I do wonder if giving Remas the tech would make them Allies.

Allied - These people are known friends of the dawi and can call upon our aid in times of war and peace

  • Allows you to request military aid of them and vice versa
  • Allows you to give technology to them (though it must always be one level lower than what you presently have

I think they'd rather be pointed at a target they can actually, well, take. Rather than the mountain of Greenskins that's basically a Karak in terms of defensive capability.
Looked it up with Search function and yeah, you're right. They'll have to settle for the Greenskin province next to the Massif.
 
I don't think so. "Allows to give technology" is something that's defaultly allowed only when allied. This I think is more of the norms being broken due to it being a wartime emergency.
 
Ehhhh. I was under the mistaken impression this would just be for her immediate succession. I'm not interested in a dice roll determining if we go into another war…well I'll modify my vote.

Mmm, considering their current conflict with the Skaven, and the new conflict with the greenskins…I mean them holding onto that province will make it easier to gain access to Ekrund…
 
Last edited:
[X] Yes this is an acceptable deal
[X] Yes, this is exactly what we wanted for them.
[X] Accept the offer to guarantee Reman succession. This would stabilise Remas politically and allow them much more continuity of purpose over successive emperors. However every peace turn there is a chance that if Remas were to enter into a civil war that you would be dragged in on the loyalist side.

[X] Accept the offer to support Remas Technologically. This would in effect provide Remas with the "turtle ships" and "crossbows" technologies and give them a distinct advantage over their human neighbours




+++++++++++++++++++++++++++++++++



My logic, five turns is a reasonable time for Estalia to either figure out if it wants to keep Carcassone or let it leave, and in the mean time Lyonese can either go head to head with Couronne or try to take 16 and the Massif Orcal in the meantime since Mousillion and Carcassone are closed off to it.

This works great as it clears and saves us the trouble of dealing with 119 which helps us in the war and after. It doubles their territory and effectively creates a buffer state for Krakka Drakk to prevent the chaos tribes from migrating further down.

Honestly, I am really intrigued by this because not only is it a huge sign of trust from the Remans, it also helps reinforce that Dawi reliability is considered truly unimpeachable. Yeah we might get dragged into a civil war if they split hard enough but arguably that will mean we can strike hard and fast to ensure that the Remans don't lose too many people in said civil war, thus preventing the skaven from taking advantage.

I am also okay with giving the tech to Remas because even if they are an expansionist empire...they don't really have any effective ways to expand that aren't ways that help us.

They can't attack 33 without risking that we will come on the side of our ally...which we will, thus messing with the Reik is right out. That leaves the west with the Skaven which, hey, if they keep butting heads against the skaven I'll be more than happy to give them new toys to do it with.

They can also go east with more of the livable badlands which again, works out fine for us as they will get the lowlands and we get the mountains and it's a great buffer state for the Tomb Kings as well as Nagash, who we're going to have to deal with when the war with the skaven is over. So the more territory the Remans are committed to protecting and defending, the better in my mind.

They could go straight south and attack the Arabians which...I legit don't think we'd care about as the only dealings the Dawi have with them are as either pirates or...not pirates.

All in all, the chance to make a more effective buffer state to our south as well as getting the chance to influence and keep the Reman empire's succession even and dwarf aligned is a rare chance.
 
They can't attack 33 without risking that we will come on the side of our ally...which we will, thus messing with the Reik is right out. That leaves the west with the Skaven which, hey, if they keep butting heads against the skaven I'll be more than happy to give them new toys to do it with.
It's actually been noted that in general human wars, we won't be called on to aid our allies unless it's an existential threat.

An alliance with the High King of the Dawi is not one to abuse. Against greenskin, chaos and necromantic enemies you will likely be called upon reasonably frequently.

Against human enemies... unless it's an existential total war deathmatch on the scale of ww1, they would likely keep you out of it. I.E they arnt going to call you in for whatever border skirmishes their having with whatever Brettonia equivalent eventually shows up.

As to how expansionist they are. Well, i've rolled for it. But you'll have to discover what it is on your own.
As for invading Araby, any Arabyan nation-states that form now will, on average, have more positive relations with us than Remas does. Remas is neutral(3), and Araby has a +1 to the d5 that determines relations from longstanding trade ties. I think the one Arabyan nation that has formed has a 4 for example.

That's a 20% chance to be worse, 20% chance to be the same, 60% chance to be better. But I imagine that'll go down if Araby sees us as why Remas was able to invade.

