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Campaign Notes: The Mandrakori
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Revan
Sith'ari, Chosen Heart of the Force

Joined: 04 Dec 2006
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Post Posted: Thu Dec 07, 2006 10:48 pm    Post subject: Campaign Notes: The Mandrakori Reply with quote
The Mandrakori

The Mandrakori are a nation bred for war. For centuries, these mostly human warriors sold their services as among the most elite mercenaries in the infinite planes of the multiverse, fighting on both sides of the Blood War, the Dragonfall War, the unending conflicts between Celestials and Fiends, and others. This long history of mercenary success ended when the Githyanki led by the Lich Queen Vlaakith launched a surprise assault on the Mandrakori homeplane, overrunning the defenders, destroying the Mandrakori homelands, and scattering their peoples across the infinite planes.

The largest contingent of the Mandrakori refugees emerged from a planar gate into the harsh Northlands of the plane of Pharagos. The newly crowned Mandrakor then gathered the remnants of the Mandrakori Clans that managed to escape, and then spent three years licking their wounds, and then carving themselves a new empire. The disciplined warriors of the clans subdued the demihuman and giant tribes of the north and brought them under the iron fist of the Mandrakor and the united clans.

With their position secure, the Mandrakori and their battlethralls launched a great crusade against the southlands, winning victory after victory against the unprepared Alliance. The Mandrakori Crusade was halted by the leadership and genius of Knight Captain Tiber Septim, a renegade Knight of the Silver Dragon. At the titanic battle of the Daemonscar, the outnumbered Alliance armies fought the Mandrakori to a standstill while Tiber Septim unleashed his trump card.

The Song of Destruction devastated the northlands, burning the land to bare rock, carbonizing men and beasts, effectively ending the Mandrakori Crusade. Close to a third of the entire population of humans, demi-humans, and giants living in the northlands were killed by the spell, or by the great famine brought about by the desolation. The Mandrakori remnant was broken, the Mandrakor slain and his Dragon Helm, the Mandrakori symbol of command, lost. Most tried to eke out a living in the Daemonscar, while many others decided to emigrate southwards, hiring themselves out as guards, scouts, laborers, and thugs, a far cry from the glory of their mercenary days.

The Githyanki invasion provided the Mandrokori with the impetus for their ressurection. Their ancient enemies had returned, and hundreds of Mandrakori returned North to bring news to the clans. Kelborn of Clan Ordo led a team of Mandrakori south, and there, they battled against the Gith and recovered the Dragon Helm. Declaring himself the new Mandrakor of the United Clans, Kelborn brought the Mandrakori en masse into the Alliance. The one-time enemies joined together against their common foe, their enmity set aside in the time of crisis. The Mandrakori provided the Alliance with a hard core of veteran warriors with long experience fighting the gith. Their assistance proved vital to the Alliance's desperate defensives first at Elenia, then at the Battle of Raukoth, where the Githyanki of K'rra'Gith'Farak were decisively defeated.

Now the Mandrakori have been re energized by their first significant victory after a decade of despair and loss. Kelborn, the new Mandrakor, has been named Mandrakor the Ressurector by the Council of Clans, and he has promised that "the Mandrakori shall be great once more!". The Clans now hold a large swath of territory, from the Daemonscar in the North to the Horse Plains and the now defunct Kingdom of Theira. With the fall of the Theiran Monarchy, the Theiran highland clans have allied with the Mandrakori, and both peoples are now girding themselves for battle, as they attempt to finish off the Gith of K'rra'Gith'Farak once and for all.

Major Clans:

Clan Ordo
"We are bred for war."

A clan of disciplined fighters, the men and women of Clan Ordo are more soldier than warrior. "Only through discipline, training, and focus can a Mandrakori reach the pinnacle of his abilities", this is the core of Clan Ordo. Their philosophy is that of personal perfection and rule by the strongest.
(Preferred Disciplines of the Ninefold Dragon Path: Iron Heart, White Raven)

Clan Darkhope
"You were out thought and out fought, and you wonder why you lost?"

