[Enter, Gustov Ainsley]
[Gustov is presently a Level 5 Fighter with all skills, Feats, attributes and equipment as listed.]At the Zelezo Kanvica river, on the North side of Zelezo Ford, South Karkova
March 10, 1371 SE The Imperial Civil War had dragged on for far too long. Stiff had been the Red Alliance's resistance. Fierce had been their warriors, and ample had been their resources. But Hrothjurgan Major had already fallen to Imperial forces to the North, and from where General Wulfreid Reiherstadt sat astride his armored charger, the majestic capitol city of Karkovagrad shimmered among the distant rivers and lowlands like a white jasper, begging to be plucked from its cradle.
But Tsar Orsek Yukurov was not yet finished with his rebellion against the Faceless and Eternal Emperor, and the soldiers of the capitol stood ready to fight to the last man. The Karkovan commonfolk, however, were possessed of far less resolve. As the Emperor's army amassed on the northern bluffs of Zelezo Ford, the people of Karkovagrad--from beggars to artisans to merchant-princes--began to quit their fair metropolis, mobbing and milling through the city gates or taking to the river in whatever rafts or dinghies they could find, before dispersing into the surrounding lands like a swarm of locusts before the typhoon.
But they hurried without warrant, for the army of Karkova had set themselves to their defense on the south side of the Zelezo Kanvica, waiting for the Imperial legions to make the first move. Foot soldiers, archers, a catapult laden with cobblestones, even a towering ogre armored for the warfield and kept chained by a pair of minders--at least for the moment--he and his scouts had counted. For the moment, there was naught but the wait. And the air across the river hung heavily with patience soured by anxiety.
General Reiherstadt noted the standard of the dogged General Vilao Kaganovich wavering in the river breeze. The weariness and desperation of Kaganovich's men was palpable; they were but few, and no small number of them remained wounded from their skirmishes with General Alliwadei Savassci and his river fighters. Though Savassci and his Shadhiran mariners had been killed to the last in a decided rout, those battles along the river had cost Kaganovich dearly. And there, on the far ledge and among the silt-nestled scrub, his skirmishers kept themselves ready yet prayed fearfully against the inevitable.
He and his men had marched to Zelezo Ford to join the stronger forces of two more estimable generals. Having successfully defended the river city of Trock Reik against a vicious, nocturnal Kunyakarovan offensive, General Zuko Hurinog and his forces hastened downriver, half by land and half by water, where Hurinog hoped to grant Karkova's forces a second wind with a resounding comeback victory at the fords. And General Vladislaus Ilsev had emerged fresh and high in confidence from the walls of Karnovagrad, having gathered daughty soldiers from the barracks and menacing ogres from the slave pits. The midday sun glared down on the throng, waiting with arrows nocked and oiled longswords bared and glinting, salivating to strike a turning blow against the Eternal Empire, even if that blow proved to be their last.
"No matter how you long stare at that river, Wulfreid, it shall never grow any narrower."
General Reiherstadt rewarded the clumsy greeting with a dismissive grunt. Though a shrewd tactician, General Wiesedorf--his companion for the moment--could never seem to be anything but catty or condescending with his words. Reiherstadt remained stoic for seconds more, surveying the river in silence until Wiesedorf broke that awkward silence with a more welcome tone.
"You may be pleased to know that Lord Herrich von Gastwirt's forces retreated from Meirvad soon enough to spare themselves any great losses. So Brustagg shall be standing side by side with Konegheim in this crucial battle. Such a pity it is that General Boartooth was routed at Jola's Watch, or Nellowswann might be standing with us as well."
Reiherstadt nodded curtly. "And what of our bastard cousins, the Bardosylvanians?"
Wiesedorf rubbed the back of his chainmail-coifed neck, chagrined. "When last my scouts heard from them, they were proving through the skirts of a thick pine forest on their way here. They may have been beset by Karkovan tree warriors. I myself hope that the Ainsleys perished to the last; they would surely bring doom upon us all were they to arrive here."
A loud scoff prefixed the old cavalryman's retort. "Even
their thrice-cursed lineage should be welcome at our sides, Wensel. We shall soon be at the gates of the greatest, most prosperous city in all Karkova, the seat of their royal palace. And if we are to take Tsar Orsek's head and bring an end to this war, then we shall need every sword-arm that we can get. Karkovagrad's streets shall run red, for we shall surely pay in blood for every wretched back-alley that falls to us."
"Well...I'm sure that you'll agree..." Wiesedorf asserted with a crinkling of his nose, then fell silent with a startled look behind himself. As much as Wiesedorf loved to hear himself talk, he would never interrupt himself without reason.
"What is it, Wensel?"
"Oh, blast my old hide!" snapped Wiesedorf. "The Ainsleys have arrived...
two of them, at that!"
• • • • •
At the behest of Lord Heward, both Darrovan Ainsley and his son Gustov have arrived to represent Bardosylvania on the battlefield. Naturally, Darrovan's force is the larger of the two, but Gustov's force may yet prove crucial in this battle, provided that you choose your units well and deploy them shrewdly.
Gustov may choose his army first. He has 300 points with which to staff his force from the following:CommonersStandard Bearer
Cost: 1Standard bearers are crucial to an organized fighting force, particularly if its commander divides his soldiers into multiple units. Troops of that unit will center or form on the standard bearer when so commanded, and each standard bearer in a fighting force is assigned to carry a different banner for easier identification and address of each unit (the First Foxbat Legion, the Manticores, the Unbroken, the Sotten Bastards or any other unit name of the force commander's choosing). If commanding a single unit from within it, the force commander himself has the option of bearing a standard into battle, making a standard bearer largely unnecessary.
Trumpeter or Drummer
Cost: 1Shouted commands can easily be drowned and lost amid the clamor of battle. To maintain communication in such skirmishes, soldiers are typically trained to recognize specific instrumental melodies or rhythms and identify them with tactical commands such as "Charge," "Disperse," "Assemble" or "Retreat". A force commander will typically keep one musician for each unit close at hand, so that units may be commanded individually through multiple musicians with a different instrument or pitch for each unit to be commanded.
