NationStates Jolt Archive


The Coming Storm, Armies of Haven...

Old Atlantia
15-10-2006, 02:35
Armies:

The Steppes Elves:
Commander:
Name: Samin Akkero
Race: Steppes Elf
Phys Desc: Samin stands a lofty six feet and four inches, and his lean, willowy frame is one that is corded with lean, taut muscles. His skin is remarkably tanned by most elven standards and is a deep bronze in colour. His angular face is lit up by a pair of amber eyes, and the whole of his head is framed by a mane blacker than night.
Skills/Spells: Samin was educated in the arts of war since childhood and has studied some of the greatest military minds in history, as well as trained in personal and ranged combat since he was able to life a sword or bend a bow. Like all of his people, he is an exquisite rider and can fight as well from horseback as he can on foot. However, he is an untested commander, assigned to his first major deployment.
Weapons/Equiptment: His horse, Savatte, is a tall roan stallion bred by the Steppes Elves for speed, endurance and strength. His curved swords, both of them made of fine pattern-welded elven steel. The blades are unadorned save for the telltale wave pattern of this particular sort of steel. His spear is, however, a purely utilitarian weapon with an ash shaft and a bronze head. His bow, though, is remarkably fine, even by elven standards. While it is quite short, it is capable of delivering power and range comparable to that of a woodlands elves' longbows. He is also armoured, wearing a shirt of chain mail, over which he wear a sleeveless coat of leather reinforced by hundreds of small metal plates. On his head he bears an open-faced helm, and from his saddlehorn hangs a small round shield.
Bio: Samin Akkero was born and raised to command in battle and was educated in the arts of war, as his father before him and so forth. Throughout the century and a half of his life, he has studied everything that would allow him to become a commander on the field. His whole life being dedicated to martial pursuits, never had he time to consider founding a family or learning a craft. And finally, he is given a command larger than a raiding company and has a chance to prove his true mettle at war.


The Steppes Elves Forces:

Overview: The force fielded by the Steppes Elves is a versatile, flexible, expertly trained and highly disciplined and highly cohesive light cavalry force. With their mage cadre and support column, they are an integrated, largely self-supporting force. While not exactly suited for siege warfare, speed and maneouverability should give the allies an edge against a static enemy.
However, that superior mobility and speed comes at a price. First, the Steppes Elves have only fielded a small force. Second, theyare ill-suited for pitched battle and need room to maneouver. Also, the only reason they are involved in this war is that they despise Dwarves and other people who dwell within walls of stone only slightly less than they hate the Dark Council.

3000 light cavalry:
Mounts: Elven horses bred for speed and endurance, trained and raised for light cavalry warfare. Lightly armoured with mail and boiled leather.
Weapons: Each man carries a minimum for the following: Recurved horsebow of elven make able to match or even outrang and outpower traditionnal longbows, two sheafs of 24 arrows; two curved swords; one spear.
Armour: Light. Mail shirt and coat of plates; open-faced helm; small round shield.
Capabilities: Skirmishers and harrassing forces, meant to outmaneouver and outflank the enemy, attack swiftly and withdraw. Suitable for light to medium intensity melees. Unsuitable for head-on charges.

50-man mage cadre:
Mounts: Same as the light cavalry
Weapons: Lightly armed with a single sword and a bow for emergency self-defence only.
Armour: Minimal
Spells: Offensive and defensive, specializing in taking out high-value units and individual commanders as well as screening and covering mage support for the cavalry.

Support Column:
Mounts: Vary. Remounts for the cavalry and the mages, wains for supplies.
Weapons: Minimal. Last-resort self-defence only.
Armour: See Weapons.
Capabilities: Healer and surgeons, bowyers and fletchers, armourers, bladesmiths, farriers, saddlemakers, cooks.
Total numbers: 450 various trades.

Numbers 3000 light cavalry, 50 mages, 450 support staff
Old Atlantia
15-10-2006, 02:37
The Vile Army of Gerthsaw the Lich.