A clan of iconoclasts, freethinkers, strategists, and tricksters, Clan Darkhope are masters of intrigue, sabotage, assassination, and politics. "In the dark, a single knife is as good as a thousand swords at dawn." Through cunning and guile, a Darkhope warrior can break the will and find the weaknesses of a vastly superior foe.
(Preferred Disciplines of the Ninefold Dragon Path: Shadow Claw(Hand), Twilight Dragon(Setting Sun), Diamond Mind)

More clans, as well as religion, culture, and military to follow.
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Revan
Sith'ari, Chosen Heart of the Force

Joined: 04 Dec 2006
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Post Posted: Mon Dec 18, 2006 8:28 pm    Post subject: Religion, Culture Reply with quote
Religion
The Mandrakori revere the Draconic Triat of Io, the Nine-fold Universe Serpent, Bahamut, the Platinum Dragon, and Tiamat, the Queen of Many Colors. These dragon gods are worshipped as overgods and creators of the multiverse and the Mandrakori peoples. Besides the Triat, the Mandrakori also revere their own host of lesser gods and ascended mortals (distinct from the Greyhawk standard deities) connected to their creation myth.

Creation Myth
When the Nine-fold Dragon finished dreaming the Great Dream which brought forth the infinite multiverse, his eldest children, the twins Bahamut and Tiamat began warring with each other over principles, over authority, and because the natures of the two were so radically different. Bahamut was a child of light, proud, honourable, and principled, while his sister Tiamat was a child of dark, scheming, devious, and dominating. Their warring seared the very fabric of the Blind Eternities, erasing dozens of nascent worlds and threatening the very fabric of the Great Dream itself.

Tired of this endless bickering, Io subdued its children, and created a game for them through which they might settle their differences without threatening tearing fabric of the multiverse. The Game of Gods created by Io was on a titanic order of magnitude, the board itself taking up an entire realm of the Prime Material, the playing pieces, an unnumbered host of warriors carved from onyx and ruby. Finally, Io was satisfied with his new creation, and assembled the Onyx and Ruby hosts together. Io's children beheld the Game of Gods, and they too were pleased.

Brother and Sister fought unnumbered matches through the great eons of the multiverse, each alternatingly commanding the Ruby and Onyx hosts. The two were evenly matched. What Tiamat lacked in Bahamut's valour and perseverance, she countered with guile, deception, and finesse. Io beheld the games and saw a great change slowly shaping the realm he had created. The playing pieces had begun to move of their own volition, the soldiers, knights, lords, and ladies preternaturally anticipating the commands of their draconic masters. The Game had taken on a life of its own, each nameless warrior slowly but surely awakening as they slowly perfected their created purpose: to fight battle after endless battle, to strive for martial perfection and victory.

Io took his children aside and told them of the new life that had arisen in the Game of Gods, and how Io wished these new peoples, the Mandrakori ("Children of Dragons") to be given sentience and new life, given the freedom to choose their own paths as mortals. Bahamut saw in the Mandrakori a perfect race of warriors, driven to honor, perfection, and purity worthy of the greatest of his dragon progeny. Tiamat knew that the Mandrakori were also the perfect conquerors, possessed of a martial ruthlessness and ambition second only to her dragon children. The Triat agreed, and Bahamut and Tiamat abandoned the Great Game, giving the Mandrakori their freedom, and rewarding the most skilled among the warriors of the Ruby and Onyx hosts with the favor of Divine Ascenscion, as the Court of Ruby and Onyx.

To this day, the Mandrakori still revere the dragons and remember the Game of War in which they were born. The Mandrakori still play a variety of board wargames that are symbolic representations of the ancient Game of the Gods. Conqueror is roughly equivalent to modern day chess, though archaic variants similar to Japanese Shogi also exist. The purest form of the game is most similar to Japanese Go, with the pieces being of Ruby and Onyx, rather White and Black.

The deities making up the Courts of Ruby and Onyx are based on the officer pieces of modern chess. I've yet to assign portfolios and stuff to them, but stay tuned!

Culture Notes: Language
In their millenia of warfare and mercenary service across the infinite planes, the Mandrakori have developed their own unique languages for use on the battlefield. The two most common are the Mandrakori Sign Language, and Mandrakori Battle Language, or Batlang for short. The sign language was developed by scouts and infiltrators who required a silent and non-magical means of communication during operations deep behind enemy lines. Batlang was developed for use in the heat of battle when every moment counted, and the precious seconds required to transmit orders and information could spell the difference between victory and defeat.

