by Max Barry

Latest Forum Topics

Advertisement

The 15 Kingdoms﹠Colonial Empire of
Iron Fist Consumerists

Overview Factbook Dispatches Policies People Government Economy Rank Trend Cards

6

The Grand Reichsheer of the Terren Dominion (IAT-TL)


The Imperial Army of Terren (IAT)


The Imperial Army of Terren is the official military of Terren and her Dominion. The IAT is comprised of a large number of the generalist State Troops, the vast majority of whom are conscripted, who use their large numbers and reliable weapons and armor to fight in large scale pike and shot style combat. They are supported and supplemented by the Realm Guard, elite professional soldiers representing each of the kingdoms of the Terren Dominion. The army is large and powerful, tasked with protecting the Terren empires vast territories and interests. Without the stalwart soldiers of the Imperial Army, Terren would surely fall.

Below is an overview of the structure of the Imperial Army:

The Generals of the Terren Dominion are a group comprised of powerful and stubborn individuals who have worked their way up the brutal ranks of the Imperial military battle by battle. Each one of these warrior-strategists is a veteran of countless campaigns and are a mix of brilliant commanders and inspiring frontline champions. When the Imperial Army marches to war it is these men and women who are at the helm of its great armies, each one of them vying for more imperium and personal glory.

Imperial General

Imperial State Troops


Lore:
The Imperial State Troops are the stalwart guardians of the Terren Empire. These brave men and women serve as the backbone of the Grand Reichsheer. The State Troops are generally comprised of a diverse mix of conscripted citizens who have been drafted from across the empire. They are given basic combat training and equipped with the necessary gear to stand firm in the face of any foe. Despite their diverse backgrounds and varying levels of experience the State Troops are forged into a strong and professional force under the steely gazes of their Drill Sergeants. State Troops are ubiquitous throughout the empire, with detachments stationed across every territory under the empire's control. Whether on the front lines of a major conflict or patrolling the streets of a bustling city, they are a constant and reassuring presence, and their image is invoked as a symbol of imperial order. In times of peace, the State Troops fulfil the role of garrisons for the empire's cities and towns, with detachments of various sizes being deployed across every city to protect them from raiders and invasion. Though they may lack the specialized training and exalted status of other military units in the IAT and Legions, the State Troops are the true core of Terrens military might, and without them, the empire would surely fall.

Every single recruit into the IAT is issued the following standard equipment:
1 Melee Weapon
1 Slavian-Class Rifle
1 Blanket & Sleeping Bag
1 Grooming Kit
1 Set of Weather Gear
1 Rucksack
1 Entrenching Tool
1 Basic Toolkit
1 Tent
1 Set of Body Armor

Realm Guard

While the State Troops make up the majority of the Imperial Armies forces, they are not the only component of the IAT. When Terren was first formed the armies of its many different tribes and kingdoms were all incorporated into the empire, and over time the professional soldiers of the former kingdoms have been transformed into the Realm Guard who now support the Imperial State Troops as specialists. Each army of Terren is supplemented by a few Korps comprised out of Realm Guard, whose skills and discipline can help anchor and support the State Troops. Unlike the uniform State Troops, whose gear and strategies are standardized across the empire, there are vast differences between each of the Realm Guard forces, ranging from their armor, tactics and most importantly their War Doctrine. Each kingdom within Terren boasts around 8 Korps of Realm Guard each.

Below are the different Realm Troops:

The Kasarnian Blade Guard


Race: Humanity

Kingdom: Ealindaes

Religious Affiliation: Eliadic Cult

Doctrine: Hero Doctrine

Lore:
The Kasarnian Blade Guard, are masters of melee combat, eschewing the recently introduced rifles for their reliable great swords. These warriors are masters of swordsmanship and will frequently be deployed on the frontlines against heavily armored foes, where their heavy handed Zweihänders can crush through the enemies' armor and cleave them in twain. As their name might suggest, the Kasarnian Blade Guard are expert protectors and guardians, and many of them will serve as bodyguards for generals and other important imperial figures. They are high damage shock troops, but they require the support of State Troops, or other well armored allies to be most effective.

The Haltengeldi Eisenwacht

Race: Humanity

Kingdom: Haltengeld

Religious Affiliation: Elemental Orthodoxy

Doctrine: Consolidation Doctrine

Lore:
Eisenwacht are the heavily armored Realm Guard of Haltengeld. Equipped with the finest heavy armor that the empire can produce, the Eisenwacht provides an immovable and stalwart Front line from behind which their allies can rain Bullets and artillery upon the enemy. The Eisenwacht are very slow moving, but their march can feel inexorable, as they march forward behind great shields, firing barrages of bullets and explosives forward at the enemy. Overcoming their defense is a tremendous feat, but their armor is a double-edged sword, and the Eisenwacht are very susceptible to being flanked or torn apart by magic, and thus, they rely heavily on their allies to support them.

The Sabafian Phoenix Raiders

Race: Humanity

Kingdom: Sabafia

Religious Affiliation: Elemental Orthodoxy

Doctrine: Lightning Strike Doctrine

Lore:

The Nostrian Free Korps


Race: Humanity

Kingdom: Nostra

Religious Affiliation: Eliadic Cult

Doctrine: Hero Doctrine

Lore:
The Nostrian Free Korps are the Realm Guard of Nostra, and an oddity among their fellow Realm Guards. The Free Korps are frequently hired to protect the Nostrian mercantile ventures and trade caravans. Due to their work, the men and women of the Nostrian Free Korps tend to be very well traveled, and experienced fighting in a large verity of terrains. They are not commonly found among the IAT forces as imperial commanders often find them to be undisciplined and rowdy and among all the Realm Guard the Nostrian Free Korps tend to be the most independent, often acting more like mercenary companies then professional soldiers. However, on the field of battle, their unique and unorthodox skills, accrued from a lifetime of roaming the trade routes, allows them to serve as difficult to counter skirmishers.

The Hazarikan Konquistadoren


Race: Humans

Kingdom: Hazarika

Religious Affiliation: Eliadic Cult

Doctrine: Consolidation Doctrine

Lore:
The Hazarikan Konquistadoren are some of the most disciplined and unyielding forces within all of Terren. These warriors lived within the Kingdom of Hazarika during the time of the Terminus Mists and were forced to fight desperately against the darkness which constantly assailed them. This near constant struggle has made these men and women experts at fighting against numberless hordes and swarms of enemies. The Hazarikan Konquistadoren are deployed frequently when rogue necromancers, rebellious Insectoid hives, or large-scale swarm invasions threaten the Terren empires vast dominions. Many Hazarikan Konquistadores prefer to spend their time in Imperial Colonies rather than back home, as many of them have traumatic memories of their homeland.

The North Shards

Race: Beastmen, Angles, Humans

Kingdom: Valheaven

Religious Affiliation: Eliadic Cult

Doctrine: Hero Doctrine

Lore:
The North Shards are Terren's formidable arctic warriors, tasked with protecting the Archduchy of Valheaven from the continual raids and invasions that it continually faces. These warriors are rugged and fearsome, and many of them have spent their entire lives living in the snow and are therefore very adept at moving through it at incredible speeds and fighting even in subzero temperatures. They are primarily composed of humans and beastmen but occasionally angels will join the ranks. While they are most at home fighting in the winter, their frenzied attacks and decent armor make them solid frontline troops in any conflict.

The Wendrogian Vine Rangers

Race: Plantae, Humans

Kingdom: Wendrogia

Religious Affiliation: Elemental Orthodoxy

Doctrine: Shadow Doctrine

Lore:
The Wendrogian Vine Rangers are skilled woodsmen and hunters who spend much of their time not in combat traversing the wild jungles and mystical forests of Wendrogia. They are experts of trapping, hunting, skirmishing, and long-range combat. While they primarily utilize firearms like most of their fellow Realm Guard, there are some among them who stubbornly cling to the old traditions and old ways and quite a large number of these rangers prefer to use bows for their even greater accuracy and long ranged power. The Wendrogia Rangers are experts at monster hunting and eliminating dangerous enemy war beasts and rogue monsters by showering them with projectiles.

