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The
history of humanity is filled with countless wars,
internal strife being as common as struggles with
other races. The different human societies have
evolved along different paths, and their approaches
towards conflict and arms reflect this.
The life of the Isenvor humans is almost constantly
beset by conflict. The unforgiving climate of their
lands make resources scarce and territory crucial.
The rivalry over territory is the base of most conflicts,
and during the summer strife often divides the tribes.
In periods of harsh winters, the tribes are commonly
forced to lay quarrels aside and turn united towards
the south. Their adversaries, the Ograkk orcs, are
often the target of massive raids, and the borders
between the two races are seldom static.
The Isenvor humans rely on brute force and superior
numbers in battle. They prefer heavy weaponry like
broad- and great axes, two-handed swords and long
spears. Hunting gear such as bows, daggers and short
spears are also used. Thick hides that provide both
warmth and protection are the common choice of armor,
and those who wield one-handed weapons often hold
large round wooden shields with their offhand. Metal,
either mined in the mountains or claimed in raids,
is used for larger weapons. Stone is a common material
for smaller weapons and parts, like spear and arrow
heads, daggers and the occasional axe blade.
The Odar humans seldom engage in major offensives,
perhaps lacking the unity to perform one. They execute
smaller raids instead, looting and rustling cattle
and horses from neighboring races and rivaling tribes.
They like to be able to decide the time and place
of a battle, and flee to fight another day if they
feel that the odds are against them. They are exceptional
riders, and fight very well from horseback.
They rarely make fortified settlements, but prefer
to be able to fold their tents, pack their belongings
and depart before an enemy can locate their homes.
Their tactics usually rely on their mounted warriors
making swift attacks intended to overwhelm and defeat
the enemy. Spears and bows are the preferred weaponry,
preferably used from horseback. Light swords such
as sabers are popular as well, but a lack of metal
makes them rare objects from trade or loot. They
wear leather armor and bucklers as protection.
The Arwondel humans are the only ones in the region
to sport larger professional armies. Their feudal
system ensures that every lord has his own troop
of knights and soldiers, which the king may call
upon in times of need. These lords are obligated
to keep a stronghold with supplies and ability to
protect the peasants in the territory as well. Such
castles and fortresses are often placed on high
ground, encircled by walls and moats, and are only
accessible from drawbridges. Large cities employ
their own soldiers and guards, and they commonly
construct thick stone walls around the city proper.
Minor conflicts among the Arwondel lords ensure
that there is a good market for mercenaries of any
race and creed. A common way to avoid punishment
by law is to swear fealty towards a lord. Thus many
former criminals spend a lifetime in servitude as
a soldiers instead. The mounted and heavily armed
knights of Arwondel are widely feared for their
efficiency in battle. These nobles are clad in full
plate armor and visor helmets, and they wield maces,
long swords and lances. They wear metal medium shields
embellished with their heraldic emblems. Many protect
their steeds with chain or plate barding. The equipment
of soldiers varies greatly depending upon the wealth
of their employer, but there are some general expectancies
on the different troops. Archers commonly use longbows
and wear padded cloth or leather armor, while infantry
tend to wear chain mail or brigandine armor, open
helmets and small shields. Broadswords, maces, halberds,
partisans and spears are common weapons among foot
soldiers.
The northern kingdoms of Torindal, Valgarn and Barinorr
are renowned for their heavy cavalries, while Loldar
is known to sport fine archers. Gotanvir and Narinhur
keep large disciplined infantry units, armed with
pikes. These two coastal countries also have fleets
of ships that patrol their borders and escort merchant
vessels.
The Emerald humans live in relative peace, and seldom
engage in land battles, since few are able to march
armies to their realms. Yet most adults are prepared
and able to defend their ships and homes forcefully,
and sailors often learn the use of arms as a part
of their training. The Emerald humans use their
disorganized fleet to control the waters close to
their homes, but if they face large and organized
fleets they resort to guerilla warfare, using their
intimate knowledge of the waterways to their advantage.
Piracy is common in their domains, since no single
lord or council has enough control to root them
out. Most rulers license their own pirates as well,
in order to fill their coffers. Waterways and sizeable
ports are typically well patrolled, but other settlements
seldom have more than wooden palisades as protection
from land attacks. Emerald humans commonly wear
leather or studded leather in battle, but they are
known to make excellent armor from sea serpent scales
as well. They arm themselves with cutlasses, spears,
staff slings, and sometimes they use their gaff
hooks and harpoons in combat as well.
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