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THE BARBARIANS (Servants of Evil)
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| Fensmen |
FENS MEN
The closest barbarians to the Algandy border are the Fens men, cultural and linguistically of the same base stock as the Algundians. Their lack of social contact with the League and unstable politics has resulted in them being culturally about 500 years behind Algandy in development. The Fens men are divided into hundreds of rival petty kingdoms, each incapable of posing a threat to the Duchy and the League as long as they remain separate. In centuries past the Fens men raided the League every summer seeking loot and slaves, monasteries and temples were burnt, villages raised and war was a way of life on both sides of the border. On occasion a Fens men great king would come, an individual with the might and the charisma to unite the warring factions and lead them West, at such times the League trembled and great crusades were declared sending countless thousands of men at arms eastwards.
The Fens men are at peace with the league, and have been so for almost three hundred years, wars are still fought between Fens-men kingdoms and the occasional raid occurs on Algandy soil. For the most part these raids are atavistic, an attempt to return to the old ways often stirred up by the war priests of the Fens men, who fear the encroachment of the Faith into their flock.
Trade has become the driving force of these barbarians, they can be found trading all along the eastern and southern borders of the League, travelling huge distances in their crude but sturdy long ships. Many Fens-men princelings now measure their worth by their wealth, by how many warriors they support and how many League luxuries they can serve during feasts.
During recent times one clan Chieftain going by the name Snorri has risen over the others to lay claim to Kingship over the Fens peoples he has also converted to the faith of the lady taking his numerous supporters with him. Unsurprisingly the keepers of the old ways have risen against him and a bloody civil war has ensued.
THE FENS CLANS
Clan Axbyte
The Axbyte Clan date back to ancient times, before the great war of Kunn and Knux. Only six of the current Clans existed in those fierce and bloody times.
Over the years the Axbytes have wanted to regain their status as the most powerful of all the clans and it has slowly been growing in wealth as it builds on its relationship with the league.
The Axbytes even took an opportunity to sack the port of Duan Mulster originally founded by clan Ulgendon, seeing it as a vital asset in trading.
The Clan now Lead by Snorri is known for their disregard of tradition and embracing of the modern. Some seem to think that Snorri ignores tradition and history to hide the truth about his ancestors. It has become apparent that Snorri does not show the same ideals of the oldways.
Clan Balder
After the war of the Golden Empire the Balder Clan became reclusive in the moutntains, not much is known about this clan. It is thought that the clan survives by mining and careful raids in the lands of the south, trading very fine minerals with the Volund Clan.
This clan has warriors who are careful and collected, they watch and learn before fighting their enemy. Skilled in archery. They also follow the oldways.
Clan Morfax
The Morfax clan are known for there expertise with the dead. Being close to the wildfolk border, and frequent attepts to regain land, has led them to gain alot of experience in the undead.
Their druids are able to influence the undead and even summon the dead. The druids of the Morfax clan have also become aware of dark powers from the east. They are constantly looking for more information on the darkness, believing that it will help them fight Freya if ever she was to rise again.
Clans Grimarr Ost Broo & Ost Karn
These Clans were once in ancient times one Clan Grimarr. The Largest Clann of all Fensland but during the great battle of the Golden Empire they split into two. It is said that the clann was lead by a great Jarl Wodnux Grimarr who had twin sons Broo and Karn.
During the war on the Golden empire Wodnux fell leaving his twin sons to lead the clan together. They grew and their joint Jarldom was great making Clan Grimarr the most wealthy clan after the war. There relations with the New League was strong but it was all to collapse over the love of one Phinician girl. Alesia met the brothers whilst they where on a visit to Phoinice. Soon they had both fallen in love, But she herself did not love either. They dragged her back to the Fensland where she lived under the twins lustful rule.
