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I spent today cleaning up a few of the rough edges I found last month when I was posting about the armies of Fury. At this point I am very happy with the final set of rules and what is included in the game. Now we just need to crack 500 orders. It is time to attempt a push to get Fury over the 500 mark and into production.
It can still be pre-ordered from GMT on their P500 list. If you want to see this game come to completion, you need to vote your support there.
Air Elementals: They are primal forces of nature. These summoned entities are powerful and master the wind to their will. “How do you fight the wind?”
Alayne’s Steam Tanks: Another of the exports from Dibrook, these great iron machines take advantage of not only steam power and clockwork mechanics but they also use a new innovation from Medis, gunpowder. Their commander is Sir Steffan Alayne, a brilliant tactician and ruthless soldier.
Asterion’s Minotaur Cohort: This band of Minotaurs fight savagely and brutally when unleashed on the battlefield. They also have an uncanny knack for finding the best defensive locations to hold in a battle. Asterion himself is a Cylene Minotaur of immense strength and intelligence. When he is not leading his cohort in battle, he is seeking ancient wisdom in the most inhospitable of places.
Black-Axe Half Orcs: This band of half-orcs sells its services out to the highest bidder on a regular basis. They fight only for money and personal glory.
Chilton’s Scrappers: A hodge-podge force of all races and nationalities. Only one thing unites this rabble, plunder. They have the uncanny knack of bypassing skirmishers and pickets to reach the mani body of an enemy by surprise. They are sudden and violent in their attacks often putting a confused enemy to rout before it can even get organized. Once victorious, they strip the enemy of any useful equipment and add to their mix and match look.
The Churglings: A small band of men that have an uncanny ability to shift quickly on the battlefield. They are frequently put to task of running messages initiating surprise attacks.
Clockwork Drones: The city of Dibrook is not just a city of men, but also one of machines. In the last 20 years, the ability of some scientists in Dibrook to master steam and clockwork technology has allowed them to forge a mercenary army of automatons. The drones are relentless and fearless.
Deep Elves of Rumedin: In the depths of the Subterranean world is the great underground city of Rumedin. These are the few elves that have banded together to come to the surface and to fight in the wars on the surface. Most of these elves see the surface as a waste of time, but these elves believe it is their calling to shape the politics of the surface world.
Earth Elementals: Summoned from the outer planes, these beings take the shape of earth and rock. They can move by creating a stream of mud and soil and when they attack, it is if the ground under the enemy’s feet has come to life.
Fire Elementals: Called forth from the elemental plane of fire, these beings fight with a wild recklessness and have only one desire, to see things burn. This makes the fire elementals the most dangerous of the extra-planar beings to summon.
Harii Berserkers: Originally from the banks of the Blood River, these savage warriors are relentless on the attack but they have no understanding of defensive tactics.
Jakorian Dragon Riders: From the ancient stronghold of Caer Aglon in the land of Jakoria, this handful of dragon riders can fight entire regiments of troops without fear. They fly across the battlefield and ruthlessly pursue their quarry through all terrain. They are neither evil nor good, simply skilled.
Lycan Raiders: Werewolves that roam the wilderness, the Lycan Raiders are the only force that becomes stronger as they suffer damage. The unit is cohesive, determined, fast and savage in their fighting.
Northmen: If the West Isle is in the northern reaches of civilization, the Northmen come out of the frozen wastes to plunder and pillage the south during the summer months when access to the sealanes open up.
Orderi of the Griffon: Well-trained and highly motivated soldiers that specialize in combat on griffons. They fight for a higher purpose and occasionally they side with the forces of evil in a given battle. Their motives are clouded in secrecy.
Pentar’s Dwarf Mercenaries: The young Pentar is not a dwarf from Zikkim but from the Zarakzig Highlands. A rune-master of some skill and renown, Pentar prefers to aid in the causes that align with his ideals.
Shadin Wizards: The most powerful guild of wizards is that of the Shadin School. Graduates of the school are allowed the opportunity to join this unit and to help shape the destiny of the world.
Silver Swords of Moth-uerka: A forgotten race of men that descended into the earth eons ago. They are barely recognizable as human now. All of these warriors fight with swords made from magical silver that glow in the dark underground lands. They now reside in the lost city of Moth-uerka.
Tarandon Council: Smaller than the Shadin school, The wizards of the Tarandon Council seek balance and equality. They are rivals of the Shadin, but not enemies. Individually their wizards are more powerful but as mentioned before they are smaller in number.