The Embricken Guard

Race: Alves, Faeries

Kingdom: Álfheim

Religious Affiliation: Elemental Orthodoxy

Doctrine: Lightning Strike Doctrine

Lore:
The Embricken Guard are a fearsome and disciplined army, fighting with all the power and grace the Alves are so revered for. They stride across the battlefield with an inhuman agility, and strike at their foes with a speed and grace which is made all the more terrifying by the might and power behind each perfect swing of the sword or the pinpoint precision from each shot of the musket. Their ethereal magic and bodies enchant their weapons, causing each blow to be laced with minor magical effects. The Embricken Guard are almost entirely made of Alves, and they hold a notable distaste for the whimsical and dishonorable style in which their Faerie cousins fight, although they will begrudgingly acknowledge their effectiveness when pressed.

The Ostjäger Samurai

Race: Beastmen

Kingdom: Inarishima

Religious Affiliation: Elemental Orthodoxy

Doctrine: Lightning Strike Doctrine

Lore:
The Ostjäger Samurai are immensely powerful and ferocious, their discipline and honor contrasting greatly with their bestial bloodlust. The Ostjäger Samurai employ a hybrid style of warfare, standing at the frontlines and firing their guns in great disciplined volleys, until the enemy get close, at which time the Samurai will drop their firearms and enter a berserk rage, wailing on the enemy as wild beasts. The Kingdom of Inarishima is an isolated part of the Terren Empire with a vastly different culture then the rest of the empire. This, combined with their knowledge of the wilds due to their beastmen natures, their warriors have adapted to be far more self-sufficient than the rest of the Realm Guard. These warriors hold vast and deeply personal oaths of loyalty to both their lords and Emperor Luka, and despite their uniqueness compared to the rest of the Realm Guard, they are widely seen as some of the most loyal soldiers within Terren.

The Abyssal Wardens

Race: Karibdi

Kingdom: Karibdimar

Religious Affiliation: Elemental Orthodoxy

Doctrine: Consolidation Doctine

Lore:
The Abyssal Wardens are the protecters of the massive underwater city-states of the Karibdi. These warriors are skilled in the arts of undersea combat, as most of them spend much of their time fighting off the massive horrors of the deep sea who frequently assault the Karidbic cities. This experience means that they have become masters of slaying colossal monsters. They very rarely are ever summoned from their oceanic kingdom, but when they are, their skills as monster hunters means that they are often tasked with battling enemy war beasts. Unlike the Wendrogian Vine Rangers, the Abyssal Wardens fight these terrifying monsters up close in melee combat.

The Void Phalanx

Race: Verführerin, Humans

Kingdom: Sukkubusreich

Religious Affiliation: Eliadic Cult

Doctrine: Depravity Doctrine

Lore:
The Void Phalanx are the warriors of the Sukkubusreich, and are a truly difficult foe to face. The warriors of the Void Phalanx are very lightly armored, and lack durability, but they make up for this weakness with incredible speed, and incredibly devastating attacks. The Void Phalanx are best utilized in clearing through large numbers of lightly armored enemy chaff. They tend to struggle against heavily armored foes, for their effectiveness in combat diminishes the longer they remain fighting. Another skill the Void Phalanx are renowned for is their near immunity to magical mental attacks, as well as supernatural charms, fears, and other hinderances.

The Castlerain Dragoons

Race: Dragonborn, Humans, Serpentines

Kingdom: Castlerain

Religious Affiliation: Eliadic Cult

Doctrine: Hero Doctrine

Lore:
The Castlerain Dragoons are esteemed as one of the most formidable forces in the world and are the likely strongest of the Realm Guard forces. The warriors of the Castlerain Dragoons are a hybrid between infantry and cavalry. Their warriors will engage the enemy on horseback, opening with a devastating charge on their heavily armored mounts, before dismounting, forming up, and laying into the disoriented enemy they had just slammed into. They will then remount, charge a new enemy formation and repeat the process. They may also occasionally choose not to dismount, instead preferring to remain on horseback and act as regular cavalry, although this is only done when they have an absolute mobility advantage, as their heavy armor slows them down considerably compared to other cavalry units.

The War Hawks

Race: Harpies

Kingdom: Vogelreich

Religious Affiliation: Eliadic Cult

Doctrine: Lightning Strike Doctrine

Lore:
The War Hawks are defenders of the kingdom of Vogelreich. They are flying skirmishers, who swoop down using their immense speed and arial mobility to harass and attack vulnerable enemy targets. In melee combat they prefer targets they can comfortably keep at arm's length and outmaneuver with speed and agility and primarily use polearms and spears to assist in this. They have very low armor and are quite fragile, so keeping distance even in melee combat is essential to them. However, they are not helpless against armored foes, quite the opposite. As harpies, they have incredible eyesight and can rain down precise shots down volleys of withering fire on heavily armored targets from afar, softening them up for their comrades on the ground to deal with.

The Untergrund Kriegers

Race: Insectoids

Kingdom: Insektheim

Religious Affiliation: Eliadic Cult

Doctrine: Horde Doctrine

Lore:
The Untergrund Kriegers are the Terren Dominions saboteurs and subterranean warfare experts, digging vast networks of tunnels under the very feet of the enemy before bursting forth in untold numbers from unexpected areas. They can appear anywhere at any time, bursting from the ground and laying into the enemy with explosives and blades. They are also experts at siege warfare, digging tunnels under walls or artillery emplacements and deploying explosives to dismantle them before emerging personally in great numbers to finish off any who survived. Finally the Untergrund Kriegers may also be deployed in mountainous or difficult to traverse regions as their burrowing abilities allow them to bypass these difficult areas more easily.

The Toxonic Reavers

Race: Slimes

Kingdom:Mortaburg

Religious Affiliation: Elemental Orthodoxy

Doctrine: Annihilation Doctrine

Lore:
The Toxonic Reavers are feared and reviled by both enemies and allies alike for their style of combat is not that of the blade or shot, but of illness and plague. The Toxonic Reavers are masters of poison and disease, unleashing vile barrages of filth and decay at their foes from the backlines. The vast majority of their members are slimes, and thus they require very little armor as their natural resilience makes them very hard to kill. While they tend to avoid melee, they are far from helpless in it, and they are infamous for coating their weapons with various toxins and poisons. In addition to direct combat, they employ insidious tactics such as poisoning water supplies and rendering areas uninhabitable through toxic bombardment.

Standard Auxiliary Camp

Each Auxiliary army travels and camps whilst divided into their respective Korps. The individual sections of the camp are split between divisions and will be set up in one of the 4 corners of the camp. The main specialty tents will be set up in the center of the camp. Defensive barricades will be erected around the camp and manned by sentries 24/7. Temporary stables will be established to house the mounts, monsters, and pack beasts brought along by the army.


The Imperial Legions are Terrens most elite fighting forces. The legions are not bound to any of the kingdoms but are instead organized by species and bound to the will of the emperor directly. Particularly promising warriors throughout the army may be granted the opportunity to undergo the trials necessary to enter into the Imperial Legions. Those who succeed will be given Soul-Bindings and assigned to the legion of their species. Although they may be numerically inferior to their comrades in the IAT, their individual warriors far surpass anyone within the IAT. Despite their near-ubiquitous presence across the Terren Dominion as guardians and defenders, the Imperial Legions are rarely summoned for combat as the creation and training of each legionary is a costly and time-consuming undertaking. However, when they are called to war, there are very few things in the world which can stand up to the might of a full legion.

