The Battle of Ettenmark Fields was a slaughter. I was on the south flank,
holding against Blighter's troops. We were swarmed by Rotters. My arms
were numb from protecting the shooting line with my spear, when a thing
two stories tall charged us. We lit it up. Green fire streamed from those Black
Shot wounds, but it just roared and sped up. I saw the gunnery unit panic,
so I lept at it desperately. I vaguely remember flying past our front line.
One of our scouts found me during the retreat. My leg was badly broken. I
begged him to help me, or end me and burn my corpse. I can't become one of
those things. He carried me almost two leagues slung over his neck. I spent
the trip stifling screams when my leg shifted, to not give away our position.
There isn't much Legion left. We only survived the two days crossing the
Tigeria because we had a Chosen with us. The Commander says we are
cut off from rejoining the armies of the east, and will instead march across
Aldemark and cross through an old northern pass written of in the Annals.
So now I bounce atop sacks of potatoes in a cart, somehow still alive when
so many of us never made it, wondering why I was spared.
—Dame Mikila Savrelli, Orite Legionnaire
When humanity is in true peril and affairs of the supernatural plague the world, the gods create one or more Chosen. These powerful champions are imbued with aspects of the deity in question. They ride forth to vanquish mythic beasts, mend rifts in the world, and seal away curses. When the Cinder King rose in the West, an unheard-of nine Chosen arose. When they faced the Cinder King, five were Broken and turned to fight at his side. A desperate army was assembled by the remaining Chosen and led to fight a final decisive battle on the plains of Ettenmark.
Humanity lost. They did not expect the horrors the Broken brought to bear.
Now in retreat, a famous band of mercenaries seeks to stem the tide of the Cinder King and his horde of endless dead, hoping to buy time for the Eastern Kingdoms to mount some wild hope, some wild plan, to keep humanity alive.
This is their story.
Welcome to Band of Blades!
This is a war story. People have died, people are dying, people will die. The world is a dark place, filled with plague and corrupting miasma. The twisting horrors that killed your friends are just behind you, forcing you to march onwards unless you'd like to join them. And yet, despite the encroaching darkness and green giving way to deadly frost, there is Hope. The Legion is all but destroyed, down to roughly nine dozen men from nine hundred, but they are alive. Human beings have a remarkable tenacity, especially when you put their backs against the wall and give them long odds at best.
And boy, are they long odds.
Not to worry, as you haven't been entirely forsaken yet! Three Chosen yet stand after the disastrous Battle of Ettenmark Fields, each leading a third of The Legion back to Skydagger Keep for the Last Stand, before the Winter freeze sets in and stops the Cinder King in his tracks. The Chosen, blessed by their gods, each lead their splinter of the Legion with their own unique style but all of them are a walking banner of Hope for the Legionaries that, eventually, they will make it home. Maybe not all of them, maybe not home soon, but if they sweat and bleed and cry and fight hard enough...one day the battlements of Skydagger will welcome them home.
We'll be following only one this time around, but don't worry! If this third falls, other Chosen may yet lead other bands to Skydagger Keep. Our choice of Chosen will dictate our most common tactics, and what will be featured most heavily overall during gameplay.
[x] Shreya - A warrior Chosen by the Bartan healer goddess. Focused on military actions and strategy.
[x] The Horned One - A shapeshifting Chosen of the Panyar forest god. Focused on mysterious powers and clever ruses.
[x] Zora - An ancient Zemyati Chosen who tests her followers. Focused on mighty deeds and direct assaults.
Of course, there were Nine Chosen who were sent to stand against the might of the Cinder King. Five of them are Broken, Chosen fallen from grace and turning their divine miracles into terrifying tools of destruction. They are after your sliver of Hope, and will define the themes of horror we're struggling against. We'll be choosing two, so the Broken with the most and second-most votes will be our ultimate boogeymen for this adventure.
[x] Blighter - A warper of flesh and corrupt alchemist. Involves themes of body horror and toxic science.
[x] Breaker - A storm witch and hex carver. Involves themes of tension, uncertainty, and psychological horror.
[x] Render - A smith of armored troops. Involves themes of the depersonalization of war and totalitarianism.
So, we've got our Big Good and our Big Bad(s), but who are we?