Commander: Gerthsaw
Race: Lich
Age: About 3,000 years
Powers: Dark arts of necromancy, is physically stronger and faster than many living things, wields considerable power even amongst the Lich-kind. Many resiliences, including those against physical damage. Undead healing.
Weaknesses: Holy magic, and Holy Water. Blessed blades deal major damage, and any damage done by the afore-mentioned weaknesses is not easily healed by Gerthsaw's power. Also, a significant wound can retard his ability to heal other damage, and weakens him physically.
Equipment: a silver longsword of good worksmanship but unadorned, studded ringmail armor.
Bio: A general while human, Gerthsaw was a skilled battle-mage until his army was defeated by a rising power in the East. Left for dead, a lich wlaking the battle-field to feast on the remanants of life seeping into the ground found Gerthsaw, and offered him lichdom. Accepting, Gerthsaw joined the undead, and after a complex ritual, and a long and drawn out journey, he reclaimed his soul, ascending to full lichdom. He gathered a small band of followers, and has used them to raise and lead many armies of their nefarious career.
Appearance: Wlaking, talking, red-eyes glowing skeleton about 5'9", or, at his choice, a well dressed man with pale, somewhat grayish skin and red eyes, standing at about 5'10"

Vampire Lieutenant Commander: Feldecar Berdris
Race: Vampire
Age: 1,500 years
Powers: Traditional Vampire Powers: Turning into smoke, flight, ability to summon "darker" animals, Blood rejuvination, strength, speed, stamina, hypnotic and mental-destruction powers.
Weaknesses: Variance-Sunlight. Recent blood (within a week) maintains him him with only an itch, after that it becomes painful and then destructive.
Holy symbols repel him, holy magic hurts him, garlic is poison, Rose vines make an unescapable garrot, need to drink blood, Inability to enter a occupied home without invitation. Getting the heart is a bitch, as is decapitation.
Epuipment: same as Gerthsaw
Bio: Turned by failing, albeit ancient vampire lord, Feldecar slew his master and Sire with the help of Gerthsaw. Since then, he has been serving as one of Gerthsaw's advisors and a core member of their cabal.
Appearance: Slender, about 6'1", dressed impeccably, eyes and hair are both a sleek black color. Pale skin.

Werewolf Lieutenant Commander: Lyrkam Von Wolfhaussen.
Age: Bout 1300 years
Powers: Vastly increased speed and strength, healing factor, acute sensory abilities, increased stamina, communication with canines, ability to shapeshift between one of five different forms. Human, feral human, hybrid war-skin, Intelligent wolf, full wolf.
Weaknesses: Silver. Wolfsbane is poisonous. Rose vines make a nifty garrot for Lyrkam as well.
Equipment: notmuch, he relies on his claws when in battle.
Bio: a born werewolf, and therefore a Lycanthrope, Lyrkam was bitten by his father under the full moon, and hence he experienced his first change then. Until that time, he was not known for his savagery, but rather for his reasoning, hence, even amongst those transforming when the moon is full, he is a cunning leader, but still shows the savage side of those bitten at the height of the cycle. After his transformation, he was out hunting when he encountered Gerthsaw. Gerthsaw had to use the full force of his powers to beat Lyrkam, who had trained to a near mystic degree in the arts of his kind. For the first time since regaining his soul, Gerthsaw showed respect for Lyrkam, and a significant measure at that. Hence, he was offered a position to serve with Gerthsaw, and now leads the other werewolves that have joined or been impressed into Gerthsaw's army.

Force:

The undead armies of Gerthsaw consist of a zombie infantry, a lich-vampire mage cadre, and a werewolf anti-calvary unit.

Zombie infantry:
commanders consist of liches and zombies that have retained their intelligence. The majority of the forces are controlled by these officers. Given the right circumstances, this force is self-propogating, however, the tendency of corpses to become mutilated makes them unsuitable for use. Approximate strength: 8,000.

Mage Unit:
Led by Feldecar, this unit uses dark magic and vampiric powers to wage magical war. They consist of a number of vampires and liches, creating some internal rivalry, though they feel that a bigger rival for "glory" is the anti-calvary unit. Strength: 400