Game Rules:
-Both Batlang and Mandrakori Sign Language can be taken as bonus languages by characters from the Mandraokori-controlled North, or learned as normal languages with the expenditure of two skill points.
-Mandrakori Sign Language allows characters to silently communicate without necessitating listen checks from sentries. This only functions when both characters are proficient in MSL and have line of sight with each other. Simple information can be transmitted, but not overly complex or technical matters (except for military terms).

ex. "Two orcish sentries around the corner, sleepy, wearing light armor and carrying spears." (Allowed)
"A mage in the sacrificial circle bearing the Book of Eibon is busy casting a gate spell using the Thirty-Seven Keys of Tzeentch." (Not allowed but "Mage in circle casting summon spell" would be)

-Batlang allows proficient characters to communicate verbally in the middle of battle. Otherwise, characters must take standard actions to say anything more than two or three words. Players may say two or three sentences as a free action during their own turn using batlang, with DM discretion.
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gold saint
Juvenile Dragon

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Post Posted: Sun Mar 11, 2007 4:25 pm    Post subject: Alignment of the Ruby & Onyx gods Reply with quote
So how are the alignment distributions between the Gods of the Ruby Courts & the Gods of the Onyx Courts?
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Revan
Sith'ari, Chosen Heart of the Force

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Post Posted: Thu May 31, 2007 5:01 pm    Post subject: Reply with quote
Okay, getting back to work on the Ruby and Onyx courts.

The pantheon is more or less built around the officers of a standard chess set: King, Queen, Bishop, Knight, Rook.

Rough concepts for portfolios:

Knights: Combat. Clan Darkhope sees both the Black and Red Knights as their patrons.
Red Knight: Adapting the Red Knight from FR, the Lady of Battle, Strategy, and Tactics. Domains: Planning, War, Law,
Black Knight: Offhand, thinking of adapting the Master of the Wild Hunt from Dragon 342. Basically, the Black Knight should represent the individual, predatory, hunting aspects of combat, as opposed to the organized form of war promoted by the Red Knight.

Rooks: Strength, power, and the elements.
Red (The Tower): Patron of Fire, Earth
Black : Patron of Air and Water.

Bishops: Spellcraft, Knowledge.

Queens & Kings, undefined.

Recommendations?
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BJ
He Who Founds Wyrmlings

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Post Posted: Thu May 31, 2007 7:18 pm    Post subject: Reply with quote
The Red King could be Ephemolon...
Hehe. they are roughly dragon-based, right? It's just a silly idea, though.
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Revan
Sith'ari, Chosen Heart of the Force

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Post Posted: Thu May 31, 2007 8:55 pm    Post subject: Reply with quote
Hmm. Come to think of it, it might be better to remove the King and Queen from the set, as they view these pieces to be the representations of Bahamut and Tiamat respectively.

Hmm. Flavor idea. Depending on who you play Conqueror (Mandrakori Chess) with, the HQ and General piece may vary between the Bahamut and Tiamat, with some players variably ascribing the role of King and Queen between Bahamut and Tiamat. It is considered standard etiquette and good manners for both players of a match to agree which pieces on the other's court move like the King and Queen.
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Revan
Sith'ari, Chosen Heart of the Force

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Post Posted: Wed Jun 06, 2007 8:44 pm    Post subject: Mandrakori Capital Reply with quote
Cadia

The current capital of the Mandrakori clans is the fortress-city of Cadia, which sits astride one of the major passes between Nordmaar and the Southern Kingdoms of Pharagos. Once a minor Theiran outpost in the Norgaard Mountains, Cadia was one of the first Alliance strongholds taken by the Mandrakori during their march south during the Crusade. Retaken by Tiber Septim's forces during the Alliance's counter-offensive, Cadia would eventually be abandoned following the devastation that created the Daemonscar.

During the years immediately following the Reunification of the Mandrakor Clans and the new pact with the Theirans, Mandrakor the Ressurector saw the need for a neutral meeting place where the Clan Councils could convene for important events, meetings, and negotiations, a permanent symbol for the fledgling Mandrakori Nation. The Ressurector chose the ruins of Cadia, recognizing the strategic significance of the outpost's control over the Norgaard passes, while remaining accessible to both the Clans' allies and traders.

Cadia has been rebuilt by the Mandrakori and the Theirans, the small military outpost expanding in size into a true fortress-city. Cadia's defenses have been massively reinforced with the aid of Mandrakori engineers, while Theiran wildrunners and Clan Darkhope's elite Nightstalkers patrol the environs, ensuring the safety and security of the Mandrakori and their visitors.

This is pretty much just the seed for any new ideas you guys might have for the layout or features of Cadia. Post any ideas and tweaks you might recommend, and let's see about working them in. gold saint has mentioned an idea of there being a great hall in the city modeled after a chessboard, with massive statues of red and black representing the Courts of Ruby and Onyx, as well as the Dragon King and Dragon Queen.
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Revan
Sith'ari, Chosen Heart of the Force

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Post Posted: Sat Jul 28, 2007 10:02 pm    Post subject: Clan Wildrunner Reply with quote
The Wildrunners

Quote: "Fury is our birthright!"

