fighter, from the regions neighbouring the Kreuzlunds. Lost his daughter to a carriage accident involving a nobleman who made no effort afterwards to make amends. In revenge, organised a rebellion and began razing the nobleman's estate. Eventually the rebellion was crushed, leaving him to fend for himself. Brash and idealistic, although understands the importance of tactics. His main source of conflict with the Lightswords is a willingness to cross certain moral boundries for the sake of his ideals (taking hostages or risking harm to bystanders).
Armed with a push-lever crossbow and a katzblager (short arming sword), and armoured in a lamellar corselet supported by boiled leather plates, as well as a pot helm. Absolute eagle-eyed, able to recognise details at huge distance and of course a sniper par excellence.
- Ekgehard: Second Guerrilla warrior and younger brother to Harbern. Was pulled into brother's rebellion. Practical and calmer than his brother. Joined the rebellion, moved by the initial outrage, but became shocked at the lengths his brother went to for revenge. Wears his youth openly on his face, although contrasting with the clear advancement of his mind.
Armed with a crossbow and a katzblager. Wears boiled leather-lamellar over quilted gambeson, and has been equipped with an Imperial helm. While a skilled crossbow archer, not as deadly at long range. Scholarly, with in-depth tactical knowledge (the brains behind the initial success of the rebellion) and skill at cartography. Also a competant fletcher, able to make crude arrows and bolts in the field.
- Rosalio: Witch Hunter, a mature man both swarthy and grizzled, his curly black hair tinted with grey that suggests a man old before his time (occupational hazard). Began his combat career as a bounty hunter, who encountered enough demonic evil on the job that pursuing it became a calling rather than a contract. Generally acts in a dreadfully thoughtful, considered manner, far from the wild-eyed fanatic typically expected of a Witch Hunter. Lives by a very structured black-and-white view of the world, with great respect for law and a habit of doing things by the book (although the book is a variation of Malleus Malificarum...).
Fights at long range with a pull-lever crossbow, favouring careful aim and marksmanship at the cost of reloading speed, switching to throwing knives for when the enemy draws near enough for reloading the crossbow to be impractical. In close combat chooses an arming sword paired with one of a parrying dagger, cape as an entangling weapon or a burning torch, in a Destreza based fighting style. Beneath his long leather coat he wears a maille haubergeon supported by thick pieces of hardened leather (cuirass, greaves and vambraces), along with a morion helmet including a flat steel brim and crest from front to back.
Very stout-hearted, with detailed knowledge on fighting the many forms of evil. Naturally able to sense danger in advance, has the investigative abilities of one who spent much time uncovering evil lurking within communities. Speaks with a smooth, commanding voice with a thick accent (Spanish) and some ability to sway crowds.
[one more is a Jinette/horse-archer]
My faith protects me, my kevlar helps.
- Sir Karsimir
- Citizen
- Posts: 714
- Joined: Wed Jan 10, 2007 8:12 pm
- Name: Karsimir Von Greyssen
- Race: Reichvolk human
Lightsword Cavalry
Intended to become the main bulk of the Lightsword Banner, the Lord's Cavalry concentrate force against the weak points of the enemy, attacking the flanks or smashing apart opposition formations. A key function of their mobility is enabling them to fight directly alongside the Knight-Bannerette without delay, which makes them vital to a personal noble retinue.
Can dismount when fighting from fortifications or if against specific foes.
Members:
- Hatton Thronel: Traditional, courtly aspiring knight. Class-conscious to a fault although with a strong sense of noblesse oblige. Prone to offering fair fights rather than taking the advantage in combat.
- Metellus: Imperial (Roman-inspired) legionnary adapted to horseback, aligned with Triarius. Deeply loyal, although a little ingrained to the subservient role. Would struggle to take command, although is very capable as a follower.
Wears lorica segmentia (banded Roman armour) over a full maille haubek, with an Imperial helmet. Defends himself using an oval cavalry shield called a parma. Armed with a spatha cavalry sword, as well as a selection of several pilums and javelins. Expert at fast-drawing weapons so he can make his first strike a thrown pilum or javelin and be striking with his sword immediately, bolsters the strength of his spear throws with the momentum of the charging horse.
