Okay this will be a Game were 4 Players (maybe later more) will take the roles of Captains and Lieutenants in a Free Mercenary Company. The Game is set in the Fall From Heaven Universe. To play knowledge of such is not needed but may be of use.
The Captain is the leader of your illustrous Company. He has the first and last word in all things. The Captain decides who gets recruited into the Company, how they are outfitted, which Focus the Company has and so on. The Captain however almost never enters the Battlefield himself. he only orders his troops around and manages the Company.
Application Sheet:
Name:
Gender:
Race/Nation:(There are many possibilities to this, which will be explained later)
Backstory:
Name of the Mercenary Company:
Origin: (depends on Nation)
Nature: (depends on Nation,Origin and Backstory of the Captain)
Company Type: (Cavalry,Light Infantry, Line Infantry,Shock Troops, Siege Infantry,Scouting/Sabotage/Black-Ops, Magic and Support)
Doctrine:(Close Order Drill, Iron Discipline,Hardened Fighters,Survivalists, Die-Hards, Magehunters, Necromancers, Light, Darkness, Magic-Users, Scavengers, Well-Provisioned, Marksmen, Ambushers, Mechanists) Choose Two
Your Nation/Race decides over many factors concerning the Game. Some bring incredible Boni while at the same time making several Business Opportunities impossible. For Example A Demon Company would never be accepted by A Bannor Commander.
Human/Elf/Others(ask beforehand) - The Amurites - Mages through Heritage
The Amurites are a Nation of Mages, descended from the great Kylorin, they lead their Nation like a vast Mage School. Mired in An Administrative Quagmire of Personal Feuds the Archmages and Headmasters of the Universities fight personal feuds that last for centuries over small disagreements. All Amurites are trained in the ways of Magic at least a bit. Amurites have no interest in Good or Bad and as such the summoning of Demons and the use of Necromancy is allowed but regulated.
Origin:
(Tower) Mages: Belonging to the nobility of the Amurites, your Mercenary Company is entirely made out of former Mages and Students. Maybe you were banished from your tower. Maybe you had to flee from an mighty opponent. Your Company consists largerly of the Upper Class of the Amurite Populace.
Nature: Bilious
Type: Siege Infantry, Magic and Support, Black-Ops
Doctrines: Mages,Necromancers, Light, Dark, Well-Provisioned
Firebows: Guardians of Amurite Cities they are also called to keep Order in Amurite cities. Firebows are trained in the use of Fire Magic and of course Archery to defend Amurite Cities. However since Membership is not lifelong, it may very well be that a group of Veteran Firebows decided to earn some coin for retirement.
Nature: Fixed,Bilious
Type: Siege Infantry, Magic and Support, Line Infantry
Doctrines: Mages, Magehunters, Marksmen, Close-Order-Drill
Human/Others(ask beforehand) - The Austrin - Wanderers and Explorers
The Austrin, Neighbours of the Amurites, are a Nation of Explorers and Wanderers. Constantly travelling, even their young are prepared to discover new places. Coming of Age Ritual is the Festival of the Winds in which all the Young of a Village are sent on their way, to discover the World.
Origin:
Outcast Explorers: The Explorers Guild is a Mighty Institution in the Austrin Lands. Angering a Head of the Guild may well have let to bansihment from Austrin lands.
Nature: Melancholic
Type: Black-Ops/Scouting, Light Infantry
Doctrines: Scavengers, Survivalists, Ambushers, Well Provisioned
Windswords: Legends among the Austrin, the Order of the Windswords are Worshippers of Tali and thought to be extinct. Skilled in Air Magic, having the typical Austrin whimsicalness and legendary swordsmen, the Windswords are few and reclused.