The third major clan among the Mandrakori is Clan Wildrunner. In many ways the antithesis of Ordo and Darkhope, Wildrunner emphasizes chaos, raw, untamed power, and primal oneness with the natural order, with Clan Wildrunner of course being the highest predators on the foodchain.

-sterotypical wild warrior clans.
-attracts many of the new Theiran allies of Mandrakor, as well as their orcish allies.
-favored classes: Barbarian, Ranger, Scout, Druid
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Last edited by Revan on Sat Aug 11, 2007 5:04 pm; edited 1 time in total
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erwin
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Post Posted: Sat Aug 11, 2007 3:56 pm    Post subject: Reply with quote
Does Clan Wildrunner have cities, or do they have the usual barrio/ town settings?

I might use it in my "campaign"..
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Revan
Sith'ari, Chosen Heart of the Force

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Post Posted: Sat Aug 11, 2007 5:06 pm    Post subject: Reply with quote
Most of the clans do not have large, city-type settlements, preferring to dwell in smaller fortified towns and manor complexes, especially since the devastated regions of the Daemonscar cannot support large population centers.

The only real Mandrakori "city" is the Fortress City of Cadia.
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Revan
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Post Posted: Thu Aug 16, 2007 4:44 pm    Post subject: Reply with quote
The Battle Thralls

When the Mandrakori arrived in Pharagos, their first major project after securing their new homelands was the subjugation of the various monstrous humanoids surrounding Nordmaar. Using forcs, guile, and diplomacy, the Mandrakori brought these various races to heel, and then made them battle-thralls.

The goblins of Nordmaar were the first to fall to the Mandrakori. The goblin High Chiefs were goaded into battle by Mandrakor the Guardian. As the battles raged, the disciplined forces of Clan Ordo held the line while strike teams made up of Darkhope assassins eliminated the warlords and commanders of the goblin tribes. Demoralized by the loss of their leaders, the goblin tribes capitulated.

In an unexpected development, the hobgoblin warlords then approached Clan Ordo and offered to sign a pact of alliance with the Mandrakori. Clan Ordo accepted, and the hobgoblins of Nordmaar defected en masse to the Mandrakori Clans, and a significant number hold authority among Clan Ordo's military chain of command.

The next target of Mandrakori expansion were the orcs. The most powerful faction of monstrous humanoids in Nordmaar, the orcs had always been fractured and disorganized, but the coming of a worthy enemy galvanized the orc tribes like never before. Even with the aid of the goblins and hobgoblins, the campaign was a long, hard slog. Eventually, the orcs were subdued. Clan Wildrunner absorbed many of these captured orcs, prizing their untamed fury.

The last faction brought to heel were the giant races, who would provide the heavy assault backbone to the Mandrakori Crusade.
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BJ
He Who Founds Wyrmlings

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Post Posted: Sun Oct 28, 2007 4:13 pm    Post subject: Reply with quote
Proposals:
Black Knight: I'm thinking female-Hextor type here. Ascended Darkhope? Tattered, black robes (unarmored, she is), perfect black hair reminiscent of shampoo commercials, tower shield in left hand, and a vicious, black lance made from purest shadow. See, as fun as the Master of the Hunt is, he is too... Fey-ish. LN with tendencies to evil, probably DvR3-5, Crusader25/Shadowcaster20. Domains: Darkness, Law, War.

Rooks are good for now. Elements are easy to integrate anyways.

Bishops The red bishop get Diabolic, Evil, and Fire. I think. I'm not sure if this is do-able, but can an Aspect of Mephisto gain DvR if worshipped enough? If not, we can always reason out the "channeling" thing that BoVD so encourages. (Why I want Mephistopheles as my Red Bishop will be explained eventually)

As for the black bishop, I'm fresh out.