- Drax: Ultimately a pious soldier in the style of an 'imitation knight', follows the Teachings of Angels and has a history serving with a Ydrenite sect. On matters of his church or justice, can be passionate and even rash, normally overeager to step to their defence. Refuses to speak of his reasons for being in Thar Shaddin, although joins the Lightswords primarily out of religious affiliations.
Wears a long brigandine hauberk which covers down to knees, as well as an open-faced helmet with a heavy noseguard. Armed with a lance and a wide-bladed arming sword, paired with a heater shield.
- Guilerme: Former border soldier from the Kreuzlunds who completed his term of service and chose to move on from a future which was not going anywhere. Became a mercenary because he's in his mid-30s and his only true skill is war. Attracted to the Lightswords partly by tales of success and partly out of desire for a moral lord.
Fights in blackened maille with a kettle-hat helm (envision a steel trilby), a mace and lance with a teardrop shaped shield covering one leg. Expert at position camouflage, which is finding ways to disguise large equipment such as wagons or siege engines.
- Badagar: A carefree and pleasant fellow known to accuse his comrades of 'spoiling his fun' when presented with an option besides charging straight into battle. Actually uncomfortable with his battle-lust, and turns very quiet and sullen afterwards in a marked contrast to his normal cheerfulness. Here on mercenary work because he is unable to break his addiction to the battlefield, joined the Lightswords because he feels the company of honourable warriors will prevent his addiction from leading to something terrible.
A large man with irregular stubble and patches of short dark beard. Favours a three-headed flail in combat, and a spiked war axe while dismounted, although still uses a lance gladly enough. Strangely familiar with knightly modes of combat. Clad in maille and coif, although has been outfitted with an Imperial helmet since joining the Lightswords. Enjoys a teardrop shaped kite shield like many other cavalry.
- Folrad: Well-mannered, very conscious of politeness, to the point he keeps asking permission before making his suggestions. Is not nervous about it, simply natural ingrained courtesy. Has curly blonde hair, and constantly conducts his mannerisms with a rigid posture. Has a history as a Doppelsoldner (double-mercenary who breaks enemy formations).
Very good at time-keeping, such that he is said to have a gnomish clock installed in his head, and people joke about awaiting the explosion. Fights with a Kreuzlund Zweihander when not using his lance, and actively dislikes shields. Wears a falling buffe helmet, which is a close-fitting helmet with a flat-visor superficially resembling a more compact version of a sallet, along with an almain rivet ('poor-mans-plate' consisting of a rounded breastplate, shoulder and forearm guards, and a laminated metal skirt).
Can dismount when fighting from fortifications or if against specific foes.
Members:
- Hatton Thronel: Traditional, courtly aspiring knight. Class-conscious to a fault although with a strong sense of noblesse oblige. Prone to offering fair fights rather than taking the advantage in combat.
- Metellus: Imperial (Roman-inspired) legionnary adapted to horseback, aligned with Triarius. Deeply loyal, although a little ingrained to the subservient role. Would struggle to take command, although is very capable as a follower.
Wears lorica segmentia (banded Roman armour) over a full maille haubek, with an Imperial helmet. Defends himself using an oval cavalry shield called a parma. Armed with a spatha cavalry sword, as well as a selection of several pilums and javelins. Expert at fast-drawing weapons so he can make his first strike a thrown pilum or javelin and be striking with his sword immediately, bolsters the strength of his spear throws with the momentum of the charging horse.
- Drax: Ultimately a pious soldier in the style of an 'imitation knight', follows the Teachings of Angels and has a history serving with a Ydrenite sect. On matters of his church or justice, can be passionate and even rash, normally overeager to step to their defence. Refuses to speak of his reasons for being in Thar Shaddin, although joins the Lightswords primarily out of religious affiliations.
Wears a long brigandine hauberk which covers down to knees, as well as an open-faced helmet with a heavy noseguard. Armed with a lance and a wide-bladed arming sword, paired with a heater shield.