At first the twins shared Alesia, sometimes sleeping together with her untill she became pregnant. Both claimed to be the father of the future of Grimarr and as a result fighting broke out between the brothers. Then finally Alisia vanished without a trace with her unborn child. Both brothers accused each other for her dissaperance and thus the Clan was divided, fighting each other for years over any petty excuse.
Both Clans have large armies, ready to fight each other at a whim. Wether or not these clans follow the old ways is up for opinion.
Ravengull
The Ravengull clan own the second busiest port in Fensland. based in the northeast of Fensland they export alot of exotic artifacts from exploring the higher eastern realms.
They are also expert sailers and The Ravengills navy was much feared in the golden empire war.
This clan almost follow the old ways.
Helganarr
This Clan is the most holy of Clans in Fensland. They reside in the centre of issas vally where the great fire of Knux burns on his final resting place. It is beleaved that the fire purifies the spirit so that it will not return to haunt the living. It never burns out, some say that the fire burns from the fearce soul of Knux the Kingmaker and is the fire that burned his dead flesh away leaving him free to join Issa the green. Those who are of schooling will suggest thatthe fire burns from a possible undergound oil resource that fuels the flames. The Hegannr clan have built a huge stone circle around the fire, only allowing those who are of great importance to visit the fire and talk to the gods.
Each year at the start of the summer a Helgannr warrior will arrive at each of the clans of fensland with a torch from the great fire. The Helgannr believe in reminding the clans that they need each other and without unity then doom will prevail over them.
The hegannr are fearce warriors, just because they are mostly holy druids dont mean they are unable to fight mighty battles. Infact during the war against the wildfolk the Helgannr were said to be the most feroscious of the clans, dragging their enemy alive to there firepits to burn Freyas influence from them.
The Helgannr follow the oldways but give no honor towards those who they deam to have none.
Oddkull
This Clan live hand in hand with the Morfax clan also on the boarder with the wildlands. Though not as experianced with the language of the dark practices, they like to use the dead as slaves to do their bidding and mine minerals for export to the league.
The Odkull clan is the smallest regognised clann of Fensland and probably do not know of the old ways
Skorageir
A small Clan with little power or wealth. This clan follows the old ways. The Jarl of this Clan Oskar is a dear friend of Edvard. The two friends from boyhood since the two clans live close. In an atempt to rescue Oskar from the wildfolk who invaded his lands, Jarl Edvard of the wolfgard was gravely wouneded by the Nameless Ones. Oskar was beyond rescue.
Lupendrax
The Lupendrax clan worship borris above Kun and Knux. They worship the wolf witch is believed to be Borris favourate form to take in his world.
The clan wear many furrs and use claws of long blades and can call within themselves such rage that they are feared by many fens clans.
Titus of Wolfgard battled an honor dual against the Lupendrax champion and won installing the clan as one of Wolfgards allies against Snorri.
Ulgendon
Another small clan who still take part in raids on algundy but mainly traid in solnis.
Ulgendon was once a powerful clan but many other clans attacked it for its modern views. They founded the port of Mulster before it was taken by force by the Axbytes. The clan split and was crushed, left to pick up the scraps of a Fens life.
Ulgendon are against the old ways.
Volund
The Volund Clan are the best craftsmen in Fensland, crafting exquisit jewlery to be sold as far as Pheonice. During the great wars the Volund clan produced the finest weapons including Balistyrr. Infact any ancient weapon thats been handed down from the great wars will no doubt have been created by the Volund clann.
Many clans trade with the Volund clanwith materials and minerals in exchange of weapons and gold, or even goods to trade off to the league countries.
They dont have many warriors, but the warriors they do have are very well armoured, kitted out with the greatest of weapons crafted to perfection.
This clan follows the old ways.
Clan Wolfgard
The wolfgard clan has guarded the eastern borders of fensland since the Great Battle of Widlock, in which Jarl Alaf of Wolfgard stood beside Maud Balder and the great Thorwald Axbyte as they pushed back the Wildfolk for the final time.
It has been the duty of the Wolfgard to keep watch on the wildfolk from within Wolvenheath incase of another uprising.