Going with these deals for Remas feels like either gambling with Dwarfen lives in the future whenever a succession crisis happens (and one will happen eventually, Dwarfen guarantee or no guarantee), or sacrificing the long-term stability of the human geopolitical situation in favor of short-term "win harder" in this war. Because we don't need the Eagle Guard so badly that we won't win without it, it'll just be a bit more work.
 
Last edited:
And even then, that doesn't change that Remas will be *massively* outnumbered if they try to go for any Reik territory, so unless they manage to win in a supreme lightning campaign they'll either lose or be locked in a war of attrition that they cannot afford to fight because...skaven.

That's the main thing with the Remans, yeah the skaven might be at low ebb atm due to their Nagash war and the Remans are trying to take advantage to expand east, but note that rather than pick a fight with Reik when it was in a bad place due to the Waagh that took 43, Remas still took 82 instead.

They're expansionist and militaristic but..they're not stupid. Trying to take on the Reik for them is purely a losing proposition even if we don't get involved.

As for the Arabians, that might be true if we directly helped them a war to conquer them, but if it's just by giving tech during a war...that's very different.

Plus there's already *been* a nation state that's formed from the Arabyan city states with a positive outlook on us, so we don't have to worry about it forming with a bad opinion. We won't have set t he Remans on them, we traded tech much as the Arabyans do with each other. Fair's fair in commerce and war.
 
I feel there's a need to remind us all of the cost we're already committed to:

Cost - a commitment to aid in conquering the province to the south of the one Remas has already claimed when called upon (where assistance requires the presence of the high throng. A commitment too that when these provinces are conquered you will fortify them free of charge.
It seems a hint as to where their expansionist aims are inclined to, at least for the next few turns.
 
And after they've secured that that's basically the end of Badlands territory that can be actually held by humans. The rest is too inhospitable, which means they'll start looking elsewhere.

These deals are loaded guns, and there is no guarantee that they'll go off in a way that costs less than just going without the Eagle Guard. We don't need the Eagle Guard, we have plenty of other options for getting additional human soldiers. We even have multiple options for getting additional human soldiers of a similar quality, and we already burned our way through about half of the Guard's reserves anyway.

We're in a good wartime position right now, why gamble with the possibility making our post-war situation unsteady due to increased tensions between humans when we don't have to?
 
Last edited:
I feel there's a need to remind us all of the cost we're already committed to:


It seems a hint as to where their expansionist aims are inclined to, at least for the next few turns.
And the more they expand in the Badlands, the less room they'll have to mess with their human because they'll be stretched to hold and keep the territory against greenskins in the east as they are from skaven in the west.

And after they've secured that that's basically the end of Badlands territory that can be actually held by humans. The rest is too inhospitable, which means they'll start looking elsewhere.

These deals are loaded guns, and there is no guarantee that they'll go off in a way that costs less than just going without the Eagle Guard. We don't need the Eagle Guard, we have plenty of other options for getting additional human soldiers. We even have multiple options for getting additional human soldiers of a similar quality, and we already burned our way through about half of the Guard's reserves anyway.
That is making a LOT of assumptions to be frank.

One, you're assuming that by the time they are out of territory in the badlands they will still be in the expansionist state. Remember, each human state has a functional limit to how much land it can absorb and keep control of easily. Like how Kaltnord can't send as much troops because they took province 40. Remas is going to have that happen as well.

Two, you are assuming that they will go straight from conquest to conquest as needing to build up defenses and infrastructure as well as dealing with greenskin incursions is going to take up much of their time. The Badlands won't be easy to hold without significant effort, effort that will keep them from wanting to go elsewhere.

three, you are right, we don't absolutely *need* the Eagle guard but they are an effective elite human fighting force that we have used to great effect and can continue to do so during the war. They make for great troops to have on the deep raids and invasions, and it took all the year we had them to get even as much as we did through the reserves and that was with several actions going south.

calling the deals 'loaded guns' is disingenuous at best, and bordering on trying to poison the well.

They might try for a section of Arabyan city states or posture with the Reik but functionally Remas has very few locations they can go without making things much worse for them and those ways help us.
 
Well, I suppose one could argue it's not just a chance of status quo or unpleasantry, but also of a chance to make a new ally. Putting the succession in our hands may be a tactic to help Remas, but it's also a big display of trust.
 
