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==Notable Groups== ===Ragnyll=== '''Hellghast Armored Unit''' The fighting force that the players control, the Hellghast Armored Unit was bathed in the fires of war from its inception, the earliest cadets having to fight their way out of their own military academy after it had been overrun by a Voss offensive. The Hellghast forces have fought all across Ragnyll, from the forests of Dandelion and Wassau to the mines of Kolstec. The Armored Unit functions through the usage of combined arms, utilizing conventional infantry and armor forces alongside a limited air corps and, in some cases, elemental casters. The Hellghast Unit has made a name for itself by being one of the more infamous units of the Ragnyllian military, leading the charge that is the Ragnyllian counter-offensive. Currently led by Major Gunther. '''Ragnyllian Legion''' Ragnyllian company famous for its usage of large amounts of infantry. Deployed alongside the Hellghast unit during the Invasion of Stallion. Led by Major Thaneus Kane. '''3rd Ragnyll Air Wing''' Ragnyll air corps, nicknamed "The Flying Scissors." Composed of natural pilots, and specialize in the patrol, interception, and harassment of enemy supply lines. '''Bad Company''' A band of 13 soldiers that functions pretty much like Schaeffer and his Last Chancers. Fight battles of attrition with the Voss and win. An elite unit, sent on highly dangerous, top secret missions deep into enemy territory. '''Class of '56''' The survivors of the elementalist academy in Solstice, the class has reformed into a sort of quick-response group that specializes in battlefield control, anti-occult warfare, and research expeditions. Have contributed heavily to the rebuilding of Ragnyllian cities in the wake of Voss attacks. '''The Black Deserters''' With a world war on the horizon in the aftermath of the Voss-Ragnyll conflict told in Volume one, a detachment of Ragnyll's soldiers Desert to invade the magic based nation of Iffram (Volume 3). They spread a plague of undeath across the nation, completely enveloping the city of Ashleaf, and then invaded the Scholomance, center of magical learning. By this time, many had adopted Vossian methods of necromancy, and using the unique state of the Viniculum, the place between worlds, in Iffram, to rip a tear to the underworld, the realm of the dead, and call forth the legions of dead Ragnyllian veterans to reinforce their nation for the upcoming war. Those located at the Scholomance who survived are now alive rather than dead, thanks to the Archmagus' spell to save his own students. '''The Ibon Drakes''' Originally a militia out of the northern border town of barthram, named Fenrir's Wolves. Upon the critical wounding of Lt. Fenrir, the militia reorganized as a full military company under Lt. Dragonheart during the second Voss-Iffram Conflict, 8 years after the first conflict. ===Voss=== '''The Three Generals of Terror''' The Generals of Terror are the most brilliant and well-known tacticians in all of the Voss Empire's armed forces. Two of the three have been met on the field and killed; the third, however, remains to be seen. '''Thanatos''' An ancient god of immeasurable power, Thanatos was accidentally summoned by Hellghast during the Invasion of Stallion when the Hellghast denied the god its Vossian tribute, human souls in the form of civilians. May or may not be the source of the Voss' ability to resurrect its dead as Ghouls/ source of power in general. Has given Hellghast something of a timeframe, proclaiming that it will claim the souls of those who fought that day in 99 days from the battle. '''The Terrible Children''' A special unit of the Voss Royal Guard, the Terrible Children's sole duty is the protection of the last living heir to the Voss throne, Prince Vilkas von Voss. Due to their unique command structure, The Terrible Children answer only to the Prince, and will defy even the mighty Generals of Terror if ordered to do so. Currently under the command of Major 'Iceheart' Konnair. '''Vilkas von Voss''' The future Emperor of the Voss Empire. A bastard child born of Kashir and Voss blood, Vilkas is the rightful air to the Voss throne. The child's progression from baby to teenager is being told in the 2nd volume of the Iron Hearts game. ===Aeon=== '''Legio Aurora''' A splinter group from the main body of the Aeoni Order, Legio Aurora consists of the remnants of a larger Aeon force that had originally been sent deep into Ragnyllian lines to confirm that the Vinculum Gate, an interdimensional portal through which daemons poured out, had opened. The group found itself whittled down by constant Voss attacks, until Hallow's Eve, when, during the Battle of The Fist, a miracle occurred. Just as all seemed lost, the Voss continually