After Snorri of Axbyte forced the Wolfgard from their lands the border has been left unwatched and now the Wildfolk return in force to invade Fensland.
The remainders of Wolfgard search out each other and hope to regain their lands and push out the invading Wildfolk.
(The Fens-men are inspired by the Viking culture of Earth's 9th and 10th Century. Once wild raiders are being converted to the new Faith and are merchant adventurers rather than pillagers. Still to the average citizen of the League the average Fens-man is still a giant hairy, madman, clad in chain and furs, and swinging a huge axe.)
Thanks to the players of the Wolfgard who generated this material!
| THE WILD FOLK |
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Beyond the steads of the Fens-men lie the uncharted forests and plains stretching endlessly eastwards. The soil is thin and poor here; unsuitable for farming as it is known in the League, instead mixed woodland grows, with conifers further north and deciduous forest further south. Beneath the forest gloom live a people known as the Wildfolk, barbarians more primitive and superstitious than the Fens-men. The Wildfolk are divided into thousands of tribes, each with a deeply ingrained suspicion of their neighbours and countless grudges and blood feuds. The Wildfolk have subsistence farming, they keep pigs, and sheep and prize cattle and horses as a sign of wealth and status, they have smiths capable of working bronze into spears and swords, trade or steal iron weapons from more civilised peoples.
Raiding and battle are a way of life for the Wildfolk, raids are driven by three things; a need for battle prestige for leaders, sacrifices for the gods and spirits, and stealing food and cattle from their neighbours. When raiding or at war the Wildfolk paint themselves with blood and plant dyes, blues, green, reds, whites and blacks. Clad in clan tartans and armed and armoured with spears, knives and leather vests they rely upon hit and run tactics, or honour duels fought by clan champions.
The religion of the Wildfolk is dark and bloody, the Gods and spirits demanding frequent sacrifices which the shamans are eager to supply. Deep in the woods there are groves that sacred, painted with the blood of both men and beasts, and filled with the bones of centuries of victims. The shamans are skilled at controlling the Lost; a shaman's status comes from how many he is able to herd and to the fame of his undead when they were alive. In battle the Lost are sent forward by the drumming and the bone flutes of the shamans, acting as shock troops for the tribal warriors, the Wildfolk have found this particularly effective against black powder weapons.
The tribes closest to the Evil are often warped by its influence, engaging in regular human sacrifice, cannibalism and other aberrant practices. Even other Wildfolk for their frenzy in battle and animal-like fury fears these tribes.
(The Wildfolk are inspired by the Picts, Celts and Teutonic tribes of 100BC to 500BC. The image of the painted savage is a strong one and popular one, so these are included for completeness. The Attacotti-like tribes and the Wendel of popular fiction inspire the most savage tribes.)
THE EVIL
Deep in the woods, beyond the lands of man lies the Evil, source of all magic in the world. It is the reason the barbarians cremate their dead rather than return them to the earth, it is the siren song that pulls weak men from the path of the Faith and leads them into corruption of body and spirit; it is evil.
| From its location beyond the lands of men its sends out waves of corrupting energy, invisible to the eye that fuel magic. Anyone can tap into this flow of energy, anywhere within the League, as long as they know the correct incantation and are desperate enough to carry out the ritual. Power comes swiftly to the magician, the ability to curse his enemies, to tip the odds of fate in his favour, leads to wealth and influence, but as in all things there is a price. Each time magic is used there is a chance that it will twist its user, the more frequently magic is used the more likely it is that the practitioner will be affected. Mutations caused by magic could be as minor as a squint or paleness of the skin through to horns, a multiple extra eyes, or a complete change of shape. Horrifying as physical mutation can be they are as nothing compared to the mutations of the mind, madness, phobias, strange urges and compulsions, are but some of the possible effects. |
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Eventually all traces of humanity are gone and the former magician runs off into the woods and mountains as a creature of evil, a beast man. Often these find each other and band together as packs of monstrosities attacking and killing whenever they can, most over time start to drift eastwards as if summoned by their master.