The Imperial Legions follow a far more simplified chain of command that the Auxiliary Armies:

Each legion is issued the following standard equipment:
1 Slavian-Class Repeater Rifle
1 Long-Sword
1 Blanket & Sleeping Bag
1 Grooming Kit
Weather Gear
Rucksack
1 Entrenching Tool
1 Basic Toolkit
1 Tent
1 Set of Armor (varies by Korp and Rank)

Soul-Bindings:
During the creation of a legionary, they will undergo a special process called Soul-Binding. Soul-Binding is a process in which the individual legionary must have his or her soul merged together with that of one of the myriad monsters or savage beasts roaming Terren. The process is incredibly painful but allows legionary to increase the already inherent abilities of their race, further enhanced by the abilities and strengths of whatever creature they absorb. The creature they absorb and the degree of impact it has on the body and mind of a legionary depends entirely on what creature the legionary in question binds too. For example, a goatman who Soul-Binds with a wolf may grow sharp fangs and wolfish ears. The effect of a Soul-Binding most noticeable in humans, although other races in Terren will also experience some level of physical development from a Soul-Binding and legionaries can often become very freakish to look at. In incredibly rare circumstances legionaries in training may be bound with the soul of a fellow legionary, or even a particularly skilled IAT soldier, who is currently on their deathbed, but wishes their power and strength to be handed down. This type of Soul-Binding is usually reserved for the sons of powerful nobles or other influential figures who seek to join the Imperial legions. The Soul-Binding of the Celestial Exemplars is slightly different than the forced absorption used by most legions. An Angelic Soul-Binding is a mutual process where an Angel selects a mortal whom they believe will make an exceptional soldier and creates a pact with them that allows the soldier to gain the benefits of a soul-binding without destroying the Angel.

The Companions

Soul-Binding: Former Legionaries

Race: Human

Religious Affiliation: Elemental Orthodoxy

Doctrine: Consolidation Doctrine

Lore:
The Companions are the legion of Humanity, and a force which has evolved overtime from the original band of warriors who originally followed Luka during his quest to unite the kingdoms of Terren against the Terminus Mists. The Companion Legion is almost exclusively comprised of those who have Soul-Bound with former legionaries, so as to ensure a clean and pure legacy is maintained from the original Companions. This legion fights hard to protect the entirety of Terren and are held up as the martial pinnacle of what the legions of Terren can be. Although they are not as physically powerful as their brother legions, they are the most skilled fighters individually. Thanks to their historic status they are Emperor Luka's most trusted legion, and it is rumored that the emperor knows each legionary by name.

The Celestial Exemplars


Soul-Binding: Angels

Race: Angels/Humans

Religious Affiliation: Eliadic Cult

Doctrine: Hero Doctrine

Lore:

The Celestial Exemplars are the Angelic legion, famed across the empire for their immense skill and power. Unlike most other legions the Celestial Exemplars have two races within them, Angels and Humans. These races are divided in the legion into two distinct groups: the Ascended and the Divine. The Ascended are mortals who have been granted the rare honor of Soul-Binding with an angel, their souls intertwined with those of their celestial comrades. The Divine is the other half of this equation, the angels who have chosen to bond with a mortal, forging a sacred connection which empowers and connects them. The Celestial Exemplars unique Soul-Binding grants their Ascended a measure of incorporeality similar to their angelic allies that allows them to absorb damage that would prove fatal to even their fellow legionaries.

The Nightmare Legion

Soul-Binding: Demons, Devils, Jinn (Rarely)

Race: Succubi, Demons, Devils

Religious Affiliation: Eliadic Cult

Doctrine: Depravity Doctrine

Lore:
The Nightmare Legion is a legion dedicated to pure pleasure and, paradoxically, purification. The Nightmare Legion is tasked with fighting enemy demons and destroying the secret cults established by the Royal Demon Realm wherever they find them. The process of becoming a legionary of the Nightmare Legion is difficult and requires a prospective soldier to overcome the temptations of fell creatures and perform a ritual to bind down the demon or devil and complete the Soul-Binding process without succumbing to their whispers. They carry out missions with pomp and flair, yet despite their glorious reputation and many heroic feats rumors circulate of their true loyalties due to their demonic nature, although Emperor Luka himself has dismissed these rumors as baseless superstition.

The Frost Pack

Soul-Binding: Wolfs, Bulls, Minitours, and Feral Beastmen

Race: Beastmen

Religious Affiliation: Elemental Orthodoxy

Doctrine: Hero Doctrine

Lore:
The Frost Pack are the ferocious legion of the Beastmen. Their warriors are relentless berserkers who traverse the battlefield in an unyielding bestial rage, unleashing brutal and devastating attacks upon any who dare oppose the emperor's vision of peace and coexistence. The Frost Pack are devastating shock troops, mercilessly tearing into enemy line and disorienting them with their animalistic growls and howls. Those who fight the Frost Pack seem to become gripped by a supernatural terror which disorients and frightens them, reducing their ability to fight back considerably. Despite their ruthlessness in battle, and reputation for savagery, the Frost Pack are surprisingly beloved by the citizenry of Terren, for they are doggedly loyal protectors and are some of the most jovial legionaries of the battlefield.

The Deepguard

Soul-Bindings: Kreigwhale, Driskrab, Höllenkalmar

Race: Karibdi

Religious Affiliation: Elemental Orthodoxy

Doctrine: Consolidation Doctrine

Lore:
The Deepguard are a proud and flashy legion who specialize in amphibious warfare. They are comprised of a unique breed of Karibdi. Most militarily minded Karibdi enlist in the Navy as sailors or Kraken Marines, yet the Karibdi of the Deepguard are different. They are possessed of a wanderlust for that which is above the oceans, and they choose to remain on the land of the isles rather than the open seas. They are skilled in fighting in marshy and muddy terrain, their bodies capable of easily moving through much which would stall or trap anyone else. They are also surprisingly adept at maneuvering through sand dunes and desert regions. This is likely due to the similarities that sand and water have in terms of consistency. They are stubborn and insular, and they tend not to get along with the rest of their kindred who view them as "land lovers".

The World Poisoners

Soul-Bindings: Feral Slimes, Water Nymphs (Occasionally)

Race: Slimes

Religious Affiliation: Elemental Orthodoxy

Doctrine: Annihilation Doctrine

Lore:
The World Poisoners are the pollutant and toxin obsessed legion of slimes. Each legionary is trained in the creation and administration of poison using the natural chemical compounds of their enhanced bodies. Their Soul-Binding to feral slimes allows their bodies to generate at an incredibly fast rate enabling them to use their own bodies to create new toxins with which to devastate their enemies. They are distrusted by most of their allies due to their cruel and carnivorous nature, yet the emperor recognizes their use. The body of a World Poisoner becomes gelatinous due to their Soul-Binding and thanks to this they can do things which other legionaries can't. Their abilities range from cellular rejuvenation, bodily alteration, and internal temperature manipulation.

The Blackwings

Soul-Bindings: Feral Harpies, Terravens

Race: Harpies

Religious Affiliation: Eliadic Cult

Doctrine: Lightning Strike Doctrine

Lore:
The Blackwings are the primary masters of arial combat and are the legion of the sky. Their Soul-Bindings enhance their already mobile harpy biology, granting them the insane power to move at near Mach 5, as well as enhancing their already incredible vision to supernatural perfection. Their proficiency in aerial maneuvering and reconnaissance allows them to gather vital intelligence and strike at enemy positions with deadly accuracy. And unlike their fragile kin, the Blackwings are actually able to take hits in combat, making them a far more terrifying foe to face in battle. Their enhanced eyesight also makes them incredibly devastating snipers, allowing them to deal massive damage to single targets. Finally, the Blackwings may also use grenade launchers to carpet bomb enemy positions.

The Iron Leaves

Soul-Bindings: Tree kin, Vindras

Race: Plantae

Religious Affiliation: Elemental Orthodoxy

Doctrine: Shadow Doctrine

Lore:
The Iron Leaves are a terrifying legion of Plantae who blend the forces of nature and technology to create devastating defenses against those who would dare to intrude into their domain. They are masters of bioengineering and botanical manipulation and use these skills to both magically and technologically augment natural plants with steam-based technology and empowering magic, enhancing the natural resilience and defensive capabilities of Terrenic flora to create a living, breathing defense network that spans the length and breadth of Terren. Their Soul-Bindings increase the Plantaes already natural connection with nature to even greater heights allowing them to control and manipulate the environment around them with incredible precision.

