The Countryside
For the wise traveler, all they'll ever see of Braxa are the roads, and even then, from a safe distance. Patrols are not as common as they once were, but they are still deadly. The average patrol is composed of a quartet of mounted "knights".
The average work-crew is composed of three dozen undead laborers, who level the flagstones and clear the footpaths of their growth. It is a futile exercise--the citizens of Braxa all died long ago, victims of a plague of their own devising.
There are no small farms in Braxa, only plantations. If you are determined to ride into the city itself, you'll pass several of these huge platations. They are autonomous, all singularly crewed by bleached skeletons. (Fleshy undead are messy, smelly, and spread the wrong types of disease.)
And you'll see the wagons pulling the giant jars of grain along the manicured road, on their way to the great grinding houses.
The grinding houses, you can feel them in your feet from half a mile-away. A thousand chained undead, straining in a spiral, rotating an entire building. A torrent of clean grain thunders into the basement, where it is then carted off, again in a single gigantic jar.
The average work-crew is composed of three dozen undead laborers, who level the flagstones and clear the footpaths of their growth. It is a futile exercise--the citizens of Braxa all died long ago, victims of a plague of their own devising.
There are no small farms in Braxa, only plantations. If you are determined to ride into the city itself, you'll pass several of these huge platations. They are autonomous, all singularly crewed by bleached skeletons. (Fleshy undead are messy, smelly, and spread the wrong types of disease.)
And you'll see the wagons pulling the giant jars of grain along the manicured road, on their way to the great grinding houses.
The grinding houses, you can feel them in your feet from half a mile-away. A thousand chained undead, straining in a spiral, rotating an entire building. A torrent of clean grain thunders into the basement, where it is then carted off, again in a single gigantic jar.
The Walls
The city is surrounded by high walls of earth and stone, the highest wall in Centerra (except for the Forbiddance, which most consider to be a mountain range rather than a wall.) As you walk through the long passageway between farm and plaza, you can hear the shuffling of dead, pivoting inside their secret chambers, watching you as you pass, ensuring that the leader of your party is wearing a merchant's medallion.
The walls are where the city stores its dead. Each is about 50 meters thick, and 50 meters tall. It is honeycombed with secret tunnels, armories, and sepulchers. If you believe the tales, there's more bone than stone in the walls. The whole wall is supposed to be able to exhume itself and march off at a moment's notice.
The City
It is clean and well-patrolled. If there were any left of the old bloodline left, it would be a utopia for them to claim. Supposedly, the undead will respond to the rightful rulers of Braxa, and signify this by kneeling. Then the whole warmachine will be there for the scion to claim.
There are many granaries and stockhouses in Braxa. Food is delivered to every house daily, and older food swept away and throw into the canal, which is choked with rot.
The smell from the canal permeates the whole city.
The Harbor
Looking down in the water, you will see the encrusted skeletons of Braxa's marines. There are thousands of them down there, clad in lead boots for marching underwater.
Visitors sometimes arrive in Braxa. The undead pay a bounty for corpses--three silver for every corpse laid down on the dock. You may not leave the dock.
The Castle
Behind the blank-faced silos sits the castle. Your merchant's medallion will not gain you entry. Skeletons squat above every window, peer up from between the flagstones. The moat is contains no water, merely more skeletons.
The last known king was Obrichan the Poet, although it is believed that he died in the plague, along with all his subjects.
The city is surrounded by high walls of earth and stone, the highest wall in Centerra (except for the Forbiddance, which most consider to be a mountain range rather than a wall.) As you walk through the long passageway between farm and plaza, you can hear the shuffling of dead, pivoting inside their secret chambers, watching you as you pass, ensuring that the leader of your party is wearing a merchant's medallion.
The walls are where the city stores its dead. Each is about 50 meters thick, and 50 meters tall. It is honeycombed with secret tunnels, armories, and sepulchers. If you believe the tales, there's more bone than stone in the walls. The whole wall is supposed to be able to exhume itself and march off at a moment's notice.
by Kris Kuksi |
It is clean and well-patrolled. If there were any left of the old bloodline left, it would be a utopia for them to claim. Supposedly, the undead will respond to the rightful rulers of Braxa, and signify this by kneeling. Then the whole warmachine will be there for the scion to claim.