- Guilerme: Former border soldier from the Kreuzlunds who completed his term of service and chose to move on from a future which was not going anywhere. Became a mercenary because he's in his mid-30s and his only true skill is war. Attracted to the Lightswords partly by tales of success and partly out of desire for a moral lord.
Fights in blackened maille with a kettle-hat helm (envision a steel trilby), a mace and lance with a teardrop shaped shield covering one leg. Expert at position camouflage, which is finding ways to disguise large equipment such as wagons or siege engines.
- Badagar: A carefree and pleasant fellow known to accuse his comrades of 'spoiling his fun' when presented with an option besides charging straight into battle. Actually uncomfortable with his battle-lust, and turns very quiet and sullen afterwards in a marked contrast to his normal cheerfulness. Here on mercenary work because he is unable to break his addiction to the battlefield, joined the Lightswords because he feels the company of honourable warriors will prevent his addiction from leading to something terrible.
A large man with irregular stubble and patches of short dark beard. Favours a three-headed flail in combat, and a spiked war axe while dismounted, although still uses a lance gladly enough. Strangely familiar with knightly modes of combat. Clad in maille and coif, although has been outfitted with an Imperial helmet since joining the Lightswords. Enjoys a teardrop shaped kite shield like many other cavalry.
- Folrad: Well-mannered, very conscious of politeness, to the point he keeps asking permission before making his suggestions. Is not nervous about it, simply natural ingrained courtesy. Has curly blonde hair, and constantly conducts his mannerisms with a rigid posture. Has a history as a Doppelsoldner (double-mercenary who breaks enemy formations).
Very good at time-keeping, such that he is said to have a gnomish clock installed in his head, and people joke about awaiting the explosion. Fights with a Kreuzlund Zweihander when not using his lance, and actively dislikes shields. Wears a falling buffe helmet, which is a close-fitting helmet with a flat-visor superficially resembling a more compact version of a sallet, along with an almain rivet ('poor-mans-plate' consisting of a rounded breastplate, shoulder and forearm guards, and a laminated metal skirt).
My faith protects me, my kevlar helps.
Re: Lightsword Cavalry
"Doppelsöldner (Double mercenary) were Landsknechts in 16th-century Germany who were prepared to fight in the front line, taking an extra risk, in exchange for double payment. The stated ratio was that one Landsknecht in four would be a Doppelsöldner. A small number of the Doppelsöldner of each company were usually issued with firearms."
Heh. Another trip to Wikipedia, sponsored by Railtus.
Heh. Another trip to Wikipedia, sponsored by Railtus.
Shim -- where the men are men, and the livestock are scared.
- Sir Karsimir
- Citizen
- Posts: 714
- Joined: Wed Jan 10, 2007 8:12 pm
- Name: Karsimir Von Greyssen
- Race: Reichvolk human
Overview of the Lightswords
Formal Name: Broderorden Liechtenschwert.
Reference Name: The Lightswords.
Nickname: Whoreguard (a derogatory nickname started by Phelan Anstrun because of their defending women from the vice trade)
Identification: Colours are blue and white, or the Argent & Azure. Normally a blue field above a white or silver chevron (like an upturned V) as a divide, beneath the divide is the personal crest or symbol of the individual warrior. Any without a crest or heraldry of their own has a blue field both above and below the divide. This is shown on shields and tabards or surcoats.
All of the helmets bear dyed blue plumes or crests.
Much of the reason for this is because of the difficulty in recognising a warrior in full armour. Even the dyed plumes and crests are so important because they make locating a comrade on the battlefield easier (look for the blue). In addition, a uniform assists in building a reputation.
Identifying Karsimir himself is done by his surcoat having the blue field beneath the dividing chevron, with above bearing the golden (or) eagle on a black (sable) field out of his Imperial allegience.
Numbers: 33.