Not only magicians are affected by the Evil, people of weak will or simple mind often are snared as are those whose hearts are truly black with evil deed. Then there are pagans, hidden deep in the quiet places of the League, in the forests and mountains, and deep within caves. They practice the old ways as they were before the coming of faith, often degenerate and inbred they are willing servants of the Evil in the false belief that it is one of their Gods or spirits.
Closer to the Evil, along the barbarian border of Algandy and in the barbarians lands themselves the power of magic is stronger. There the dead do not rest easy in the ground, but rise and walk again seeking to destroy the living and serve the Evil. The time it takes a body to rise depends upon the state of the deceased's conscious and how close to the evil they are. In Algandy it takes around seven days to rise, and only then if the person was already tainted, for some of the barbarians the dead can be up again within hours. No matter what condition the body is in or whether it rose naturally or at the command of necromancy, they are known universally as the Lost.
The Lost are not the only creatures of the Evil, other things exist in legend, cockatrices and jack-in-the-greens, hydras and dragons, all originally natural creatures warped by magic.
For more detail on The Evil, please see the Beliefs page
THE FAITH
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The Golden Empire worshipped a varied and constantly expanding pantheon of Gods and Goddesses, including the cult of the Emperor Deified. With the coming of the barbarians all but one of the religions collapsed, and that religion was wounded and changed. Initially know as the Twins, the sister of Light and the sister of Darkness was a religion emphasising balance, stability and learning. When the Emperor was murdered this single act was considered to be vile enough to unbalance the world and topple the Empire, so momentous was the act that the sister of Light was slain. As the barbarians swept across the empire the sister of Darkness went mad with sorrow, temple altars cracked, priests killed themselves and the end was upon the world. |
Gradually the Goddess came back to her senses, and with fury sent storms to blight the barbarians meanwhile inspiring the leaders of the few remaining legions to great acts. The barbarians were halted at four great battles, each a desperate struggle for the survival of civilisation, the League was born and with it a new faith.
The sister of Darkness tried to compensate for the loss of balance caused by the death of her sibling became the Grey Lady, also known as the Maiden of Sorrows for the tears she shed for men and Gods. The tenets of the faith were simple and for everyone, it was the duty of all to protect civilisation from the forces of barbarism, and as the barbarians had been inspired by the Evil then the Evil was the ultimate enemy and must be fought wherever it was found. In the early years the Faith was instrumental in brokering the alliance that became the League, later military religious orders were formed to expand the Leagues boundaries and to bring war unto the servants of Evil. On occasions when the barbarians have risen up again to attack the League the Faith has declared crusades and sent tens of thousands of men-at-arms southwards and eastwards.
In the modern day the Churches new enemy is spiritual complacency in the populace and the progress of science. In the heartland of the League the barbarian frontier is a long way away, there has been no invasion or crusade for centuries, the military orders have become moneylenders and political brokers, even some priest no longer believe in Evil as a physical thing. New technology, particularly the printing press is frowned upon, now books of magic can be mass-produced and spread, encouraging more servants of Evil whom would never have been able to find someone to teach them the rituals. The world is changing rapidly and the church is losing it control over the souls of the people.
As with all religions the worship of the lady has it's quirks. Roads in the League are sacred. The Goddess is a goddess of civilization, civilization needs roads for trade and communication so wherever the goddesses worshippers went they built roads.
Sacred road building gangs crawl the highways of the league, each cobble replaced with a prayer, working in time to a beating bell. Commit a sin against the faith and you can be sent to do penance on the road gangs, under the whips of overseers to begin with, chained together. Every 10-20 years another road legion crawl along the highway, repairing, fixing and praying.
