sir Kejtar - GLOBAL CHALLENGE XIV - Champions of War
Read more: merlins-beard.com/thread/1586/sir-kejtar-global-challenge-champions#ixzz4ShDwvEUdThere has been unrest in the lands. Unusual reports from the islands. People started to move from place to place - new faces show up, disappear just to reappear again with no explanation. The common folk are worried. There has been a talk of a monster and forbidden magic. People are afraid to leave their homes at night. It also seemed that walls have ears - there is a lack of trust between people - it is as though someone has planted paranoia everywhere - and each passing day is making it grow out of control.
All of this has been a matter of concern for Sir Kejtar. He is worried for his people, worried for the land, worried for Lenfald, worried for the world. He wants action but he does not want people to panic. He decided to meet with his uncle Dowgierd and Jules to see if there is anything that they have heard as they have spent the recent weeks on patrol and scouting missions. He chose for that meeting the resting place of his parents - a crypt deep underground.
After paying respects to those who have passed, Jules recounted the stories she has heard during patrol of the lands. Each one seemed to be more unbelievable then the other - unfortunately each time it seemed that they got there too late... Dowgierd had similar experience.
The question at hand is - what next? Is there an unnamed threat that draws its strength from the dark arts? Is someone trying to frighten the peasants and take advantage of the unrest and imbalance?
sir Kejtar - GLOBAL CHALLENGE XIV - The Cream of the Crop
After the meeting in the crypt, Jules had her marching orders. It was time to dig more into the rumors. So when noone was looking Jules got her scouts together and vowed that she will get to the bottom of this. She moved swiftly through the forest blending in with the surroundings. Her scouts are the best of the best - they are in tune with the nature can hide in plain sight. The troop is on the way to the edge of forest where they touch the mountain range that seems to be the source of all the darkness... As they were getting closer to the edge they noticed that the tree canopies have been covered with a light coat of dust - it almost looked like ash after a forest fire, except there was no evidence of any fire.
sir Kejtar - GLOBAL CHALLENGE XIV - The Cream of the Crop *
The WildCard entry - Garheim
Glikhurm was a bright young man. A captain, with great future, amazing black hair. All that changed when he went on patrol into the mountains. There he found a passage leading deep underground. A troop of 15 went in - 7 staggered out. While inside they were attacked - but not in a way that anyone would have expected. Series of accidents befell them. Granted they were accidents, but the frequency, violence of them told Glikhurm that something more was going on. As they went deeper into the mountain they found the source - an orb and a mage. Battle ensued resulting in Glikhurm losing more then half of his command and if it wasn't for the fact that the unnamed mage was weakened by whatever he was doing, they would have all been lost.
The final blow that struck down the mage came from Lukhars - sadly the young trooper paid the ultimate price for his bravery - life.
As they emerged from the tunnels they all carried a wound of sorts. Some of those wounds were physical, some were deeper. Glikhurm went in black haired, came out grey haired......
In the southeast corner of Loreos the continent of Roawia reaches its narrowest point in the form of a chain of mountains. These mountains separate the lands of Roawia, specifically the province of Loreos, with the Outlaw realm of the south, inhabited by the so called ‘free’ peoples of Roawia.
To keep these lawless men on their own side of the border, the Loreesi garrisons stationed here fight an almost constant dirty little war. The many skirmishes and minor actions have necessitated new tactics and units – a traditional Loreesi army of heavy cavalry and men-at-arms is ill suited to such a conflict. Instead, units of medium cavalry have been developed, blending the small mounts and curved blades of the nomadic dessert tribes, with the mail armour and open faced helms typical of the lighter cavalry employed by the rival province of Lenfald in the north. Faster moving and lighter than the typical Loreesi Knight, yet more heavily armed and armoured than a desert tribesman, these units are able to patrol large areas and scatter outlaw bands even when outnumbered.