One, you're assuming that by the time they are out of territory in the badlands they will still be in the expansionist state. Remember, each human state has a functional limit to how much land it can absorb and keep control of easily. Like how Kaltnord can't send as much troops because they took province 40. Remas is going to have that happen as well.

Two, you are assuming that they will go straight from conquest to conquest as needing to build up defenses and infrastructure as well as dealing with greenskin incursions is going to take up much of their time. The Badlands won't be easy to hold without significant effort, effort that will keep them from wanting to go elsewhere.
If getting first beaten at Skavenblight and then losing 40% of their population during the Skaven counterattack didn't fully knock them out of their expansionist state, I doubt very much that the Badlands will (it did temporarily, but they recovered enough from that to try for the Badlands in the first place a couple turns later.) Plus, Kaltnord's issues with expansion seem more temporary eating pangs rather than a long-term "we cannot expand any further." And we're Dwarfs, we're supposed to look at the long term on the scale of centuries, when the average turn for us is about the same length as the average human lifetime. It won't be a problem next turn, but it might be in 3-5. Them wanting Turtleships I think is good hint that they're not content to just stick with the Badlands, because they sure don't need those to beat the Greenskin fleets (especially since they're starting to occupy all the good port locations in the Badlands.)

And from a narrative perspective, it just feels wrong that our first gifts of technology to humans should be to Remas, a nation that's just neutral to us, instead of the Confederation of the Reik + Brigundia and Kaltnord, who are our long-term, Sigmar's Empire scale allies.
 
Last edited:
Getting beaten at skavenbllight and then being counterattcked had them legit focusing on defenses for...two to three turns, which considering the ages of the people involved, that's a very long time for an empire to go without expansion, and again. you're ignoring the point that even with the better tech, they don't have a lot of effective options *to* expand.

Turtle ships wont' help them against the Reik as they are way too far up the coast and even Estalia would be beyond the skaven and thus put the Remans at risk of losing their territory due to lack of ability to reinforce if the skaven went to sea enough.

Even playing the long term scale of centuries, I did that and you seemed to have missed that point too or ignored it their neighbors are only going to get stronger and more numerous as well aka the Reik will never be something the Remans can challenge and win against in anything more than the national equivalent of a pissing contest.

You are also not considering the long term consequences of the Remans putting themselves in the path of the badlands aka where the Greenskins like to play. There will never be a time when they won't be dealing with that, so trying to equate the Remans trying to retaliate against the Skaven with the forces they had set up to take the island and them recovering to try again later is a rather false equivalency to them absorbing a rough and near completely unsettled region that will be constantly attacked by orks and then attacking their humans neighbors like the Arabyans.

I did point out that they are most likely going to Araby and to be frank, I don't mind it. Yeah it might limit how the current one province nation state that's developed might expand but who's to say they and the remans won't work a deal?

And from a narrative perspective, we've actually known the remans longer and know they are arguably one of the only empires able to take on the Skaven's worse and survive if not win when it comes to invading skavenblight. We will most assuredly be granting tech to the Reik i imagine so worrying over giving the first gift to them or not seems a moot point.

Hells we can probably give Reik *more* tech due to how much help they gave as a reward, thus making sure they have equal tech parity.

Bottom line, Remas might be expansionist but they aren't suicidal and between the skaven and the greenskins they are going to have plenty of enemies to fight against without trying to take on our allies.
 
[X] Yes this is an acceptable deal
[X] Yes, this is exactly what we wanted for them.
[X] Refuse, neither of these offers please the Karaz Ankor
 
Last edited:
[X] Yes this is an acceptable deal
[X] Yes, this is exactly what we wanted for them.
[X] Accept the offer to guarantee Reman succession. This would stabilise Remas politically and allow them much more continuity of purpose over successive emperors. However every peace turn there is a chance that if Remas were to enter into a civil war that you would be dragged in on the loyalist side.

[X] Accept the offer to support Remas Technologically. This would in effect provide Remas with the "turtle ships" and "crossbows" technologies and give them a distinct advantage over their human neighbours
 
Vote opens in about 7 hours or so.

In future I recommend trusting the automated vote counting system far and away more than whatever I have stated the moratorium is going until
If we do give the Remans technology, can we also provide it to the Confederation of the Reik + Brigundia + Kaltnord? And if so, what actions will it require?
 