Neither standard bearers, trumpeters or drummers are commonly suited for battle. For that, one would be better off choosing the Peasant Militiaman....
Peasant Militiaman
Cost: 1Clad in leathers and armed with little more than farm implements, these commonfolk are hastily rounded up from Bardosylvania's hamlets and towns, then pressed into service with rousing speeches, intimidating threats or both. Whatever their cause, they are armed with a measure of loyalty for their homeland (if little else).
Penal Militiaman
Cost: 1In dismal Bardosylvania, death is the sentence for many a crime. Those so convicted--save for the worst of their lot--are offered a choice: swing from the gallows like a lowborn dog, or fight for the penal squad and earn a more dignified death in battle, or perhaps even a pardon should one's valor be distinguished on the warfields. For all but the daftest of criminals, the right choice is obvious.
Pound for pound, a Penal Militiaman is twice as formidable as a Peasant Militiaman. However, being criminals who are all too aware of how expendable they are, their loyalty is lower than their fragile morale, and they are likely to desert if not closely minded.
Veteran Peasant Militiaman
Cost: 2Some commoners must answer the call of conscription several times in their lives. This peasant has weathered the horrors of warfare yet survives to tell the tale, bringing a greater degree of experience and skill to the field.
Hardened Criminal
Cost: 2Though this penal militiaman has fought several battles for his lord, both death and pardon continue to elude him. His experience has made him twice as nasty as a lesser Penal Militiaman, though the caution against desertion still applies.
Lifer
Cost: 4Having looked Death in the eye far too many times, this battle-scarred penal warrior has abandoned all hope of ever knowing peace and freedom again. He (or she, as the case may be) is among the direst and most vicious of cutthroats and thugs, but rather than desert in the absence of a minder, this criminal is prone to seeking the sweet release of a warrior's death by recklessly charging into suicidal battles, even with a minder close at hand. Still, with all his skill and tenacity, he promises to send a goodly number of enemies to their eternal reward before his blaze of glory comes to a predictable and very bloody close.
FightersBardosylvanian Regular
Cost: 2Clad in studded leather and armed with battle axes and but a modicum of training, these crude yet disciplined soldiers populate the bulk of Bardosylvania's standing army.
Medium Infantryman
Cost: 3Regulars who prove their worth may be elevated to fully fledged infantrymen. Bardosylvania is not known for her abundance of metal ore, so their full suits of chainmail are greatly prized and envied by their lessers. An oaken heater shield improves the infantryman's armor further.
Medium Infantry Sergeant
Cost: 4The best among the infantry forces earn the title of Sergeant. Though armed and armored no better than the rest of the medium infantry, the sergeant brings greater experience and prowess to the battlezone as well as a talent for leadership, the better to help his lord keep the privates in line.
Having a sergeant among the common soldiers will ease Gustov's burden of leadership. Give the unit's orders to their sergeant and he shall see those orders through to the letter, leaving Gustov free to handle other tasks. Sergeants may also be appointed over peasant militias and penal militias
Heavy Infantryman
Cost: 4Those who become truly valued by the infantry forces are to be better protected from the rigors of battle, and an oaken tower shield--coupled with a suit of banded mail--suit this end quite nicely. The battle axe cuts just as deeply as it ever did, no more and no less.
Heavy Infantry Sergeant
Cost: 5Because heavy infantry needs leadership too, this veteran infantryman has risen to the challenge. He is similar to the Medium Infantry Sergeant, though with the superior armor expected of heavy infantry forces.
Archer
Cost: 2Lightly armored for sake of movement, this archer is a good choice for unleashing volleys of arrows from his shortbow, then going somewhere else--quickly--before the survivors of his barrage can mount a counterattack.
Heavy Arbalist
Cost: 3Bardosylvanians tend to scorn crossbows in favor of bows; in the thick brush and wolf-scourged forests of Bardosylvania, a comparatively delicate mechanical device with an obtrusive profile and no ease of reloading can quickly become a liability. Still, those Bardosylvanians who persevere and master the heavy crossbow are rewarded with a weapon which is easy to aim and capable of bringing down armored knights over a great expanse.
Longbowman
Cost: 4Though not quite as damaging as the heavy crossbow, the longbow more than compensates for that lack with ease of reloading, the startling rate of attack which comes with it, shot penetration and accuracy over great distance, edges which this longbowman exploits without mercy.
Arbalist Sergeant
Cost: 4This sergeant is a veritable sniper, felling armored enemies with pinpoint accuracy and grievous wounds. He knows the art of the heavy crossbow intimately, and though a common crossbowman cannot match his accuracy, his leadership and expert advice have a way of improving on those subordinate to him.
Archery Sergeant
Cost: 5Bardosylvanian bowmen are said to be able to loose one arrow into the air, then follow it with ten more arrows before the first one hits the ground. While this claim is often doubted, the Archery Sergeant exists to refute those doubts with staggering barrages of arrows over a vast distance, inspiring the bowmen at his command to strive towards such mastery themselves.
Light Cavalryman
Cost: 5Astride a leather-barded charger, this cavalryman can swiftly drive into enemy infantry with his lance, then engage them with his horseman's flail at close quarters.
Light Cavalry Sergeant
Cost: 6A well-trained and evolved cavalryman, this sergeant is a worthy asset to any light cavalry formation.
Medium Cavalryman
Cost: 7Chainmail barding ensures the survival of this horseman's steed, and his own armor improves to boot.
Medium Cavalry Sergeant
Cost: 8Clad and coifed in chainmail, this sergeant will gladly lead your cavalry force--be it light or medium--into the fray.
Heavy Cavalry Sergeant
Cost: 9Full plate armor is uncommon and prized in Bardosylvania, and this sergeant has proven himself worthy of such armor. He can lead any of Bardosylvania's cavalry forces into battle. But note that Bardosylvanian heavy cavalrymen do not exist, and this sergeant has proven his merit well with such plate armor as his reward.