Of course the roads will be extended into the Fenslands now at Sonrri's invitation
(with thanks to Mark Matthews who gave me the idea)
THE MAGE HUNTERS
237 years ago High Priestess Constanta IV authorised a crusade within
the League following an outbreak of necromancy in Graymeer County,
the necromancer was slain but only after four towns had been destroyed
and thousands of graves had been desecrated. The fact that the necromancer
had been a Bishop of the Church shocked the Churches inner council,
they decided that an audit of the spiritual health of the community
was necessary. Father Jules d'Aubaine was summoned before the churches
High Council, and requested to form a special crusade, to investigate
all reports of service to Evil and to take the necessary action
to eradicate it where they found it. Humbly he accepted.
Father d'Aubaine was a man that history has studied
well, described as a brilliant scholar of Canon Law he had already
made a name for himself assisting secular authorities in several
successful murder investigations. He spent six months reviewing
priests until he selected ten to assist him along with the Order
of the Beggar Knights, a small military order devoted to the faith
and different to the other orders by its vow of poverty. Within
a further six months the crusade had unearthed almost a dozen servants
of Evil, and shown proof of conspiracies going deep within the church
hierarchy. His mission proven Father d'Aubaine was given a free
hand to pursue his quiet war, to raise troops under its banner and
to seize the wealth of the guilty to finance the war. His dark robed
troops became known as Inquisitors for their interest in all things
and all matters that might lead to sin.
To this day the silent crusade continues, its
soldiers feared and misunderstood by the populace who see them only
as spies and torturers, not realising what horrors they fight on
a daily basis for the sake of all.
SOUTHERN BARBARIANS
Although the people of the league refer to those who dwell south of the circle sea as barbarians they should not be called truly barbaric. Their culture is as sophisticated as any Algundian and their homes resemble those found in the less expressive areas of Castile. Their skin tone tends to the dark side of tan resembling that of the middle eastern cultures. The true reason for their label is religious. The Southern Barbarians believe in the Grey Lady, just like those in the league. There is one core difference that sets them apart from their brothers across the border. They believe that the lady of darkness died instead of the lady of light. The Lady they worship is the lady of light cast grey in mourning. In the eyes of the league that makes them heretics.
An interesting fact about these barbarians is that their nobility must never let their feet touch the bare earth, hence they travel in palanquins or sedan chairs most of the time, carried by slaves won in border skirmishes.
THE NEW WORLD
A new spirit is sweeping across the League, men of education are gathering to question the essential nature of the universe. Men of science are treading new paths, the printing press was invented less than twenty years ago, black powder, child of the alchemists genius, has revolutionised the concept of war since its introduction ten years ago. Now the shape of the world is under threat, some have suggested that the world is round and not flat and that things stick to it due to some sort of attraction similar to magnetism. More astounding is the idea that the world goes around the sun, and that the stars and moon are not attached to celestial spheres that form a shell around the world but seem to rotate due to the spinning of the world.
In the cities of the League, universities are springing up, rivalling the Church run schools and colleges, catering to the growing middle classes. With the advent of the printing press it is suggested that a quarter of the population are now literate and the percentage is growing each year.
The arts are taught as well as philosophy, medicine, natural philosophy, and mathematics. Students and scholars have become a common sight on the streets of the Leagues metropolises.
Noted Universities:
The Huldmann University in Losse
The Walstein academy of artillery and logistics
The Free Thinkers college of Natural Philosophy
The University of Phoenice
NOBILITY
The ruling classes of the League are a varied group bound together by the right to rule. The majority of states in the League are ruled by a hereditary ruling class, lead by a king, a prince or in the case of Algandy an Archduke. Other states in the league have different leadership styles; Phoenice maintains a senate in the style of the old Golden Empire, representing the interests of their clients in debate. The Burgermeister, a citizen of the state elected by the masses to oversee the city for a period of ten years, rules Losse.