If we do give the Remans technology, can we also provide it to the Confederation of the Reik + Brigundia + Kaltnord? And if so, what actions will it require?
One of the peacetime "reach out to another faction actions"

Though as human infosec is garbage on the scale of decades once you hand out tech to one culture. You can pretty much guarantee it will spread to others within a century (unless they have some kind of religious obligation or some such to ignore ranged weapons or something)
 
Armies of the southern nations
Got it. In other news, I wanted to try and do something similar to my TW:W rosters I did earlier, but this time for the forces Nagash would be fighting the Skaven in K8P with, and how it would differ from the armies of say, the Vampire Counts, Vampire Coast, or Tomb Kings (especially as the former two and a lot of the staples of the Vampire Counts don't even exist yet, and Nagash operating around Karak Eight Peaks instead of further north within the Reik Basin as he did in canon.)

And then my mind went "If we get into an Undead Crisis, then it'll be with Nagash, and at that point the Reman Empire's Badlands colonies will probably be part of the frontline. And since Arkhan is Nagash's minion and borders Araby, they'll probably get involved in some way to."
Zombies
Shambling Skaven and Goblins serving the same role in death as they did in life: expendable battle fodder.
In seizing control of Karak Eight Peaks, Nagash contended with two of the most numerous species in all the world: Skaven and Goblins, both of which hurled their teeming masses at the Great Necromancer in their ultimately vain attempts to repel him. As is often the case when fighting Undead, this has granted the victorious Nagash a great deal of corpses with which to bolster his ranks. While even less impressive than human zombies, the reanimated Skavenslaves and Goblins are as numerous as they are individually pathetic, and the continuing fight to hold Eight Peaks provides a constant supply of fresh reinforcements.

Bone Warriors of Nagash
Nagash has had millennia to master the art of raising the dead, and each is imbued with a tiny portion of his infinite icy malice.
The rank and file of Nagash's armies, the bone warriors of Nagash are perhaps to be feared more than those of any other necromancer within the old world. Whether raised from Orc or Skaven, they are armed with the weapons forged in the ever-burning foundries of Nagashizzar, yet despite the heat of the forge, the cold of the grave nevertheless hangs about them like an icy shroud. Witch light burns bright in their eyes and ghostly echoes of unearthly torment can be heard on the wind wherever a regiment marches. Though still perhaps not a match for the legions of Remas or the experienced Footmen of the Reik, these most numerous servants of Nagash nevertheless strike fear into the heart of the worlds of men.

Crypt Ghouls
Half-living and half-dead, Crypt Ghouls can still use their claws and makeshift weapons to tear apart their prey.
Formed from humans who succumbed to cannibalism and their descendants, Ghouls are skulking monsters with filth-encrusted claws and teeth, often armed with clubs fashioned from the picked-clean bones of their previous meals. While not truly Undead, Ghouls are drawn to the Dark Magic that surrounds Necromancers, and the Desolation of Nagash and Badlands are home to some of the largest Ghoul populations in the known world, which makes it child's play for the Great Necromancer to call them to his banners in vast numbers. Feeding them is of no difficulty either, what with the army's plentiful supply of zombie meat.

Black Guards
The intelligence of the Black Orcs surprised Nagash just as it did the Chaos Dwarfs. Sadly, Nagash has a far more effective way of ensuring their loyalty.
Even for a Necromancer as unrivalled as Nagash, creating a Wight (an Undead that retains much of the skills they held in life) is rarely worth the effort, it generally being much more efficient to just raise more Skeletons. As always though, there are exceptions, particularly in the case of the Black Orcs that fled into the Worlds Edge Mountains after their rebellion. Here were warriors who were not only physically mighty, but also possessed a keen intellect and even skill at metalworking. Such intelligence could not be wasted simply because the subject was killed, and Nagash has made sure that every Black Orc corpse found in salvageable condition is raised as one of the Black Guards, the elite infantry of Nagash's new army.

Dire Wolves
Swarms of undead wolves form the cavalry of Nagash's armies, and undeath has done nothing to reduce their speed.
From the Badlands to the Worlds Edge Mountains to the Wolf Lands, Nagashizzar is positioned between some of the largest populations of giant wolves in the world, rivalled only by those in the Hobgoblin-controlled steppes. Such vast populations create an equally vast number of dead wolves, many of which are swiftly reanimated as Dire Wolves. Even in death, they are instinctive pack hunters, and do an excellent job driving off enemy cavalry, or chasing down exposed skirmishers or war engine crews. Occasionally a Dire Wolf is reborn with the skeleton of its Goblin rider fused to it, a combination that grants middling additional combat capability, but a great deal of intimidation when facing other, living wolf-riders.

