User blog:Ilniaj/The Monster Friendly Mist Continent

Far to the east lies both the Land of the Four Souls and the Land of the Four Fiends. Exotic spices, jade and other treasures lure the adventurous to this sweltering realm, although many dangers lurk the route. Some fall prey to bestial creatures on the route, others are captured and forced to marry amorous monsters. However, those travelers that do return report that the rulers are wealthy and generous, living in opulent palaces surrounded by servents and are great patrons of the arts and temples. Their armies are truly resplendent when they march to war. Thousands of soldiers march under the banner of the Maharajahs, and are accompanied by regiments of monsters, as well as many mysterious and exotic beasts of the jungle.

The regal and majestic Maharajahs (meaning "Great King") are the lords of the many scattered kingdoms that lie in these lands. While few can or dare to challenge a true Maharajah within their full power, their subordinate Rajahs (meaning "King") have significant power over the inhabitants of the land, and each controls their own territories on behalf of their Maharajah. These monarchs are truly majestic figures and continually show off their might and wealth even on the battlefield. Few are ever inadequate generals as every ruler sitting on the throne must be well-versed in the art of war or be overthrown at the first opportunity by an ambitious and more talented ruler vying for their power. Those that control their lands for any length of time do so for a reason. The Maharajah's word is law within their provinces and few dare to argue with them. While there are subordinate Rajah's ruling smaller provinces for the Maharajahs, many of them keep their territories so isolated from the rest of the kingdom that they are more or less kingdoms of their own.

Men and women with magical powers and great knowledge are given the title of Guru. While most of them are great healers, oracles or advisors, some will join armies in times of need. A Guru may remain associated with a village or city or she may wander the land, acquiring knowledge and dispensing it to those who have need. A wise ruler will engage the services of a Guru who will help them make decisions in governing. Sometimes, Gurus are sought out by outsiders to solve their direst troubles even if they are living in isolated villages where no outsides has set foot in during the Guru's extended life. Guru's are powerful magicians, able to unleash the very essence and fury of magic at their will. Even the lowest Guru's are sought out by many armies. They have foiled the plans of many opponents through their expertise in the magical arts. The most powerful are called Eldritch Gurus, true masters of the sacred arts of preservation, creation and destruction, these great wizards have brought doom to many foes by unleashing the unstoppable power of magic.

The Vishkanya (meaning poison girl) are young women, beastwoman and flying monsters, known for their guile and affinity for poisons of all kinds. These lithe women wear loose-fitting robes and wield cruel looking blades. Vishkanya operate in a similar manner to the Kunoichi from Zipangu. They are masters of disguise and stealth both magical and mundane but their most dangerous aspect is the ability to enthrall the hearts of men. The most anticipated mission of a Vishkanya is to seduce an important man, becoming his lover to convince him to aid monsters. She will become his bodyguard, wife and aide, either working with him to defeat his former allies from the inside or spiriting him away to her home as a husband.

In the Land of the Four Fiends and Land of the Four Souls where animal and man live closely nearby, it is no wonder that there are those who set out to tame them to their will. They are known as Beastmasters, often living in seclusion in the jungles with only their fellows and their animals by their side. These mysterious individuals have learned to tame most of the beasts of the woods and can control them with simple gestures at their whim. The most common of the animals the Beastmasters bring to battle are the tiger and the panther. Tigers have reddish-orange fur and dark vertical stripes. Feared by men, tigers are hunted aggressively, and are seen are great prizes for anyone who can capture one. In the untamed wilderness, however, the tiger occupies the top predatory niche. By comparison, the panther is a graceful cat with a long body and relatively short legs. Covered in pitch black fur, these nocturnal creatures can often pose a threat to anyone they decide to stalk in the dark.

The soldiers of this land feel a high sense of duty towards their regal rulers and as such any Maharajah and Rajah can expect to have an army the moment they wish as nothing can stop the soldiers from answering that request. Of course, armies are rarely that instantly required, allowing the people to train themselves more properly for battle. The basic Warrior are all-purpose infantry and the backbone of most armies, as well as the lowest rung in the hierarchy. They wield a variety of weapons such as sword, maces (both either one or two-handed), shields and patas (a mix of a gauntlet and dagger). Sometimes, they might wear suits of padded cloth for protection and throwing weapons to soften a charging foe.