Tegean Giants: Massive soldiers from the Glyne March. They can manhandle fortifications and throw boulders many times the size of a man. When they are injured, a wash of desert sands will cure them of their wounds.
Water Elementals: These are beings from the outer plane of water. When fighting in war, these beings are able to control local bodies of water and use it to drown the living and splinter the rock and wood of the enemy fortifications. Nothing can withstand the tide.
White Warriors: Originally from Offord, these soldiers are stealthy killers. They launch attacks in the dead of night, often winning the day and secreting themselves away before the main enemy force even learns of their existence. In some legendary battles, no opponent ever saw a White Warrior and lived to tell about it.
Fury is available for pre-order here:
Near the equator the southern reaches of the great continent of Gurrea presents a lush sea shore. However, inland from the tropical paradise of the southern coast resides naught but a devastating wasteland. These green coasts and sandy hinterlands are controlled by the Badari. They are mostly a desert people and the main population centers are deep in the desert astride the great southern rivers. It is considered a weakness to deal with outsiders and reside anywhere but in the heart of the baked lands. Some do come south to the ocean and stay, it is very tempting. The rest of the southern cities are melting pots. They are home to traders, mercenaries and scoundrels of all races and heritages.
THE ARMY OF BADARI
Immortal infantry: Drilled to exhaustion. The Immortal are disciplined, aggressive and relentless. They are made up of Badari and foreigner alike. Once you are a member of the immortals, any previous loyalties are taken away.
Majin of the Oasis: These blue-skinned Djinn are masters of the air and wind. They can fly on the zephyrs and create small tornados to attack masses of opposing soldiers. They are small in number but trusted allies of the Badari.
Badari War Elephants: Almost uncontrollable, the mighty war elephants are loosed on the battlefield and given a wide berth by friend and foe alike. When they rampage, no one is safe.
Mutaharrik’s Guard: Led by the holy soldier Mutaharrik, this collection of elite soldiers from the Badari interior are the fearsome backbone of the army.
Karaca’s Light Cavalry: Roo Karaca’s formation of fast desert raiders. The horsemen are fearless in attack but prefer to back away from a solid defensive position.
Swirling Sands Squadron: Another mounted force, these soldiers specialize in mounted archery. They strike quickly and disappear just as swiftly.
Dakarr Light Foot & Scarab Legion: Some of the many light formations that fight in the army. They are suited to the desert heat but unprepared for the well-armored northerners in linear combat.
Jedak’s Militia: Jedak is warlord from the hinterland. His force is small but powerful. He often is given the duty of defending the camp. Occasionally, an excess of the spoils of war will find its way into his men’s hands.
THE GENERALS OF BADARI
Kamal of the Red Sands: In the heart of the desert, where the sand is the color of blood, the heartiest and bravest of the Badari reside. Kamal is the strongest and most feared of these men.
General Yaqub Har: His family controls the majority of the stone quarries in the south. When he is not at war he has taken up the lucrative role of stone-seller. Stone from his quarries is considered to be the best in the world.
General Hassan Amr: Known as the Silver Sheikh. Amr’s family owns the largest silver mine in the south. He often provides payment for the Badari mercenaries and hostages.
THE MAGIC OF BADARI
Conflagration: The Desert Priests can bring forth flame in anything that can burn and even some things that shouldn’t. Sudden massive fires are commonplace when facing the Badari.
Desert Wrath: The sands and winds of the desert itself can be stirred up to beat on an opposing army. When the very desert itself is attacking you, how can you defend against the very sand itself.
River of Sand: The Desert Priests are more than capable of making their surroundings do their bidding. They can force the very sand to shift and flow, carrying their army along for the ride on still solid ground above the current of sand.
Maelstrom: It is bad enough that the Desert Priests can make the desert do their bidding, but they can also control the waters. Giant walls of water can be brought off the surface of an ocean or lake and used to drown opposing armies.
Shape: The masters of the desert and oasis can cause either to appear just when they are needed the most.
Summon Elements: The ultimate of combat magic. Air, Water, Fire and earth are all focused on one point in the battle. Those standing there are simply doomed.
Water of Life: An Oasis can be brought forth from any small body of water. The lakes of the oasis can sooth both body and mind.
Windtomb: The howling winds of the desert can be harnessed into a swirling wall of dust and debris. Those inside the vortex are doomed to wait for it to die down lest they have flesh ripped from bone.