Werewolf Anti-Calvary:
Led by Lyrkam, the officers in this unit are the sentient Lycanthrope werewolves. Enslaved to their will are the feral Lupine Werewolves, those that are werewolf by infection, and not by descent. Strength: 900
Old Atlantia
15-10-2006, 02:39
Commander: King Moric "Trollbane" Grimfoot
Race: Dwarf
Country of Origin: Federation of Stone
Age: 87
Physical Description: 5ft, broad shouldered, with iron grey hair and eyes, deep wrinkles but not frail in the least.
Skills: Unrivaled hammer fighter
Equipment: Ornate, heavy dwarfish armor, open faced helm; Obsidian warhammer with golden runes etched along the handle
Bio:
As a gruff young recruit in the Federation army, Grimfoot fought as a Hammerer against a cunning tribe of goblins which seized control of an important Dwarfish mine. In one of the countless battles waged in the depths of the mine, Moric saved the life of the army's commander by killing a rampaging troll with a well placed hammer stroke. Dwarves never forget a debt, and the commander promoted Grimfoot immediately. The young soldier quickly rose the ranks in the military, before retiring to public life. He ran for the Monarchy (yes, the Federation is democratic) at 68, and has held his place as king through many wars, revolutions, and trials. The old king was enraged at hearing that revolutionaries had broke from the Federation army, but unfortunately the bulk of his forces were deployed far in the south reaches of the Almighty's Crown, reclaiming ancient mines from lizardmen and dragons. He senses trouble coming to Durnham, but since his main army is so far from home he is unable to meet his foes in open battle and has ordered the city's garrison to prepare for a seige. His hope lies in the legendary fortitude of his people, and in the Federation's ancient friendship with distant Averia.

Arch-Bishop Guillame Delacroix:
Race: Human
Country of Origin: Averia
Age: 45
Appearance: medium height, with short brown hair
Skills: Accomplished user of white magic
Equipment: Brown, wooden staff curled at the top
Dress: Simple, off-white robes of his Order, wooden crucifix hanging around his neck
Bio:
Guillame came to Durnham as a missionary of the Church, and under his guidance the True religion has prospered. He is responsible for the conversion of many Dwarves from paganism, and is a close friend and advisor to the king. He also serves to facilitate relations between Durnham'slarge human minority and the often xenophobic dwarves.

Army:

Men-at-Arms:
A mixed group of men and Dwarves, they are the highly trained and well equipt grunts of the Federation army. They weild a mixture of axes, hammers, and shortswords, wear medium armor, and use bucklers or medium sheilds. (2500)

Musketeers:
Ranged fighters of the Federation who utilize the much coveted Dwarven musket. The unit is composed entirely of dwarves, because the recoil of the heavy dwarf gun could knock all but the strongest men from their feet. Musketeers are expertly trained, can fire off several rounds per minute, and reload cooly even when the enemy is right on top of them. (1000)

Dragon Hunters:
A group of lightly armored, mobile, elite musketeers composed of men and dwarves. (200)

Artillery Brigade:
Squads of Dwarves and men trained to operate the Dwarven cannons which line the walls of Durnham. There are two types of cannon used, the powerful single shot, and the dangerous triple barrel range artillery.

(100 triple shot guns, 200 cannons total in the city. 25 single shots and 15 triple shots on the walls.)


Stonebreakers:
Composed of Dwarven nobility, Stonebreakers are heavily armored, axe and hammer weilding Dwarven infantry. They are legendary in their skill on the battlefeild, and are perhaps the worlds finest footmen. Their slow mobility is a liability on the open feild, but a non-issue in a seige situation. They serve as shock troops and as the king's guard. (500)

Total troops: 5,000
Old Atlantia
15-10-2006, 02:41
Name: Ezrâd Grimme-Skull
Race: Orc
Phys Desc: As goes in Orcish society, Ezrâd is the largest and strongest of all the Orcs, standing at eight foot seven and four hundred twenty pounds. Like all Orcs, he is solid muscle and can literally crush a human with his bare hands.
Skills/Spells: A mighty warrior and intelligent for an Orc
Weapons/Equipment: He is lightly armored (though it is thick armor where he is protected) as most Orcs are, instead allowing his thick muscular body to take the brunt of the blows. Ezrâd wields a deadly sword known as the Flesh-Reaver for which it is aptly named.


Army:

Brutes: These average infantrymen are anything but average. Standing over seven feet and three hundred fifty pounds, Orcs are the perfect specimens for battle, unparalleled in brute strength and pain capacity. Unmatched on the field of battle, Orcs use their impressive strength to turn any common object into a deadly instrument of war or simply crush the enemy with their muscles. They are armored in various places and most often wield large axes to easily slice through bone and armor alike.
Weakness: Orcs aren't the most intelligent of creatures and nor are they highly organized as a cohesive army.
Number: (8000)
Special: Bloodlust

Wolf Riders: Wolf Riders are the Orcish equivalent of an opposing force's cavalry. Every bit as impressive as the Brutes, Wolf Riders are ruthless warriors that ride into battle on the backs of Blood Wolves. As physical specimens, Blood Wolves are equally as impressive as their Orcish riders; they are even larger than Orcs and comparable in size to horses, however, they have a massive advantage as they too fight on the battlefield. Using their powerful legs and shredding jaws, the Blood Wolves can perform impressive displays of agility and carnage, shredding enemy foes as the riders wield their axes and clubs.
Weakness: None truly, but the best defense against them is a massive artillery and arrow barrage (though both the beast and rider can survive an arrow).
Number: (2000)
Special: Bloodlust, Feral Wolf