Below are some of the enhanced Flora the Iron Leaves make use of:

Snapjaw

Solflower

Vine Swarm

Seedblaster

Blaze Peddle

Bloom Sentry

The Solarum Noctis

Soul-Bindings: Vampires, Undead, Spirits

Race: Vampires

Religious Affiliation: Eliadic Cult

Doctrine: Horde Doctrine

Lore:
The Solarum Noctis are the fascinating result of Soul-Binding experimentation on the dead. Every single one of them is a master necromancer and spirit medium. They are very scholarly and spend most of their time researching greater methods of raising the dead. The Solarum Noctis do not tend to rely on allied IAT forces, due simply to the fact that most combat can be performed by the hordes of undead at their command. Unlike most necromancers from outside of Terren who draw their power from the darkness of night, the Solarum Noctis can use solar magics to empower their undead minions. Their rifles are specially designed to create undead from those they kill, although the undead created in this manner are uncontrollable and can occasionally make battles more difficult.

Here are the undead which the Solarum Noctis make use of in their necrotic armies.

Zombies

Skeletons

Wraiths

Draugr

Grave Glider

Spector Grenadiers

Hazarikan Gargoyle

Grave Keepers

Undead Mounts

Mourngeists

Mortis Knights

Grave Keeper

The Celestial Dragons

Soul-Bindings: Wyverns, Drakes, Serpents, Dragons (occasionally)

Race: Serpentines

Religious Affiliation: Eliadic Cult

Prince: Hero Doctrine

Lore:
The Celestial Dragons were the very last legion to be created and sanctioned by the emperor. They are well known for their monster-hunting abilities as well as their strict adherence to dragonic codes of honor. This is the legion called on when Terren is faced with a truly nightmarish monster. They are known to focus on training their warriors to be individually powerful and independent fighters and as a legion, they actually have rather poor cohesion. They choose to Soul-Bind with the most powerful reptilian beasts they can find, enhancing their scales toughness, allowing them to grow wings, and even allowing Snakemen to breathe fire. Those who manage to Soul-Bind with a dragon are often fast-tracked within the legion's hierarchy.

The Glimmering Guard

Soul-Bindings:

Race: Fae

Religious Affiliation: Eliadic Cult

Doctrine: Lightning Strike Doctrine

Lore:
The Glimmering Guard are the ethereal Alf legion, who have allowed themselves to fully embrace the full power of their Fae heritage. They dance into battle, laughing and jovial, in a manner far more reminiscent of their Faerie cousins then of Alves. They move around with fluid, almost liquid like motions, and are extremely difficult to hit. In combat they beguile, charm, and manipulate their foes, causing madness and confusion among their foes as the Glimmering Guard cut through them laughing and dancing all the while. This, of course, means they are disliked by their kin, who see them as dishonorable and cruel, yet the legionaries of the Glimmering Guard seem to pay these criticisms no mind, for they are merely doing their duty and protecting their nation.

The Swarm Host

Soul-Binding: Feral Insectoids, Arachnilord

Race: Insectoids

Religious Affiliation: Eliadic Cult

Doctrine: Horde Doctrine and Shadow Doctrine

Lore:
The Swarm Host are a legion with a unique style of combat which adheres to both the Horde Doctrine and the Shadow Doctrine. With their distinctive Soul-Binding, they possess the ability to communicate with and dominate insects of all varieties, not just those within their hives. The Swarm Host utilize these creatures as their own personal sub-army, sending them to infiltrate enemy positions and gather vital intelligence. They use this infiltration and intelligence to set up masterful ambushes on vulnerable foes. Once the Swarm Host has identified a vulnerable target they will emerge from the ground and descend from the skies simultaneously, washing over their foes in a terrifyingly unstoppable swarm. Surrounded by their deadly insectoid familiars, the Swarm Host will unleash a hail of weapons fire and overwhelming force that crushes through all who stand in their way.

War Scarab

Blast Hornet

Spyfly

Mana Beatle

Dagger Ant

Warrior Bug

Arachnilord

The Imperial Guard

Soul-Bindings: Luka von Heinrich

Race: All Terren Races

Religious Affiliation: None

Doctrine: A Mix of All Doctrines

Lore:
The Imperial Guard are responsible for protecting Emperor Luka and his family from any and all threats. as well as guarding property owned by the House of Heinrich. Each of the Imperial Guard are Soul Bound to Emperor Luka, granting them lesser versions of all of Lukas' abilities, and causing their moral values and loyalties to shift naturally overtime to become closer and closer to those held by Emperor Luka. Due to their extremely unique Soul-Binding and difficulty of training them, there are only 300 members of the Imperial Guard, rather than the usual 80,000. Yet despite their extraordinarily small numbers, the Imperial Guard are famously unstoppable in battle, and it is said that if only 2 of their members are protecting you, you will be safe from an army numbering in the tens of thousands, such is their skill in both protection and combat. While this is an exaggeration, it is still known that the Imperial Guard are nevertheless still invaluable bodyguards.

Imperial Knights

[



Lore:
The newly formed Terren Dominion has been heavily influenced by its neighbor and closest ally The Order of the Chief Goddess. No where is this influence more obvious than in the Imperial Knights. Taking after the knightly houses of their theocratic ally, the Imperial Knights are heavily armored mounted legionaries who fight on the flanks, breaking through the enemies' side guards and then wreaking havoc on the back line. Thanks to their heavy armor and mighty steeds, added onto the already superhuman strength granted by their Soul-Bindings, the Imperial Knights can fight in melee combat for a long time before withdrawing to deliver another mighty charge, Imperial Knights do not ride to battle on flesh and blood steads, but on great mechanical horses forged in Ealindaes, allowing them to run and fight for far longer than any normal steed.

Standard Legion Camp

In order to prevent any legion from being caught out in its entirety while in camp, legions will divide into their sub-legions before establishing camp. Each of the Mellas will be set up in one of the 4 corners of the camp with 10 legionaries packed into each minor tent, while major communal tents will be set up in the center of the camp. Defensive barricades will be erected around the camp and manned by sentries 24/7. Each of the major communal tents will be run by the legion's Immunes.

Warmachines

The Terren Military, and the Imperial Army in particular, makes great use of war machines to supplement their forces. Almost all of these come from the Imperial Collage of Engineers and each Korp will often take along a cadre of Engineers to help maintain these machines during the stresses of war.
Below are some of the most common war machines devised by the Collage.

Imperial Steamtanks
The Terren Empire has mastered the power of steam, coal and fire in a way not imagined by the other nations of the Union of Order. The clearest example of this are the Imperial Steamtanks. These heavily armored contraptions stand as a testament to Terren military might and imperial science. The main components of the steamtank are their steam-powered engines which give them their name, their fearsome gun turrets, and their specialized transport tracks. There is a variety of different classes of the steamtank which will be explored below. Each class also has several variations which increase as imperial engineers continue to improve upon their designs.

Warbringer

Versions:
Warbringer I
Warbringer Kriegernaught
Warbringer II
Warbringer III
Warbringer IV
Warbringer V
Warbringer Devastator
Warbringer VI
Warbringer VII
Warbringer Kriegernaught II

Lore:
The Warbringer Class of steamtank is one of the most fearsome tanks ever produced by Imperial-Hazarikan engineers. It is a heavily reinforced war machine with a powerful hull designed to take punishment from any and all sources as well as dish it right back out. Like many of the other steamtanks of Terren's arsenal, the Warbringer is designed to be on the frontlines of battle, unleashing devastating barrages of missiles upon anyone unfortunate to cross its path while absorbing fire for the infantry and lighter machines behind it, mixing perfect defense and offence. The Warbringer is the most heavily modified steamtank in the Terren arsenal with newly improved versions always in the works.

Eliadismacht

Versions:
Eliadismacht I
Eliadismacht II

Lore:
The Eliadismacht Class of steamtank is a newer class which trades armor for speed and mobility. Using an advanced steam engine capable of handling immense pressure and heat the Eliadismacht can enter into an overdrive state and triple its speed. The Eliadismacht is not heavily armored, but its main gun still packs a serious punch which allows it to bring serious pressure wherever it is needed on the battlefield.

Urkraft

Versions:
Urkraft I
Urkraft II
Urkraft Indgodindesu (Equipped with a flamethrower instead of turret)
Urkraft III
Urkraft Ghodnormea (Even more heavily reenforced with earth magic)

Lore:
The Urkraft Class is perhaps the type of steamtank which exemplifies the name "tank" the most. It is heavily armored on all sides and powered by a monstrous elemental powered engine. It lumbers onto the battlefield with its extreme bulk and armor and swiftly gathers the attention of all nearby enemies onto itself. It requires a truly herculean effort to overcome the durability of the Urkraft and many foes have been forced to retreat when faced by this mighty, seemingly impenetrable behemoth.