All through the northern wilds stretches a vast wilderness. It is a harsh land and few civilized men live there. Over the ages it has become less hospitable to civilizations and become overgrown and dark. Now it is a land that favors the savagery of Orcs and Goblins. Where humans are hunted and wild things roam. In the tongue of the north it is simply “Nik’tmarg”, nightmare. Occasionally a leader will step to the front and gather together a confederation of the tribes and allow them to become a political force. It is almost always a short ride for these leaders.
THE ARMY OF NIKTMARG
Shadows of Atholon: Mounted on winged beasts, these forces of darkness are older than the Necromancer of Tireisis. They were formed in a different age and are feared by every army. When the shadows come, the war is lost.
Scaled Doom Legion: Half man, half dragon. These troops are often among the first to support and back a new leader. They seek war and plunder. They can not only fly but also breathe fire.
Wulfengaard: Ceaseless hunters and trackers, these Orcs choose to ride wolves into battle and serve as the shock troops for the Nik’tmarg.
The Black Kult: The Kult has spread to the wild lands where the worship and reverence of not only death, but of those who kill, has made it the leading religion in the north. Unfortunately for the Necromancer, the Shadows of Atholon have claimed leadership of the Kult in the north and these followers have no loyalty to the Necromancer.
Orcs of Kodolo: The Kodolo tribe is occasionally civilized enough to trade goods and ideas with more civilized races. As such, when they go to war, they can be the most intelligent and prepared opposition. They are disciplined and excellent builders.
Bloodsteel Rain: This tribe of Orcs is the best archers of the north. When they fight, they bring unleash the blood-steel rain.
Hobgoblins of the Crescent Brand: Recently evicted from West Isle by the dwarves of Zikkim, these Hobgoblins have a fierce hate for everyone. Only fear of the Shadows keeps them in line and active as a military unit.
Sorn Oak Goblins: The most organized of the Goblin tribes. Goblins of the Sorn Oak are good archers and effective soldiers. They also have great skill in mountain combat.
Kopo’s Savages: The men of the northern wilds. They are little more than savages with spears and knives. These men are often the first to find the enemy and it is often their animated bodies that get a second chance to fight.
THE GENERALS OF NIK’TMARG
Captain Skarlag: Known as Skarlag the Slaver. This half-orc is brutal and cunning. He is frequently seen aboard his ship, the Black Tide raiding along the western coasts.
General Horfracar: A man of the south, captured in his youth by Skarlag. He survived his time in the arena and has matured to become a leader of man and orc alike.
Lieutenant Zasch: Commander of the Black Kult in the North. Zasch the Cruel is a powerful warrior and necromancer. He fears nothing but the Shadows.
General Karn: Born of the Kodolo tribe, Karn has spent years of his life among the most civilized of races and in those lands he is called Karn the Builder. Almost an outsider in the north, he fights for the honor of his tribe and for the glory of the Shadows. His first love is architecture.
THE MAGIC OF NIK’TMARG
Animate: From beyond the grave, the Shadows of Atholon can call themselves back to our world. They are never gone for long.
Diffuse: Sometimes the power of the Shadows is manifested through a loss of assets or command. A forgotten map, a missed message can seem unimportant but yet be the key to battle.. The effect of this disorientation is often not immediately known but it has far-reaching effects.
Flaming Dragon: Nothing more than a mass of fire in the shape of Dragon. This spell brings shock and terror to those troops it is unleashed upon.
Rectification: Those that wield the magic of the north often use subtlety to achieve their goals. An enemy force can simply be fooled into marching a great circle and end up back at their base.
Shadow Walk: The forces of Nik’tmarg are able to traverse the darkest woods and putrid bogs. Deep in the dark heart of these locations, the Shadows hold sway and portals link them together. If the forces of Nik’tmarg enter the black center of the woods, you will lose track of them.
Slay: When death comes on the battlefield, it can soon spread like a wildfire. The Shadows sense the dying and when they are drawn to it, they can cause great loss of life by the sheer force of their will alone.
Undead Legion: The shadows can bring forth the dead of the battlefield to launch a horrible and vile attack on the enemy. These dead soldiers can spring from anywhere.
Fury is available for pre-order here:
When the Kappan Empire fell, not everyone was accounted for, captured or killed. The last Emperor, Muntar the wicked, was never captured or even located by his enemies. It was assumed that he either slipped away quietly to live out his life in peace or that one of his surrendering generals killed him in the end. Unfortunately a different fate befell him. He secreted himself away in a hidden workshop and continued his evil necromantic experiments. As his power grew the surrounding area became a blighted wasteland. He announced his return with a war of conquest and destruction just over a century ago. That war carved out a small wasteland kingdom known as Tireisis. He is now referred to only as The Necromancer.
