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The Crusade

Crusaders
Stout, strong, well trained and
disciplined. The crusaders form 6
orders. Numbering millions of
crusaders in standing armies
across countless worlds. Each
order is governed by a crusaderlord. They form the main body of
the Machtlandian's feared
crusades.
Crusaders field many types of
units, the most common is the
crusader. A footman commonly
armed with a broadsword and
kiteshield, armored in plate and
chainmail. They are slow but
durable. Their armor makes them
hard for sword fighters to deal

The crusade fields a combined army. While the crusader is the

with them. Specialty sword

standard unit, they have archers, spearmen, pikemen, riders,

fighters that use katanas or other knights, scouts, heavy hitters and skirmishers. Siege engines and
field medics. Quarter masters and field workers. They are the solid
light weight slashing weapons.
They use shields to great extend. military of Machtland, and do the mayority of the work, even if that
work is just to supply or support a paladin or templar order. It's still
They are formidable fighters
despite their numbers. Making

the vital piece in Machtland's military.

them among the most feared


infantry on the battlefield.

Crusaders are formidable combatants. You might find small, veteran


mercenary groups that are better at fighting, but among standing

Machtlandians are not capable of armies, there is yet to be recorded soldiers as fine as the crusaders.

using magic, and crusaders are

Calm and hateful. Crusaders work with extreme discipline and

vulnerable to it without templar

extreme endurance towards a single goal during battle. To win. Not

support. However, crusaders have kill, but win. Most soldiers sees their duty as killing the enemy.
methods to deal massive damage Crusaders sees their duty in winning every battle. They work
as well. Crusaders use grenades

together, coordinate their movements and relay information to one

in combat. Explosive devices

another frequently during battle.

they throw at the foe, and it


explodes at the enemies feet.

However, they are not invincible. As anything in the world,

Dealing massive damage. A

crusaders also have weaknesses that can be exploited. First and

crusader is given 6 grenades. 3

foremost, is their leadership. Crusaders depend greatly on officers

"Quill Ball grenades" or

during battle. Crusader-sergeants and crusader-captains are not only

nicknamed "pokey" which are

lethal soldiers, but also the lead element in each squad. Kill them,

anti-personnel grenades. Upon

and the crusaders united focus will shatter. At best, it will make

impact with the ground (or any

them retreat. At least, it will ensure that the crusaders will not fight

solid surface) the grenade

as elites, focusing on strategic goals as elite soldiers do.

explodes. A tiny, mostly harmless


explosive (unless hit in the face),
but it sends out a few dozens of
sharp spikes in random
directions. This spikes can be
lethal to most foes, but heavy
armored foes (or allies) will have
to be quiet close to the device to
be affected, and shields will block
the spikes. Light or medium
armored foes however will be
decimated.
2 "Hellfire Grenades" are given to
crusaders, this grenades unleash a
chemical liquid that ignites upon
contact with air, bathing a certain

area around the impact zone in


flames. The grenade is more
reliable then pokey, but it's also
not possible for allied crusaders
and templars to defend
themselves against the blast,
meaning that the grenade cannot
be used to support allies in close
combat, and possess a risk for the
crusader who throws it as well.
The last grenade that crusaders
carry is the deadly "grave
grenade". This grenade is heavier
then the two others, so it can't be
thrown as far... But the grave
grenade is special. It's designed to
deliver a massive, concentrated
blast at the object it hits. If timed
well, a grave grenade can one
shot a full grown dragon. The
grenade is given to crusaders to
allow them to deal with foes that
was not predicted. Do to the
lethality of the grenade, only one
is given, in fear of the enemy
picking them up during battle.

Templars
As far as their recorded history goes, no
Machtlandian has ever been capable of the
arcane arts. Magic is a foreign element to
them, something they are naturally incapable
of mastering, much like dwarves. But unlike
dwarves, who are naturally resistant to it as
well, Machtlandians are not. This caused
magic to be the greatest counter towards
crusader invasions. With no magic to counter
the enemies mages, the crusaders would have
to waste countless soldiers to take down one
senior mage. However, there is allays a
counter-measure.
There exist 5 templar orders in Machtland.
Each governed by a templar lord. This orders
have 2 tasks. 1: fight magic, weather it be
supporting crusaders and paladins during
battle, or actively hunt down mages during
crusades. 2: safe guard Machtland and the
liberated worlds from this very threat as well.
They are mage-hunters, as well as hunters of
anything else that use magic, regardless of
how humble the caster is, magic is deemed
evil, and humanity will be better off without
it.