Arkanetank

Versions:
Arkanetank I
Arkanetank II
Arkanetank Amythyst

Lore:
The Arkanetank Class is the product of a rare collaboration between the Imperial College of Engineers and the Universitäten für Magie, and the results speak for themselves. The Arkanetank is equipped with a combination of heavy armor and magical enchantments which combine together to create a truly formidable defense. Yet even more impressive is the Arkanetanks main guns, which fire magical projectiles which not only damage the physical but also the immaterial. Arkanetank is by far the most rare and difficult class of steamtank in the Terren arsenal, but it still stands as a testament to the power of combining magic and science.

Odynspear

Versions:
Odynspear I
Odynspear II
Odynspear III
Odynspear IV
Odynspear V

Lore:
The Odynspear Class a long range mobile artillery piece designed to be located near the rest of the armies artillery as a deterrent. The Odynspear launches its assaults from incredibly long range and tries not to put itself into close quarters combat with the main force of the enemy. However, it is far from helpless in close quarters combat and will quickly engage flanking enemies who are attempting to silence the Terren artillery encampment, using its bulk and heavy cannon to rip the would-be ambushers to pieces.

Feuergestein

Versions:
Feuergestein I
Feuergestein II
Feuergestein III
Feuergestein Desertstorm
Feuergestein IV

Lore:
The Feuergestein Class is deigned to fight in the harsh desert environments of Sabafia and central Haltengeld. Its special tracks are designed to move over the sand with ease, and its steam engine has a complex series of vents which prevent overheating. The Feuergesteins specialized nature means that it only sees combat in desert regions, as its augmentations which make it ideal in the desert hinder it dramatically when not in that environment. Nevertheless it is a popular and reliable steamtank.

Wrathshot

Versions:
Wrathshot I
Wrathshot II
Wrathshot III
Wrathshot IV
Wrathshot V

Lore:
The Wrathshot Class is a massive heavily armored steamtank much in the same vain as the Urkraft class. It is even more heavily armored then the Urkraft Class however and its heavy armor can absorb even more damage. The tradeoff for this is that the Wrathshot is glacially slow and often struggles to position itself on the battlefield. But when it does the results are tremendous. The Wrathshot can stand to be the sole target of the enemy's aggression for a long time, taking all the enemies attacks on itself and dealing all damage taken back to sender with devastating volley from its cannon.

Artillery Batteries

Cannon

Lore:
The Cannon is designed to act as a medium-range anti-infantry battery. The Cannon's versatility as a piece of artillery makes it one of the most favored artillery pieces in the Terren Arsenal. It is equipped with the ability to fire both single shots of devastating shells into enemy fortifications and waves of shrapnel into enemy personnel lines.

Great Cannon

Lore:
The Great Cannon is a much larger more heavy version of the standard cannon. It has longer range and greater power behind its strikes, but it is limited to firing single shots rather than buckshot. Due to these limitations, it is usually used to eliminate large monsters and enemy war machines.

Wallbreaker Shrapnel Gun

Lore:
The Wallbreaker Volleygunis a massive cannon designed to clear enemy fortifications and defensive positions, equipped with a far greater range then the Great Cannon. The Wallbreaker Shrapnel Gun is designed to first deliver a high impact shock which crushes armor and walls alike before exploding launching shrapnel out vast distances.

Earth Smasher

Lore:
The Earth Smasher is the pride and joy of the Imperial Collage of Engineers, designed to fire devastating long-range bombardments which have a jaw dropping range of 60-80 kilometers. These artillery pieces are always placed very far from the front lines, making them very difficult to eliminate.

Bulletstorm Hellblaster

Lore:
The Bulletstorm Hellblaster is a massive cannon designed to clear large enemy formations by firing rapid volleys of bullets from 2 groups of rotating barrels. These barrels can fire a truly impressive amount of ammunition in a short period of time allowing the Bulletstorm to eliminate entire enemy forces single handedly.

Draken Ariel Defense Gun

Lore:
The Draken Ariel Defense Gun is a ferocious cannon which fires streams of molten fire super-heated to nearly 8,000 degrees, which is designed to not only destroy enemy fliers, but to heat the air around the streams in such a way that air density decreases drastically, making flight impossible. This superheating means that even if the Draken does not hit you with its devastating flames, you will still be forced from the sky.

Warmachines

Demolisher

Lore:
The Demolisher is both a long-range artillery unit and heavily armored close quarters vehicle. While it is much more difficult to manufacture than its counterparts, the Demolisher outclasses all its fellow vehicles in terms of sheer firepower and combat effectiveness. With a maximum range of over 120 kilometers and the ability to punch a hole through essentially anything, the Demolishers long ranged weapons are a true force to be reckoned with, but when the Demolisher does enter close quarters combat it is far from helpless. It uses its great mass to rampage through enemy formations and shrugs of attacks thanks to its great armor.

Blitzfort

Lore:
The Blitzfort is the most outlandish and impressive piece of Imperial-Hazarikan Engineering, perhaps second only to the Colossus. The Blitzfort is a fully sized castle, placed on an elaborate steam-powered drivetrain which allows the Blitzfort to move slowly yet inexorably across the battlefield. The Blitzfort is also equipped with a huge, almost unreasonable amount of guns and cannons. This great warmachine serves as both a devastating weapons platform and a mobile headquarters for farflung Imperial Armies.

Colossus

Lore:
Standing over 10 stories high and equipped with armor plating 3 feet thick the Colossus is perhaps the most outlandish feat of Imperial-Hazarikan engineering ever conceived. Its design was modeled after stories of living statues from foreign nations. The Colossus is extraordinarily powerful, yet the difficulty of producing them means that there have only been a few Colossi ever built, although the higherups in the army have been clamoring for more.


Military Support Staff

Whenever the army marches, they are accompanied by a truly vast number of supporters and helpers. The support staff of the Terren Reichsheer are tasked with a diverse range of roles and responsibilities each of which are crucial to the efficient running of day-to-day military operations. They are comprised of an array of skilled professionals and specialists each of whom works tirelessly behind the scenes to ensure that the soldiers on the front lines have the resources, logistics, and support they need to carry out their missions effectively.


This Graphic shows the different groups of supporters which accompany Terren Armies.

War Doctrine

The Terren Dominion is a diverse nation, and its military reflects this. Both the IAT and the Imperial Legions share war Doctrines. War Doctrines are not just general combat strategies, but philosophical ideas about how to wage war on all fronts. Early in the empire's foundation Luka realized that his vast military was extremely divided and held deep seated cultural differences between them. Instead of attempting to consolidate these incredibly varied forces, Luka decided to compile and solidify their cultural differences and create the War Doctrines which encouraged the different tribes and their militaries to focus on their own specialties. The result is that the different armies and legions of Terren now have a variety of different warfare methods.

Below are the different war Doctrines of Terren:

Hero Doctrine
The Hero Doctrine Is a Doctrine which centers on the idea that war should be an honorable and direct affair. The followers of Hero Doctrine prefer to engage their enemy on the field of battle in simple and direct contests of arms. Great lengths are taken to prevent civilian casualties or the destruction of private property. Followers of this Doctrine tend to dislike ambushes, spying or assassinations, deeming these acts dishonorable and unheroic. The Hero Doctrine also encourages continuous improvement of martial skill, and its adherents are always seeking to improve themselves. This Doctrine is immensely popular and is frequently used for propaganda purposes.

Horde Doctrine
The Horde Doctrine is all about overwhelming the enemy with so many bodies that the enemy cannot respond. This strategy requires a vast number of expendable bodies and as such is only effective when employed by those who can create such numbers. Necromancy and Broodmancy are the primary ways that the Horde Doctrine is effectively implemented. Using these vast hordes of summoned creatures' armies following the Horde Doctrine are able to completely overwhelm their enemies and replenish their losses at a rapid rate.