We're The Legion, of course! All of them. We'll be playing this as a bit of a hybrid; during the Campaign Turns we will assume the roles of the Commanding Officers and make decisions about the overall direction of The Legion, making or breaking its fate across the backs of logistics and morale. The Commander will dictate direction, The Marshal will manage the troops and select the mission, The Quartermaster will manage the resources of The Legion, and The Spymaster will twist and whisper people into useful sources of whatever The Legion requires. We'll be making decisions for all of them, and hopefully CKII-ing our way into a functioning mercenary band.
After the Campaign Turn, we'll be playing as one of the two Specialists that The Marshal decided to assign to the Primary Mission. Then we will be doing the standard first-person-questing thing, going on heroic adventures and hopefully having at least one person come back. That being said, once we're done with Character Creation we'll be jumping right into the action, so it's worth picking our Preferred Legionnaire. They are going to be the initial focus of the first-person narrative, and will automatically be selected as our viewpoint character if they go on the Primary Mission.
[x] The Heavy - A guardian and powerful melee fighter. Play a Heavy if you want to shine with might and determination against the dark.
[x] The Medic - A combat physician, healing bodies and minds. Play a Medic if you want to get your fellow soldiers through a mission alive.
[x] The Officer - A leader and tactician. Play an Officer if you want to command your troops to victory even when they're up against certain death.
[x] The Scout - A stealthy advance unit. Play a Scout if you want to see the enemy coming and always know what you're up against.
[x] The Sniper - A deadly distance soldier. Play a Sniper if you want to dispatch the most dangerous threats from afar. [x] The Rookie - Are you sure? Bold of you for selecting Hard Mode for a game signposting its difficulty. I wish you luck, you'll need it.
Of course, everybody comes from somewhere. There are four main cultures in the lands of Aldemark, each of them with their own marked differences and peculiarities. The Legion is a multicultural group (and even if it wasn't, they couldn't afford to be picky now) so we'll be seeing men and women of all different races and creeds fighting and dying alongside us, but first we have to pick one for our Preferred Legionnaire.
[x] Bartans - Close-knit and devout. Many wear jewelry made of tokens granted to them by family and people they have forged strong friendships with. Their culture is agrarian and ruled by a council.
[x] Orites - Cosmopolitan and influential. Their country is known for its technology. Their advances in clockwork and alchemy are almost as defining as their obsession with nobility and lineage.
[x] Panyar - Come from the deep forest, which was touched by an ancient god. Everyone that spends enough time in the forest eventually gains an animal trait, such as cat-like eyes or noticeable fangs. Their culture focuses on great deeds and Panyar must earn the third part of their name.
[x] Zemyati - Mountain-dwelling clans, their culture is a complex arrangement of oaths between various clans, between a clan and its members, and between a Zemyati and the world.
Right! After this, we'll be off to select some special abilities for everyone, then we'll jump right into the Prologue mission and begin our FTL/XCOM adventure being chased across the lands of the swarming dead. I hope everyone will enjoy this little slice of military horror. A few more housekeeping things before I turn you loose; Votes will be counted by Line Format for the duration of Character creation. Omakes, particularly Art will be rewarded as long as the story can support it. Finally, this game is based off of the Band of Blades roleplaying game by Stras Acimovic and John LeBoeuf-Little, support them if you like this and/or want to check out a cool tabletop RPG for your friends to play.
Welcome to the war, Legionnaire. Long is the Road, and Short is the Life.
Ah, I know this game. Don't have it, but it's what introduced me to the Blades/Forged in the Dark style of games.
Quick Warning to everyone in the Quest: Expect to die. Expect to die a lot. Forged in the Dark games use a modified Powered by the Apocalypse System that focuses more on large groups of characters and their struggle to go from desperation/despair/nothing to hope/glory/fame. As such, the game has a higher focus on multiple characters rather than a single one.
Be prepared to run into stuff that one shots characters we have/have gotten to know.
Be prepared to run if we have to.
But most importantly, keep marching through that dirty, blood slicked, shit stained mire.
Cause anything's better than continuing to stand in it.
Now, my vote:
[X] Plan: "I got your back...idiots."