Beastwoman Ungors proficient in the use of the bow are common, as hunting the dangerous beasts roaming the jungles is important for both food and protection. Maratha Archers are the ranged soldiers. They are drafted as needed where they form regiments placed as support far from melee combat. Able to bring down foes from afar with their bows, these beastwoman are rightly feared foes in long-ranged warfare. In battle, the Maratha Archers range far ahead of the bulk of the army in order to disrupt the enemies battlelines, draw out charges or reveal the locations of hidden warriors. These raiders make an efficient skirmisher screen, charging enemy gunlines or firing volleys with bows before fleeing to safety through the bands of warriors that follow behind.

Pindari Cavalry are an irregular force of light cavalry, united only by the fact that they are Pindari. With an elected leadership and a disdain for military convention, they are not an easy force to control but if it is managed, then they can be a useful force of skirmishers. Pindari are specialized in raiding, serving to harass and cause chaos in the logistics of the foe. Able to fight with sword, spear, javelin and bow, they are versatile and expendable troops that can be hired to scout ahead of the main army and attack the enemy where they are the most vulnerable.

Camels can be found in the northern parts where the jungle is sparse, and deserts span the landscape. Due to the hardiness of the camel, the people who reside in these deserts have replaced horses with camels. These Camel Gunners mount enormous firearms called Shaturnals on their mounts. Shaturnals have a bore the width of two thumbs. Against human sized targets, usually only a single shot is needed to take it down, though larger targets might need multiple shots. This is good for the gunners, as every shot must be made to count when a bullet and shot worth of gunpowder is so expensive.

Gor units are made of monsters born with resilient bodies such as Jinko and Hinezumi. Sometimes they include ungors that have developed their skills and bodies to the point that it impresses the stronger born monsters enough to allow them to join their units. Gors prefer to fight with natural weapons, the claws they are typically born with. If they lack such claws, they'll wield weapons, with the same variety available to non-beastwoman soldiers. Beastwoman are integrated into the armies of the The Land of Four Gods and The Land of Four Fiends rather than tending to function separately from other monsters and humans. Few foes can maintain their nerve in the face of an intimidating horde of gors, let alone when more of them burst from the trees having circumvented war machine emplacements, outflanked the disciplined battle line and cut off any chance of escaping for routing soldiers.

Zamindar Horsemen are a class of feudal tax-farmers, officials empowered to collect taxes from the peasantry. From being tax-farmers the Zamindar's slowly accumulated all the responsibilities and power of lesser aristocracy or gentry. Over the years, they became actual landowners and gradually assumed military responsibilities as well. Some of these could be deferred with money but it is generally expected that they should fight as irregulars for their lord. Zamindar Horsemen are moderately armored and tend to be equiped with either a spear and shield or flail, they may wield shortbows as well. Using their shortbows, they soften foes with volleys of arrows before riding around the battlelines to deliver a fatal blow to the flanks. Though not as heavily armored as the knights to the west, their versatility makes up for this, allowing them to adapt to the situation. When the call of war comes, these noble horsemen will answer, cutting down the foe from atop their swift steeds.

Since this part of the Mist Continent contains several demon realms, Imps and the more powerful Arch Imps are present in the land, as well as a few monsters from outside of these two races that choose to take on a childlike body. People tend to be reluctant to put such childlike soldiers into combat (even if that soldier is actually older than the commander) and not without reason since implings are frail and skittish compared to someone who has the body of an adult. However, implings do have an advantage in that they're fast, stealthy and agile. As such, Impling Skirmishers advance before the main army in dispersed groups, harassing the advancing enemy with slings, bows and javelins since these missile weapons help neutralize the size advantage of the foe. Occasionally, a Maharajah or Rajah is an Arch Imp and will join these raiding groups, being able to keep up on foot compared to an "adult" while not being as large and obvious a target.

