A group of "knights" who fight werewolves, but struggle with the curse themselves.
The Tau Sable team is a variable membership unit based around vehicular operations in North America. The unit is in many ways unique as it relies on seemingly retro-tech and the badly decayed and abandoned mass transit systems of the Petroleum Era.
During the Death Wars one unit was created filled with fanatics bearing unique tattoos that gave them an invaluable ability impressive in any military action: the ability to cheat death.
There are gangs, there are biker gangs, there are terrorist organizations, and then there are the Sons of Scorpions
Also known as the Adventurer's Guild, the GAUR, the Hall of Heroes and a variety of other names.
Nightmares upon the battlefield. Once thought defeated, rumors of their return have begun to spread.
If ever you need a random-roll for what type of knight a character faces in tournament, or just new ideas, what follows is a great big list (some with further descriptions and nicknames) of different sorts of knights.
Some of the names of locations & faiths are from Midian, but these are easily changed to fit different campaign settings.
The Azure Lions Company is a mercencary company of some repute. With the motto of “Strength of Arms, Body, and Spirit”.
"Let their bodies be consumed, so that their souls may be healed" (Consumption 1-1)
If you wake up in a field of green grass, looking at a woman of flesh and steel. Be glad, you are dead. If you wake up covered in blood and shit, be gladder still. For you are alive and your time is not yet come!
Black Sword is a private military corporation, a company hired as security or to supplement governmental military forces. In Black Sword’s case, it is to supplement their special operations forces.
“The only creature, that can be victorious on any battlefield, is the raven.”
This mercenary company is listed on the rolls as ‘A Dwarven Archery Unit’. This archaic definition has confused many a lesser commander as to the use of the unit, being that Dwarves are notoriously awful archers. Yet to the savvy commander, the unit becomes the perfect tool for siege combat.
Serving extensively in the armies of human kings determined to eradicate the last tribal enclaves of ferocious non-humans that still stubbornly refuse to release their hold on the large tracts of wilderness which yet remain, this mercenary company has only one requirement of any potential recruit willing to sign up with them:He must not not be able to claim kinship of even the slightest kind with their employers..
They stood on the crest of the rise, three men deep. Their banners, Golden Lions Rampant on a split field of red and blue, fluttering on long poles in the wind. They were silent. By some signal, they all began to rush forward screaming their battle roar. Halberd and blade coming open on the move. The enemy line broke under the power of the Lion’s signature charge.
Major Advarete, Memoirs of the Twin Rose Wars 1320 Greenfield Presses
The Crimson Skulls Company is a mercenary company of some repute. That repute is not always the most positive. Their Motto is “We are Dead; we have no fear of you.”
A nifty little encounter appropriate for any powerful sorcerer/magically adept monsters lair.
When the party have penetrated to an appropriatly impressive level/room they encounter The Door, this door is a vessel through which the Sorcerer/Monster can safely work against any intruders, the door is heavy duty iron bound studded oak wrought with craft skill and magic, set in the middle is a crystal orb, once the party get within a preset distance the orb flickers briefly as the door warns its "master" of the intruders, the master can then effectivly possess the door itself, this means that all movement the door is capable of (i.e. opening and closing) come under the control of the master, the master can also cast spells from the door as if he were there himself, all the while any damage that is inflicted in return merely damages the door, this will in effect ruin any of the parties chances of surprise, allow the master to assess the parties abilities while remaining safe and sound and finally will probably cause the party to waste some of their juicier items/spells on a chunk of wood and iron, and if the master happens to have a deadly spell or three it could also reduce the size of the party,
Of course if you wanted to be really nasty you could have the door open to admit one person and then slam shut on the second person (squish) whilst blasting away with every spell in the mastrs repetoir