Crossbowmen: As Orcs aren't known to be the most dexterous of creatures, wielding a true bow at long distances is a nigh impossible task, not to mention that they would frequently break the delicate weapon; however, a contingent of Orcs has been equipped with crossbows in order to match the ranks of enemy archers. Though not as skilled in aim or distance with a crossbow, the bolt fired is much faster and thus can penetrate armor better than a normal arrow. The one major advantage that the Orcish Crossbowmen have over regular archers is that they are still brutish Orcs... The Crossbowmen can fight nearly as well as any Brute and most likely better than most enemies. In but a moment's time, the ranks of archers can become a reinforcement of infantry.
Weakness: They are slightly better in organization and intelligence than the average Brute, but still not comparable to an elf or even human.
Number: (2000)
Special: Bloodlust

Shamans: Half-Goblin, half-Orc, Shamans are cultish and spiritual members of the clans that supposedly have some cultish powers. Some doubt that they have actual powers, but it is obvious that they inspire the Orcish armies in battle.
Weakness: They are poor warriors that remain in the back ranks and hardly ever actually enter the fray, however, they are quite a bit smarter than Orcs and are comparable to the average human.
Number: (400)
Special: Inspiration

Goblin "Engineers": The smartest of the Orcish armies, Goblin "Engineers" are responsible for all of the 'technology' that the clans employ from crossbows to the new explosives. Their experiments, however, often result in self-injury. As well as being the engineers and explosives experts of the Orcs, the goblins also wield spears that they can stab enemies with or throw as javelins into the enemy ranks.
Weakness: Smaller and weaker than any Orc, the goblins are not the best of warriors.
Number: (1200)
Special: Explosives, Javelin

Berzerkers: Crazier the craziest Brute, Berzerkers are the deadliest warriors on any battlefield. Without any regard for themselves, Berzerkers work themselves up into a rage so far beyond any bloodlust that they feel no pain and won't be stopped until there is no breath left in them. When the enemy sees them barreling into the battle, chaos erupts and they run in fear. The strongest and most far gone of the Orcs, Berzerkers will destroy anything and everything in their path.
Weakness: None
Number: (500)
Special: Bloodlust, Chaos, Berzerk

RockGuard:The elite warriors of the Orcs, they are tasked to defend the Warlord whether it be behind the ranks or in the thick of battle. They never leave his side, creating a deadly circle of warriors when the Warlord enters the fray.
Weakness: None
Number: (100)
Special: Skill

Total: 14,200

*Bloodlust: An enraged state caused by battle in which Orcs become more ferocious, deadly, ruthless, and powerful.
*Feral Wolf: A state of uncontrollable beast fury.
*Inspiration: The ability to simply be seen or heard, causing inspiration in the ranks of Orcs.
*Explosives: A new technology developed by the Goblin "Engineers."
*Javelin: The ability of the Goblins to become ranged units by tossing their weapons into the enemy ranks.
*Chaos: The state of enemy organization when the Berzerkers are seen on the field of battle.
*Berzerk: Unparalleled abilities and the uncontrollable urge to wreak havoc.
*Skill: Orcs with the ability to use both their natural abilities as well as those used by other species like dexterity and the ability to wield a sword as well as any.
Old Atlantia
15-10-2006, 02:44
Commander: General Maurice DeGrasse
Race: Half Elf
Country of Origin: the Baronies
Age: 50
Appearance: Tall, thin, well muscled with long black hair, a gaunt, hard looking face and cold blue eyes. He wears a royal blue General's uniform, with a steel breatplate.
Skills: Expert tactician, skill swordsman
Equipment: thin silver longsword, ornate Dwarven flintlock pistol
Bio:
The son of the infamous Baronian mercenary, 'Bloodgutter' DeGrasse, and an elvish whore, Maurice's life has been grim and violent from the very beginning. Once old enough he enlisted in the local militia, where his tactical brilliance was recognized by an Averian military governor. The governor enrolled him in the famous "Academie de Guerre" in Delain (Averia's capital), where he excelled. General DeGrasse has a spotless battle record, and is well known for his pragmatic, uncompromising tactics and ruthlessness. Because of his combative, blunt personality, he is considered dishonorable by his more conservative, aristocratic colleagues. Nonetheless, he was hand picked by the king of Averia to lead an relief force to Durnham when His Majesty learned from the famed witch hunter Lief the Redhand that the Dark Council was amassing it's unholy forces for an invasion. DeGrasse, ever ambitious, may have other motives besides saving Durnham... the King has instructed him to make the city an 'Averian Protectorate' once the undead have been put down.