The Dark Riders
Garbed in billowing black cloth and dark iron, these vanguards of death will brook no opposition to their master's plans.
Nagash was the first to master the secrets of immortality, having plundered the deepest secrets of the lich cult when he was their high priest, and combining these with the fell sorceries of the Druchii. With this knowledge, he was able to create an elixir of life, with which he was able to grant supernatural strength and vigor as well as everlasting life to his most trusted lieutenants while ensuring that they were reliant on him for continued access to these gifts. Now Risen again and master once more of some few living subjects, Nagash has once again begun brewing this most potent of potions to those dark and twisted enough to come to dread Nagashizzar and serve the lord of the dead. In exchange for such gifts, these riders clad in black cloaks and dark armor to hide them from the purifying sun ride at the forefront of his armies. Mighty enough to stand near unopposed by any but the greatest of human warriors and perhaps even too great a challenge for the soldiers of the elder races to face individually.


Crypt Horrors
Mutated and monstrous, Crypt Horrors smash through enemy lines with a ferocity no skeleton could hope to match.
Generally seen only among the Strigoi, Crypt Horrors have also found a valuable niche among the forces of Nagash as powerful yet expendable shock troops. Crypt Horrors are normally a rare sight, as the process of creating one - where a Vampire must open his veins and allow a ghoul to drink his blood - is considered barbaric and demeaning by most. Yet it is a very foolish Vampire that first suborns himself to Nagash and then refuses his orders, which combined with a number of Strigoi who have joined the Great Necromancer voluntarily in the hopes of reclaiming Mourkain, has allowed Nagash to amass the largest host of Crypt Horrors the world has ever seen.

Bone Golems
The gate-guards of Nagashizzar, marching to expand the conquests of its lord.
If one were foolish enough to attempt to invade Nagashizzar, they would find towering golems of bone defending its walls. Similar in shape to the Necrolith Colossi (or Bone Giants) of the Tomb Kings, these golems are in fact made of magically-sensitive bone instead of merely being an earthen facsimile. Finding bones of sufficient size and magical potency is a great challenge, and transporting them all the way back to Nagashizzar an equal one, yet the result is a mighty titan that is easily the equal to even the greatest of Nehekharan war statuary.

Zombie Dragons
These once-majestic Dragons are foul monsters now, soaked in dark magic and spitting pestilent breath at their new master's foes.
Just east of the southern part of the Worlds Edge Mountains lies the Plain of Bones, a place where ancient dragons once went when they sensed that death was near. Yet with the coming of Chaos, the Plain is now saturated with Dark Magic, which combined with its proximity to Nagashizzar makes it a simple task for Nagash to raise these long-dead Dragons for his army. Though the pestilent, corrosive gas these undead belch is less potent than their breath attacks in life, in most other respects they are every bit an equal to a living dragon, to the great dismay of the rest of the world.

Screaming Skull Catapults
There are more terrifying things to see hurling towards you than a flame-wreathed skull howling like a banshee. But not many.
The traditional artillery of Nehekhara, the Screaming Skull Catapults fire skulls woven with dark curses and magic that turn them into lethal, howling projectiles bursting in supernatural flames. Nagash, as a former High Priest of the Mortuary Cult, is quite experienced in the necessary enchantments, and in the millennia since, has further improved on the design, incorporating dark magic into their making to cause the munitions to be even more lethal. Though few, if any, witness it and live, Nagashizzar is a manufacturing center for this undead artillery, and far, far worse things.

------
A/N: To summarize, this army of Nagash has far fewer human Undead than most Vampire Counts or Tomb Kings (due to a lack of available humans), but instead uses a lot of Greenskin and Skaven Undead units, while also taking advantage of Nagashizzar's proximity to the Plain of Bones/Darklands. This results in the baseline infantry being even shittier than normal Zombies/Skeletons, but better elites (Black Orc Undead are much more impressive than human Grave Guard, but human Skeletons/Zombies are somewhat more imposing than Skaven equivalents) and a lot more monsters. There's a much poorer cavalry force without the Black or Blood Knights, and more reliance on just spamming Dire Wolves (which Nagash does have a lot more of than the average Vampire Count, but it's not the same as true Heavy Cavalry.)

Crypt Ghouls also play a larger part in this army compared to most Vampire Counts, with the Desolation of Nagash right next door and what's left of Mourkain just a bit further west. And Nagash is more able to bully any subordinate Vampires into making Crypt Horrors. Could also be a thing where Nagash is able to get a large number of Strigoi Vampires into his army if it seems like he can give them back Mourkain (or just has the Vampires in general too terrified to disobey him.)