The Kings may be stubborn and arrogant, but they are not stupid. They know that, given the chance, someone among their court could take their throne and riches. As such, their estates are guarded with the most powerful warriors, forming a caste of Royal Guard. Since their founding, many treacherous nobles have found themselves on the end of one of these warriors swords. Entry into the Royal Guard is only possible through three ways, the first and least common is that a King appoints them to the position, this is usually only done by Kings forming their own units of Royal Guard in the creation of such a family under his command. The other two means tend to happen with existing Royal Guard families, either being born into the family or marrying into it. The Royal Guard are armed with a variety of sabres, picks, axes, spears and polearms. They are among the most feared of the Mist Continents troops on the battlefield, as they are hardened and loyal troops that rarely panic or flee.

Holy Warriors are elite infantry that have dedicated themselves to specific god from the worshiped pantheon. They are grouped into orders and though the members might have each dedicated themselves to a different god, they are able to work together despite such differences. The order they join is not permanent and members may leave and join freely. Each one has slight variations in the practices of their office. When they fight in battle, they wield large two-handed maces and wear the heaviest armor available. Their training has also granted them protection from magical harm. Holy Warriors are completely fearless and smash aside their foes with ease, knowing that they have the power of the gods behind every blow.

Both the monster friendly and hostile parts of the Mist Continent used to be famous for their mighty chariots and effective usage of them in war. These chariots were second to none but as the cavalry evolved the chariot's usage has gradually decreased in the army. Nevertheless, some remain to this day. The chariot remains especially popular with officers, as it gives them a fast transport that affirms their superiority over the common soldiery. Some Kings keep whole squadrons of chariots, either due to special interest or because they can't afford or do not have access to elephants. Even though chariots are only suited to open terrain and solid fields are rare in the monster-friendly portion of the Mist Continent, the Chariot can be quite useful when such terrain is available. As chariots pulled by horses are faster than elephants and sometimes even more lethal on the charge, they can offer excellent combat support much cheaper than elephants. Royal Chariots are often ornate, and are occasionally armored along with the crew. The back of the cab usually carries a personal standard for the noble riders. Bells are attached to add to the din, and the charioteers use conches to frighten the enemy. When Royal Chariots are brought to battle, only the finest warriors are allowed to ride them. Often these are lower-ranked nobles but sometimes a warrior who has proven themselves is allowed to ride one.

Vanara are beastwoman ungors who have mastered the arts of stealth and jungle living. Able to scale the treetops and various other obstacles with ease, Vanara make excellent scouts and infiltrators, often acting as the vanguard for an army. Vanaras tend to wield quarterstaffs or two hand weapons, as well as blowpipes that fire darts covered in venom extracted from the animals of the jungles, the Vanaras move ahead of an army and ambush any unsuspecting enemies ignorant enough to move through the forests they inhabit. They are able warriors, so it is no wonder that prince’s past and present have brought them gifts of food in order to persuade them to fight for them in times of war.

In the previous age, Rakshasas were the most feared of Beastmen, stronger and more disciplined that the Gors. That name has carried on to the current age, despite the new friendliness of monsters to humans. Rakshasas are equivalent to the Bestigors of Beastwomen of other lands. Unlike the Bestigors of other lands that serve as shock troops, Rakshasas fight much like their Gor bretheren, stalking the underbrush hidden from sight until the opportunity presents itself to strike. When they do so, they attack with lightning speed, catching the doomed enemy unawares.

Garudas are considered to be noble creatures gifted with the ability to fly. They are essentially the Beastwoman Flyers that other lands have present. While they remain a bit detached from human societies, they still live nearby them for the men that they need to breed with to reproduce. They are the protectors of the settlements near them while in other lands, such Beastwoman would be a threat to such settlements. The sight of a Garuda flying through the air is considered a good omen. In order to remain in the air, Garudas have to travel lightly so they lack armor or heavy weaponry, only equipping themselves with their talons, two hand weapons or a light spear. Their light equipment means that Garudas are ill-suited for prolonged combat. Instead they avoid dedicated melee units to strike out at war machines, ranged units, or units occupied by others, cutting off the ranged support and preventing retreating units from rallying. In the previous age, some of the harpy family developed dangerous manbane claws that could rip into the vitals and wildfire that would make their claws burst into a magical flame that makes them able to set fires and harm ethereal beings. These mutations carried into the current age, the manbane claws now draining spirit energy like a wight and the demon hellfire no longer causing burns but making the body heat up. They will also use dirty tricks like coating their weapons and talons with a paralyzing poison. The Garudas can create elaborate camouflages in the woods and eyries above their targets so a unit of soldiers that think they were safe can suddenly find themselves surrounded by lustful women, eager to carry them off as lovers.