Equipment: Standard-issue for any member expected to engage in direct combat is transitional armour made of a core of full-body maille including leggings and avantail, reinforced by a coat-of-plates on the torso and splinted limb-defenses made of steel strips riveted onto a leather backing for the forearms and shins. Helmets tend towards the more enclosed forms, with a minimum of cheekpieces and neckguards made from leather flaps with iron plates attatched in an imitation of the coat-of-plates or brigandine.
Weapons are a spear-weapon of choice (lance or pike), a hand-weapon (sword or axe or mace) for backup or combat outside formation, and a dagger for grappling and last resort. Shorter spears and shields are acceptable as a further defence against ranged weapons.
For archers, the primary armour is distance, for which each archer keeps 2 defensive stakes to prevent an easy charge. Ranged attacks are dealt with using large shields called pavise which can be set in the ground (by means of an attatched spike) as a form of portable cover. In addition, all archers wear a full-body leather or gambeson, supported by a coat-of-plates on the torso. Helmets are more open-faced in design for clearer vision to aim.
Weapons for archers begin quite obviously with a strong bow or crossbow (which is normally lever-drawn for a balance between speed and armour-penetration), a decision based purely on which they are best with, since unit is too small for massed volleys. Ammunition is expected to be 80 arrows or bolts for each combat, which may or may not include specialist ammunition (bodkins or ghost arrows). Even so, all carry hand-weapons (typically short swords) and daggers for self-defence and emergencies (any archer afraid to charge in an emergency does not make it into the Lightswords).
Organisation: - Temporary - One single personal retinue for a feudal lord, this is organised purely as one unit, although currently made of specialist teams. Each team is known as a Lance, and lead by a Serjeant Brother. Of these teams 1 are currently cavalry, 1 are pikemen, 1 are archers, and 1 are veterans who act as supporting heavy infantry for now.
Currently, Serjeant Brothers are Celenon for the archers, Triarius for the pikemen, Drax for the cavalry, while the heavy infantry answer directly to Sir Karsimir, although Numidar is able to lead in his absence. These are all temporary appointments, intended purely for the immediate battles ahead until a more definite structure is planned.
Once able to sustain more units than a single retinue, the Lightswords will be reordered into an all-cavalry unit, with the pikemen and archers taking leadership positions in their own respective units.
Future Organisation: Fully mounted personal retinue for the feudal lord, designed to accompany him on the battlefield and fight were he does, both to support him directly and to concentrate force when charging or attacking vulnerable points of enemy formations.
Every Lightsword is either a knight or a heavy mounted sergeant, and as such can order troops retained by their lord in the absence of their commanding officers. While the officers in command of those units are free to refuse orders from a Lightsword (many of them came from the personal retinue before it was reorganised into cavalry), it is understood that Lightswords convey the wishes or interests of Sir Karsimir and thus are seldom refused in practice.
Within themselves, Lightswords are grouped into Lances of 10, each headed by a Knight. Normally, the knight is only responsible for the daily management and administration of the Lance, as in battle Sir Karsimir takes direct command of the whole unit, although on the battlefield the knights have a duty to convey orders so that the entire unit functions as one.
Standing out is the First Lance, which is headed by Sir Karsimir himself. All of these are veterans of his service, and travel with him where he cannot bring the full strength of his retinue.
Joining the Lightswords: Becoming a Lightsword happens through one way and one way only, by impressing Sir Karsimir. Recommendations will be heeded, but ultimately deeds must speak for themselves to convince Karsimir they are worthy.
Any potential Lightsword must be reasonably fit for horseback, able to fight well, and demonstrate character qualities such as courage, loyalty and integrity to a noteworthy degree. In essence, signs of suitability for knighthood. A squire may be knighted there and then, but is required to have all the skills needed at the time. Any lacking knightly education may become a mounted sergeant, to be promoted to knight after 5 years loyal service.
Those 5 years is the same length of time as a squire traditionally serves. The reason for this is to ensure the sergeant benefits from the same mentorship and training as a squire does by the time he is knighted. This responsibility is taken care of by Karsimir and the other knights.