As for Bahamut and Tiamat, if they are representative of the King and Queen, respectively, would that imply that there are worshippers of both in Mandrakori society? If so, then are they likely to pummel each other on sight, or are they different in that regard?
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Revan
Sith'ari, Chosen Heart of the Force

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Post Posted: Sat Nov 03, 2007 11:23 am    Post subject: Reply with quote
RE: Tiamat & Bahamut worshipers, different in that regard. They are told to emulate Tiamat & Bahamut's "peaceful" resolution of their differences on the Lanceboard. Open conflict is highly frowned upon, so the usual relationship is ultra-competitiveness between partisans of Bahamut and Tiamat, for example, two rival officers who each seek to outdo their competitor's conquests without resorting to a direct clash. Needless to say, a lot of politicking, backbiting, and manipulation may occur, but rarely is this ever allowed to escalate to bared blades.
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erwin
Master of None

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Post Posted: Sat Nov 03, 2007 10:38 pm    Post subject: Reply with quote
Did you employ new preferred weapons to some of the disciplines in Mandrakor? (like what you did in Ordo Lictor swordsages)
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Revan
Sith'ari, Chosen Heart of the Force

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Post Posted: Sat Nov 03, 2007 10:39 pm    Post subject: Reply with quote
(originally posted in March of Alazlam thread)
After some discussion with the DM, a partial reworking of the Black Knight:

Black Knight (CN)

Titles: The Huntress, Night -Eyed Lancer, Stalker of Shadowed Paths

Domains: Strength, War, and one last undecided (Shadow/Night/Hunt?)

The Black Knight is the solitary antithesis of the Red Knight. Known also as the Huntress, the Black Knight is a lone stalker, the polar opposite of the Red Knight's mastery of battle, strategy, and command. The Black Knight is the "individual warrior", the lone wolf that works best alone. Manifesting as a dark-haired huntress armed with spear and bow, she holds the art of the swift, silent, and sure kill as the highest form of the art of warfare. As obsessed with the hunt as her sister is to open warfare, Black Knight is often the patron of rogues, rangers, druids, scouts, assassins, dread commandos, and other spec-ops types among the Mandrakori.

The relationship between Red Knight and Black Knight is a strangely respectful one among the Mandrakori Courts of Ruby and Onyx. While both goddesses have the same sense of competitiveness that occurs between both the Ruby and Onyx courts, at the same time, the Huntress and the Mistress of the Lanceboard both have a professional respect and appreciation for the differences in each other's techniques. While clerics and devotees of Red and Black Knight will still attempt to outdo each other on the field, they are also among the orders most likely to cooperate and defer to each other's expertise in their respective specialties of battle.

400th post. 'ala lang.
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Revan
Sith'ari, Chosen Heart of the Force

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Post Posted: Mon Nov 05, 2007 11:14 pm    Post subject: Reply with quote
No plans to make a customized disciplines weapon list for Mandrakori swordsages, warblades, and crusaders, at the moment. Am considering making customized Discipline and maneuver names however.

Replace the Nine-Petaled-Lotus with the Nine-fold-Dragon-Path.

Tentative renamings: (suggestions? some are fine, but they still feel a bit lame)
Iron Heart=
Diamond Mind=
Tiger Claw= Dragon's Claws
Stone Dragon=
White Raven= Vox Draconis ("Voice of the Dragon")
Shadow Hand= Shadowed Dragon
Desert Wind= Dragon's Fury
Setting Sun= Dragon's Grace
Devoted Spirit= Dragon's Heart
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oghma
Ancient Dragon

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Post Posted: Mon Nov 05, 2007 11:48 pm    Post subject: Reply with quote
How 'bout Devoted Spirit = Dragon's Passion/ *Insert draconic deity*'s Wrath
Diamond Mind = (Something Latin for Draconic Insight or Illumination)
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Revan
Sith'ari, Chosen Heart of the Force

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Post Posted: Mon Nov 05, 2007 11:58 pm    Post subject: Reply with quote
Mandrakori Military Organization

The Mandrakori clans as a whole have no formal, codified military structure that holds true for all, with each clan basically having the total freedom to organize itself as it sees fit. Professional pride and courtesy usually keep inter-clan comments about each other's organizations to a minimum.

The organization structure that seems to be the most prevalent among the Mandrakori is that of the mercenary company or battalion. These terms are deceptive, for to a Mandrakor, a "company" may be composed of as few as four men to as many as a three hundred. They tend to average at about a hundred men, or the size of an over-strength Selentine Century, and the quality of their weapons and training are frequently comparable to or even superior to their Selentine equivalents.

The fundamental rank of a Mandrakori is the Warrior, roughly equivalent to a Legionary or a man-at-arms, with squads of warriors being lead by Sergeants/Decurions/Squad Commanders. Titles vary. Ordo tends to prefer the formal "Squad Commander", or sometimes, the archaic "Ancient". Darkhope uses "sergeant" or "decurion" as convenient loan words. Wildrunner uses whatever title is convenient or accepted by the squad, from "Sarge", to "Nob", to "Boss".