THE ARMY OF TIREISIS
Death Knights of Varadin: Undead knights from the Kappan Empire, these warriors sow fear and horror wherever they go. Enemies must flee from their brutality and horrible visage.
Narthon’s Flame Riders: Ezak Narthon was the last high cavalry commander of Tireisis. He was hanged for his cruelty and dark deeds in life. He was returned to the world soon thereafter to serve the Necromancer. Now he leads a legion of undead riders all mounted on flame-breathing, flying nightmares.
Cesque’s Vampire Guard: Viktor Cesque, master of the Cesque coven has allied himself with the Necromancer. In return for support in his dealings in the south, the vampire has sent a unit of elite slayers to serve as an elite force for the Necromancer.
The Blood Horde: Young, savage, unrefined vampires. These animalistic killers are unleashed on opposing armies. They seek out blood and ravage any with it coursing through their veins.
The Shadow Horde: This mass of undead souls gathers in incorporeal form and glides over the battlefield like a dark mist. Their souls have been ripped from their body and they keep only a slight tie to the physical world.
The Skeleton Horde: Even the bleached bones of the old empire are not safe. Ancient warriors have been reanimated and fight for the Necromancer. Those they kill are stripped of flesh and pushed into the ranks.
The Zombie Horde: Rotting corpses animated by the Necromancer himself. This force is made up entirely of those that dare to fight against the power of the Necromancer.
Bone Vale Raiders: As Tireisis has expanded in the last decades, it has come to encompass the living as well as the dead. Men that choose to stay and fight alongside the undead are a odd and corrupted breed. The men of the Bone Vale are perfect examples of this. They are brutal, savage and relentless. They understand that death is only a beginning for them.
Brothers of the Black Kult: This unit is composed of volunteers from the ranks of the priests of the Black Kult. The Kult is advocating and preparing for the return of the Empire and the rule of the Necromancer.
GENERALS OF TIREISIS
Muntar IX, The Necromancer of Tireisis: When the Necromancer appears on the battlefield he can single-handedly turn the tide of battle. He is also seemingly unstoppable and un-killable.
Arch-Lich Arsis: A recent acolyte of the Necromancer. The arch-lich could rule a kingdom of his own but serves the Necromancer loyally, for now.
Mariano Suldor: The voice of Tireisis to outsiders. He often brings surrender terms to threatened communities and speaks on behalf of the Necromancer. Although he appears to be in his mid 30’s he has served the Necromancer for nigh on 80 years. He practices elemental magic and is a master of the wind and air.
MAGIC OF TIREISIS
Black Lore: Dark secrets of Demons and Devils. The study and exploitation of the Black Lore can change the direction of a battle. However the pursuit of the wild black magic is very dangerous and as often as not it is detrimental to the casters instead of the targets.
Black Plague: Often at the height of fighting the Shadowed Ones will unleash the most vile of poxes and diseases on the enemy. If death does not come by claw or fang, it comes by necrosis and infection.
Desecration: Often the Shadowed Ones will choose a particularly vital spot of ground and desecrate it before battle with vile magic and despicable practices. This ground is shunned by the living and vital to the dead.
Ritual of Darkness: A ring of demonic forces can be called upon to surround and savage an opposing unit.
Reanimate: In Tireisis, the dead do not stay dead for long.
Wave of Undead: The Shadowed Ones can exhort the undead of Tireisis to surge forward as one. When the dead come they stop for nothing.
Fury is available for pre-order here:
THE ARMY OF TAYANNA
Tayanna has its roots in the remnants of the Kappan Empire. Between the eastern lands and the empire proper, stood a handful of small monastic lands that stayed separate from the massive Empire. These lands were mountainous and rugged and of little value to the Empire and so were left alone. After the fall they continued on as autonomous regions until the Irapudis. Less than 50 years ago, the small fiefdoms that banded together to create Tayanna were visited by Irapu. Some say he was a man, others say he was a god. Whatever he was, he was prolific in his teachings and writings and convincing in his manner. He converted all of the monasteries to his teachings and they became his followers. Before his disappearance he commanded the fiefs to band together into one nation and spread the word; if need be at the point of a sword. The world was unready for what would befall. Within five years Tayanna had become half as large as the Kappan Empire and almost as destructive in their methods.
The Thirteen Peers: This band of mounted knights is the cream of chivalry from the founding thirteen fiefs that founded Tayanna.
Knights of the Old Regime: These knights are all strict adherents to the teachings of Irapu. They receive the best of everything and their belief in victory is so assured that although they are mortal, it often seems that they cannot die.