- [x] Zora - An ancient Zemyati Chosen who tests her followers. Focused on mighty deeds and direct assaults.
- [x] Breaker - A storm witch and hex carver. Involves themes of tension, uncertainty, and psychological horror.
- [x] Render - A smith of armored troops. Involves themes of the depersonalization of war and totalitarianism.
- [x] The Medic - A combat physician, healing bodies and minds. Play a Medic if you want to get your fellow soldiers through a mission alive.
- [x] Bartans - Close-knit and devout. Many wear jewelry made of tokens granted to them by family and people they have forged strong friendships with. Their culture is agrarian and ruled by a council.
The idea is, among a group of blood knights and people who think charging at the enemy spear wall while shouting a battle cry is a good strategy, we're the one with actual brains that makes sure those idiots come back alive.
This is a little different sounding from what I'm usually into, but I've got a vested interest in the darkness that it puts up front. Plus, what's life if not exploring something different once and a while?
[x] The Horned One - A shapeshifting Chosen of the Panyar forest god. Focused on mysterious powers and clever ruses.
[x] Blighter - A warper of flesh and corrupt alchemist. Involves themes of body horror and toxic science.
[x] Breaker - A storm witch and hex carver. Involves themes of tension, uncertainty, and psychological horror.
[x] The Scout - A stealthy advance unit. Play a Scout if you want to see the enemy coming and always know what you're up against.
[x] Panyar - Come from the deep forest, which was touched by an ancient god. Everyone that spends enough time in the forest eventually gains an animal trait, such as cat-like eyes or noticeable fangs. Their culture focuses on great deeds and Panyar must earn the third part of their name.
Though, Orites sound neat too; but Panyar sound like my weakpoint haha.
[x] Shreya - A warrior Chosen by the Bartan healer goddess. Focused on military actions and strategy.
[x] Breaker - A storm witch and hex carver. Involves themes of tension, uncertainty, and psychological horror.
[x] Render - A smith of armored troops. Involves themes of the depersonalization of war and totalitarianism.
[x] The Officer - A leader and tactician. Play an Officer if you want to command your troops to victory even when they're up against certain death.
[x] Orites - Cosmopolitan and influential. Their country is known for its technology. Their advances in clockwork and alchemy are almost as defining as their obsession with nobility and lineage.
[X] The Horned One - A shapeshifting Chosen of the Panyar forest god. Focused on mysterious powers and clever ruses.
For horny jokes.
[X] Blighter - A warper of flesh and corrupt alchemist. Involves themes of body horror and toxic science.
[X] The Scout - A stealthy advance unit. Play a Scout if you want to see the enemy coming and always know what you're up against.[/QUOTE]
[X] Bartans - Close-knit and devout. Many wear jewelry made of tokens granted to them by family and people they have forged strong friendships with. Their culture is agrarian and ruled by a council.
Huh. A hopeless fight against the Dark and its harbringer, the Cinder King; the Nine chosen leading the band of badassess called the Legion into the fray; the Fallen heroes coming back to haunt the living with vengeance; the remnants of the races hudding together to make their last stand...
Are we sure we are talking Band of Blades and not Myth: the Fallen Lords? It gives off the same vibes, from the naming scheme (Blighter & Breaker vs. Soulbligher & Shiver) to the story being told through the viewpoint of one of the Legionnaries. Of course, it must be that both rulebooks pay heavy tribute to the Black Company series, the books that share all of the essential characteristics of both works.
Never played Band of Blades, but I am well-familiar with the brutality of Myth. I wonder if it'll do me any good here.
[x] Shreya - A warrior Chosen by the Bartan healer goddess. Focused on military actions and strategy.
[x] Blighter - A warper of flesh and corrupt alchemist. Involves themes of body horror and toxic science.
[x] Breaker - A storm witch and hex carver. Involves themes of tension, uncertainty, and psychological horror.
You probably should have been clearer on this. You say that you'll be picking two, but should each of us vote for two of them, or just one?
[x] The Officer - A leader and tactician. Play an Officer if you want to command your troops to victory even when they're up against certain death.
[x] Orites - Cosmopolitan and influential. Their country is known for its technology. Their advances in clockwork and alchemy are almost as defining as their obsession with nobility and lineage.