There are many granaries and stockhouses in Braxa. Food is delivered to every house daily, and older food swept away and throw into the canal, which is choked with rot.
The smell from the canal permeates the whole city.
A Small Building
A gate house. Two skeletons operate the gate, while a dozen coffins in the bunk room can be summoned as reinforcements, if the proper bell is rung.
Another Small Building
A school. Every morning, the undead clean the chalk tablets, open the windows, and serve lunch. And every night, they put the chalk away, close the windows, and clean the tables of their refuse.
The Harbor
Looking down in the water, you will see the encrusted skeletons of Braxa's marines. There are thousands of them down there, clad in lead boots for marching underwater.
Visitors sometimes arrive in Braxa. The undead pay a bounty for corpses--three silver for every corpse laid down on the dock. You may not leave the dock.
The Castle
Behind the blank-faced silos sits the castle. Your merchant's medallion will not gain you entry. Skeletons squat above every window, peer up from between the flagstones. The moat is contains no water, merely more skeletons.
The last known king was Obrichan the Poet, although it is believed that he died in the plague, along with all his subjects.
Many people believe that the plague was caused by the king's acceptance of necromancers into his kingdom, and his acceptance of the undead. Rather than condemn all forms of undeath as an abomination, he allowed them to serve as laborers.
This is where you will find living humans. Some of the slaves seem to have escaped the plague, and now still tend to castle, performing the chores that the undead are too indelicate to perform, such as tending to the garden or playing songs during "dinner". Slave who do not perform their chores are mutilated by the skeletons. They may not leave the castle.
The slaves have gone through countless generations without any interaction with the outside world. The speak a degenerate patois, and perform their chores religiously, without understanding the significance of what they do. They have an invented religion, in which the Prophetessa is an invisible spirit within the castle. After a lifetime of service, they will be promoted to skeletons themselves (mostly true) and after their skeletal life is complete, they will join the invisible Prophetessa at her invisible court.
This is where you will find living humans. Some of the slaves seem to have escaped the plague, and now still tend to castle, performing the chores that the undead are too indelicate to perform, such as tending to the garden or playing songs during "dinner". Slave who do not perform their chores are mutilated by the skeletons. They may not leave the castle.
The slaves have gone through countless generations without any interaction with the outside world. The speak a degenerate patois, and perform their chores religiously, without understanding the significance of what they do. They have an invented religion, in which the Prophetessa is an invisible spirit within the castle. After a lifetime of service, they will be promoted to skeletons themselves (mostly true) and after their skeletal life is complete, they will join the invisible Prophetessa at her invisible court.
One of the three towers is known to be the home of Abin Uldrin, the king's necromancer. If there are any answers to be found in Braxa, they will be there.
Undead Army Strategy
I swear to god, no one does it right.
The greatest strengths of an undead army is in logistics, and in sieges.
Not needing food is a tremendous advantage in long campaigns, far from home. The need for a supply line is minimal. And so undead armies tend to embrace long campaigns, sometimes wandering far from home for decades.
This resilience is even more useful during sieges. Undead armies can encircle a town for years. A common tactic is to build a second wall around a city's walls, and use that to prevent relief armies from approaching. The undead have all the time in the world.
Skeletons are also resistant to arrows and burning oil, two common methods of repelling a siege.
In fact, skeletal armies are so good at sieges that an opposing commander will often make great sacrifices to force a pitched battle elsewhere.
The greatest weakness of an undead army is the intellect of the soldiers, and their magical prohibitions.
An undead battalion must be led by a living soldier, capable of formulating plans and enacting them. If this soldier is killed, the battalion becomes headless. Multiple commanding officers offer redundancy, but also erode the unique advantages of the undead. And so a common opposing tactic is simply the assassination of officers, either through a suicide squad or subterfuge (such as an opponent's risen skeletons.)
Another flaw of the undead is their limited ability to differentiate between humans (and other skeletons, for that matter). An enemy will be obeyed if they are wearing the proper armor and giving the proper code words.
Lastly, clerical magic can scatter skeletons with shocking efficiency. An army backed by the Church's clerics can be devastating. And so assassinations are also required (something that skeletons are incapable of).
Undead Army Tactics
Skeletons are typically iron-shod, like horses. Their feet tend to erode during long marches, and then they become incapable of walking.