Depravity Doctrine
The Depravity Doctrine is a unique Doctrine formulated by the succubi and incubi of the City of Sinners. Depravity Doctrine believes that war should be fought not just on the battlefield but in the hearts and minds of the enemy. Depravity Doctrine focuses specifically on manipulating the leaders and population of the enemy into becoming sympathetic to the imperial cause via seduction, propaganda and assassinations. Depravity Doctrine understands the value of direct combat however and in battle tend to fight in flashy and exuberant ways in order to awe an enemy and deprive them of their will to fight, using magic and seductive movements to turn foe into friend.

Consolidation Doctrine
The Consolidation Doctrine is all about maintaining the territorial integrity of the empire. Under the Consolidation Doctrine not a single inch of Imperial territory should ever fall into enemy hands. As such this Doctrine focuses heavily on the defense of the Fatherland and its many colonies. Massive trench networks, vast minefields, and impenetrable fortresses are the name of the game in the consolidation Doctrine. In combat the Consolidation Doctrine teaches that not one backward step should ever be taken in the face of the enemy.

Lightning Strike Doctrine
The Lightning Strike Doctrine is all about speed and overwhelming an enemy position before they can even react to what happened. The Lightning Strike Doctrine is structured around the combined use of massive cavalry charges, rapid deployment strike teams and overwhelming air superiority to swiftly engage the enemy, eliminate high priority targets and overcome the enemy army before they even have a chance to set up defenses or regroup with allies.

Shadow Doctrine
The Shadow Doctrine centers on the idea of stealth and deception in war. Adherents to the Shadow Doctrine Focus not on open warfare but instead on ambushes and night raids. Preferring to fight the enemy when they are most vulnerable and least able to fight back. When they are forced into combat adherents of the Shadow Doctrine, they prefer to fight dirty, skirmishing with their enemies creating and maintaining distance and luring enemies into less advantageous positions so they may be divided and picked off in smaller groups.

Annihilation Doctrine
The Annihilation Doctrine is one of the most vicious and hated Doctrines, and one that is generally reserved only for the most brutal of conflicts. Annihilation Doctrine teaches victory at any cost, no matter what. Bombings, chemical weapons, and the targeting of infrastructure are just some of the methods employed by the annihilation Doctrine. Such a horrific Doctrine means that it is employed only with the express permission of Emperor Luka, the Imperial Senate and the High Lords.

Imperial Armory

Accompanying every force of Terren is the Imperial Armory. The armory is staffed by skilled blacksmiths, armorers, and weapon smiths who tirelessly work to produce and maintain the arms and armor of the realms. The mobile forges burn day and night, casting molten metal into formidable weapons and crafting intricate suits of armor. Skilled artisans meticulously adorn the armor and weapons of the Legions and Realm Troops with ornate designs, reflecting the culture and grandeur of their realm.

The armory's inventory includes an array of weapons, armor, and magical artifacts which are continually being forged and distributed to the soldiers of the empire as they campaign.

Short Sword

The Short Sword is a stock standard piece of equipment, simple but effective. The blade is typically about 24 to 30 inches in length, designed for swift, close-quarters combat, the short sword balanced and agile, allowing for quick strikes and nimble maneuvers in combat.

Great Sword

The Great Sword is a large weapon which uses its great size and weight to crush heavily armored foes. The Great Sword is typically about 48 to 60 inches in length, and is designed for open field combat, struggling in confined spaces.

Zweihänder

The Zweihänder is a mighty sword which is wielded expertly by the legionaries as their primary melee weapon of choice. Although a normal man would require both hands to lift such a weapon the legionaries enhanced abilities allow them to wield it single handedly while also wielding a pistol.

Halberd

The halberd is a majestic and versatile polearm, favored by warriors throughout the empire for its combination of reach, power, and versatility. It consists of a long wooden shaft, usually around six to eight feet in length, topped with a steel blade that incorporates elements of both an axe and a spear.

Terren Single Shot Rifle

The symbol of Imperial firearms is the Terren Single Shot Rifle. The gun is old reliable through and through, utilized by every branch of the military, deigned to be durable and easily mass produced. The Terren Single Shot Rifle has a decent range of around 800 meters and can peirce through most body armor.

Slavian-Class Repeater Rifle

The Slavian-Class Repeater Rifle is characterized by its ability to fire 4 bullets at a time, and it is a devastating weapon in the hands of even an untrained solider. Recent efforts from wizards of the Enchantment University have led to the innovation of using an Icon of Multiplicity to make this weapon capable of shooting several rounds of bullets at a time. A single bullet can pierce up to 12 cm of metal armor.

Blackwell-Class Focus Rifle

The Blackwell-Class Focus Rifle is a precision weapon which is designed to fire from extremely long distances. It has an accuracy range of about 1600 meters. It is the most accurate of the Imperial firearms and is a favored weapon of both harpies and law enforcement. It also can fire legendary armor piercing rounds can punch through about 1 whole meter of metal.

Grenade Hand-Mortar

The Grenade Hand-Mortar is a weapon which fires out blackpowder bombs from its barrel. It is a relatively short, ranged weapon but it makes up for this with devastating fire power. The grenades it fires are on a fused timer and can bounce and ricochet around tight spaces or enemy trenches.

Blunderbuss

The Blunderbuss is a mighty short ranged weapon. It fires sprays of shot out in a wide arc infront of it, each shard cutting into the enemy with extream force. The guns power is famed, but many tend to underestimate its range. While it is preferably used at close range, the Blunderbuss can "clip" enemys from long ranges, and while these clips are not as fatal as a close range shot they can still be crippiling.

Flintlock Pistol

The Flintlock Pistol is smaller than most other firearms but it makes up for this with its flexibility. The pistol is easier to aim, quick to draw and requires less stability to fire, making it a favorite of naval soldiers and legionaries. It is also utilized as an emergency backup to make up for the long reload times of the other firearms.

Electro-Gun

The Electro-Gun is a weapon designed not to kill the enemy but stun them. When fired the Electro-Gun releases a blast of electric energy which temporarily stuns anyone who gets hit. This weapon is used to immobilize important targets who have been marked as important to be capture alive for whatever reason.

Terren War Beasts

The Terren Dominion stretches across a vast amount of land, from the Terren Archipelago and the western colonies, to Helvetii and Bogontona and as a result is home to vast populations of animals, beasts and monsters. While the Terren Archipelago is not home to many monsters in particular, the imperial colonies are a different story. It was not long after establishing many of these colonies that many in the Imperial Army came to realize the potential power and usefulness of these exotic fauna and began incorporating them into their forces.

Cavalry Mounts
While the cavalry platoons of the imperial army tend to utilize horses only (with the exception of the Imperial Dragoons) many imperial commanders have the option of riding more exotic mounts as a means of increasing their combat effectiveness, as well as inspiring the troops. Below are the mounts that many commanders take.

Horse

Habitat: Mountains, Fields, Grasslands

Diet: Herbivore

Temperament: Varied
The horse is by far and away the most common type of mount within Terren. Known for their speed and resiliency the war horse is a staple of the military, and they are comparatively easy to tame and control, although it still does require a good bit of training and patience to unlock the full potential of these great steeds. The Horse is also frequently used by civilians and equestrianism is a popular sport within Terren.

Pegasus

Habitat: Mountains

Diet: Herbivore

Temperament: Loyal, Gental, Intelligent
The Pegasus is a creature possess the powerful body of a horse and a pair of large, feathered wings that enable it to take flight with grace and ease. As a mount, a Pegasus is incredibly swift and agile, capable of soaring through the sky with unparalleled speed. Its ability to take to the air allows it to traverse great distances in a fraction of the time it would take most other mounts. It is an ideal mount for long journeys, scouting missions, and flanking enemy positions.

Terrdragon

Habitat: Mountains

Diet: Omnivore

Temperament: Intelligent, Prideful, Territorial
The Terrdragon, also known as the Imperial Dragon, is the national animal of Terren, and a species of dragon found exclusively in the Terren Archipelago. The Terrdragon's keen eyesight and sharp senses make it an exceptional mount, able to navigate through even the most treacherous of terrains. Its fiery breath, is both a fearsome weapon and valuable asset, providing warmth and light while fending off threats. The Terrdragon's is a mighty creature with bestial intelligence and immense strength. It is impossible to tame an adult Terr-Dragon, instead they must be found as eggs and raised from birth to act as mounts.

