Lancein Infantry Military Formation in Abholos | World Anvil
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Lancein Infantry

Mad fools, those who work for Lancelittle. He's a terrible conqueror, demanding for all of the islands, and an even worse leader. But those Lanciens? They worked better without him, they nearly killed me before I came to Lord Galahad's island, damn bastards.  
- Lord Ector De Brias
  Simple infantry made by King Lancelittle's father, primarily to keep the peace of the established twelve settlements. Although, this ideology changed once he passed away, and his eldest son took the throne. Then, he passed as well. With no children, it'd go to Lancelittle. He was much more direct with his actions. If he had an enemy, he'd wish to destroy them instantly. Thus, the Lancein Infantry were said to be upgraded into powerful soldiers. Each member of this army were hand-picked by one of Lancelittle's Lords. Usually picked out by Kral Atlus or Lord Galahad, when they served the Crown, usually beefy warriors of the tropical reservoirs and settlements, trained to fight with either sword and shield, or a spear. They would also be given a mixture of metallic armour with leather overlays for their protection, made to be flexible yet durable. 
  Out of all of their groups, they each hold a leader, second only to Lancelittle. Sir Degore of the 12 Lords is a mighty leader, armed with two glaives and a magical cannon, which can spew elemental chaos of his choosing, being; The Flames, The Thunder, The Necrosis, and more. He often leads the charge on battles, upon horseback. He fought against the Hundred Armed Giant of the Adadis Island, and won. Although, he was killed days after, in an attack against the Guildhall of Thaquorous, by a well placed smite from Gormand, the Paladin. His dual glaives were the weapons used in the ritual, whereas his cannon was kept as a keepsake by the party, most likely given to an ally to use. 
 

Composition

Manpower

This formation is formed in platoons of sixty. Each platoon has it's respected ten formings. Every forming holds six guards, tasked with protecting the other five. They usually involve three spearmen and three swordsmen. Trained to work as a sort of hive mind, they've been honed into seeing the group's needs as priority, rather than the mission or the individual. Any of these members would gladly die for one another.
  Each group of sixty soldiers have an additional set of five soldiers who would provide mentorship, and feeding the others. They are given medical supplies, cooking utensils, and simple books to keep the others entertained. This role is often filled by cadets, and youngsters who wish to aid. In conflicts, it are these reserved combatants, with no actual way to fight, are the ones often let go, or used as human shields, in the Lancein's Case. 
 
Being a Knight is just a simple title, it holds no extra perks in the Infantry. Simply, it just shows who is a skilled swordsmen.
Type
Infantry
Founding
16 ML
Dissolution
20 ML
Overall training Level
Professional
Assumed Veterancy
Experienced

Degore's Atomic Fist

Wondrous Item, legendary (requires attunement by a martial class) This underslung cannon is imbued with magic. It requires no ammunition and doesn’t need to be loaded. You may fire this cannon as many times as you may attack. However, your speed is reduced by half while wielding it, you must use your bonus action at the end of your turn to recharge it or else you may not fire it again, and you may not use a reaction. While this cannon is not in its carry state, you have disadvantage on all dexterity checks and saving throws.
  Roll a d20 before making an attack with the cannon. This does not determine if the weapon hits. If you roll a critical hit, double your damage. If you roll a 1, the cannon fails to fire on that attack. You may use Luck on this roll, but you may never gain advantage or disadvantage.
    The creature firing the cannon chooses the effect from the following options:
Acid Jet. The cannon discharges acid in a line 300 feet long and 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 22 (4d10) acid damage on a failed save, or half as much damage on a successful one. In addition, a creature that fails its saving throw takes 11 (2d10) acid damage at the start of each of its turns; a creature can end this damage by using its action to wash off the acid with a pint or more of water. 
  Fire Jet. The cannon discharges fire in a line 300 feet long and 5 feet wide. Each creature in the area must make a DC 15 Dexterity saving throw, taking 33 (6d10) fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried. 
  Frost Shot. The cannon shoots a ball of frost to a point you can see within 1,200 feet of the cannon. The ball then expands to form a 30-foot-radius sphere centred on that point. Each creature in that area must make a DC 15 Constitution saving throw. On a failed save, a creature takes 22 (4d10) cold damage, and its speed is reduced by 10 feet for 1 minute. On a successful save, the creature takes half as much damage, and its speed isn’t reduced. A creature whose speed is reduced by this effect can repeat the save at the end of each of its turns, ending the effect on itself on a success. 
  Lightning Shot. The cannon shoots a ball of lightning to a point you can see within 1,200 feet of the cannon. The lightning then expands to form a 20-foot-radius sphere centred on that point. Each creature in that area must make a DC 15 Dexterity saving throw, taking 33 (6d10) lightning damage on a failed save, or half as much damage on a successful one. Creatures wearing metal armor have disadvantage on the save. 
  Poison Spray. The cannon expels poison gas in a 60-foot cone. Each creature in that area must make a DC 15 Constitution saving throw. On a failed save, the creature takes 22 (4d10) poison damage and is poisoned for 1 minute. On a successful save, the creature takes half as much damage and isn’t poisoned. A creature poisoned in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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