Knight
Cost: 10For those armies which can bring such noble and refined men-at-arms to the field, the knight can prove to be a formidable champion on the battlefield. Many a gathered infantry force has been driven to flight by a galloping chevron of cavalrymen with a knight leading the charge.
RangersRanger
Cost: 2This ranger has not progressed far beyond laying his hand on the pulse of the wild. That said, rangers make ideal scouts, trappers and multi-purpose warriors, being formidable with a variety of talents and techniques.
Giant Hunter
Cost: 3Ogres and hill giants are not unknown in Bardosylvania, and this ranger is devoted to thinning their numbers and reducing their threat to the towns.
Elf Hunter
Cost: 3Elves and humans have had their differences in Bardosylvania. Humans such as this ranger help keep the elves in check.
Goblin Hunter
Cost: 3Goblins, hobgoblins, bugbears and gnolls are common nuisances in Bardosylvania. Some rangers answer the call and become goblin hunters for hire, earning tidy coin in the doing.
Deathstalker
Cost: 3The undead have been with Bardosylvania for as long as than the House of Ainsley has. Naturally, humans and elves have risen to suppress the threat.
Manhunter
Cost: 3This ranger is more likely to be an elf, for the history of contention betwixt humans and elves has led more than one elf to find his favored enemy in human kith.
Beast Caller
Cost: 4As rangers become more attuned with the wild, they learn to call animals to their aid. This one, often flanked with such creatures as hawks, wolves and boars, has attained such learning.
Harasser
Cost: 4This ranger has focused on stealth and tracking, not on animal attunement. The result is a ranger skilled at striking without warning before vanishing back into shadows or scrub.
Beastmaster
Cost: 6No mere beast caller, this beastmaster's link to the spirits of the wild is strong enough to call bears, great cats and other mighty beasts to his aid.
Vampire Slayer
Cost: 6Vampires are among Bardosylvania's greatest threats. Years of stalking and killing these blood-drinkers has left this ranger highly resistant to vampiric domination and other mind attacks, whether the source of the attacks is a vampire, a wizard, a mind flayer or otherwise.
Giant Slayer
Cost: 8Giants are truly dangerous foes. To make a living out of their deaths demands a most formidable ranger who, while capable of killing giants more swiftly than most, remains no less a threat to prey of other species.
Clerics and DruidsWar Priest (Cleric of Hextor)
Cost: 3A young devotee of Hextor, this cleric can spur allies into berserk battle-rage while crippling enemies with unholy maladies.
Wildling Priest (Druid of Obad-Hai)
Cost: 3A young devotee of Obad-Hai, this druidess can control beasts and shape elemental forces to turn the tide of battle.
Suffering One (Cleric of Ilmater)
Cost: 3A young devotee of Ilmater, this cleric absorbs the pains of others to become an ideal healer.
Scarlet Priestess (Cleric of Wee Jas)
Cost: 3A young devotee of Wee Jas, this cleric assails enemies with horrid powers while turning their own dead against them.
Red Scourge (Cleric of Hextor)
Cost: 6This aged and masterful cleric of Hextor is more powerful, smiting entire legions with eruptions of unholy power.
Voice of the Heavens (Druid of Obad-Hai)
Cost: 6This aged and masterful druidess is more powerful. Shaping the celestial forces of weather is not beyond her power.
Ashen Saint (Cleric of Ilmater)
Cost: 6This aged and masterful healer is more powerful. Even the pall of Death may be pulled back by this Ilmatari's hand.
Lady of the Dusk (Cleric of Wee Jas)
Cost: 6This aged and masterful cleric of Wee Jas is more powerful than lesser Jasidans and can call forth such powerful undead as wraiths, spectres and vampires.
ArcanistsAlchemist
Cost: 2This scholar has only begun to court the arcane and can brew such concoctions as alchemist fire and choking powder, harming enemies or aiding allies in minor ways.
Sorcerer
Cost: 3Born to a mystic lineage, the sorcerer brings a useful assortment of spells to the field but is best kept out of close-quarters battle.
Master Alchemist
Cost: 4This alchemist has mastered his art and can brew concoctions untold. Enemies will find his explosive acid bombs and poison gas capsules to be very nasty indeed.
Hearth Witch
Cost: 5Bardosylvania is home to many covens of witches, whether kindly or baleful. This witch specializes in spells of comfort, sustenance and protection.
Moon Witch
Cost: 5The moon is an enchanting mistress, and the moon witches who hold moonlit ceremonies in her honor become weavers of enchantments and illusions.
Plague Witch
Cost: 5Witches are feared and shunned in Bardosylvania. Such specimens as this disease-spreading plague witch are, at least in part, responsible for that malaise.
Black Witch
Cost: 5For lack of proper necromancers or schooling in necromancy, Bardosylvania has these witches instead. They are no less capable of animating corpses for their devices.
Necrotic Witch
Cost: 6After dancing too close to the grave one time too many, this black witch's body has become host to a necrotic mother cyst, a parasitic lump of undead flesh feeding off her own lifeforce and granting her strange new necromantic powers in exchange.
High Witch
Cost: 8Though age has not been kind to her, this weathered crone has earned many powers in trade. Choose the type (Hearth, Moon, Plague or Black) for each High Witch. As they are too busy mastering the powers of their mother cysts (and stemming the cysts' efforts to consume them utterly), Necrotic Witches may
not become High Witches.
Infernal Sorcerer
Cost: 8Sired through an unholy union betwixt a mortal and a devil, this sorcerous half-blood is as much a terror in melee as he is with magic.
Elite ForcesArcane Archer
Cost: 10This wood elf has the power to imbue her arrows with arcane power, so that they leave greater wounds, explode with sonic force and strike their targets unerringly, even twisting and arching their trajectories around obstacles to do so.
