A Tale of Lights Part Three
The Halls of Renown
Raised in the shadow of Horn Hill, the halls are wrought not of wood and stone but of the living pillars of ancient oaks, their roofs fresh spring green, growing together as one into the shape of a keep. High are the towers and bright the banners watching over the crossroad between more than the realms of mortal kind. Yet it is not upon these battlements that those of the Green fight when the Champion of the Green calls one to war, deep are the forests and fare are the paths, under watchful eye of dryad and naiad a thousand paths winding, for each a guardian ready to serve, some bound to their posts and others traveling far and wide.
More than any court, even the swift-bladed Azure or the veiled Violet, the servants of the Green can travel on secret paths to find themselves in any corner of the mortal Reach that they may stand against mortal tyranny or other damnably transcendent evils. The Green is also the changeling court, taking mortals of valorous spirit who lack the strength of arm to see their appointed tasks done
into its ranks. Thus they are bolstered with new ideas and new ways of doing things.
Forces likely to be deployed
Dryads and
Hamadryads
Idun Healers (Witches with the Healing Patron)
Naiads Bards and Sorceresses
Nymphs (Generally druids)
Knights (Mostly Fey, some Changeling)
Thorn Archers
Treant champions
The Azure Bastion
Where Brightwater Keep stands upon its hill at the source of the Honeywine, in another world rises a mountain crowned with stars, and there a keep of cerulean marble to stand eternal vigil upon the gathering gloom of Oldtown. While the river flows the Azure Keep sends its power through the waters, watching, waiting, and at the proper hour calling upon it to strengthen the barrier between the Spheres and the madness beyond.
The Knights of the Key might fight from the ramparts, but just as readily appear behind a foe to strike them without warning, for space in realms of fey or mortals is no bar from their wrath. Darker tales tell that some of the accursed spirits that have fallen afoul of the Azure Court were instead bound to the will of their high lords to be called in times of great need.
Forces likely to be deployed
Blink Dogs
Bound Outsiders (only called at greatest need)
Crossroads Guardians
Fey Knights of the Key (likely to wield Outsider or Aberration Bane weapons)
Nature Spirits (All sizes, some advanced)
Soul-Bound
Swarms (Wizard Exorcists)
World-Guard (
Swan Maiden Forrest Wardens)
OOC: And here we are, two more factions it's actually surprisingly hard to build distinct army lists especially for people like the Azure who I did not anticipate you guys fighting on previous outings so I can't pull them out of old encounter tables. Just about the only concept I had was the swarm exorcist that would envelop whatever they wanted to banish in their forms. Not yet edited.