The Bolt Thrower is a simple War Machine that is essentially a scaled up crossbow. It is easy enough to make that it can be made in nearly any area using local materials and is so expendable that they can be abandoned or destroyed when an army retreats without it being too terrible a loss. Bolt Throwers are most often used in defensive positions to protect settlements, but can be used in field battles against monsters and regular troops.

Gunpowder weapons are a rarity in the monster-friendly portion of the Mist Continent, especially compared to Cathay to their immediate north. The only relatively available gunpowder weapon are cannons and rather small ones akin to the Field Guns of Estalia. Compared to a Bolt Thrower, a cannon is more powerful but less accurate and reliable. One big advantage that the cannon does have over the Bolt Thrower is versatility. The bolt thrower can only fire a single bolt which is meant to target large opponents or could be used to skewer around 2 to 5 targets in a line but otherwise, isn't that effective against massed troops. A cannon can fire either round shot or grapeshot, the round shot being for hard targets and the grapeshot being for massed troops that get too close.

In the thick jungles lie ferocious predators – huge hunters that have been known to bring down men, monsters, beasts and more. These predators are the Bengal Tigers, exceptionally strong and ferocious cats. Bengals are usually the top animal predators in their territories, and have been known to kill bears, crocodiles, giant snakes, wolves, and even other great cats. Even humanoids are far from safe, especially in cases where a Bengal has developed a taste for humanoid flesh. Bengal Tigers prefer terrain with plenty of cover and proximity to water as their hunting grounds. They can grow to immense sizes, much larger than that of normal tigers, and can even be used as mounts by those brave or skilled enough to tame them. Bengal Riders are sometimes accepted as shock troops. While the rider is lightly armored, the beast itself is dangerous enough on its own and difficult to bring down due to its size. Stalking stealthily through the jungle canopy, the charge of the Bengal Riders can be absolutely devastating for an enemy, suddenly beset by teeth and claws.

The most prized units are War Elephants and the Mahouts that drive them. Elephants roam the forests of the land and are incredibly strong and mighty. These large land animals wander the plains in tightly knit family herds and are symbols of wisdom and strength. These massive beasts are captured and raised for use as both beasts of burden and mounts. Large amounts of money are spent in the training and equipping of War Elephants and their number often dictates the status of a ruler. All elephants are strong individuals who cannot be controlled by just anyone. Even the Mahouts guiding their mounts cannot do much if their mount decides not to listen to its orders. On the field, War Elephants and their riders are feared warriors, the Mahouts shooting at their foe from atop the creatures back, before the elephant charges into battle with the speed and strength of a thousand cannonballs. Many are those who have been trampled by the elephants' enormous feet, more numerous still are those who have fled at the very sight of them. War Elephants can be made even more formidable, armor is made for them to make them even tougher, its tusks can be clothed in iron to strengthen their strikes and a chain can be drawn between the tusks to strengthen their charge.

The very largest of Elephants are called Royal Elephants, who are significantly larger than their smaller relatives. These colossal beasts are often the seat of royalty and are much more rarely seen on the battlefield. Their combat ability is of course, all the greater as well. They are the preferred mounts of wealthy Maharajahs, who ride these beasts both into battle and during ceremonial processes; to all the better display their wealth and importance to the common people that are their subjects. As well as the improvements typical to smaller War Elephants, Royal Elephants can also be used as weapon emplacements with a Bolt Thrower or Cannon on their howdah, creating an effective mobile artillery platform.