Assassin
Cost: 10As silent as the grave, the assassin is useful for shaping shadows and creeping through them, emerging from the encroaching darkness to swiftly kill his prey with blade and venom.
Blackguard
Cost: 10Sworn to the Forces Infernal, this black knight channels the power of the Hells to summon devils to his aid and to carve a bloody swath through droves of defenders.
Loremaster
Cost: 10This archmage is a learned advisor and a bountiful source of lore and information. No small measure of that knowledge has been focused on the arcane arts, making the loremaster a mighty magician with many mystic talents as well.
Pale Master of Bones
Cost: 8The most depraved of arcanists long to understand undeath on the most intimate level possible, grafting the limbs harvested from undead creatures to their own living flesh and bone. This pale master has amputated his own arm and replaced it with a skeletal arm capable of causing unholy fear with a touch.
Pale Master of Ghouls
Cost: 10The most depraved of arcanists long to understand undeath on the most intimate level possible, grafting the limbs harvested from undead creatures to their own living flesh and bone. This pale master has amputated his own arm and replaced it with the cadaverous arm harvested from a ghoul, giving himself a raking claw attack and the power to paralyze with a touch.
Pale Master of Wraiths
Cost: 12The most depraved of arcanists long to understand undeath on the most intimate level possible, grafting the limbs harvested from undead creatures to their own living flesh and bone. The remnant stump of this pale master's severed arm perpetually weeps a mixture of gore and ectoplasm to form a phantasmal limb capable of sapping a victim's lifeforce to the core with the merest touch.
True Necromancer
Cost: 10This Jasidan priestess sought to expand her knowledge and her power by courting the dark side of witchcraft. Now her powers over necromancy meld the divine with the arcane, resulting in a horrifying gestalt of dark, unearthly command over doom, pestilence and undeath.
UndeadIf you have at least one Jasidan Cleric, one Black Witch, one Pale Master or one True Necromancer in your army, then you may pick undead units as well. They tend to be cheaper and more formidable than comparable mortals, but they may break free from control if you do not have enough of these keepers to mind them. Morale issues may arise if certain units are forced to work with the undead as well.
Skeleton
Cost: 1Without the burden of flesh, undead skeletons can move swiftly across the battlefield and can spite all but the keenest of archers.
Zombie
Cost: 1Hindered by its slow, lumbering gait, the zombie feels no pain and can push relentlessly though even the most crippling injuries.
Raiment
Cost: 3The clothing in which a person dies may at times absorb a measure of that person's miserable soul, becoming a raiment, swift and animated by ghostly power.
Skeletal Horseman
Cost: 3Seated in a crumbling saddle on an equally skeletal steed, this undead lancer is well-suited for swiftly closing gaps and engaging enemy archers at close quarters.
Ghoul
Cost: 3Drawn to the aftermath of practically every warfield, ghouls strive endlessly to feed their cannibalistic appetites. Though a Jasidan Cleric or a Black Witch must be used to call ghouls forth, the ghoul needs no minders to keep him obedient; the simple promise of having first pick of the carrion after he has aided in your victory is enough to earn his loyalty...at least for now.
Wight
Cost: 4With the power to shrug off blows from common weapons and to harrow souls at a touch, the wight is a fierce and vindictive enemy of all life. Mind him closely.
Ghast
Cost: 5The stronger cousin to the ghoul, the ghast can exude an overwhelming death-stench from his skin to cripple nearby living prey. He too will join your cause for the promise of carrion, but woe betide the one who denies the ghast his due....
Vampire Spawn
Cost: 6This fledgeling vampire is all that remains of a mortal who perished to the teeth of a vampire, bound in servitude to that master until the master is destroyed.
(You need not have vampires in your army in order to pick vampire spawn; it can be assumed that the spawn's master is safely back in Bardosylvania, lending her thrall to the House of Ainsley for some nefarious purpose. As always, sunlight and flowing water will destroy this creature. So although he will need to wait out the Battle of Zelezo Ford from the safety of his coffin, perhaps the vampire spawn will prove useful later....)
Wraith
Cost: 7A soul twisted into undeath through a horrid demise, this wraith must replenish that waning soul on lifeforce stolen from the living. Against common soldiers, the wraith is invincible. But against magic or holy power, the wraith can be struck down easily. Choose its battles with care.
Vampire
Cost: 8Vampires are counted among the most feared of the undead, and that reputation is quite justified in light of the vampire's many unearthly powers. However, as with his childer, the vampire shall crumble to ashes if exposed to direct sunlight or to flowing water. Guard your vampire well, for he may prove his might later.
Spectre
Cost: 8Stronger and more malevolent than their wraithly cousins, spectres are rightly dreaded for their power to rend a victim's soul with the merest touch. Though weaker by daylight, their etherealness and nigh-immunity to common steel are not to be dismissed.
Mohrg
Cost: 10The most black-hearted villains who refuse atonement are not freed from the burden of their guilt by mere death; instead, their rotting remains too often return as mohrgs, doomed to perpetuate their atrocities through a tortured and miserable existence, an existence sustained on those hapless enough to be ensnared in the fiend's lashing tongue and entrails.
DevilsFor every Blackguard or Infernal Sorcerer in your army, you may choose one of these devils as well. As with undead, certain units fear and detest the denizens of the Inferno, and troubles with morale may arise if such malaise is not addressed.
Lemure
Cost: 3Little more than a pathetic blob of melted, mindless flesh, this lemure seeks to share its state of perpetual suffering with whomever it can catch.
Imp
Cost: 4With nimble wings and a venomous stinger, this tiny devil can swiftly swoop down from the skies to poison unwitting enemies, then soar high to deny them their retribution.
Osyluth (Bone Devil)
Cost: 6Such tall, skeletal fiends form what passes for the police of the Infernal plane of Baator. In battle, the osyluth can conjure walls of ice to divide enemy forces, then race forth with sting and claw to tear the halved defenders apart.