Pikemen
The individual pikeman is nothing. The army of them is unstoppable.
Long before the formation of the Reman Empire, pikemen formed the backbone of Tilea's armies. It is easy to use, allowing large numbers of men to be trained in it, and its great reach can prevent physically superior foes such as Orcs or Trolls from getting close. It is no surprise then, that it is the mainstay weapon of the vast ranks of Remas's legionaries. With drillmasters who consider training their legionaries a holy duty, the pikemen of the Reman Legions are hardened professionals, who can create an unyielding phalanx that grinds apart anything in front of it.

Scutarii
With shield, sword, and javelin, Scutarii guard the Legion's flanks, so that the pikes may go about their bloody business.
Though there is little that can stop a pike wall from the front except the most ferocious of monsters or the armies of the elder races, anyone with working eyes can tell that the unwieldy pike formations are far more vulnerable, in some cases helpless, if attacked in the flanks. The Scutarii ("Shield-Bearers') of the Reman Empire were formed to counter this weakness, being far more maneuverable and armed with javelins to soften up attackers before engaging in close combat with a short sword and shield. The Scutarii has proven so successful that some Legions have them as the main fighting arm, particularly those stationed in more uneven terrain, where the pike can be a hinderance.

Urban Cohorts
Clad in heavy armor, these legionaries take and hold cities for Remas.
Urban fighting demands a different kind of soldier than the pikeman; Tight streets and bewildering alleyways make the long polearms unwieldy at best and an active hinderance at worst. For this type of heavy, up-close yet multi-angled fighting, Remas employs soldiers organized into Urban Cohorts. Similar to the Scutarii, they are given heavier armor and larger shields, better to resist missile fire on the advance and survive in the close-quarter scrums, while the short stabbing sword is an effective weapon for fighting back. Legions expected to take and hold cities or otherwise fight in extreme close quarters are often composed near-entirely of Urban Cohorts, with the most famous example being the 2nd Grand Legion "Verminkillers", the main Skaven-slaying contingent of the Reman Empire's military.

Tilean Archers
Archers are much the same the world over: Nock, draw, loose, don't miss.
Much like other human nations of the old world, the Reman Empire draws the bulk of its ranged infantry combatants from archers. The bow may not be the most glorious of weapons, but the ability to send several pointed arrows into enemy ranks in a minute is rarely undervalued, and when on campaign, archers can even help resupply the legion's rations via hunting. Most archers are drawn from the foothills of the Appuccini Mountains, where the great forests are rich in both game and marauders, both of which the villages train archers from a young age to bring down.

Sartosan Slingers
Staff slings longer than a man is tall can deliver much heavier rocks, and crack much harder targets.
The Sartosan Sling was first conceived as a naval weapon during the island's pirate era as a long, two-meter pole with a sling on one end allowing the user great leverage, which in turn meant larger stones could be hurled at greater distances and at a higher angle. It was not long before their use in land warfare was also realized, and ever since the islands conquest by Remas, the Empire has made enthusiastic use of the Sartosan sling, creating whole units dedicated to using them as a man-portable form of very light artillery. Some slings are loaded with incendiaries instead of simple rocks, particularly those expecting to be used against warships, trolls, or wooden fortifications.

Equites
The cavalrymen of the Legions may not be the finest in the Old World, but they are serviceable.
Contrary to most of their northern neighbors, the Tileans have no particularly strong cavalry tradition. Nevertheless, a lack of a strong tradition does not mean Remas ignores the field entirely, and every Legion goes to war with a couple companies of horsemen. Rather than charge into clashing frontlines like their counterparts, Equites are focused around helping to defend the Legion's flanks, seeing off raiders, and only being unleashed aggressively once the enemy is in full flight and the time has come to cut down the routers.

Cavalry Auxilia
The Treasury weeps at the price these Arabyans demand for their services. The generals simply point to the tally of victories they provide.
Without a strong tradition of their own to provide, many Reman generals have resorted to outsourcing for their cavalry needs. It is generally accepted, even by the Brigundians, that there are no (human) light cavalry finer than those of Araby, and the Empire is willing to pay a handsome price to those who agree to serve as mercenaries for the Legions. These auxiliaries have proven especially vital in the Badlands, where the hardy Arabyans are used to the arid conditions, and the skills from a lifetime of mounted raids well-suited to countering those of Goblin wolf-riders.