Huh. A hopeless fight against the Dark and its harbringer, the Cinder King; the Nine chosen leading the band of badassess called the Legion into the fray; the Fallen heroes coming back to haunt the living with vengeance; the remnants of the races hudding together to make their last stand...
Are we sure we are talking Band of Blades and not Myth: the Fallen Lords? It gives the same vibes, from the naming scheme (Blighter & Breaker vs. Soulbligher & Shiver) to the story being told through the viewpoint of one of the Legionnaries. Of course, it must be that both rulebooks pay heavy tribute to the Black Company series, the books that share all of the essential characteristics of both works.
Never played Band of Blades, but I am well-familiar with the brutality of Myth. I wonder if it'll do me any good here.
Huh. A hopeless fight against the Dark and its harbringer, the Cinder King; the Nine chosen leading the band of badassess called the Legion into the fray; the Fallen heroes coming back to haunt the living with vengeance; the remnants of the races hudding together to make their last stand...
Are we sure we are talking Band of Blades and not Myth: the Fallen Lords? It gives the same vibes, from the naming scheme (Blighter & Breaker vs. Soulbligher & Shiver) to the story being told through the viewpoint of one of the Legionnaries. Of course, it must be that both rulebooks pay heavy tribute to the Black Company series, the books that share all of the essential characteristics of both works.
Never played Band of Blades, but I am well-familiar with the brutality of Myth. I wonder if it'll do me any good here.
You probably should have been clearer on this. You say that you'll be picking two, but should each of us vote for two of them, or just one?
Black Company is listed as inspiration, haven't heard of Myth.
I should've been clearer; vote for two. That's not what I originally intended, but more than half of this was written irresponsibly early in the morning, so I suppose it's a given some mistakes were made.
Adhoc vote count started by Spector29 on Jun 30, 2019 at 3:34 AM, finished with 9 posts and 5 votes.
[X] Plan: "I got your back...idiots."
- [x] Zora - An ancient Zemyati Chosen who tests her followers. Focused on mighty deeds and direct assaults. - [x] Breaker - A storm witch and hex carver. Involves themes of tension, uncertainty, and psychological horror. - [x] Render - A smith of armored troops. Involves themes of the depersonalization of war and totalitarianism. - [x] The Medic - A combat physician, healing bodies and minds. Play a Medic if you want to get your fellow soldiers through a mission alive. - [x] Bartans - Close-knit and devout. Many wear jewelry made of tokens granted to them by family and people they have forged strong friendships with. Their culture is agrarian and ruled by a council.
[x] The Horned One - A shapeshifting Chosen of the Panyar forest god. Focused on mysterious powers and clever ruses.
[x] Blighter - A warper of flesh and corrupt alchemist. Involves themes of body horror and toxic science.
[x] Breaker - A storm witch and hex carver. Involves themes of tension, uncertainty, and psychological horror.
[x] The Scout - A stealthy advance unit. Play a Scout if you want to see the enemy coming and always know what you're up against.
[x] Panyar - Come from the deep forest, which was touched by an ancient god. Everyone that spends enough time in the forest eventually gains an animal trait, such as cat-like eyes or noticeable fangs. Their culture focuses on great deeds and Panyar must earn the third part of their name.
[x] Shreya - A warrior Chosen by the Bartan healer goddess. Focused on military actions and strategy.
[x] Breaker - A storm witch and hex carver. Involves themes of tension, uncertainty, and psychological horror.
[x] Render - A smith of armored troops. Involves themes of the depersonalization of war and totalitarianism.
[x] The Officer - A leader and tactician. Play an Officer if you want to command your troops to victory even when they're up against certain death.
[x] Orites - Cosmopolitan and influential. Their country is known for its technology. Their advances in clockwork and alchemy are almost as defining as their obsession with nobility and lineage.
[x] The Horned One - A shapeshifting Chosen of the Panyar forest god. Focused on mysterious powers and clever ruses.
[x] Blighter - A warper of flesh and corrupt alchemist. Involves themes of body horror and toxic science.
[x] The Scout - A stealthy advance unit. Play a Scout if you want to see the enemy coming and always know what you're up against.