Each sergeant receives 3 months of ferocious combat instruction to the exclusion of all else, the reason for such a narrow focus is that the new sergeant is expected to have completed basic training elsewhere. If not, then he receives an extra 3 months of conventional training from another unit. The intent is to make sure each sergeant is trained beyond standard men-at-arms.
Acceptance into the Lightswords requires oaths of allegience - to the Teachings of Angels, to Sir Karsimir, and to the Imperial Realm. Even if they are of another religion or nation. All members are strongly encouraged to participate in the religion, although are free to abide by the oath of allegience without full conversion. Loyalty to the Imperial Realm is to the Realm and not to any one ruler.
Serving with the Lightswords: Each Lance works in both morning and afternoon, with work being weapons drill in one and contributing to the manor in the other. Duties are rotated so that the Lance makes a different contribution to the manor each day, but typically contributions include helping to train militia and other military units or patrolling the estate, fortifying, or taking part in chores and trades to keep them grounded.
In a self-sufficient manor, money is fairly meaningless. Instead of being paid, however, they are well fed and accomodated by the lord himself, pages and squires assist with the chores, servants will help where needed, and there are even craftsmen in whose skills the Lightswords can make use of for equipment. Generally a Lightsword who wishes or needs something can have it provided within reason.
Accomodation ranges from shared rooms to private quarters for those with romantic partners or families. Any Lightsword with a love interest will have their own private quarters to share with said love interest, those without are grouped 4 to a room with foot-lockers, weapon racks and armour stands. These shared rooms are sleeping quarters and storage spaces and little else.
Reference Name: The Lightswords.
Nickname: Whoreguard (a derogatory nickname started by Phelan Anstrun because of their defending women from the vice trade)
Identification: Colours are blue and white, or the Argent & Azure. Normally a blue field above a white or silver chevron (like an upturned V) as a divide, beneath the divide is the personal crest or symbol of the individual warrior. Any without a crest or heraldry of their own has a blue field both above and below the divide. This is shown on shields and tabards or surcoats.
All of the helmets bear dyed blue plumes or crests.
Much of the reason for this is because of the difficulty in recognising a warrior in full armour. Even the dyed plumes and crests are so important because they make locating a comrade on the battlefield easier (look for the blue). In addition, a uniform assists in building a reputation.
Identifying Karsimir himself is done by his surcoat having the blue field beneath the dividing chevron, with above bearing the golden (or) eagle on a black (sable) field out of his Imperial allegience.
Numbers: 33.
Equipment: Standard-issue for any member expected to engage in direct combat is transitional armour made of a core of full-body maille including leggings and avantail, reinforced by a coat-of-plates on the torso and splinted limb-defenses made of steel strips riveted onto a leather backing for the forearms and shins. Helmets tend towards the more enclosed forms, with a minimum of cheekpieces and neckguards made from leather flaps with iron plates attatched in an imitation of the coat-of-plates or brigandine.
Weapons are a spear-weapon of choice (lance or pike), a hand-weapon (sword or axe or mace) for backup or combat outside formation, and a dagger for grappling and last resort. Shorter spears and shields are acceptable as a further defence against ranged weapons.
For archers, the primary armour is distance, for which each archer keeps 2 defensive stakes to prevent an easy charge. Ranged attacks are dealt with using large shields called pavise which can be set in the ground (by means of an attatched spike) as a form of portable cover. In addition, all archers wear a full-body leather or gambeson, supported by a coat-of-plates on the torso. Helmets are more open-faced in design for clearer vision to aim.
Weapons for archers begin quite obviously with a strong bow or crossbow (which is normally lever-drawn for a balance between speed and armour-penetration), a decision based purely on which they are best with, since unit is too small for massed volleys. Ammunition is expected to be 80 arrows or bolts for each combat, which may or may not include specialist ammunition (bodkins or ghost arrows). Even so, all carry hand-weapons (typically short swords) and daggers for self-defence and emergencies (any archer afraid to charge in an emergency does not make it into the Lightswords).
