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The Spear Host of Hardsand

The Spear Host of Hardsand

The Border King’s Army

Overview

Where the Desert Legion is the Emperor’s hand, Hardsand’s Spear Host is his extended reach—an army born not from doctrine, but from unending war. Stationed in the Border Marches, they are not meant to hold cities or enforce law. They exist to advance, break, and erase.

Hardsand’s soldiers are not legionnaires. They are march-born, forged in constant raids, ambushes, and counter-invasions where formations die and only discipline survives. They do not fight for spectacle or rank—they fight because stopping means extinction.

If the Legion is iron, the Spear Host is pressure.


Identity & Visual Doctrine

Color & Materials

  • Armor lacquered matte black-bronze, treated to resist rot, moisture, and mud.

  • Accents of deep red cordage, tassels, and wraps—never cloth banners.

  • No polished surfaces. Everything is dulled to kill glare under sun or swamp haze.

Helmets

  • Open-faced or half-visored.

  • Narrow eye slits or brow guards shaped like spearheads.

  • Veterans often carve tally-marks into the cheek guards.

Cloaks

  • Short, tattered, and functional.

  • Many are stitched from enemy banners or broken spear-shafts, a cultural practice begun by Daurades himself.

General Impression
They look less like soldiers and more like a moving execution line—quiet, compact, relentless.


Core Units of the Spear Host

🗡️ The Sun-Piercers

(Hardsand Archers / Spear-Archers)

Role: Ranged dominance, suppression, precision killing
Weaponry: Heavy war-spears designed to be thrown repeatedly; short backup blades
Armor: Light black-bronze scale with reinforced shoulders

These are not “archers” in the common sense. Sun-Piercers throw spears in disciplined volleys, trained to rotate ammunition from the ground, from fallen enemies, even from embedded impacts mid-battle.

They are drilled to:

  • Fire in endless rhythm

  • Target officers instinctively

  • Shift from ranged volleys to spear-wall without breaking cohesion

Enemies don’t fear their first throw.
They fear the third hour, when the spears still haven’t stopped.


🐎 The Red Dune Lancers

(Shock Cavalry)

Role: Breakthroughs, pursuit, flanking annihilation
Mounts: Armored desert lizards or steppe-beasts (non-elite); Darkhan ride kangaroo
Weaponry: Long lances with weighted spearheads, sidearms for close work
Armor: Reinforced chest plates, thigh guards, heavy greaves

The Lancers don’t charge blindly. They slide along the edges of battle, waiting for formations to waver before crashing through weak points like a thrown spear through cloth.

They are infamous for:

  • Never stopping after a charge

  • Riding through broken units rather than turning back

  • Cutting supply lines before main engagements even begin


🦂 The Hardsand Darkhan

The Hundred Spears

Elite Formation — Only 100 Exist

These are not just soldiers.
They are desert knights, chosen personally by Daurades.

Identity

  • Each Darkhan is issued a kangaroo mount bred for long leaps, endurance, and sudden directional shifts across dunes, jungle-edge, and broken terrain.

  • Every Darkhan also owns a war camel, armored and trained for long campaigns, logistics, and brutal close-quarters combat when dismounted.

The kangaroo is for war.
The camel is for survival.

Armor

  • Blackened plate layered over flexible scale

  • Red corded tassels marking kills and campaigns

  • Cloaks short, split, and weighted to avoid lift during leaps

  • Helmets fully open-faced—Darkhan are meant to be seen

Weapons

  • Signature heavy spear or lance

  • Secondary throwing spears

  • Short blades or maces for grounded combat

Doctrine

Darkhan fight as mobile execution squads:

  • Rapid insertion

  • Shock elimination of command units

  • Immediate withdrawal before counter-engagement

They do not hold ground.
They erase purpose, then vanish.


Cultural Code of the Spear Host

“The spear flies once. The man stands forever.”

  • Cowardice is not punished—hesitation is.

  • Every soldier is expected to retrieve or replace their own weapon mid-battle.

  • Promotions are earned through endurance, not heroics.

  • Spears are named only after surviving ten campaigns.

The Host reveres discipline, not rank. A veteran Sun-Piercer may command fresh Lancers without ceremony.


Relationship to the Desert Legion

  • The Legion enforces law. The Spear Host prevents rebellion before it forms.

  • Legion soldiers see Hardsand’s troops as brutal and unrefined.