Knights of Calatrava: A slightly less demanding order than the Old Regime, the knights still embody chivalry and honor.
1st & 2nd Heavy Foot: These men are the standard man-at-arms for the nation. They are well-trained and well-armed.
Nivernois Crusaders: Based in Nivernois, these soldiers are the shock troops of Tayanna. They are brave and fearless and often carry the day when the more disciplined troops hold the line. One of their number, Cat of Nivernois, often wanders the western shore and West Isle healing the sick.
Sicarian Zealots: Converts from newly conquered Sicaria, these Zealots are always placed in the front lines and seek glory and honor through killing and death.
Akivan Martyrs: There is no cause too lost, no sacrifice too great and no order too insane for this band of soldiers. Sometimes the path to God is guarded by enemy pikes.
Jedak’s Guard: Commanded by the venerable Jedak Tovar, the personal guard of Irapu. And now in his 70’s the old man’s small formation can often swing a battle.
GENERALS OF TAYANNA
General Croner: The favorite commander of the troops. General Croner is young and daring. Any unit he commands will follow him into hell if so asked.
Father Savonarola: A wandering priest that often returns to active duty when Tayanna needs him. His life-long pursuit is to seek out the Black Kult, a last remnant of the Kappan Empire.
General Benar Shimon: Slayer of Beasts. Benar Shimon has a long history with Tayanna and often acts as the overall commander in major conflicts. When he is not engaged in his duties he often travels to the most dangerous reaches of the Nik’tmarg and seeks out fearsome beasts to hunt and eradicate from the face of the earth. He has stood toe-to-toe with Giants, Dragons and Wraiths.
General Vladika: The youngest of the generals of Tayanna. As such he is often assigned the command of the Zealots and the Martyrs.
MAGIC OF TAYANNA
Find Path: Sometimes the cause of Tayanna is so dire that even the world itself seems to make a path for the army to follow. Mountain passes appear where none existed before, bridges appear where none previously stood, the sands harden and the trees separate.
Flame Strike: An enemy unit that is too strong or appears to be breaking through is often dealt with from on high. Storms of fire can be called down to immolate the enemy.
Gate: The spell allows an entire unit of men to pass through a mystic gate and be transported across a battlefield. The gates generally cover only 1 to 10 miles at the most.
Heal: The battlefield is a bloody, horrid, disturbing place. But often the forces of Tayanna emerge covered in their own blood but with few wounds to show for it.
Hopelessness: The fatal signs, a shrouding fog, the song of the crow. The priests of Tayanna have learned every superstition and bane of their enemies. At opportune moments, the “signs” can turn against their foes allowing the theocracy to regroup when a stunning defeat was about to be handed to them.
Pain: Man is fragile and the Priests of Tayanna have great skill in causing those men pain and anguish. In a battle, ranks of men can be doubled over with pain at an opportune moment.
Resurrection: “Didn’t we kill those guys in the last battle? They look pretty spry for dead men.”
Transference: Some men are created to do great works. Others are created to die. Transference allows those that are meant for great works to live while others are given their wounds and allowed do their duty.
Wind Walk: Allows entire troops of soldiers to be swept up and transported for less than 10 miles through the air.
Fury is available for pre-order here:
THE ARMY OF MEDIS
Far across the vast ocean is the land of Medis. This place abounds with its own brand of magic and those practitioners are incredibly competent. The nation is run as a feudal state with the Masters of the Elements holding sway over all.
Sedrick’s Battlemages: An elite unit formed from the best students from the College Arcana. They fight at an effectiveness far beyond their numbers with magic and teleportation.
Cavalry of the Five Kings: Once five feared kingdoms, they now declare fealty to the College Arcana and Medis. Their service requirement is a troop of their best cavalry to be used as the high council demands.
Mokkou Knights, Tentai Knights, Seido Knights: The three major houses of Medis are all required to field an army for use by the High Council. These units are poorly trained and poorly led.
Chaos Wizards: Wild and unfettered. This cadre of wizards from the fringe school of Chaos magic wreaks havoc on the battlefield. They are violent, unpredictable and extremely dangerous to both sides.
Teppo-tai: Men that are too incompetent or frail to be given sword or pike are often turned away or left behind. In Medis, the alchemists have discovered powder. So old men and sick and weak all are given guns and instructed in their use. When the teppo fight, it is like thunder from on high.