sending soldiers against Aeon's dwindling numbers, a large group of reinforcements appeared. Ghostly Hellghast warriors and armor, casualties of previous battles, miraculously appeared out of thin air, and cut down the Voss with frightening precision. The Legion, seeing this as a sign of divine intervention, had their spirits renewed, and continued fighting until the Voss forces were completely wiped out. The ghostly soldiers, their job done, then quietly disappeared with the first light of the new day. The Legion, led by the Chapter Master Wight, held brief relations with the Hellghast Armored Unit until Wight led the legion on a merry chase to find relic gear that could slay the demons and close the gate once and for all. ===Iffram=== '''Riverns''' From the Faelands are the Riverns who travel across such a vast mythical plane that unreliably changes shape and form, inviting one danger too many or inducing one distraction too much for them to bear its vastly complicated ecosystem. It is thus that the Riverns trace ancient rivers until their solitary and nomadic quests take them to the other side, where the waters become more still and the skies become less wrinkled. As a result, they are constant visitors to every Terra they visit, oftentimes seen as an uninvited guest or a stationary fixture, incapable of keeping up with the underclocked lifespan of the humans. A Rivern shares the Ragnyllian spirit of exploration and progress; however, vary rarely will a Rivern ever be compatible with his true home, wherever that was. So here they settle, taking with them the odds and ends from the Fae, acting as liaisons to these chaotic lands that even they would shun. Riverns are said to be splinter reincarnations of themselves--that is to say, if a Rivern dies on another world, chances are he will come back as some random race that could have been. From this, it can be surmised that an Iffram army would focus on something such as random rolls to be effective. Riverns have come into the spotlight as of the Battle of Hinzerhaus, in which, due to interdimensional dickery, Scout Sniper Finch transformed into a Rivern. ===Clovis=== '''Peregrine''' A Clovis air unit in the employ of the Hellghast Armored Unit. '''Exodus Eagles''' The playable faction of the Act 2 Intermission. A Clovis unit in the employ of Princess Salazar of the Kashir Empire. They seek to establish a new nation separate from the wars of the Kashir homelands - and the exclusive trade rights therein. ===Souf=== DINOSAURS!!! Well, um, yes. The Souf is what happens when you take Warring States-era Japan, blend well with the hillbilly and redneck cultures, and sprinkle a hearty amount of dinosaurs on top. The Souf is a dangerous, odd place, filled with moonshine-running, dinosaur-riding redneck folk who *will* go after you if you do so much as touch their hooch or look at their daughters. ===Kashir=== The Kashir are a group of nomadic desert dwellers who worship the Death Gods, abominations against all reason and logic given form. Wherever the Kashir go, the desert follows. They are currently the main antagonists of the 2nd iteration of the Iron Hearts quest. The Kashir function through the usage of conventional infantry, bolstered by animal-based armor, ranging from the quick Jaguar cavalry to the powerful Ganesha tanks to the massive, flame-spewing Salamanders, and defensive positions, with weaponry ranging from machine guns to cannons. In addition, the Kashir use mystical shamans to shape the battlefield to their favor, and powerful artifacts that can change the outcome of a battle with a single use. '''Afyra, the Desert Fox''' A more recent commander of the Kashir, Afrya made her debut as the commander of a Kashir force that raided an outpost for its loot of stolen Kashir artifacts and Voss weaponry parts. So far, the only enemy commander that effectively routed the Terrible Children, following a shock-and-awe styled display of power that knocked out the Terrible Children's commander and science brigade. '''Hassan the Executioner''' One of the commanders of the Kashir, totally not based on [[Hassan|that one crazy character who sells used camels for great prices]]. He has clashed with the Terrible Children on several occasions, each time being driven back. '''A Collection of How-to-Play's''' <Gallery> image:ManaGuidetowinning.jpg|Mana's guide to playing Voss image:Kriegerguide.jpg|Mana's guide to playing Kreiger image:HunterGuide.jpg|Mana's guide to playing Hunter image:RitterGuide.jpg|Mana's guide to playing Ritter image:DestroyGuide.jpg|Mana's guide to playing Destroy Hazards image:QemistGuide.jpg|Mana's guide to playing Qemist image:Officersguide.jpg|Mana's guide to playing Officers </Gallery> [[:Category: Homebrew Rules]]
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