One of the most successful and feared of these units are the Winged Riders. Hard, ruthless warriors, these men stand out from other units with two very distinctive features. The first is the leopard fur pelisse they wear over their right shoulder to provide extra protection for their non-shield arms. The second, and more distinctive, is the wooden frame they wear on the back of their armour. Attached to this frame are dyed ostrich feathers giving the appearance of a single wing rising out of the centre of their backs. This practice originated to make the patrol appear bigger than it really was, for when moving at high speeds, the air passing through the feathers makes a distinctive noise, giving anyone in the vicinity the impression that there are a great deal many more horsemen than there really are. Now however, the sound strikes terror in their enemies, often causing them to flee without standing. The Winged Riders are no noble Loreesi knights. The viciousness of the border conflict and hatred between the two sides means no quarter is asked or offered – sometimes the Loreesi foes aren’t even human! Still, these hard men, who would most likely be sneered at by a mainstream Loreesi army, guard the border and keep Loreos safe from the chaos that lies beyond it.
This is our entry into the Show of Force challenge - Bignette catagory:
Defending the Village
It is the Black Guards of Loreos defending a village from attack from outlaws. Captain Senusret is in the lead, like usual, and his fierce squad is behind him. Doogie the Doubtful is worried in the rear, feeling like they have forgotten something important, like maybe, their horses . . . but Captain Senusret was determined to go to battle as soon as possible! Vorhang the Serious is thinking about lunch. Shurachu the Agile is doing mental gymnastics. Macharodus the Handsome is flexing his muscles.
Post by Daken the Bladesmith on Dec 16, 2016 16:31:21 GMT -8
Trio of Garheim - GLOBAL CHALLENGE XIV - Champions of War
Growing up poor farmers, Koll, Banki, and Magnus Jonsson were set upon by hard times and forced to sell the farm after their father died. After failing to find work, they joined Grahnhaven’s city guard. Whenever they needed to send out an escort or patrol the neighboring villages and farms they were always the first to step forward and were well thought of in the area. When the captain of the guard saw how well they performed, he recommended that they become part of the standing militia. Never leaving each other's side, they have become widely known as the Trio of Garheim.
Post by Daken the Bladesmith on Dec 16, 2016 16:33:31 GMT -8
Wards of Garheim - GLOBAL CHALLENGE XIV - The Cream of the Crop
Centuries ago, one of Garheim’s Jarls created the Wards of Garheim. A group of highly trained and disciplined men who would never break in battle and were legendary for outmatching larger armies of Loreos and Lenfald. But when the war was over some of them became the Jarls hunters to take down outlaw irregulars. One day they went on a mission to capture a group of raiders and they never came back. No one heard from them again. Legend says it was a trap and they were ambushed by Lenfald soldiers in revenge for their losses during the war but that was just a rumor.
Assur Suitsson, one of the descendants of the famous Wards of Garheim, gained an audience with Jarl Eindrik to gain his blessing and support in naming his warband in honor of his ancestor and continuing their purpose of riding Garheim of outlaws once again. Assur’s force is small, nine men including himself, but they are all veterans of the war with the witch queen and have been quickly gaining new recruits to train.
Post by Mitah Val Karem on Dec 17, 2016 12:18:05 GMT -8
Global Challenge XIV - Show of Force
Champions of War - Bignette "Lenfald Master of Spies"
The current Mistress of Spies to the High Lord of Lenfald - commonly known as "M", and two of her most trusted infiltrators and assassins.
Cream of the Crop - Restricted "The White Hand of Lenfald - Lenfald Foreign Legion"
The White Hand of Lenfald, an elite force of mercenaries and legionnaires consisting mostly of former criminals, outlaws or foreigners seeking a better life in Lenfald. They are not part of the regular armies of Lenfald and serve under no lord. Theiy elect their own leader and only answer to the High Lord of Lenfald or the Lenfel War Council.
This is the elite Havenhill Worg Riders returning from a patrol in the mountains near the West Pass and crossing the western bridge on the trail between Havenhill and Mikithdar. The bridge is protected by the elite crossbow guard from Havenhill.
Post by Sir Caedric Moore on Dec 17, 2016 14:38:41 GMT -8
The first Castle entry for mighty Garheim!