Jade Ronin: Those that show combat ability are taken very young and introduced into the order of the Jade Ronin. They are trained by General Valis to be the elite fighting force of the land. They owe allegiences to no one but the College Arcana
Nightstalkers: The personal guard of the College Arcana. These elite soldiers are trained in stealth and death. They have no other purpose, they seek no other goals.
GENERAL OF MEDIS
General Valis: A foreigner from the West. Valis is in charge of training and leading the knights into battle. His loyalty is assured by the fact that his two young girls are hostages in the College Arcana.
MAGIC OF MEDIS
Fortify: This spell allows the war mages to create a fortification from the earth itself. It rises up and shields the troops it is created to protect.
Ward: When the War Mages sense that a portion of their line may be faltering they can quickly erect a warding barrier to interpose between the threatened unit and the enemy.
Destroy: Surges of disruptive energy can be unleashed at great swaths of men. Most, mercifully, are killed. The remainder wish they had been.
Foresight: The skills of the War Mages allow them to peer into the future and see where enemy attacks will be coming and even what strategies may be employed against them. This keeps them one step ahead of their enemies.
Command: Whispers on the wind allow all of their commanders to stay in communication and pounce on opponents when the time is right.
Dispel: With a seeming wave of the hand, and entire opposing army can have all sorts of items, food, equipment, and resources vanish. Men are not harmed but thousands of pounds of common items can be vanished by this spell.
Summon: Battlefields are a place of death and despair. Even the most motivated soldiers will flee when pressed beyond their limits. The voices on the wind can be aimed at routed troops and call them back to battle.
Banish: At times, a force gets too close to the leaders and must be dealt with. In one sweeping action the War Mages can sweep an entire opposing unit away from the battlefield. They become disoriented and confused and must once again start the long march back to the front.
Phantoms: There is little more freighting than to suddenly be attacked by phantom soldiers seemingly conjured up from the ground.
Transport: A battlefield where Medis fights is strange indeed. Occasionally giant ghost ships will sail just above land, pick up a battalion of men and sail across the plains, depositing those troops miles away. Many battles have been won by these ghost ships.
Imbue: The War Mages can use magic to pull out the best in a group of men. It makes the stronger, more savage, more skilled. It is imperative that the unit strike before the magic wears off.
ARMY OF THE WOODLAND REALM
The elves of the western lands also fought against the Kappan Empire as it was a far-reaching empire and West Isle was but one small outpost of it. On the mainland massive wars were fought. So massive that the Zikkim fight is but a footnote in the history of the fall of the empire. It was the union of elves and men that truly eradicated the empire as political entity. To escape the horrors perpetrated on both man and nature in the western lands, many elves migrated across the water to the nearby West Isle. Forming a very symbiotic relationship, the Elves founded the Woodland Realm above the Kingdom of Zikkim.
THE ARMY OF THE WOODLAND REALM
Edrahendrion’s Rangers: Responsible for patrolling the borders of the realm. The rangers are elite fast and deadly archers.
Thanfindian’s Light Cavalry: The only mounted troops in the army. These riders are light, fast and ferocious.
Shurrah’s Archers & Gafadarel’s Archers: The backbone of the army. These two units are made up of master bowmen, the least of which has hundreds of years of service with the bow.
Denryn Tyr Centaurs: Allies of the Realm that migrated to West Isle with the first elves. They are wild and fierce and shy away from man and dwarf alike.
Druids of the Iron Oak: A cadre of Druids committed to defense of the realm through any means necessary. These men and women of nature move effortlessly and supernaturally through the forest surprising the enemy as they attack from nowhere using their terrifying animal forms.
Urivar’s Light Foot: Standard light foot that fights with both sword and bow. Often the ranks are filled with younger, less-experienced elves.
Tree Spirits of Simasttin: A surprise for sure when the newly arrived elves discovered that not only had the dwarves driven the Kappan Empire off West Isle but that the forest itself had become sentient and contributed mightily to the destruction. It was the dwarves that won the war, but it was the trees that eradicated the remnants of the civilization from the map. Now barely two dozen trees still walk the land as the forest has settled back into tranquility.
Undomin’s Aquatic Elves: Recently a small troop of Water Elves have arrived at West Isle. They now patrol the coast, searching for threats. Unfortunately they are currently too few to make a significant dent in pirate and slaver activity along the shoreline.
GENERALS OF THE WOODLAND REALM
General Shavsi: also known as “The Cleanser”, General Shavsi has made a name for searching out artifacts of the old Kappan Empire. He is often able to take the evil artifacts and convert them to more basic and safe elements for magical use.
General Essoli: Essoli is often sent off with small troops of elves to serve as mercenaries for those they deem worthy. This gives some of the elves that suffer from wanderlust and outlet.