Mage Lord: Cardinal Pierre Vaisseau
Country of Origin: Averia
Age: 2000+
Race: High Elf
Appearance: Tall, thin, noble, with greying hair and a pointed beard. Wears flowing silk red robes for official purposes, travels in black cloak with white collar
Skills: Expert fencer, Master of white magic
Equipment: Anuir, Sword of the Church- angelic blade which is extremely effective against the undead- which he keeps hidden among his robes. ( http://www.jaestudio.com/BladeofLostGods.jpg )
Bio:
Cardinal Vaisseau is an influential and powerful member of the Universal Church, and Head of the Averian Order of Witch Hunters. His history is long, and his powers wide... suffice it to say he is a wise, noble wizard who is perhaps a touch arrogant. He insisted on accompanying DeGrasse when he heard that the Lich King was preparing an invasion.

Army:

Halbediers:
Medium armored humans weilding halbediers and short swords, they are effective against cavalry, light infantry, and monsters such as trolls and bezerk orcs because their weapon allows them to strike while staying out their foe's range.

Swordsmen:
Medium armored, standard imperial troops armed with well crafted swords and meduim sheilds, swordsmen are solid, if not exceptional, infantry that can stand toe to toe with most foes. Their strenght lies in their superb organization and co-operation with other units like halbediers and archers.

Swordsmen and Halbediers: 2500

Longbowmen (1000):
Medium armored human archers armed with the powerful Averian longbow. Effective against almost all troop types and capable of deadly barrages, they are also armed with short swords for close encounters with the enemy. Their main strength lies in the massive volleys they can fire at moving enemies.

Elven Footmen(500), "Royal Guard":
Well amored, well trained high elves who bring centuries of combat training to the battle feild. They are armed with anti-cavalry spears, longswords, and tower shields and can form phalanxes deadly to enemy horsemen and charging infantry mobs. Once the enemy closes with their ranks, the elves fight with longswords and are equally, if not more, effective.

Elven Skirmishers (300), "Slayers":
Lightly armored, elite bowmen whose purpose is to target enemy officers and monsters. Very mobile 'snipers,' deadly in forest situations.

Shri'vraen Mages (50): Skilled elven mages who have mastered the elements- frost, fire, mist, lightning. They ride unique mounts into battle (bears, elf-steeds, or noble wolves). Serve both as ranged units and anti-officer cavalry.

Witch Hunters (100):
Heavily armored crusader knights fighting directly under Cardinal Vaisseau, use both conventional weapons- longswords, warhammers, maces, or axes- and white magic against their foes. Armored mounted units extremely effective against the undead.
Old Atlantia
15-10-2006, 02:45
A loose "nation" of bandits, exiles, and raiders collected from around the world, the group simply known as the Condfederation was founded by a large group of gangs from Averia and Durnham who were disenchanted with thier governments. Durnham Dwarves, Averian humans, and even Cathay Elves have since joined the large group. The confederation has grown so big, in fact, that it has even recruited it's own army on top of it's criminal activities. Sensing Durnham's sudden weaknesses impending by the approaching Orcish and Undead armies, the Confederation has allied itself with the Sappara mercenaries, and are preparing to strike Durnham in it's hour of need.

Commander
Name:Guadalupe Monahan
Race: Human
Appearance: 6 feet tall, 45 years old, with long black hair and blue eyes. A stong man who only a red tunic in battle.
Skills/Spells: A master of the Martial Arts as well as an extremely skilled commander. Monahan managed to gather groups and gangs from all over the world and unite them under a single flag; he has an incredible understanding of infantry warfare.
Weapons/Equiptment: Monahan wears a pair of studded and bladed gauntlets in battle to protect against swords in combat, as well as a pair of bladed shoes called Greave Edges; other than that, he is unarmored and unarmed. He has mastered many different forms of unarmed combat that suprisingly make him deadly in close combat, even against fully armored foes carrying swords.
Bio: A charasmatic leader with a largely unknown past, Monahan founded and has led the Confederation for years, using terror tactics and raiding to get what he needs. He loves combat, and could care less about any of the people he kills. That said, he is a shrewd commander and well-loved by his men.

