Orders within the Guild of Adventurers-Upon-Return (GoAuR)
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.”
Magic should have side effects, both expected and unexpected - fortuitous and deplorable. Expected side effects add anticipation, while unexpected ones increase the drama of the scene. The result can be comedic or dire, it dpends on which circumstances work best for your game.