In Algandy the Archduke rules, sets all policy and law and represents the Duchy to the League council. Below him in rank is the Earls council, composed of the eleven Earls of the Duchy, as well as maintaining there own lands they provide advise and council to the Archduke upon request. Each of the Earls in turn has a number of nobles below them who swear fealty to the Earl and in turn administer his land and justice for him. In order of importance the ranks of nobles are:
| Social Rank |
Details |
| Archduke |
The Boss, the Man, the top dog |
| Earl |
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| Baron |
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| Edda |
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| Landsgrave |
The lowest rank of landed nobility, the title normally goes with a couple of villages or other means of income |
| Carl |
The lowest rank of noble, literally the title allows to holder to maintain, a mail byrnie, a sword and his own shield device. Carls have no feudal right to property and often serve as the bodyguard of a higher rank noble, in such cases they are known as Huscarls |
| Freeman |
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| Bondi |
Originally a class of slaves, the bondi are now treated as peasants, bound to the land in the service of a noble and tending the lords fields. Formerly the Bondi required their Lords permission to marry or to travel but such customs are falling by the wayside. This social class grows smaller each generation as Bondi families buy their freedom and join the swelling ranks of Freeman. |
| Slave |
Prisoners of war or bought straight from the barbarians across the border. Most are sold to the Castillian's who ship them away to their plantations in the Spice Islands |
In recent years the power of the nobles has been challenged
by the swelling ranks of the middle classes. Many merchants are
now wealthier than their feudal landlords; add to this that the
trade guilds have been eroding the privileges of the nobility. Several
towns in Algandy are now free cities, swearing fealty to no one,
their taxes going straight to the Archdukes coffers.
Merchants now look to marry
their daughters to the sons of impoverished nobles, buying titles
and respectability with the proceeds of trade.
Many young nobles see little future for themselves
and seek to expand their income base by engaging in commerce and
financial adventures. Others simply seek to ignore the changes and
spend their lives in a whirl of parties, wine, women and song, quick
to anger and quicker still to draw sword.
TRADE and COMMERCE
The merchants of
the League are on the
rise; the expression 'merchant prince' has begun to be banded about
in some places to describe the truly successful. The reason for
their success has been the years of peace enjoyed by the League
and the strength of the new guilds.
The guilds are phenomena of the last eighty years growing out of
fraternities and social gatherings. Initially all of the tradesmen
of the same craft in a town would gather of an evening in a particular
tavern, there they would discuss business and matters affecting
them. From this grew a way of regulating traders, who through incompetence
or sharp practice brought the trade into disrepute. Later training
guidelines were brought in regarding apprentices and prices were
controlled across the guild. Eventually it became impossible to
pursue a trade without being a member of the guild, harassment by
guild enforcers and lack of business drove many to join the guild
or to flee to the frontier where the guilds are weaker.
A new immigrant to a city who wishes to ply their trade must present themselves to the guild masters, the ruling committee of the guild. Here they must pay an examination fee that varies in amount from guild to guild, and either present a letter of introduction from a known guild master or sit the guilds own examination, with additional examination fee. When trade is scarce the criteria required by the guild increases, after all allowing in another guild member is increasing the competition for a finite market.
It is now rare for a city ruler to employ non-guild
members; such is the power of the guilds that if they did it would
result in a city wide strike.
There are many notable guilds
and trade organisations, almost every profession has a guild associated
with it, here are a few of the more common and more interesting:
The United Brotherhood of Stevedores and Teamsters
The Alchemists Guild
The Bakers Guild
The Worshipful Guild of Physicians and Cheurgeons
The Guild of Printers, Illuminators, and Illustrators
The Merchants and Allied Traders Guild
The Miners Brotherhood
Note: Despite rumours there is no guild of intelligencers, or thieves, or assassins. The Guild of Harlots is more of a loosely run protection racket rather than an organisation to regulates its practitioners.
MILITARY
Each of the states of the League
maintains its own army; each is structured differently based upon
the personal tastes of its rulers. In Algandy the army is moulded
by the terrain and by its recruits, gone are the massed shieldwalls
of axemen that marked the original Algunds when they invaded. The
Algandy army is now made up of units of archers, using the famous
Algandy longbow and equipped with leather armour and long spears.