While primary men to dispel magic. Templars are


formidable fighters. With heavy armor that consist of
plate and chainmail. They will arm themselves with
two-handed swords or sword and shield depending on

Templars might seem like radical fanatics.


Consumed by fear of the unknown element of
magic. But magic users are unstable. The
usage of magic is a dangerous one. A single

situation. Templars frequently engage with creatures


summoned by magic. Elementals and summoned
demons primarily... Dangerous creatures to say the
least. They also serve as soldiers in the army during

mistake, and you can unleash horrors only

crusades. Templars are fewer in numbers then

nightmares could conjure. Templars have seen crusaders, yet more dangerous to face.
this horrors first hand. They know what's at
stake should they fail, should magic be

Templars cannot operate without crusader support.

allowed to fester in our world.

While templar operations do not necessarily require


crusader military aid, it will require crusader supplies.

There are 3 ways to dispel magic. 1st can only Quarter masters are crusader support that templars
be done by other mages, 2nd can be done by

depend on. The supply lines and the handling of this

anyone. and the 3rd can only be done by

supplies falls on the quarter masters, and crusaders are

templars.

masters at it. However, there are times when crusader


aid is needed in form of military. Archers and siege

The first method is the most common, and is

engine. It's not rare that templars do battles as the lead

the basic in magical warfare. Counter-spell.

element. Each templar is capable of coordinating

It's a simple spell of many varieties. Some

themselves according to the battlefield without the

consume the mana that conjures up when a

guidance of a sargent or captain, so they don't have the

spell is casted, others overcharge the spell

same weakness as crusaders. But the templars have

during casting. The strongest cuts off the

only the standard templars, who are armed with sword

hostile mages connection to the rivers of

and shield in this situation, and they got the templar

magic for a time. Rendering them helpless.

tower guards, who are armed with tower shields and

But this method can only be done by mages.

spears. They lack archers, a vital part of a battle.


Crusaders have archers, and they frequently aid

The second method is the only way for a

templar assaults. In return, templars answer the call for

common person to dispel. That is to interrupt aid when crusaders face magic.
the caster. It's a simple method, impacts to the
mage that will result in the mage falling or
losing balance will disrupt their focus and
cancel the spell. This do however possess a
great risk for the attack, who has to get close
to a potential fast casted fire ball.
The third method is the templars method.
Mana is necessary for spell casting. No matter

what, a little mana is always needed. The


thing is, there is mana everywhere. To counter
this, templars use their emotions, usually
hatred. To disrupt the flow of mana in the
area. Mana do not answer to emotions, but
when it's unleashed, emotions will disrupt the
rivers of magic. Making it impossible to cast
or sustain spells for a duration. The more
templars channeling their hatred at once, the
larger the radius they affect.

Paladin's
Hailing from before the first crusade, even
before Machtland was a nation. The
paladin's answer to 4 orders. The Brass
Gloves, the Iron Fist, the silver hand and the
Golden Gauntlet. Each order "lead" by a
lord-paladin. The orders have different
duties and skills, and it's from this orders
the templars and crusaders were formed as
well.
First, weakest and largest of the order's of
paladins is the Brass Glove. It's a stage
every paladin has gone through. It's the
recruitment order. The Brass Glove recruits
new paladins, and trains them in the most
primary. Melee fighting primarily. The time
in the Brass Glove goes to 3 years. Paladin's
can chose to repeat this 3 years as many
times as they feel necessary. They learn
discipline and endurance, as well as history

and ethics necessary for a paladin. Once


done in the Brass Gloves, the paladin
chooses either the Iron Fist or the silver
gauntlet.
Those who chose the Iron Fist, becomes
part of the main army of the paladin orders.
The Iron Fist's are deadly soldiers with
insane discipline and combat skills. They
are heavily armored, and armed with sword
and shield. They are brutal melee fighters
that not only provide a deadly force to the
battlefield, but also inspiration for allies.
The training to become an Iron Fist paladin
is brutal and rough. But worth it. But it's not
the path for someone that aspire to become
part of the Golden Gauntlet, as very few
Iron Fist paladin's pass the test to join the
Golden Gauntlet.
Those that goes to the Silverhand

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