Nature: Maverick
Type: Shock Infantry, Black-Ops, Light Infantry
Doctrines: Scavengers, Die-Hards, Survivalists, Hardened Fighters, Well Provisioned
Human - The Bannor - The Eternal Crusade
The Bannor are a hardy people. Surviving the Fall of Bradruk the Gleaming and consequently fighting their way out of Hell itself back to the Surface, only to find it turned into the (in their eyes) twisted Abomination of Bradruk the Burning and finally swearing fealty to the one who saved them Sabathiel and his God Junil, the Bannor had a turbulent history. They are in a state of constant Total War. It's entire Population geared and trained to fight the Evils (and sometimes also the Good) of Erebus. Being a Bannor means Iron Discipline and a life by the Sword.
Origin:
The Lost and the Damned: In the Eternal Wars the Bannor are waging to bring Order to the World it is not uncommon for many a Crusader to be left in the middle of nowhere, cut off from his troops. Many of those that have witnessed the mindless War Machine of the Bannor tire of it and decide to desert. Either one sooner or later finds himself at a point where he should decide how to carry on.
Nature: Fixed
Type: Line Infantry, Siege Infantry, Cavalry
Doctrines: Iron Discipline, Close-Order-Drill, Hardened Fighters, Die Hards, Light
Penitent Clerics and Paladins: Usually the Bannor have only one way to deal with Crime,Heresy and Traitors: The Gallows. But sometimes Penitence is granted to a few lucky who instead have to Crusade through the land. But oftimes an army of Crusaders needs Coin to survive and thus have to accept less savory Causes than those of the Bannor
Nature: Supine/Devout
Type: Shock Infantry, Mages and Support, Cavalry
Doctrines: Light, Mages, Magehunters, Iron Discipline, Well-Provisioned
Vampires - Calabim - The Blood Feast
The Calabim, a Nation of Vampires. Not much to explain about those. The Apex of Vampire Evolution the Calabim live in large Cities with the Grand Broods ruling them like Cattle-Farms.
Origin:
Unwanted Offspring: With the Eternal Growth of the Nobility the Calabim are at an impasse...their Children grow to numerous while the Human Population is shrinking. It is not uncommon in times of "Draught" to throw a few family members out of the City.
Nature: Sanguine
Type:Light Infantry, Line Infantry,Shock Troops, Siege Infantry,Scouting/Sabotage/Black-Ops, Magic and Support
Doctrines: Hardened Fighters,Survivalists, Die-Hards, Magehunters, Necromancers, Darkness, Magic-Users, Scavengers, Well-Provisioned, Ambushers
Orcs/Ogres/Goblins - The Clan of Embers - The Green Tide
Where the Bannor fell, the Clan rose. Those that weren't torn into hell by the Fall of Bhall, those who survived in the Burning Ruins of Badruk where transformed into the Orcs of the Clan of Embers.
Origin:
Orc Warboss: Chief of a Clan of Orcs, you are leading them to plunder and glorious Victory not caring for Jonas Endains and Sheelbas tries at establishing an Mighty Empire.
Nature: Choleric
Type: Light Infantry, Shock Troops, Line Infantry
Doctrines: Hardened Fighters, Darkness, Scavengers, Survivalists, Die-Hards
Human - The Doviello - The Wolves of Winter
Where other Tribes froze and died, the Doviello thrived. Living by the Way of the Wolf, Sacrificing the Weak and preying on weaker tribes, the Doviello lost most of their Humanity in exchange for Survival. Now as the Age of Rebirth dawns, they find themselves questioning whether they should change their way of life.
Origin:
Verdandi: Twice they attacked Cahir Abbey and twice they failed. Yet the Elohim were so impressed that they took them on as Personal Honor Guard. Hulking Men swathed in furs, bred for war, that are the Verdandi.
Nature: Choleric
Type: Line Infantry, Siege Infantry, Shock Troops
Doctrines: Iron Discipline, Close-Order-Drill, Hardened Fighters, Die Hards, Survivalists
Human - The Dural - The Greater Good
While the Grigori seek personal Enlgihtenment away from the Gods. The Dural seek to increase the Glory of Mankind. A People of Artists, Architects and Artisans, they are nonetheless good warriors.