  • Hardsand’s soldiers see legionnaires as softened by walls and arenas.

They respect Buranti-types.
They distrust politics.


Final Tone Statement

If the Desert Legion is order,
and Achilles is destruction,
then the Spear Host is inevitability in motion.

You do not beat them in a single battle.
You realize too late that the war started months ago—
when your roads vanished, your officers died in the night,
and the horizon filled with spears.

Formal Ranks & Command Structure

The Spear Host does not mirror the Emperor’s Legion. Its hierarchy is lean, brutal, and battlefield-first. Rank exists to maintain momentum, not ceremony. Orders are short. Authority is absolute while in motion.


High Command

Spear-King

(Daurades Hardsand)
Supreme commander of the Spear Host and lord of the Border Marches.

  • Final authority over all campaigns, formations, and executions.

  • Personally selects Darkhan and senior commanders.

  • His presence overrides all rank traditions.

Insignia: None. His spear Skyfang is his only mark of command.


Marshal of the March

Senior campaign commander; only three exist at any time.

  • Oversees entire fronts or multi-province operations.

  • Coordinates sieges, invasions, and long-term pressure warfare.

  • Can command Darkhan detachments directly.

Insignia: Black-bronze gorget etched with a broken horizon line.


Field Command

Spear-Lord

Host commander; typically controls 5,000–20,000 troops.

  • Leads major armies and invasion forces.

  • Responsible for discipline, logistics, and battlefield doctrine.

  • Often former Sun-Piercers or Lancers who survived decades of war.

Insignia: Red cord mantle worn over one shoulder, weighted with spearhead charms.


Phalanx-Captain

Formation commander; leads 500–1,000 soldiers.

  • Maintains formation integrity under extreme pressure.

  • Issues volley timing, advance cadence, and withdrawal orders.

  • Failure to hold formation is punished without appeal.

Insignia: Red-lashed vambrace on the spear arm.


Spear-Captain

Unit commander; leads 100–300 soldiers.

  • Direct battlefield leadership.

  • Controls engagement tempo and kill priority.

  • Expected to fight in the front rank.

Insignia: Red leather spear-wrap on personal weapon.


Veteran Command & Specialists

Darkhan

Elite knight of the Spear Host — exactly 100.

  • Answer only to the Spear-King or Marshals.

  • Act independently or as shock detachments.

  • Each Darkhan commands respect equal to a Spear-Captain.

Insignia: None worn — their mounts and armor mark them unmistakably.


Stormcaller

Volley commander among the Sun-Piercers.

  • Controls spear and arrow cadence.

  • Trains soldiers in endurance throwing and retrieval.

  • Failure to maintain rhythm is considered dereliction.

Insignia: Bone whistle worn at the throat.


Blood-Rein

Senior Lancer officer.

  • Leads cavalry strikes and pursuits.

  • Chooses breakthrough points and withdrawal paths.

  • Responsible for mount readiness and battlefield mobility.

Insignia: Red cord braided into mount tack or reins.


Non-Commissioned Authority

Iron-Guide

Veteran squad leader; commands 20–40 soldiers.

  • Maintains discipline in movement and camp.

  • First to enforce punishment.

  • Often serves as executioner when needed.

Insignia: Single iron ring worn through a leather cord on the wrist.


Spear-Bearer

Fully proven soldier of the Host.

  • Completed three campaigns without retreat.

  • Trusted to fight independently if separated.

Insignia: Personal spear notched with campaign marks.


Initiates & Auxiliaries

Marchbound

Active soldier still earning full status.

  • Has survived first engagement.

  • Allowed to carry standard weapons.

Insignia: None.


Ash-Walker

Newly inducted recruit.

  • Performs logistics, perimeter duty, and retrieval work.

  • May fight only under direct command.

Insignia: Ash-marked cloak, replaced after first kill.


Rank Culture & Enforcement

  • Rank is situational. The highest-ranking survivor commands.

  • Challenges for rank are allowed only between campaigns, never during.

  • Orders are expected to be obeyed immediately — questioning happens after survival.

  • Retreat without command is grounds for execution unless it preserves the Host.


Command Phrase of the Spear Host

“Stand until thrown. Rise until broken.”


Contrast with the Desert Legion (In-World Understanding)

  • Legion ranks are institutional.

  • Spear Host ranks are earned scars.

  • Legion officers command obedience.

  • Spear Host commanders command belief.