Organisation: - Temporary - One single personal retinue for a feudal lord, this is organised purely as one unit, although currently made of specialist teams. Each team is known as a Lance, and lead by a Serjeant Brother. Of these teams 1 are currently cavalry, 1 are pikemen, 1 are archers, and 1 are veterans who act as supporting heavy infantry for now.
Currently, Serjeant Brothers are Celenon for the archers, Triarius for the pikemen, Drax for the cavalry, while the heavy infantry answer directly to Sir Karsimir, although Numidar is able to lead in his absence. These are all temporary appointments, intended purely for the immediate battles ahead until a more definite structure is planned.
Once able to sustain more units than a single retinue, the Lightswords will be reordered into an all-cavalry unit, with the pikemen and archers taking leadership positions in their own respective units.
Future Organisation: Fully mounted personal retinue for the feudal lord, designed to accompany him on the battlefield and fight were he does, both to support him directly and to concentrate force when charging or attacking vulnerable points of enemy formations.
Every Lightsword is either a knight or a heavy mounted sergeant, and as such can order troops retained by their lord in the absence of their commanding officers. While the officers in command of those units are free to refuse orders from a Lightsword (many of them came from the personal retinue before it was reorganised into cavalry), it is understood that Lightswords convey the wishes or interests of Sir Karsimir and thus are seldom refused in practice.
Within themselves, Lightswords are grouped into Lances of 10, each headed by a Knight. Normally, the knight is only responsible for the daily management and administration of the Lance, as in battle Sir Karsimir takes direct command of the whole unit, although on the battlefield the knights have a duty to convey orders so that the entire unit functions as one.
Standing out is the First Lance, which is headed by Sir Karsimir himself. All of these are veterans of his service, and travel with him where he cannot bring the full strength of his retinue.
Joining the Lightswords: Becoming a Lightsword happens through one way and one way only, by impressing Sir Karsimir. Recommendations will be heeded, but ultimately deeds must speak for themselves to convince Karsimir they are worthy.
Any potential Lightsword must be reasonably fit for horseback, able to fight well, and demonstrate character qualities such as courage, loyalty and integrity to a noteworthy degree. In essence, signs of suitability for knighthood. A squire may be knighted there and then, but is required to have all the skills needed at the time. Any lacking knightly education may become a mounted sergeant, to be promoted to knight after 5 years loyal service.
Those 5 years is the same length of time as a squire traditionally serves. The reason for this is to ensure the sergeant benefits from the same mentorship and training as a squire does by the time he is knighted. This responsibility is taken care of by Karsimir and the other knights.
Each sergeant receives 3 months of ferocious combat instruction to the exclusion of all else, the reason for such a narrow focus is that the new sergeant is expected to have completed basic training elsewhere. If not, then he receives an extra 3 months of conventional training from another unit. The intent is to make sure each sergeant is trained beyond standard men-at-arms.
Acceptance into the Lightswords requires oaths of allegience - to the Teachings of Angels, to Sir Karsimir, and to the Imperial Realm. Even if they are of another religion or nation. All members are strongly encouraged to participate in the religion, although are free to abide by the oath of allegience without full conversion. Loyalty to the Imperial Realm is to the Realm and not to any one ruler.
Serving with the Lightswords: Each Lance works in both morning and afternoon, with work being weapons drill in one and contributing to the manor in the other. Duties are rotated so that the Lance makes a different contribution to the manor each day, but typically contributions include helping to train militia and other military units or patrolling the estate, fortifying, or taking part in chores and trades to keep them grounded.
In a self-sufficient manor, money is fairly meaningless. Instead of being paid, however, they are well fed and accomodated by the lord himself, pages and squires assist with the chores, servants will help where needed, and there are even craftsmen in whose skills the Lightswords can make use of for equipment. Generally a Lightsword who wishes or needs something can have it provided within reason.
Accomodation ranges from shared rooms to private quarters for those with romantic partners or families. Any Lightsword with a love interest will have their own private quarters to share with said love interest, those without are grouped 4 to a room with foot-lockers, weapon racks and armour stands. These shared rooms are sleeping quarters and storage spaces and little else.
My faith protects me, my kevlar helps.