Origin:
Mercenaries: Dural Philosphy is that if you can do something good, you should do it and you should do it for money
Nature: Phlegmatic
Type: Cavalry,Light Infantry, Line Infantry,Siege Infantry, Support
Doctrines: Close Order Drill, Iron Discipline,Hardened Fighters, Well-Provisioned, Marksmen
Human/Elf/Demon/Angel/Ork/Dwarf/Troll/Vampire.... - The Grigori - A Life without Gods
Led by the Rogue Archangel Cassius, the People of the Grigori are Misotheists. They see none of the gods worthy of Worship. That has brought them not many allies on the Religious side but people from all Civilizations and followings are flocking to their Banner. The Grigori is also where this game will start.
Origin:
Adventurers: A ragtag group of Grigori, Adventurers come from all calls and kinds of lifestyles.
Nature: Maverick
Type: Light Infantry, Shock Troops, Black-Ops, Magic And Support
Doctrines: Die-Hards, Light,Darkness,Necromancers, Magehunters,Magic-Users, Survivalists, Ambushers, Well-Provisioned, Mechanists, Marksmen
Human - The Hippus - The Horselords
A mix of Rohan, the golden Horde and the Varangian Guard, the Hippus are a people centered around Cavalry. They either work as Mercenaries or as Vast Conquering Hordes. Both cases usually entail a lot of plundering and setting alight of whole villages.
Origin:
The Horselords:The Hippus have a whole legacy of living as Mercenaries, their Cavalry is known around the World.
Nature: Circumspect
Type: Cavalry, Scouting
Doctrines: Hardened Fighters, Well-Provisioned, Ambushers, Marksmen, Survivalists, Die-Hards
Dwarfs/Myconoid - The Khazad - With Gold And Axe
Before the Age of Ice the Khazad were mere mountain tribes abused by the human kingdoms they retreated into the depths, multiplied and grew a mighty kingdom below the ground. With the Age of Rebirth, the Khazad have come back to the surface the Underhomes having reached their maximum expansion. Dwarves above all value Gold, thus it shouldn't be suprising that a good number of them work as Mercenaries.
Origin:
Khazad Siege Engineers: If Dwarves know one thing then it's about building mighty fortresses. It shouldn't be suprising that they also know how to tear them down.
Nature: Phlegmatic
Type: Siege Infantry, Support
Doctrines: Iron Discipline, Scavengers, Well-Provisioned, Mechanists, Marksmen
Greatbeards: The first Dwarves were immortal, each following generation shorter lived, however of the early Generations many Dwarves still live.
Nature: Melancholic
Type: Shock Infantry, Line Infantry, Siege Infantry
Doctrines: Magehunters, Well-Provisioned, Marksmen, Mechanists, Close Order Drill, Iron Discipline, Hardened Fighters, Die-Hards
Humans - The Mechanos - !!Science!!
Where other Nations rely on Magic, the Mechanos rely on pure Science. They are the most advanced Nation in all of Erebus, Fielding Vulture Battle-Walkers, Steamtanks, Musketmen and Flamethrowers
Origin:
Mechanos Infantry: Outfitted with Muskets and Flamethrowers, the Mechanos are advanced far beyond any other Nation of Erebus
Nature: Fixed
Type: Siege Infantry, Line Infantry, Shock Troops
Doctrines: Iron Discipline, Mechanists, Close Order Drill, Magehunters, Marksmen
Vulture Pilots: Sputtering Oil and Smoke into the Sky, they are the wet dream of every Steampunk-Enthusiast. Not to mention that whoever drives such a deathtrap filled with highly explosive and radioactive refined mana is certainly utterly mad.
Nature: Maverick
Type: Shock Infantry, Siege Infantry
Doctrines: Magehunters, Marksmen, Mechanists, Survivalists, Scavengers, Die-Hards
Since the Fall from Heaven Universe has so awfully many factions this was just a small choice representation. If you want to play anything else: Demons, Demon Summoners, Angels, Scions of Patria etc.pp. then just tell me and i'll make a sheet for them.
It's not First Come, First Served so take your time on your apps, the best/ most interesting ones will be taken.