Myrmidian Bellybows
Many forget that the field of military engineering is also within Myrmidia's domain. These artillerists are there to remind them.
Human artillery usage is primitive at the best of times, with what stone-throwers exist being crude and unreliable, more akin to Greenskin Rock Lobbers than anything else. Reman artillery, while still unimpressive to the Dwarfs and Elves, is something of an exception, with highly trained crews and specialized wagons meant to be disassembled into field artillery pieces. These Bellybows can be loaded with rocks for bombarding large formations or fortifications, or bolts when dealing with larger, monstrous targets such as giants or wyverns.
------
A/N: I was stuck for the longest time whether I wanted the Reman Legions to be basically Roman Legions, or to stick with the pike that's the traditional weapon of Tilea. Then I realized "Why not both?" The pikemen for Legions fighting open field battles (because the short gladius would be pretty crap against say, Greenskins or Trolls), while the Scutarii and Urban Cohorts are more historical Roman Legions.

If the vote ends with us giving the Tileans technology, I'll replace the Tilean Archers with Crossbowmen. And if Remas conquers part of Araby, I'll change the Cavalry Auxilia into being native recruits from that part of the Empire.

Arabyan Spearmen
Regardless of origin, these men wield the spear with competence, and occasionally skill.
Though said to be lacking the martial culture of the human nations north of the Southern Sea, Araby is no land of peace, as there are often Undead, Beastmen, or Greenskin incursions, and constant raiding and feuding between nomadic tribes and city-states when there isn't. In these conflicts, the average Arabyan infantry formation is generally drawn from a mix of city guards and bulked out with conscripts in emergencies or levied from the members of a tribe who don't own a horse, all armed with a spear and shield. These men are generally not outstanding soldiers, but sufficient training and generous pay so long as they serve well allows them to be acceptable line infantry, so long as one does not expect to win the entire battle off their backs.

Corsairs
To an open-minded Sultan, a corsair is merely a mercenary with an adventurous side job.
Human pirates have existed since the first time a man figured out how to tie enough logs together to make a somewhat water-worthy raft, and the great trading networks of Araby mean it has an equally great number of pirates. While a hazard to merchants, these corsairs are useful to a Sultan looking to reinforce his armies with more hardened fighters than the average conscript. On land, corsairs swift and agile warriors, often dual-wielding weapons to better cut through their opposition, though their near-complete lack of armor means they fare poorly in a drawn out, head-to-head fight.

Arabyan Guards
Skilled defenders of wealthy and influential households, and paid very well for their services.
In a land as divided by Araby, any wealthy household knows it is best to have a reliable force of guards for defending one's person and possessions, lest both be taken from you by rivals. As such, virtually every figure of importance in Araby has a host of well-paid hirelings, given the best training and equipment their money can buy. The size of these units can vary wildly depending on the wealth and influence of the one who hired them, with a minor merchant family having at best a dozen or two, while a Sultan who rules a major city or a widespread trading dynasty may have a retinue of a few thousand. While not a true organized military force and having little standardization of equipment between the households that employ them, they are at least well-equipped and well-armored by Arabyan standards, and can generally be relied upon to hold their own in battle.

Emberwalkers
These spirits of fire given a mirage of flesh bring the searing heat of the desert to every foe they face.
The mages of Araby have a long and storied history of binding all manner of spirits to serve the whims of both themselves and their sultans. However, never before have enough spirit binders been gathered together to bind dozens of djinn or even Marids to their service. Only under the rule of Al-Rahid have those most eastern cities been able to gather enough mages together to command them as units upon the battlefield. Under the tenuous command of these spirit binders, dozens of these genies, guised within a myriad of equally beguiling forms, travel with the armies of the sultan. Their footsteps leave puddles of molten glass wherever they step and their blades glow white-hot along their length despite the casual and practiced ease with which these spirits hold them.

Desert Slingers
If man's foes did not wish him to wield the sling, they would not have such easily cracked bones.
To the eastern nomad tribes of Araby, the standard ranged weapon of the footsoldier is not the bow and arrow, but the humble sling, as the open deserts provide the perfect environment to employ it to its full effectiveness. Though the ignorant may mock the nomads' use of the sling as another sign of their barbarity, there is a grim pragmatism to the usage of the sling in this environment: a slingstone meant to smash open bones tends to inflict far more damage on the skeletal warriors of the Undead than an arrow would.