War Beasts
In terms of monsters the Terren Archipelago is a relatively safe location, however Terren holds several colonies abroad, most notably Helvetii, also known as the "Land of Monsters". Thanks to imperial expansion the Terren Beastmasters now keep a large variety of monstrous beasts in their great menageries just waiting to be unleashed upon the enemies of the empire. The expense and difficulty of training and maintaining these beasts is offset by their great battlefield effectiveness, and devastating effect on enemy morale.

Dire Wolf

Habitat: Feilds, Plains, Mountains

Diet: Carnivore

Temperament: Loyal, Cunning, Territorial
The Dire Wolf is a favored war beast within Terren and a ubiquitous presence throughout the empire. Dire wolves are far larger than any other wolf and incredibly fast and intelligent. Although they are not as fast as a horse, their intelligence and strength make up for this many times over. They are renowned for their loyalty, and they are easy to train, easy to control, and effective in large numbers, the War Hound is ideal as a combat beast. War Hounds also serve as trackers and scouts and are valued for their ability to detect incoming danger long before it shows itself.

Bugbear

Habitat: Jungles

Diet: Carnivore

Temperament: Gluttonous, Aggressive
Bugbears are monstrous creatures, typically large and robust, possessing immense physical strength and endurance. They are particularly intelligent, with most being just slightly more intelligent than apes, but in battle Bugbears are formidable and fearsome adversaries and Terren beast masters will use food to lure them into service. Their immense strength and resilience make them well-suited for the role of infantry, capable of charging into the thick of combat and causing havoc among enemy ranks. Bugbears are known for their ferocity in battle, often wielding crude weapons or relying on their sheer brute force to overpower their foes.

Terraven

Habitat: Grasslands, Feilds

Diet: Herbivore

Temperament: Intelligent, Cunning, Mischievous

The Terraven is a large corvid-like bird which soars over the battlefield preforming a variety of tasks. With a combination of extreme intelligence as well as a wingspan of well over 12 feet the Terraven is a dangerous foe which can detect weak points and vulnerabilities before swooping down to any point in the enemies' lines to wreak havoc before disengaging before any form counterattack can come. Flocks' pf Terravens are often spotted flying alongside the empires flying war machines acting almost like escorts.

Blood Lion

Habitat: Caves, Mountains, Plains

Diet: Carnivore

Temperament: Aggressive, Energetic, Loyal
The Blood Lion is a colossal beast which terrifies every foe they come across. Blood Lions are extremely aggressive and brutal, and when unleashed on the battlefield they are nearly unstoppable forces of destruction. In order to bring such mighty creatures to heel, beastmasters must subjugate them with force, yet once broken they are surprisingly loyal to their handlers,

Echsenkönig

Habitat: Caves, Mountains, Plains

Diet: Carnivore

Temperament: Aggressive, Energetic, Loyal
The Echsenkönig is an elemental creature born from the magic of the Fatherland itself. These mighty creatures haunt the wilds of the archipelago and beastmasters must bring them to heal with the aid of shamans. When these beasts take to the field, the enemy will come to fear the power of the Terren Fatherland.

Terrjötunn

Habitat: Mountains, Snow Planes

Diet: Carnivore

Temperament: Aggressive, Chaotic, Dull

The Terrjötunn is a subspecies of Ice Giant native to the Island of Valheaven who have been influenced by the holy nature of the angels who make up the Archduchies population. Thanks to this influence the Terrjötunn is signifyingly more powerful than their northern kin, and slightly more intelligent, as they are able to discern friend from foe


Heroes of the Empire

Although the Grand Theocracy is the nation in which the superhuman warriors known as "heroes" are most frequently found the Terren Dominion has recently begun producing some of their own champions under the guidance of agents from the theocracy. The route to becoming one if these elite warriors is a rigorous combination of training and becoming blessed by the gods of Terren in a similar albeit weaker version to the very process Emperor Luka himself went through in his accent to the throne. The blessings of the gods allow mortals to break through their regular limits and gain superhuman abilities. All hero's gain a degree of superhuman strength and durability although the amount is radically different depending on the individual. Where a regiment or battalion might falter, the heroes of the Empire will succeed. Many are one-person armies, being able to defeat a large number of enemies by themselves. The Heroes of the Empire tend to operate outside of the official command structure of the Imperial Military. Instead, the legendary Fighters Guild is responsible for managing these warriors and directing them in service to the empire. Wealthy nobles, military commanders, concerned citizens, and even the emperor himself might put in a contract to the Fighters Guild, which will in turn relay the contract to interested heroes. Heroes are an extremely diverse bunch, and no two heroes are ever equipped the exact same as they frequently utilize mysterious and ancient weapons which they find on their adventures for their own use. In terms of their skills most Heroes of the Empire tend to be far more centralized than their counterparts in the Grand Theocracy. There are 6 main groups or "classes" that most Imperial Heroes tend to fall into. These classes represent the unique skills, abilities and specializations that these heroes have.

Reich Warden

Beastmaster

Master Engineer

Attentäter

Crypt Reaver

Arc Sorcerer

Bounty Hunter

The Reich Warden is a valiant defender and protector of the realms of Terren. Often seen wearing extremely heavy armor and wielding a mighty great sword and an impenetrable shield, these champions wade into the heart of battle striking down enemies left and right while shrugging off any attacks launched against them. The Reich Warden is the rock that holds an imperial force together. The Reich Warden will often charge into enemy lines in a destructive whirlwind of steel and iron, keeping the enemy's attention while the soldiers in the backline rain gunfire and artillery strikes upon the foe. No matter the battle the Reich Warden is a devastating champion whose presence steels the nerves of their allies and terrifies their foes.
  • Iron Skin
    The Reich Warden causes their skin to harden like iron while maintaining their mobility.

  • Devastating Charge
    The Reich Warden charges forward with far more speed then their armor should allow, knocking away all foes in the way.

  • Inspired by Victory
    The Reich Warden becomes filled with fighting spirit upon the death of a champion, increasing their strength and healing wounds.

  • Whirlwind of Blades
    The Reich Warden whirls around their weapon cutting all around them.

  • Last Stand
    When wounded the Reich Wardens defensive properties increase proportionally to the damage.

  • Rally the Troops
    The Reich Warden calls out to nearby allies, enhancing their resolve and increasing their prowess.

  • Bloodlust
    The Reich Warden allows their rage to overwhelm them, entering a mighty frenzy.

  • Hold the Line
    The Reich Warden plants themselves into position in front of the foe, becoming immovable and raising their defense.

  • Obsidian Barrier
    The Reich Warden uses their shield to create a barrier which is impervious to frontal assault.

  • Bannerlord
    The Reich Warden raises up an imperial banner which impowers both the Warden and all nearby allies.

The Beastmaster is a powerful supportive force for any imperial army. These wild heroes are experts at controlling the wills of the beasts of Terren, using their power to tame a menagerie of monsters and beasts to serve them in battle and to enhance the powers and skills of imperial warbeasts. Without the Beastmasters, Terren would not have access to their famed monsters, both on land and at sea. In battle the Beastmaster is at home in the midst of a pack of beasts, barking commands and striking at their enemies with their powerful whip staffs.
  • Lightning Whip
    The Beastmaster strikes their foe with a devastating strike from their whip.

  • Kill Command
    The Beastmaster marks a target for death, causing their beasts to become even more aggressive towards them.

  • Soothing
    The Beastmaster causes an enemy monster to become pacified for a time

  • War Howl
    The Beastmaster enhances all allied beasts with a magical roar.

  • Beast Eyes
    The Beastmaster may experience the world through the eyes of one of their beasts.

  • Survivalist
    The Beastmaster is at home in the wilds, and can survive in any environment.

  • Taming
    The Beastmaster can tame any wild beasts they encounter to serve them.

  • Veterinarian
    The Beastmaster can magically mend minor wounds on most beasts

  • Stampede
    The Beastmaster calls upon the beasts around them to stampede a targeted area, overwhelming all in their path.

  • Aura of the Hunter
    The Beastmaster emits an aura which increases all nearby allies' skill in fighting beasts.