GCXIV / Castle / Orevale Hold, Southern Gate
-+-+-+-+-+-+-+-+-Orevale Hold, Southern Gate-+-+-+-+-+-+-+-+- South of Jharton, nestled between two spurs of the Sister Peaks, lies an inlet connected to the sea known as Black Loch and upon its shores lies Orevale Hold. Spanning from one end of the Ore Valley to the other, the Ore Prairie is home to many Garhims and at its center lies the walled city of Orevale, protected by the Valeguard in the castle at its heart. Other than the small villages of Stone's Throw and Snowbridge - south and north of the walled city, conversely - the city is entirely surrounded by thick stone walls, adorned with many towers and fortifications made ever more prominent after the war with the Usurper Queen. Three gates allow entry to the city: the Southern Gate, facing due south with a road to Stone's Throw, provides entry to the district of the city where most of its denizens live, known as Rustboro; the Western Gate, known as the Dragon Gate, allows access between the Loch and the business hub of Orevale, Drake's Well; the Northern Gate, known as the Snowgate, leads to a rough switchback trail up the neighboring mountains to the village of Snowbridge.
Orevale Hold is protected by its sovereign warriors, the Valeguard, who walk the streets and walls of the city and guard the perimeter of the land from would-be invaders. Vigilants and Rangers patrol within the walls or atop them while members of the elite unit Wulfguard make frequent circuits around the walls and the perimeter of the Hold with their mighty Dire Wolves at their side. Led by the Commander, Sir Caedric Moore, the Valeguard and all of Orevale Hold is a bastion of defense for the realm of Garheim. Courage, Honor, and Loyalty! For Garheim!!! -+-+-+-+-+-+-+-+- Interior photos on my flickr As always, comments and criticism are welcome and appreciated! Ronin
Pioneered by Captain Ottokar, the Quick Response Knights are responsible for monitoring the borders of Loreos, and quickly tracking down interlopers. Highly skilled trackers, these knights occasionally also get tasked by local law enforcement to help find thieves and smugglers who hide just outside of small villages. While the Quick Response Knights are predominately meant for use within the borders of Loreos, they've been known to cross the southern border to assist heavier units that have been ambushed by outlaws.
The QRK members don't have a standard uniform, and generally find a way to end up wear whatever is comfortable. Knights are drawn from local garrisons, and usually have displayed some aptitude for tracking during a dispatch for their village. The QRK Captains hold final say over the members of their units, and they usually range from 4 to 16 man teams.
Pictured above is Captain Ottokar's team. Ottokar (center) wears his Sergeant armour from his time with the Heavy Footmen. His second-in-command, Copper, helps maintain his personal estate and is Ottokar's closest friend. Copper comes from the Desert Tribes, and speaks very rarely of his family. Chester (left) is the teams strongest member, capable of dismembering a plated foe in a single swing of his battle axe. Karson (right, by his pack horse 'Gerald') served as a Morastian Horse Archer before joining the QRK. Finally, the newest member is Ankor (back, flag bearer), Ottokar makes the newest member be the flag bearer, and Ankor is no exception. Ankor comes from Lors Vegos, and has one of the best urban tracking skills Ottokar has ever seen.
GC XIV / Restricted / The Cream of the Crop / Heavy Footmen
The Heavy Footmen are one of the many backbones of the Loreesi Army. The heavy footmen are covered head-to-toe in premium steel and are a completely unmounted force. The ride wagons to the front line, then advance on foot through their adversaries line. In times of defense, the heavy footman will discard his axe and light shield for a pike and full-bodied shield. The heavy footmen always travel with a supply wagon, and themselves are well supplied in battle. Their lines do not break easily, and can be counted on by their generals as an unmovable point when needed. The heavy footmen are some of the most physically fit soldiers in the entire Loreesi Army, made up of exclusively professional soldiers, these men train constantly, and are able to march distances wearing their full plate armor. They also do not fatigue as quickly as lesser armed men in the heat of the Loreesi deserts.
Shown here is a typical heavy footman squad, lead by a Sergeant. The quad is sporting their combat shields and battle axes. Behind the squad is crates containing their swords, full-bodied shields, and barrels of water. This squad is preparing to leave from their barracks to a front-line deployment. Sergeant Fennal and men by searsandrew, on Flickr The squad with supplies by searsandrew, on Flickr