Kyton (Chain Devil)
Cost: 8A torturer and tormentor whose sadism is eclipsed by few, the kyton's otherwise naked form is clothed--and perpetually wounded and scarred--by a tangle of dancing, snaking, barbed chains which serve the kyton as clothing, armor and weapons alike.
Barbazu (Bearded Devil)
Cost: 10Leering maliciously through a long, repulsive beard of writhing black tentacles, this savage barbazu has come eagerly from Baator to once again slake his thirst for blood and test his sawtoothed glaive in battle.
Erinyes (Fury)
Cost: 10This black-winged angel of darkness exists only to prey on mortals, striking them down, taking them alive and tormenting them with the weight of their own sins. With as many transgressions that can be laid at the Karkovans' feet, she expects to be
very busy in the battle's aftermath.
LycanthropesWerebeasts are not as plentiful in Bardosylvania as one may expect, as their reckless aggressions against their homeland's persistent problem with the growing undead menace intruding on their forests has taken a great toll on the lycanthrope population. Still, though lycanthropes are notoriously difficult to control, they can prove to be dogged and harrowing enemies, both hard to kill
and hard to withstand.
(In D&D 3, lycanthropes are not an independently listed creature type in the Monster Manual; rather, they are templates to be applied to existing creatures or characters. Assume that any lycanthropes listed here are rangers, the most common wilderness-type class in Bardosylvania and thus the most likely to come into contact with--and be infected by--lycanthropes. Unlike rangers, lycanthropes wear ragged clothing and no armor at all, as any armor worn will invariably be rent or torn to shreds during the creature's transformations. They are also prone to transforming and going berserk when injured, making lycanthropes hazardous to allies but doubly hazardous to enemies. Lycanthrope lords are higher-level characters who have mastered their bestial hearts and can become men, beasts or man-beasts at will; they are also in control of their rage and unlikely to go berserk in the heat of battle, thus posing far less of a threat to their allies. The full moon will not be rising until the end of the month, so Gustov need not fear losing control of his lycanthropes in a bloody, frenzied orgy of carnage...at least not for another eighteen days or so.)
(And yes, one type of lycanthrope is missing. There are no tigers in Bardosylvania; therefore, there are no
weretigers either. Apologies, Tiger.
)
Wererat
Cost: 3Though the lowliest of the werebeasts, wererats are swift and more likely to appear in greater numbers. Their animal forms are those of dire rats, allowing them to move about relatively unnoticed.
Werewolf
Cost: 4Werewolves are legendary for their tenacity and their teamwork; when working as a pack, they can bring down foes several times their combined mass.
Wereboar
Cost: 5Unlike werewolves, wereboars tend to be loners...ferocious, powerful, leathery-tough and hard-to-kill loners with tusks capable of eviscerating a horse in one sweep, that is.
Werebear
Cost: 8Werebears stand alone among lycanthropes in their habitual honor and benevolence...which is good, because when a werebear grows enraged, people tend to die by the wagonload.
Wererat Lord
Cost: 6If a wererat is good, then a
veteran wererat who is in control of his rage and his transformations is better.
Werewolf Lord
Cost: 8If a werewolf is good, then a
veteran werewolf who is in control of his rage and his transformations is better.
Wereboar Lord
Cost: 10If a wereboar is good, then a
veteran wereboar who is in control of his rage and his transformations is better.
Werebear Lord
Cost: 16...you know the drill. This hairy juggernaut may be expensive, but he (or she, perhaps) is surely worth the cost.
CreaturesSwarm of Rats
Cost: 1At the beck and call of a Beast Caller or a Beastmaster, this small swarm of famished rats--of which Bardosylvania has no shortage--can be hard to kill and difficult to stave away, given their size and their numbers.
Swarm of Plague Rats
Cost: 2Crazed with a variety of bloodborne illnesses, these dreaded carriers of disease can cause significant long-term harm to enemy forces. But your Beast Callers should mind them very carefully, for pestilence knows no friends. The uses which a Plague Witch could have for rats or plague rats should be obvious.
Goblin
Cost: 1This goblin has agreed to serve Bardosylvania in exchange for a purse of coins. Though not as formidable as a human combatant, the goblin is better suited for rigging traps on the fly, or for disarming traps where needed.
Goblin Prankster
Cost: 3The name sounds harmless enough, but when one considers that to goblins, a "prank" is one or more lethal traps being sprung on an unwitting victim, the name takes on an entirely new meaning.
Goblin Wolf Rider
Cost: 3This goblin spearman has trained a wolf to serve him as a steed in battle. By working in concert, both the goblin and the wolf can swiftly close distances and leap into terrible, flesh-ripping lunges.
Goblin Worg Rider
Cost: 5If a wolf is good, then a worg--larger, stronger and far more cunning than any wolf--is better. Such beasts--and their riders--are not to be disregarded.
Ogre
Cost: 4This savage brute is not known for its keen mind. But then, when one's calling is to tear away tree limbs and use them to batter people into oozing pulps, intellect is overrated.
Sea Hag
Cost: 4Though the weakest and most wretched of hags, this hag is capable of swimming swiftly and striking from the water without warning, sometimes killing victims instantly with her Evil Eye's gaze.
Nymph
Cost: 4This nymph has joined the House of Ainsley's army in order to placate them and divert their attentions from her sylvan home. Though she will perish quickly at close quarters, she can mesmerize enemies into betraying their comrades, or kill them with a focused gaze.
War Ogre
Cost: 6Karkova has her share of ogres enslaved and girded for war. But then, so does Bardosylvania. This war ogre happens to be one of the Bardosylvanian sort.
Annis
Cost: 7This black hag is graced with many magical powers--including a more irresistable Evil Eye--but is not above raking foes to pieces with her steely sharp claws and iron hide when the situation demands.
Siege Weapons and EngineersSiege Engineer
Cost: 1Trained to man a variety of catapults and ballistae, the siege engineer can make or break a siege or a massed field battle. But guard them well, for they are ill-equipped to face enemies at close quarters.