Skeletal armies are also capable of startling ambushes, with their combatants buried in sand, shallow swamp, or surf.
Crawling skeletons are usually relegated to battalions of their own, and trail behind the main body of the army, unless there are so few of them that they can be carried on wagons, or by their peers (although this just causes their feet to wear out faster).
Lead-shod skeletons can also invade a city through the harbor, by walking on the bottom. This is devastating to an unprepared city, and this type of sneak attack is usually how campaigns are kicked off.
The most visible icon of a skeletal army are the gas wagons. Huge things loaded up with burning arsenic, or possibly a mixture of bitumen and sulfur crystals (capable of producing plumes of sulfur dioxide).
If you ever fight a skeletal army, you will do so in smoke. In many battles, the smoke claims more lives than the skeletons do.
Common counters involve maneuvering for optimal wind, obstructing the wagons with rough terrain, and/or fighting a running battle.
Tunneling crews are also common. Sometimes traditional tunnels are used, while othertimes a "bubble" is used, in which freshly excavated soil is piled behind them. The skeletons are not concerned by their entombment.
For gaining access over a wall, a certain type of skeleton is sometimes used, called a flatback. These skeletons wear special armor that makes them stackable. A battalion of flatbacks is capable of building a ramp up to a wall within just a few minutes.
A common counter for flatback battalions is a type of wrecking ball, which is attached to the battlements and used to clear the wall.
I swear to god, no one does it right.
The greatest strengths of an undead army is in logistics, and in sieges.
Not needing food is a tremendous advantage in long campaigns, far from home. The need for a supply line is minimal. And so undead armies tend to embrace long campaigns, sometimes wandering far from home for decades.
This resilience is even more useful during sieges. Undead armies can encircle a town for years. A common tactic is to build a second wall around a city's walls, and use that to prevent relief armies from approaching. The undead have all the time in the world.
Skeletons are also resistant to arrows and burning oil, two common methods of repelling a siege.
In fact, skeletal armies are so good at sieges that an opposing commander will often make great sacrifices to force a pitched battle elsewhere.
The greatest weakness of an undead army is the intellect of the soldiers, and their magical prohibitions.
An undead battalion must be led by a living soldier, capable of formulating plans and enacting them. If this soldier is killed, the battalion becomes headless. Multiple commanding officers offer redundancy, but also erode the unique advantages of the undead. And so a common opposing tactic is simply the assassination of officers, either through a suicide squad or subterfuge (such as an opponent's risen skeletons.)
Another flaw of the undead is their limited ability to differentiate between humans (and other skeletons, for that matter). An enemy will be obeyed if they are wearing the proper armor and giving the proper code words.
Lastly, clerical magic can scatter skeletons with shocking efficiency. An army backed by the Church's clerics can be devastating. And so assassinations are also required (something that skeletons are incapable of).
Undead Army Tactics
Skeletons are typically iron-shod, like horses. Their feet tend to erode during long marches, and then they become incapable of walking.
Skeletal armies are also capable of startling ambushes, with their combatants buried in sand, shallow swamp, or surf.
Crawling skeletons are usually relegated to battalions of their own, and trail behind the main body of the army, unless there are so few of them that they can be carried on wagons, or by their peers (although this just causes their feet to wear out faster).
Lead-shod skeletons can also invade a city through the harbor, by walking on the bottom. This is devastating to an unprepared city, and this type of sneak attack is usually how campaigns are kicked off.
The most visible icon of a skeletal army are the gas wagons. Huge things loaded up with burning arsenic, or possibly a mixture of bitumen and sulfur crystals (capable of producing plumes of sulfur dioxide).
If you ever fight a skeletal army, you will do so in smoke. In many battles, the smoke claims more lives than the skeletons do.
Common counters involve maneuvering for optimal wind, obstructing the wagons with rough terrain, and/or fighting a running battle.
Tunneling crews are also common. Sometimes traditional tunnels are used, while othertimes a "bubble" is used, in which freshly excavated soil is piled behind them. The skeletons are not concerned by their entombment.
For gaining access over a wall, a certain type of skeleton is sometimes used, called a flatback. These skeletons wear special armor that makes them stackable. A battalion of flatbacks is capable of building a ramp up to a wall within just a few minutes.
A common counter for flatback battalions is a type of wrecking ball, which is attached to the battlements and used to clear the wall.