[X] Bartans - Close-knit and devout. Many wear jewelry made of tokens granted to them by family and people they have forged strong friendships with. Their culture is agrarian and ruled by a council.
[x] Shreya - A warrior Chosen by the Bartan healer goddess. Focused on military actions and strategy.
[x] Blighter - A warper of flesh and corrupt alchemist. Involves themes of body horror and toxic science.
[x] Breaker - A storm witch and hex carver. Involves themes of tension, uncertainty, and psychological horror.
[x] The Officer - A leader and tactician. Play an Officer if you want to command your troops to victory even when they're up against certain death.
[x] Orites - Cosmopolitan and influential. Their country is known for its technology. Their advances in clockwork and alchemy are almost as defining as their obsession with nobility and lineage.
[x] Orites - Cosmopolitan and influential. Their country is known for its technology. Their advances in clockwork and alchemy are almost as defining as their obsession with nobility and lineage.
[X] Bartans - Close-knit and devout. Many wear jewelry made of tokens granted to them by family and people they have forged strong friendships with. Their culture is agrarian and ruled by a council.
[x] Panyar - Come from the deep forest, which was touched by an ancient god. Everyone that spends enough time in the forest eventually gains an animal trait, such as cat-like eyes or noticeable fangs. Their culture focuses on great deeds and Panyar must earn the third part of their name.
[x] Orites - Cosmopolitan and influential. Their country is known for its technology. Their advances in clockwork and alchemy are almost as defining as their obsession with nobility and lineage.
[x] Panyar - Come from the deep forest, which was touched by an ancient god. Everyone that spends enough time in the forest eventually gains an animal trait, such as cat-like eyes or noticeable fangs. Their culture focuses on great deeds and Panyar must earn the third part of their name.
[X] Bartans - Close-knit and devout. Many wear jewelry made of tokens granted to them by family and people they have forged strong friendships with. Their culture is agrarian and ruled by a council.
[x] The Horned One - A shapeshifting Chosen of the Panyar forest god. Focused on mysterious powers and clever ruses.
[x] Render - A smith of armored troops. Involves themes of the depersonalization of war and totalitarianism.
[x] The Scout - A stealthy advance unit. Play a Scout if you want to see the enemy coming and always know what you're up against.
[x] Panyar - Come from the deep forest, which was touched by an ancient god. Everyone that spends enough time in the forest eventually gains an animal trait, such as cat-like eyes or noticeable fangs. Their culture focuses on great deeds and Panyar must earn the third part of their name.
[x] Shreya - A warrior Chosen by the Bartan healer goddess. Focused on military actions and strategy.
[x] Breaker - A storm witch and hex carver. Involves themes of tension, uncertainty, and psychological horror.
[x] Render - A smith of armored troops. Involves themes of the depersonalization of war and totalitarianism.
[x] The Officer - A leader and tactician. Play an Officer if you want to command your troops to victory even when they're up against certain death.
[x] Orites - Cosmopolitan and influential. Their country is known for its technology. Their advances in clockwork and alchemy are almost as defining as their obsession with nobility and lineage.
[x] Orites - Cosmopolitan and influential. Their country is known for its technology. Their advances in clockwork and alchemy are almost as defining as their obsession with nobility and lineage.
[x] Panyar - Come from the deep forest, which was touched by an ancient god. Everyone that spends enough time in the forest eventually gains an animal trait, such as cat-like eyes or noticeable fangs. Their culture focuses on great deeds and Panyar must earn the third part of their name.
[X] Bartans - Close-knit and devout. Many wear jewelry made of tokens granted to them by family and people they have forged strong friendships with. Their culture is agrarian and ruled by a council.
[x] The Horned One - A shapeshifting Chosen of the Panyar forest god. Focused on mysterious powers and clever ruses.
[x] Breaker - A storm witch and hex carver. Involves themes of tension, uncertainty, and psychological horror.
[x] The Scout - A stealthy advance unit. Play a Scout if you want to see the enemy coming and always know what you're up against.
[x] Panyar - Come from the deep forest, which was touched by an ancient god. Everyone that spends enough time in the forest eventually gains an animal trait, such as cat-like eyes or noticeable fangs. Their culture focuses on great deeds and Panyar must earn the third part of their name.