Draft Horse
Cost: 1This horse is prized for its muscle and its endurance, not for its utter lack of discipline. It is predominantly used to haul siege weapons or other burdening cargo to or around the battlefield.
Arbalist Ballista
Cost: 2Essentially a very large crossbow mounted on a pintle and a lumber tripod, the ballista's bolts are feared for their power to kill a heavy warhorse with a single shot. An arbalist ballista must be manned by at least one siege engineer, though as many as three engineers may man it to increase its rate of attack.
Talent Ballista
Cost: 4Larger and sturdier than the arbalist ballista, the talent ballista can loose as many as five bolts at a time, making it more useful against concentrations of infantry. Given this ballista's complexity, no fewer than two engineers must man it, and any more than four assigned engineers will be a waste.
Light Catapult
Cost: 5This lightly framed catapult is wheeled for ease of mobility, and the wheels can be pinned or locked to steady the catapult for attack. Four men can tow a light catapult to the field, as can a single horse. Up to three engineers can ensure a steady stream of attack from this catapult, and though it serves best against fortifications, the spoon can be loaded with cobblestones, lead shot or burning pitch to kill and disperse enemy units at a distance.
Heavy Catapult
Cost: 7This bulky catapult is too heavy for wheels and must be deployed on a specially designed wagon drawn by two horses. Those willing to compensate for such a slow and cumbersome weapon, however, will find it notably more powerful than the light catapult, with a larger spoon, a heavier torsion bar and the improved range, damage and areas of effect which come with them. The heavy catapult will need from two to four engineers to be anything more than a waste of wood and space.
Battering Ram
Cost: 1Yes, this iron-headed battering ram will find little use at the Battle of Zelezo Ford, but what lies beyond? No siege engineers are needed to bear the battering ram; that's the infantry's job. From six to ten soldiers are needed to wield the ram effectively.
Siege Shed
Cost: 2This wheeled wooden canopy is useful for protecting infantrymen from enemy archers, gouts of burning pitch or hails of catapult shot. It comes with chains and stout cross supports under the roof, so that a battering ram may be suspended from the rafters and swung to strike a fortified surface with far less effort. When so combined with a siege shed, a battering ram only needs from three to five soldiers to be wielded effectively.
Siege Ladder
Cost: 1This sturdy ladder can be raised to help infantrymen scale walls as tall as 25 feet in height. Unfortunately, any defender on the parapets can use a siege fork or a pole arm to push the ladder away, repelling the scaling attempt and potentially injuring or killing anyone climbing the ladder when it falls.
Siege Tower
Cost: 4Far safer and more effective than a mere siege ladder, the siege tower can be rolled to up a wall (up to thirty feet in height) and its gangplank lowered to allow troops protected within the siege tower to rush forth onto the wall and engage the fortification's defenders. Up to six archers or arbalists may stand atop the siege tower, protected behind the tower's parapets as they soften the enemy's defenses with hails of arrows or quarrels; the siege tower is an easy target for enemy catapults, so such besiegers would also do well to target enemy catapult crews first.
Heroes and VillainsWhatever their motives may be, whether righteous or nefarious, these renowned characters have agreed to join hands with Bardosylvania's forces and take the battle to the Karkovans and their renegade king. For obvious reasons, these characters are unique; only one of each may be added to Gustov's army (and as nice as it might be to have
two of Livonya the Forsaken, you can't do that for obvious reasons).
Livonya the Forsaken
Hero-Level Outlaw of the Crimson Road (and evolved Lifer)
Cost: 25A deranged weaver who was first jailed after cooking her philandering husband's severed limbs and force-feeding them back to him, Livonya Baird was sentenced to the gallows by Lord Heward Ainsley but escaped the dungeon and fell in with the Ironshods, a band of highwaymen who continue to scourge Bardosylvania's roads and wayfarers. But after many years with the Ironshods, Livonya proved to be a very bloodthirsty sort...
too bloodthirsty for the Ironshods' tastes. So they lured the lordship's lawmen to their treetop hideout and ensured their own escapes by binding Livonya in her sleep and
quite literally throwing her to the dogs. This time, Lord Heward gave her the option of joining the Penal Legion, and Livonya accepted. She is not a fool enough to believe that Lord Heward will ever pardon her; she willfully remains with the Penal Legion simply because--murderous neurotic that she is--she enjoys the work.
Frederik One-Boulder
Hero-Level Expert (and evolved Siege Engineer)
Cost: 25Though a man of over sixty winters, Frederik One-Boulder is a burly and towering man who has worked catapults and ballistae since he was but a strapping boy. He has worked for several nations as a mercenary but, being something of a connoisseur for siege machines, he has nothing but praise for Bardosylvanian woodwork and the land's abundant oak and ironwood from which her army's roundly superb siege weapons are built. On the field, he can easily do the work of two men and his accuracy is without peer; when employed with the County of Nellowswann in recent years, he earned his reputation after commandeering a heavy catapult, aiming low over a mustered force of orc brigands and killing their seasoned war chief by decapitating him with a single hurled boulder. The orcish army then panicked, dispersed and fled back to the mountains without a fight.
Colonel Marco Mac Braddock
Hero-Level Fighter
Cost: 25This grizzled old commander of Bardosylvania's Boarhounds legion began as a boy keeping the armory's weapons sharp and its armors polished when Lord Borogon was in the throne. He has faithfully served in Bardosylvania's army ever since, rising through the ranks from common foot soldier to cavalryman to lieutenant and beyond. Unusually enough, his weapon of choice is a dire flail...an
exceptionally large and thrice-enchanted dire flail which endlessly radiates dark, explosive energy from its twin morningstars, at that. And more than once have the soldiers under his command been rallied and inspired by the sight of Colonel Mac Braddock twirling and wheeling through throngs of enemy soldiers converging on him only to be struck aloft and away the very moment they come into his striking distance. Even when swamped with so many enemies that only his baldric-mounted Boarhounds banner can be seen wavering over them, Colonel Mac Braddock has emerged with life and limb intact. Enemies find such displays of force--and the sight of their comrades reduced to so much hurled carnage--to be equally intimidating, of course.