General Laurella: She alone bears responsibility the defense of the elfin homeland on West Isle. She commands the troops and devises the strategies required to keep the realm safe. This is becoming increasingly difficult as more immigrants are brought to West Isle.
Princess Galdral: Also known as the Light of the West, she is the one responsible for the movement of this group of elves to West Isle. She left her father’s side and is now the ruler of the Realm on the island. She is the sister of Elandra who now resides near Harrows.
MAGIC OF THE WOODLAND REALM
Wolf Spirits: Using their ties to nature, the Shamans and Druids can call forth a massive pack of wild wolves from nothingness. They then set this pack against the enemy. Then the pack dissipates with the wind.
Guardians of the Wood: The magic of the Woodland Realm can be used to turn the very forest itself against an enemy. The trees and shrubs take on a life of their own and can be so devastating to an enemy that they are forced to retreat from it.
Earthquake: The elves can force the very ground to shake, swallowing up opposing armies. When cast against a unit in a city of fortress it is particularly brutal.
Plant Animation: Drawing on the power shared to the elves by the Tree Spirits, the druids can call the forest itself to action and unleash the fury that once drove the Kappan Empire away. The spell cannot last long however and soon the trees will return to slumber.
Wind Walk: Allows entire troops of soldiers to be swept up and transported for less than 10 miles through the air.
THE ARMY OF ZIKKIM
Sharing West Isle with Harrows is the sprawling underground Kingdom of Zikkim. These dwarves have existed in the region since well before the arrival of the first men. They fought against the tyranny of the Kappan Empire and watched it fall and decay. The Wood elves came and established a realm above ground. Men came again, this time as travelers and explorers and not conquerors. All the while the dwarves of Zikkim prospered, created and grew. Zikkim has not warred in a century. The last above ground conflict the army fought in was the wars against The Kappan Empire almost 1000 years ago.
1st, 2nd, 3rd, & 4th Dwarf Foot: These well-trained and well-led units form the backbone of the Zikkim defenses. These units are sent overseas to fight for 5-year periods with other dwarven kingdoms that are not as fortunate in geography and allies. Currently the 3rd Foot is away but will be returning at the end of the year. The 4th Foot is under constant training preparing for their rotation. These units are master siege artists and physically resistant to the magic employed on a large scale in Fury.
Verghn’s Highlanders: Deep in the hinterland of West Isle is a lost human settlement. These are remnants of the Kappan Empire that surrendered almost a millennia ago. The dwarves relocated them from their walled cities and placed them near entrances to their underground lairs. The highlanders are skilled fighters but small in number.
Mordian Crossbows: Completely untested in battle these troops occupy sensitive defensive points throughout the realm. Due to the lack of enemies for so long, these units are inexperienced and green. They are not respected by the remainder of the army.
Deldin’s Forge Warriors: Sometimes those that return from battle desire to remain in service instead of taking on a more peaceful calling. Many of these men enter the corps of the Forge Warriors. These troops roam the deepest locations in the kingdom patrolling and searching for lost artifacts and overlooked enemies.
Beldin’s Defenders: If a returning soldier does not wish to join the Forge Warriors he or she may enlist in the Defenders. This is the standing army of the kingdom and made up exclusively of decorated vets from the expeditionary force. There is no finer combat force in the free lands than the Defenders.
Grimfist Guardians: Far below the surface, its existence a mere legend to those above, is the Grimfist; the vast treasure horde of Zikkim. A very small and elite force guards the halls and for miles around the Grimfist no one that is not a guardian can be found.
GENERALS OF ZIKKIM
General Torim III: Torim, the third of his name in the line, is the current King of Zikkim. As such he is expected to lead his armies in battle. He also has a personal legion of troops that he hires out to fund his personal patronship.
General Maut: Maut is one commander of the expeditionary unit. He is currently away with the 3rd Foot and when he returns he will take command of the 1st Foot and begin preparing them for duty.
General Harurt: Harurt is the other rotating commander of the expeditionary units. Currently he is drilling the 4th Foot to prepare them for their upcoming deployment.
General Doltrak, Orc-Foe: Doltrak was previously a commander of the expeditionary unit. In his last campaign he led an assault on a massive orc fortress and although outnumbered 10 to 1, completely eradicated the enemy. Upon his return, he retired from the expeditionary corps and took a seat at the side of Torim II, father of the current king. He now advises the young heir.
MAGIC OF ZIKKIM
The key component to Zikkim’s military spells is music. As such it tends to only work for dwarves. Even the highlanders, so closely tied to the dwarves are not affected by their magic.