These units of archers are highly skilled at skirmishing in woodland,
moving in loose formation and using hand signals and whistles to
communicate instruction over distance. Units of the Archduke's
Rangers can be found all over Algandy.
For more information on Rangers, please visit: http://homepage.ntlworld.com/mark.mist77/BRR/Rangers/index.html
Nobles also maintain there
own archers, supporting their Carls and footmen, these soldiers
still fight in the manner of their ancestors, clad in mail shirts
and using the great axe and the sword. The wooded and somewhat marsh
terrain of Algandy makes cavalry an impractical option, but one
that has been tried several times. Native Algundians have a certain
scorn for the foreign soldiers who have tried to use cavalry tactics
against the barbarians, the animal often goes lame, or worse breaks
a leg even before the enemy are sighted.
MERCENARIES
Mercenaries are a common sight on many of the
League's roads, travelling alone or in-groups sometimes
amounting to mercenary armies. Despite the years of peace with its
external neighbours the League is torn by hundreds of internal conflicts
at all levels. Whether it is a dispute between two landholders over
access to a water source, up to the border conflicts between Bruinwald
and Drakkenwald and the civil war that rages in the city of Helot.
Mercenaries themselves are a varied lot, choice of weapon and style
of clothing often reflects the state they hail from, or perhaps
it merely shows what was fashionable on the last battlefield they
looted.
The origins of mercenaries is as varied as the soldiers
themselves, some are the sons of mercenaries and have always been
on the move, drifting from one war to another without ever calling
a place home. Others are running away, either from a cruel lord,
or from crimes, or from dull lives on backwoods farms. And others
simply revel in battle and violence.
BOUNTY HUNTERS
Mercenaries are not the only profession to earn a living by violence,
three other groups exist; bounty hunters, pit fighters, and protagonists.
Bounty hunters earn a living hunting those who flee an
areas justice, often a criminal is safe once they have left a province
or a lords lands, if their crime is grave enough often an authority
will place a reward on their capture or proof of death. Bounty hunters
of any ability quickly develop a taste for travel, a memory for
faces and an ability to pick someone out in a crowd.
PROTAGONISTS
Protagonists are hired thugs, or skilled fencing masters,
hired by a third party to give a damaging or embarrassing beating
or fencing lesson to a victim. They will pick a fight or see insult
in any action of their target, anything that is required to call
their victim out publicly. A Protagonists life is such that their
reputation quickly develops if the stay in a place too long, with
fame come increasing harassment from local lawmen. As such the protagonist
if he wants to be successful is constantly on the road. There is
a thin line between these and mercenaries, in fact the two will
often perform each others job if times are hard.
PIT FIGHTERS
Pit fighters are men and women that provide violence as entertainment
to the peoples of the League. Combat for entertainment dates back
to the days of the Golden Empire when gladiators fought for the
pleasure of the mobs, in the modern League combat takes many forms.
In the core of the League the old arenas of the Empire
are still used, the crowds cheer elegant thrusts and ripostes rather
than the messy, bloody carnage of the old days.
In the Western States combat between man and beast
is what attracts the crowds, bulls, bears, dogs and great cats are
the beasts of choice. But the most common form is the one used in
the Northern and Eastern States, a simple fight between two combatants
in an enclosed ring or pit. Fights bring in hundreds of spectators
a night and betting on the outcome is heavy, on a typical night
there will be between 5 and 10 separate combats. The equipment used
during a fight will be determined beforehand, what weapons, what
armour if any and whether the fight will be to first blood, to surrender
or to the death.
Many of the combatants are slaves, or criminals,
sold to fight promoters who organise the events, others are free
men who enter the pit as a chance for fame and fortune, at least
in the short term. Many upon retirement become promoters and trainers
themselves.
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