Starkad the Swift
Hero-Level Ranger/Shadowdancer
Cost: 25Starkad the Swift is a peculiar sort of cavalry. Having earned the acquaintence of a black tiger during his travels to Seolemark, Starkad rides the tiger--Dusksaber by name--as most people ride horses, though with the distinction that horses cannot climb trees or scale sheer cliffs with a rider astride. Starkad is no less formidable when on foot; he has mastered a disturbing talent for disappearing from plain sight when among scrub or tall grass, then emerging behind his would-be stalkers with Rimesaber and Cindersaber--his paired scimitars--drawn and leveled to strike. Starkad was once swept over the Triton's Throat waterfall and plunged a hundred feet, only to come clambering out of the river and rejoin his companions
three miles upstream, loudly berating them for not even bothering to see if he had survived the fall. Such a feat certainly didn't harm his reputation as a peerless hunter and survivalist.
Sir Bryan of the Three Hollows
Hero-Level Paladin/Sacred Purifier
Cost: 25Though Bardosylvanian paladins are far from common, what few emerge from her horrible forestlands tend to be proven men and women of great prowess. Born to the Three Hollows thorp in the South Ainsley Wood, Sir Bryan the Half-Elven was trained by friars of Saint Cuthbert and grew into a seasoned champion of the commonfolk. Dismayed with House Ainsley's dealings with the undead, Sir Bryan has confronted Lord Heward about the problems which come with consorting with such abominations. After coming to an unspecified agreement at that conference, Sir Bryan has agreed to aid Bardosylvania in her struggle against the mighty tsardom of Karkova under the condition that the House of Ainsley will take a more defiant stance against the undead. What Sir Bryan has thus far left unvoiced is that his divine visions hint that the land's rash of undeath has its roots in the Ainsley ancestry itself, and uprooting the menace will thus be a very daunting task indeed.
Hath Kull the Bear-Born
Hero-Level Druid of Obad-Hai
Cost: 25Hath Kull's adoptive family can trace their ancestry back to the Vorgir barbarians who populated the land before the coming of Bardos Ainsley I, but Hath Kull himself has no such lineage. Two decades past, his circle of Vorgir-descended druids wandered upon a pregnant black bear sow laboring through the pangs of childbirth. But what emerged from the bear's womb was
not a bear cub but, rather, a human infant with a full head of rich black hair...and, disconcertingly, a coarse coat of human body hair to match. The druids named the baby Hath Kull and, never ones to forsake such signs from the gods, began grooming the boy into a man worthy of rekindling the pyres of the lost Vorgir tribe, casting off the Ainsley-imposed shackles of oppression and returning the Vorgir to the land once more. Lord Heward harbors his doubts about the thick-haired young man who so loudly professes his ire against the enemies of Bardosylvania, noting that Hath Kull has never once specified whom those "enemies" actually are. But for now, both Lord Ainsley and Hath Kull seem content to join hands in line with the philosophy of keeping their friends close and their enemies closer.
Serrica the Thrice-Drowned
Hero-Level Cleric of Umberlee
Cost: 25A priestess of Omikoric descent, Serrica Thallys introduced herself to Bardosylvania by plodding barefoot across the thrashing waves of the Imperial Sea, tossing her cape of crusted aquamarines about her as a grumbling sea storm darkened the heavens mere leagues behind. As every Umberlant cleric does, Serrica underwent--and survived--the Drowning, a ritual in which acolytes are chained down before the sea's rising tide to see which ones Umberlee spares and which ones she claims. But that was not the first time Serrica drowned, nor was it the last: The Church of Umberlee took her in after finding her--a girl half-dead and sputtering sea water from her lungs--in a capsized ship washed against the jagged rocks, and again did she drown herself--to be resurrected through her goddess' judgement--when she chained a millstone to her ankles and threw herself into the ocean, plunging into a sacred communion in the Underdeep. Though armed with little more than several Decanters of Endless Water and Greater Bowls of Commanding Water Elementals (though elementals summoned by her own spells are mightier yet), Serrica makes the most of such relics and uses them to horrifying effect, leaving fields of sea-bloated corpses in her wake even through the most arid of deserts.
Red Rycroft of Lunaghaen, Bishop of Battles
Hero-Level Cleric of Hextor
Cost: 25Bishop Rycroft of the Church of Hextor is known to be a pleasant man, ample of belly, portly of jowl and broad of smile. However glib and skilled with words he may be, he is also a war leader and a politician in equal measure. His acolytes and fellow priests claim that he can directly address the God of Tyranny at any time, speaking into any roaring flame and hearing Hextor's voice in answer. Through these means has Red Rycroft proven to be a devilish tactician, divinely inspired and capable of perceiving his enemy's every move well in advance. So effective are his divinations that he rarely sees fit to invoke his god and call rains of fire down upon the battlefield, though that option remains at hand for dire straits and unexpected circumstances. Should he win this war for Bardosylvania, he hopes to earn a place in Lord Heward's court, the better to guide House Ainsley as an advisor and shape the culture and government of Bardosylvania into those more befitting the Black-Handed God.
Bishop Elyssa Loveless
Hero-Level Cleric of Evening Glory
Cost: 25Draped over her radiant scarlet chainmail is an equally radiant gown of scarlet satin which wavers and drifts in its own rhythm, no matter how strong or still the ambient winds may be. Silk-voiced and of indescribably beautiful countenance, Bishop Elyssa Loveless hails from the northern reaches of Nellowswann and has come to the killing fields, where she may preach and minister to both the living and the dead. Her heart and her ambitions are not given voice, leaving most to mere guessing at her motives. All that is known is that she somehow survived General Boartooth's disastrous defeat at Jola's Watch and has come to join the errant forces of Bardosylvania, that she may continue in the struggle against Karkova. She is closely attended by Amity and Templeton, a duo of silent revenants whom she claims to have stirred into undeath with but a prayer and two kisses; that Amity and Templeton are still clad in the blade-marred ceremonial garments of a bridegroom and his bride is a mute yet telling hint of the corpses' origins, and a tragic and macabre hint at that.