Stand Ground: The magic of Zikkim was not directed towards large-scale military conflicts. While magic does flourish on an individual level, the only major spells cast are done so by the Forge Priests. The magic is performed through music and it invigorates the Dwarves to fight harder and longer and resist pain and injury.
Speed: The other music based spell utilized by the armies of Zikkim is meant to allow the short and stout dwarves to cover massive amounts of ground in a short period of time.
As we begin to piece together the world of Harrows, we need to start with Fury.
OVERALL ITEMS OF CANON
I would like to point out that canon is not derived from our campaign but what is, will be, or has been in a printed, published medium. With that being said we have a huge tapestry of canon to work with and to not impose on. Please be mindful of this and refer to the proper sections and be sure you are not contradicting anything previously established.
CANON FROM FURY
I completely understand that many of the aspects of Fury will not apply to a role-playing game. However they cannot be overruled. All of the magic in Fury is major magic that would require multiple powerful wizards to pull off. No one wizard can cast these spells with the mass effects that the game describes. So it is assumed these are all hard to cast, requiring multiple people, massive resources, preparation and time. Usually these spells can only be cast one time during a battle as the one casting expends all of the resources required.
THE ARMY OF HARROWS
1st & 2nd Foot: Generic and undeveloped with specifics.
The Border Militia: Guarding the interior of West Isle from the wilder inhabitants. It is a weak militia force at best but able to move quickly through mountainous areas.
Lord Winston’s Horse: A force of knights led by the venerable Lord Ferdinand Winston and his two sons. This is the elite mounted force on West Isle.
Harrows Light Horse: Lighter and faster cavalry that is better suited to pursue the enemy and is often used to react to raiding incursions.
Torsten’s Guard: An elite force of Knights and warriors raised and often led by General Torsten. These troops are disciplined and of the highest quality. Most often they are stationed in the city proper.
Opurt’s Skirmishers: Let by Opurt Frast and operating in the interior along with the Border Militia. These troops are light, fast and quick into and out of battle.
Elandra’s Elf Allies: Elandra is a Wood Elf that came to Harrows as an envoy from the Woodland Realm. She became enthralled with the city and especially Alexander Torin. She eventually settled in a wilderness area outside of Harrows and brought with her a cadre of elves that have joined the fledgling city-state. They are remarkable archers.
Zrellen’s Gnome Engineers: Zrellen was one of the first outsiders to join the city and soon was able to call back to his homeland and draw a sizeable number of gnomes to join him. They have devised teleportation devices, submarines and airships; all of which they (and they alone) use in combat.
GENERALS OF HARROWS:
General Torsten: Human Warlord from Sarel. Among the first to establish the city of Harrows and the second Commander of the Defenses. He is up there in age now but still a commander to be respected.
Guildmaster Bosch Kavai: The first Guildmaster of Harrows and the mentor of Alexander Torin. Bosch is a High Elf but dedicated to the freedom of all peoples.
Nuktan Finn: A human druid from Sarel. Nuktan can shift into the form of a bear and often acts as a diplomat for Harrows among the wilder and or more nature-loving peoples in the surrounding areas. He is often found in the Woodland Realm.
Kelan: Kelan is the chief of the school of Wizardry in Harrows. The school is young and not regarded as established by outside interests. But it is quite advanced for its tenure. It is often Kelan that directs the massive combat magic of Harrows.
MILITARY MAGIC OF HARROWS:
Stasis: The ability to freeze an entire opposing unit in stasis bubble.
Drain Energy: This spell can drain the will and strength from hundreds of men at one time. It makes them lethargic and slow and weak.
Gate: The spell allows an entire unit of men to pass through a mystic gate and be transported across a battlefield. The gates generally cover only 1 to 10 miles at the most.
Rain of Fire: In desperate times the wizards of Harrows can call forth fire from the heavens to rain down on their enemies. Care is often taken to attack the enemies far from the battlefront as the rain descends on foe and friend alike.
Mass Charm: This spell allows the casters to influence the movements of massive numbers of men. Forcing them to abandon posts, retreat, advance to their deaths. They cannot force the enemy to kill but simply to convince them of a direction to move. The charm has a very short duration and once cast it is up to the soldiers of Harrows to make the best of the time allotted them.
Deny: The wizards of Harrows also have the ability to detect powerful magic and counter it. Occasionally things align and an opposing spell may be countered before it causes any damage or effect at all.
If this is intriguing to you, please look at Fury on the GMT P500
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