Squads are composed of 4-20 (~10) men, depending on each clan, with three squads typically forming a platoon, and three platoons to a company Companies are generally infantry (3 foot platoons), cavalry (1-3 cavalry platoons), or mixed (1-2 infantry + 1-2 cavalry), with the company generally functioning as the "workhorse". Company commanders are usually referred to as "__ - Commander", with a modifier usually added to before the title to refer to their unit type. (ex. "Foot Commander" for infantry based companies, "Lance Commander" for primarily cavalry companies, or "Strike Commander" for mixed companies or special units)

For larger scale battles or organization, multiple companies are organized into battalions/cohorts/etc, led by a "Force Commander", usually the most senior of the company commanders. "Force Commander" is usually the highest form of baseline rank, as organization above battalion or company level is rarely permanent enough to deserve a formalized rank to command it.

EDIT: When unsure of an officer's exact rank or title, it is usually acceptable to refer to him or her as "Commander".

Rough rankings (must consult heroes of battle)
0-1 Warrior
1-3 Squad Commanders
2-5 Company commanders
5+ Force Commanders and special (clan leaders, etc)

Special ranks, officers, etc.
-The Loremaster/Lorekeeper: Each company or battalion typically has at least one warrior designated as the Loremaster or Lorekeeper, usually an experienced veteran who is rarely part of the frontline force. It is the lorekeeper's duty to record a company's notable warriors and their deeds, kills, and deaths in battle for posterity and the glory of the clan. They are officiators at rites and ceremonies, and serve as the Commander's aide-de-camp or advisor. The office is viewed with a mix of reverence and pity, as they serve as Keepers of the Company's Honor. Their office is critical to the Mandrakori warrior culture, but at the same time, they are also therefore obligated to try to avoid combat if possible in order to preserve the Company's legacy and deeds in the event that the company suffers catastrophic losses or defeat.

Lorekeepers are frequently used as couriers or messengers between companies, their office implying the integrity of the message. They are sometimes also used as hostages. A lorekeeper's surrender is always accepted, and once the fighting is done, lorekeepers must be released in order to return to the homes of the victors/vanquished in order to tell the stories of the glorious (or dishonoured) dead (Clan Darkhope has been known to bend this rule, releasing captured lorekeepers only after the cessation of hostilities or the end of an operation, rather than at the end of every battle in order to preserve operational security or surprise.

As before, titles vary. This position is frequently held by bards, clerics, wizards, rogues, druids (multiclass with 1 or 2 levels fighter to represent veteran warriors who have been "retired" to become Lorekeepers if desired by DM).
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Revan
Sith'ari, Chosen Heart of the Force

Joined: 04 Dec 2006
Posts: 1552
Location: Korriban
Post Posted: Thu Nov 15, 2007 10:52 pm    Post subject: Mandrakori military post-Daemonscar Reply with quote
Mandrakori military post-Daemonscar

The Battle of the Daemonscar in the end forced the Mandrakori to take a step backwards in their military thought.

Traditionally operating in small mercenary companies banded together due to having a common employer, Mandrakori rarely operated under large forces unless clan was concerned, or when a large threat appeared before the United Clans. Late towards the wars with the Gith however, Mandrakor the Guardian innovated the use of larger scale units among the Mandrakori against the Gith. It would be the Guardian's disturbingly effective tactics that would push Vlaakith to throwing her full effort behind the elimination of the Mandrakori threat and their eventual role as puppets in the invasion of Pharagos.

The Great Crusade would be the last major war fought by a large-scale Mandrakori army. The use of the Song of Destruction devastated the Mandrakori population. Where once, the Mandrakor could call up a force of hundreds of thousands, now, only thousands of able bodied warriors remained. Though the Ressurector ably brought the Clans together against the Gith, the numbers of the Mandrakori are not what they once were.

Still, that does not change the fact that the Mandrakori are the best warriors in Pharagos. Selentia has the biggest army. Mandrakor has the best.

Though not as centrally organized as a Selentine Legion, each company of Mandrakori is expected to be far more effective. Turning a page back to the days of their planar mercenary days, the modern Mandrakori company is expected to be a self-sufficient fighting force able to march, kill, and die game. Quality and maneuver are the new weapons of choice for the Mandrakori strategist, displacing the old virtues of quantity and mass. With a new Mandrakori renaissance coming along, morale and esprit de corps among warriors is high. Whether this can be maintained with the March of Alazlam is uncertain.
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