Hello everyone and welcome to the third faction focus.
We
will be using these articles as an opportunity to have a brief
introduction of the four factions from our first Kickstarter.
Today
we are looking at the Knight Orders:
History:
Knights,
from various hosts, crusade far and wide across the lands of
Mythrandris. Sometimes they are settled and create vast cities and
townships, protecting the local peasantry for a fee. Self appointed
kings, emperors and lords often install themselves in these newly
formed communities, swelling the Orders numbers with recruits from
the populace. Eventually, part of the Order will form a new crusader
host and will move on from the original. Most often this is done with
well-wishing and vows of brotherhood and fealty, but on some
occasions the parting is fuelled by disagreement and hatred - sworn
enemies are born in these circumstances. Yet other crusader hosts
live as nomads, off the land and out of tents. It is unknown how many
Knight Orders there are active in Mythrandris. The purpose of the
different Orders are as varied as their origins, some are seeking
treasures of ages past while others are determined to rid the world
of magic-wielders and yet others have no reason to exist other than
to support the community they now call home.
How
they play:
Knight
Orders are a solid all-round faction. They do nothing poorly but
neither do they excel at anything. Their main strength lays in Empire
building, where they are second to none. Magic is mainly wielded for
buffing or as crowd control but higher tier wizards have the ability
to call on some nice offensive spells too.
Miniatures:
The
Knight aesthetic is very regimented and the models are about 20mm to
the eyes – they will come in male and female options. The weapons
are clean and well developed, the armour is fairly plain but with
small flourishes. The troop unit will come with options for sword or
spear and shield option – the latter of which can also be used to
replace a model that loses their mount. The elite unit has a
different helmet, slightly more detail and a two-handed sword that is
effective against groups of people and heavier units. The archery
unit is equipped with a longbow and small blade at their belt for
close combat. The cavalry unit come on horseback and are equipped
with spear and shield options, although the troop swords will also be
able to be swapped in.
As
an add-on, pledgers will be able to buy mages and warlords which will
come in male and female variants, mounted and on foot - depending on
popularity, these may end up as high quality resin.
As another add-on - we will provide a custom transfer service for the shields.
Terrain:
Human
settlements have a medieval aesthetic – we wanted the architect to
be instantly recognisable and relatable but also a realistic scale
and have fully developed interiors. The renders below show a medium/
large dwelling in both ruined and complete forms. We aim to have a
large range of terrain – just like the Corustir – like a tavern,
Blacksmith and merchant shop as well as small, medium and large
dwellings. If you have any ideas or suggestions please contact us
below!
To
the future:
In
the future we would like to add:
- a cold weather unit with furs to protect from adverse climate conditions.
- siege units (both attacking and defending).
- a full range of terrain.
- naval ships of varying sizes.
For
our next faction focus we will be taking a look at the Bhur. Check
back soon!
Those facemasks and hoods make for a good combo - I'm interested in how you go about the female miniatures. But I'm also very much looking forward to the terrain and how it scales with the miniatures.
ReplyDeleteWe very much can’t wait to design some of the female Knights. We want to make them noticeably female but also tasteful.
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