Arabyan Raiders
As swift as the wind and lethal as a serpent's bite, light cavalry are the true heart of an Arabyan army.
While the stereotype of Araby is one of fat merchants and scheming wizards rather than warriors, the nomadic tribes of the deserts are a glaring exception, with lives spent raiding each other and fighting the Undead incursions of the Tomb Kings and Arkhan the Black. In these conflicts, the primary fighting unit is composed of light cavalry armed with throwing spears, with a final one reserved for melee. Arabyan horses are known for their swiftness, rumored to be descended from Elven horse breeds, giving the desert nomads another potent edge in cavalry warfare.

Desert Horse Archers
Distant cousins of the men who now compose the skeletal horse archers of the Tomb Kings, these nomadic outriders have all the skill of their undead kinsmen.
The nomads of the desert have a long tradition of horse archery, dating as far back as the the 2nd Dynasty of Nehekhara. Their descendants in Araby have continued to serve in this manner, and while they lack the tirelessness of their Undead counterparts, they are no less skilled, loosing volley after volley of well-aimed arrows in hit and run attacks, then darting away and vanishing into the desert before any retaliation can be made.

Siaphis
The Sultan gave these men their lands, and in return they give him their service.
Siaphis are composed of men who, in exchange for military service to a Sultan, are granted land and all the income attached to it. This wealth is used to equip the Siaphis as armored cavalrymen, with fine scale armor and a mix of weapons from lances to bows to bludgeons. Each of these Siaphis is further expected to provide a number of retainers equipped and mounted in a similar manner, and combining enough of these can give a Sultan a truly impressive force of heavy cavalry that can fight both at range and in close combat. As a minor piece of trivia, a Siaphi's land grant is not hereditary, and returns to the possession of the Sultan upon the Siaphi's death, though the former owner's son can request the same grant so long as he promises equal service as his father (or better if the father failed in some manner) in return.

War Elephants
There's nothing quite like an elephant for making a hole in enemy lines. Giving the riders weapons is just adding insult to injury.
The Sultans of Araby love competing for who can bring in the most exotic and dangerous beasts, of which the elephants that live in the bushlands between Araby and the Southland jungles are the most common. Their combination of imposing physical might and docility (at least relative to everything else the Sultans try to make part of a zoo), the Elephant is also becoming an increasingly frequent tool of war for the Arabyans. A platform mounted on its back can provide a vantage point for archers to shoot out of, while the mahout who drives the elephant can wield a long lance. As for the elephant itself, its thick leathery hide, large tusks, mighty trunk, and overall large size give it all the wargear it needs.

Giant Serpents
With powerful coils and venomous fangs, even the largest of monsters are mere prey to this great serpent.
Immense snakes larger than elephants (and indeed, often hunt them for food), the Giant Serpents of the Southlands come in many breeds, all prized in their own way by the Sultans of Araby. To own a giant serpent is to gain tremendous prestige, well worth the occasional emergency if it breaks loose. Humans being humans and the world being what it is, it did not take long for some owners to consider the possibility of using them for war, where their gleaming scales can deflect sword strikes and their venom, coils, and natural instincts make them perfectly suited for slaying giant monsters. It takes either a well-trained coterie of beastmasters or a skilled magician to tame such a creature enough that it can be trusted to follow orders in battle, but the rewards are easily worth it.

War Rocs
Giant Vultures are massive, terrifying birds, capable of grasping and carrying off a horse and its rider in full armor.
The vulture-like Rocs that make their homes in Araby's mountains are the apex predators of the skies (or at least they are while no Dragons are around.) Though less intelligent than a Great Eagle, they are just as large and sometimes larger, they are believed to be cousins of the smaller and now-extinct vultures that are form the Carrion of the Tomb Kings. Whatever the case, skilled beastmasters and magicians have methods of rendering them compliant enough to become part of a Sultan's menagerie, awing visitors and sometimes breaking loose and carrying off an unfortunate victim to be eaten whenever someone forgets to take all the necessary precautions. More military-minded Sultans have begun inquiring on their use as warbeasts, and initial results have been promising, giving a couple of City-States the start of an aerial contingent for their armies.


----
A/N: I imagine a full Arabyan unit list would include stuff like Ifrits as infantry units and Marids as some sort of single-entity unit, plus Djinn, but I have no info on what those sorts of things would really look like and what their capabilities would be, so I've left them out for now. Maybe I'll add them in later.
 
Last edited:
Back
Top