The Master Engineer is the least directly combat oriented of the Imperial Heroes, yet they are nevertheless invaluable support. These ingenious Engineers represent the very best of what the Imperial Collage of Engineers has to offer. These men and women have been gifted minor superhuman abilities in addition to an increase in their already brilliant intellects. The Master Engineers and are always tinkering and innovating, coming up with new weapons and enhancements for existing tech on the fly. In combat they rely on their portable steam engine (PSE) backpack and an array of custom-built gadgets and guns enhanced with their own designs, as well as using their abilities to create and impower supportive machines.
  • Steamblast
    The Master Engineer cools their PSE by launching boiling exhaust steam at the enemy.

  • Bomb Rat
    The Master Engineer deploys a robotic rat which runs at a target and explodes.

  • Fires of Innovation
    The Master Engineer unleashes a jet of fire from their PSE at an enemy.

  • Pocket Wormhole Generator
    The Master Engineer opens a personal wormhole, allowing them to instantly connect 2 points in space.

  • Siege Engine
    The Master Engineer deploys and pilots a mighty Siege Engine to steam role over enemy defenses.

  • Superconductor
    The Master Engineer unleashes a bolt of chain lightning from their PSE.

  • Tech Master
    The Master Engineer uses their extensive knowledge of tech to improve a nearby war machines power and effectiveness.

  • Weapons Expert
    The Master Engineer creates and distributes improvements for the weapons of nearby allies, increasing their effectiveness.

  • Emergency Repairs
    The Master Engineer quickly makes repairs to a damaged war machine at an impossible speed.

  • Entrenchment
    The Master Engineer reinforces a defensive structure with whatever materials are available, greatly increasing durability.

The Attentäter are heroes dedicated to the secret arts of assassination and sabotage. They are professional killers, thieves and rouges who use their specialized kit to eliminate high priority targets, such as enemy commanders and champions. They are not front-line fighters, preferring instead to use stealth and deception to confound and eliminate their foes. Their broad knowledge of assassinations and sabotage means that they are also very skilled bodyguards.
  • Backstab
    The Attentäter plunges their blade into the back of an unsuspecting foe, killing them instantly.

  • Dance of Death
    The Attentäter melds slightly into the shadows and fights with viscous skill while shrugging off and reducing the majority of the opponents' attacks.

  • Trickstab
    The Attentäter preforms an acrobatic maneuver, avoiding their opponents attacks while landing a hit of their own.

  • Assume Alter Ego
    The Attentäter can take on an alter ego at will, blending into any crowd undetected.

  • Toxic Coating
    The Attentäter coats their weapon in lethal toxins, allowing them to turn even minor wounds fatal.

  • Headshot
    The Attentäter fires a flintlock pistol with perfect aim from a long distance, striking their targets head

  • Undetectable Stealth
    The Attentäter blends into the shadows, becoming completely invisible and undetectable via sight or magic.

  • Feign Death
    The Attentäter creates a fake corpse and relocates somewhere else instantly.

  • Life Leeching
    The Attentäter can drain the life force of those they kill, allowing them to transfer it to either healing or increased power.

  • Saboteur
    The Attentäter uses a series of bombs, acids, and other tools to sabotage any weapon or device, disabling it.

The Crypt Reavers are horrifying champions from the darkest regions of Hazarika. These deathly warriors mix the magical art of necromancy with unholy strength to become a truly menacing force. These dark champions ride into combat upon nightmarish undead steeds and begin to slaughter the foe. As enemies fall around them the Crypt Reaver becomes impowered more and more, engorging themselves on their foe's souls. Yet even worse for the foe is that their slain comrades will not stay dead long when meeting their end at the hands of a Crypt Reaver. As the dark warrior fights on those slain begin to rise around him and assist in the slaughter.
  • Deaths Blade
    The Crypt Reaver slashes at the foe with a strike empowered by death magic.

  • Apocalyptic Swing
    The Crypt Reaver cleaves the area in front of them rending soul and flesh alike.

  • Bloodfiend
    The Crypt Reaver calls upon the flowing blood of their foes to strengthen their armor

  • Deaths Gaze
    The Crypt Reaver can see the location of all living being in a 5-kilometer radius no matter where they are.

  • March of the Damned
    The Crypt Reaver marches forward swinging their weapons in wide arcs and unleashing undead spirits to finish off those who survive.

  • Entomb
    The Crypt Reaver creates a grave tomb which traps the target within.

  • Corpse Flies
    The Crypt Reaver breaths out a cloud of monstrous corpse flies to torment their target.

  • Ghostly Charge
    The Crypt Reaver expels their ghostly soul to march forward. They then reform their bodies at the ghosts new location.

  • Undying Horror
    Even after taking fatal damage the Crypt Reaver can reanimate themselves as long as their corpse is not burned.

  • Necromancy
    In addition to the above abilities the Crypt Reaver can cast all the spells from the school of Necromancy.

The Terren empire has a large number of spellcasters, the vast majority of whom serve in the regular army as support. But a select few become stricken with wanderlust and desire to serve the nation on their own terms. These spellcasters become incredibly powerful, and their skills in sorcery increases dramatically for they are no longer bound to their original lores of magic, but may instead seek out power on their own terms. These sorcerers still utilize the same abilities as their non-hero fellows, but they also delve into new ideas, lores, and styles of magic, becoming truly unpredictable opponents.
  • Ubercast
    The Arc Sorcerer empowers a chosen spell, amplifying its regular effects.

  • Summon Mana Well
    The Arc Sorcerer creates a Magical font of power to rejuvenate themselves and nearby allies.

  • Magical Tome
    The Arc Sorcerer summons a flying magic book which allows them to cast a random spell from any lore.

  • Detect Origin Magic
    The Arc Sorcerer can sense the origin point of any spell.

  • Desperate Bargen
    The Arc Sorcerer sacrifices a part of their life force to instantly replenish their mana.

  • Sorcerous Artifact
    The Arc Sorcerer summons and activates a magical artifact which has a random effect.

  • Magic Sight
    The Arc Sorcerer can create a single floating eye which they can use to scout ahead.

  • Portal Lord
    The Arc Sorcerer can create long lasting portals which last for up to 3 hours.

  • Lore Master
    The lore attribute of the Arc Sorcerers chosen lore is amplified considerably.

  • Master of Magic
    The Arc Sorcerer can utilize a single chosen lore of magic in addition to all other abilities listed here.

The famed Bounty Hunters of Terren are legendary long ranged assassins. While the Attentäter are spies and saboteurs, the Bounty Hunters is an assassin first and foremost, hunting important figures down and eliminating them from long distances. Almost all Bounty Hunters are affiliated with the Black Guild, not the Fighters guild, although there are exceptions. With their customized rifles and naturally devious natures, the Bounty Hunter is an oppressive force on the battlefield, forcing the enemy to respect their entire sightline.
  • Bullet Storm
    The Bounty Hunter lays down covering fire, forcing the enemy to hunker down or take massive damage.

  • Dead Eye
    The Bounty Hunter uses their supernatural sight to spot a target, no matter where they are located.

  • Illuminating Flair
    The Bounty Hunter shoots out a magic flare which reveals all who are covered by its light, even if they are completely invisible.

  • Lock Down
    The Bounty Hunter fires a special bullet which temporarily cuts the victim off from their supernatural abilities.

  • Hidden Trap
    The Bounty Hunter lays down a magic trap which encases a foe who comes to close in a solid block of magic ice, allowing them to be captured easily.

  • Focused Shot
    The Bounty Hunter fires a single, high powered, high caliber bullet which destroys almost anything in an area around the path of the bullet.

  • Poisoned Shot
    The Bounty Hunter fires a bullet which injects the victim with a deadly poison which harms them over time.

  • Relentless Peruser
    The Bounty Hunter marks a target and presumes them doggedly, making it nearly impossible to escape.

  • You're Doing it Wrong!
    The Bounty Hunter instructs allies around them, granting them better accuracy with their firearms.

  • Trick Shot
    The Bounty Hunter fires a bullet which ricochets across various angels, allowing the Bounty Hunter to fire at targets not in their line of sight.

Report