Weedy Peg of Boughbog
Hero-Level Sorcerer (and evolved High Black Witch)
Cost: 25Weedy Peg is an enigma. Sometimes, she appears as a haggard and withered old crone steeped in weed sap and brackish water; other times, she appears as a smooth-skinned and comely young peasant maid, fair of skin and flaxen of hair. What is known is that she hails from the dismal village of Boughbog and that she claims direct descent from the Ainsley bloodline, a claim hotly denied by heralds and scholars who insist that Corwin the Bastard--her purported ancestor--died at sea without ever siring children. What is
less than known is that this witch, though very much alive, is a Life Leech with a tomb-tainted soul; not unlike the predations of a vampire, she must perpetually restore her youth and her vitality by siphoning the lifeforces of her victims away through kiss or through grasp. Most of the shambling corpses which infest the pools and marshes of Bardosylvania's Crag Swamp are the products of her handiwork, and through research and skullduggery has she laid her hands on the arcane Staff of the Unholy Army, a magic staff which can unleash the nigh-legendary Plague of Undead spell three times before crumbling to useless ashes. She will not hesitate to invoke the staff's power if either desperation or temptation rear their heads, and a vast field of the sundered war-slain can be a powerful temptation indeed.
The Gentleman Caller
Hero-Level Assassin
Cost: 25The Gentleman Caller is a lithe, elegant and enigmatic man who favors noblemen's suits of black silk, satin and cashmere. His shoulder-length hair is the color of flowing wheatfields in autumn, and his true face is rarely if ever seen, hidden as it is beneath a white porcelain mask not unlike those of the operas enjoyed among the societal elite. Though they are little more than whispered rumors, claims persist that the Gentleman Caller's modus operandi is that he, a masterly disguise artist, will take on the flawless guise of whatever sort of person his quarry finds desirable--be it man or woman, young or old, ruddy or fair-skinned, human or otherwise--after which he seduces his prey into their own bedchamber and finishes the assassination there, leaving a page neatly cut from
The Two-Hundred Sonnets of Contessa Geillay--his favorite book of poetry--on the victim's breast as his calling card. Should he be discovered in his shadowy work and confronted, he is also frightfully adept at wielding poisons, minor wizardry and Heart's Yearning, an ensorcelled rapier which leaves weeping wounds that defy healing, as at least eight armored guards of Riverwood City's Watch--now dead and buried after greeting the Gentleman Caller together with their steel bared--can attest.
Merlitha, Dancer of the Hundred Tombs
Hero-Level Crypt Chanter/Dirgesinger
Cost: 25Only one man alive knows exactly whom Merlitha was, how long ago she lived, how she died or how she came to be, and one man is one man too many for her comfort. All that most people can guess from her ghostly visage--and of all its nakedness, tattered clothing, bristling arrows and gaping wounds which continually weep and drip with spectral ichor--is that she was a traveling minstrel who came to a bloody and violent end somewhere along the roads of Bardosylvania. Lord Heward, through his studies and his aptitude with history, has discerned the crypt chanter's identity but reveals it to no one, the better to maintain his grip of control on the ghost. To this end, he keeps five handwritten pages of yellowed paper--the sheet music to Merlitha's final masterpiece--in a scroll case; whomever holds the scroll case can control Merlitha and compel her to do his bidding. When left to her own devices, Merlitha of the Hundred Tombs--so named for all of her sightings in graveyards throughout Bardosylvania--will tilt and bob her way in a long, mourning funerary dance along the roads and trails of Bardosylvania, leading a small throng of dancing ghosts and corpses, and strumming soft and lilting dirges from her ghostly lyre from sunset to sunrise. Those who hear her melodies and survive are often stricken with profound and irrecovable madness; those who perish to her banshee song soon rise again and join her troupe of the dancing dead.
Sir Dregan the Blood-Bathed
Hero-Level Vampire/Master Vampire
Cost: 25Sir Dregan Starchester began as a squire to a then Lord-Prince Borogon Ainsley, back when Lord Rasketh was ruler of Bardosylvania. Though he was at first reluctant to join Borogon on his hunts for human and elven prey, he soon relented, and from that he learned to relish the thrills of hunting the most treacherous and cunning prey there is. He gradually became every bit the monster that Borogon was, and before long, he was the one rousing Borogon from his bed to join him in the blood hunt for his latest captive. When Lord Rasketh died and Borogon took the throne, Squire Dregan was knighted on the spot and bequeathed with a suit of blood-red plate armor which shone with a dread luminescence under moonlight. Sir Dregan's doom came about when he captured a Vistani woman and turned her loose before his hounds; run through on his longsword, she spat in his face and, with her dying breath, cursed him to an existence of blood, dust, darkness and torment forever after. Within the year, Alliondria Falsteen, the wild elf whom Lord Borogon had tracked in his final hunt, came to Sir Dregan and poetically ran him through with the same handcrafted spear which she had used to kill Lord Borogon. His curse came manifest and stirred him from his grave, but he did not emerge whole. He has sought Alliondria in hopes of garnering vengeance ever since.
Sir Dregan is attended by Squire Corbanis Nelbert, a lesser vampire whom Sir Dregan himself sired and trained. Through the hour-long Rite of the Master's Chosen, Sir Dregan cut the ring finger from his left hand, then compelled Squire Corbanis to swallow it. Thus is he empowered for as long as Sir Dregan exists, but until someone slashes Squire Corbanis' belly open and retrieves the finger from his bowels, Sir Dregan's control over the vampiric squire shall remain absolute.
[This post must resume below, for the sake of character limits.]