Alright! Since Dain probably isn't gonna be around for a while, I'll accept one review on these two simple cards.

to Thran.
I'll be back to the

culture, and not just for its shadow portion. But until I get a feel for some other cultures I'll leave this one behind.
The next culture I'm gonna move on to is

. A.K.A. Crimea. This culture is probably gonna run like a combination of
![Gondor [Gondor]](https://lotrtcgdb.com/forums/Smileys/classic/gondor.png)
's Knights and
![Rohan [Rohan]](https://lotrtcgdb.com/forums/Smileys/classic/rohan.png)
. Whereas I didn't have a direction in mind when I started

(STUPID EL!
](https://lotrtcgdb.com/forums/Smileys/classic/wall_bash.gif)
), I already (mostly) know what's happening here. But what's life without a little surprise?
Anyways, I little re-run of who the heck Crimea is: It's the first country that Daein's Mad King invaded, and the homeland of Ike and his mercenaries. The country is ruled by Queen Elincia, after her father was killed by Daein, and her uncle kidnapped.
The story for Radiant Dawn - Some militant fractions think that Elincia isn't ready to take the throne. To be honest, she isn't sure either. But no one really wants a civil war on their hands - too bad they get one.
The Queen's first (and last, really) line of defense are the Royal Knights, a group of elite mounted warriors that head the army.
Now we get somewhere. Let's get some DCing done, eh?
![4 [4]](https://lotrtcgdb.com/forums/Smileys/classic/4.png)
•Geoffrey, Captain of the Royal Knights

Companion • Beorc • Paladin
Strength: 7
Vitality: 4
Signet: Elincia
Weapon: Lance
Royal Knight.When you play Geoffrey (except in your starting fellowship) you may play a possession on him from your draw deck.
Each time you move during the regroup phase, you may take a

event from your discard pile into hand.
"I myself will march into Felirae and seize Ludveck and his rebels."Geoffrey's the first

companion we'll get into. He's the queen's right-hand man and Captain of the Royal Knights. Not much else to say besides, well, he's a beast.
This guy is gonna be a staple in all decks that use Royal Knights, and probably

decks in general. His ability is useful to pull his weapon whenever you play him, or even a mount (which you'll see later is really helpful).
![4 [4]](https://lotrtcgdb.com/forums/Smileys/classic/4.png)
•Geoffrey, Queen's Guard

Companion • Beorc • Paladin
Strength: 7
Vitality: 4
Signet: Elincia
Weapon: Lance
Royal Knight.At the start of your fellowship phase, you may heal a companion with the Elincia signet.
Regroup: Exert Geoffrey and add 3 threats to reconcile your hand.
"Actually, I'm more worried about the queen's safety. Make sure the guards stay sharp."Yay for signets.
Let me know if the Regroup ability is overpowered. This culture is probably going to have next to nothing in the realms of threat removal.
![1 [1]](https://lotrtcgdb.com/forums/Smileys/classic/1.png)
•Brave Lance, Captain's Long Spear

Possession • Hand Weapon
Strength: +2
Weapon: Lance
Bearer must be a

companion. Bearer is
damage +1.If bearer is Geoffrey and he is mounted, the first time he wins a skirmish at this site, you may assign a minion not assigned to skirmish to him to suspend the current phase. Begin a skirmish involving Geoffrey and that minion. When it ends, resume the suspended phase.
Geoffrey's weapon was made so he could strike more quickly while mounted.In FE, when one character fights another, both get to attack, the one who initiated first. Then, if one character is a lot faster than the other, they get an additional attack. The Brave Lance (yeah, there IS a reason for such a horribly-titled unique weapon) is a weapon that always comes with Geoffrey that allows double the amount of usual attacks. If you'd normally attack once, you attack twice before the opponent has a chance to strike. If you'd attack twice, well, you get to FOUR times. Yeah. The DC version of this weapon is meant to be as much of a minion destroyer as in-game. With mounts and a built in damage bonus, this thing can let a companion land 3 wounds on a minion not assigned to skirmish.
![3 [3]](https://lotrtcgdb.com/forums/Smileys/classic/3.png)
•Geoffrey's Charge

Condition • Support Area
Epic.While you cannot spot an unmounted companion, the move limit is +1.
Each time the fellowship moves during the regroup phase, each player may draw 2 cards.
Skirmish: If the fellowship has moved more than once this turn, exert a

companion to make an

companion (except the Lord) strength +2.
"Set lances! All forces, charge!"Named for one of my favorite chapters in the game, this card is the staple of

decks. It only works while each companion is mounted, but it's still really powerful. A lot of

companions will automatically be considered mounted (unfortunately, Geoffrey isn't one of these).
I wasn't sure what abilities to tack onto this card and what abilities to give to individual companions. I really want your ideas on whether is card is OP or not, or what other abilities I could put on it if something doesn't fit right.
One thing I'd like to explain: mounted guys in FE have a very special talent - after they move in a turn, instead of stopping, they may use their remaining movement to move again, although they can't attack, putting them at a bit of a disadvantage if, say, they charge into the middle of a horde of enemies.
Card representation? Increasing the move limit! But, of course, moving twice can land you in a load of minions if you don't kill enough first...