Commander
Name:Belthero the Huge
Race: Human
Appearance: Eight feet tall, 34 years old, with red hair and black eyes. Well over three hundred pounds.
Skills/Spells: Dispite his troll-like appearance, Belthero a suprisingly effective anad intelligent commander. He keeps the Irregular mercinaries in thier place, and also leads the dwarven gunners into battle.
Weapons/Equiptment: Belthero carries a massive looted dwarven cannon that he carries on his back; it requires a gang of four dwarves to carry extra ammo and reaload it, but it is absolutely devestating on the field. A equally gigantic Zanbatō greatsword is wrapped around his belt; it serves as an excellant close-quaters weapon. Belthero wears a massive Iron suit of armor that encloses his entire body in battle.
Bio: A sort of right-hand man to Guadalupe Monahan, Belthero has been at his friend's side for over a decade. He proved to be a good artilleryman-especially with his cannon-and skilled at moralizing his men. He is a nearly unstoppable force on the battlefield.

Commander
Name:Shao Shou
Race: Elvish
Appearance: Slender, 6'2, blue eyes, blond hair.
Skills/Spells: An elvish exile from Cathay, Shao leads the elf archers with great efficiancy. She is also a skilled grey mage who studies both white and black magic, and uses them with equal efficiancy in battle. This makes her a deadly and unpredictable opponent.
Weapons/Equiptment: Shao carries a exquisite elvish longbow into battle(with it's obvious uses) as well as a curious Averian weapon she has taken a liking too:She uses a giant pair of sissors that can cut through even heavy armor to cleave off arms and heads in battle. It is especially useful against cavalrymen. Her armor consists of light chainmail and arm and leg guards.
Bio: A mysterious elf who was exiled from Cathay for murder. She saved Monahan's life five years ago and has tagged along ever since as a powerful mage and commander. Shao has come into contact with Zyergi Zyerga several times in the past; the two are not on good terms.

The Confederation Army

Irregulars: The vast majority of the Army, Irregulars are simply individual warriors and mercenaries of all races under various banners and leaders; they come from every corner of the world. This can lead to problems in combat, but a collection of able leaders can galvanize these dubious soldiers to powerful heights. All footmen, armed with various weapons and armor.

Numbers:4,600

Durnham Dwarves:A small group of disenfranchised Riflemen from Durnham who joined the Confederation becuase they disagreed with the leadership of Durnham. Although they mostly act as raiders and snipers, they still rely on effective and age-old Dwarven tactics in large-scale combat.

Numbers:200

Averian Footmen: Defectors and Rouges from the Averian army. The Averians make up a solid line of offense in open combat, and suprisingly can hold off numerous enemies at once, making a formidable defense. Armed with spears, swords, and halbediers.

Numbers:800

Elvish Archers:Exiles from Cathay and Averia, these archers have the same range and accuracy that all elves share; they are used as a support group and sometimes an axilluary infantry unit. Armed with longbows, light armor, and swords.

Numbers:400

TOTAL ARMY:6,000
Old Atlantia
15-10-2006, 03:14
Commander
Name:Imad ad-Din Atabeg Zengi
Race: Human
Phys Desc: A 5'11, sixty-year-old, slender horseman, who looks little different than any of his kinsmen. His skin has a red tint to it, absorbed from the many years he spent wandering the deserts and plains of the world.
Skills/Spells: An experianced commander with decades of battle under his belt, Zengi was raised in the saddle, as all Sappara are. He is a superb horseman and an even better tactician who fully understands the way to utilize his horsemen to full effect. Dispite his age, he shows no signs of slowing down.
Weapons/Equiptment: Zengi carries an unusually large silver spear and a huge bronze shield on the battlefield, as well as ornate silver armor for protection against any foes. His black horse Serunia is the decendant of an ancient and royal line of horses. He also carries a nine-tailed barbed whip, an unusual weapon for a Sappara.
Bio: Zengi was born in the saddle, a decendent of the Sappara royal family which has wandered the land for a millenia. He has a rather large family, as to ensure the survival of his line.

Commander
Name:Zyergi Zyerga
Race: Human
Phys Desc: A 5'5, 30 year old slender man, Zyergi was horrificlly burned in a childhood accident, and wears heavy bandages to hide his maimed skin. Large goggles cover his eyes, and he wears a long coat over his bandages.
Skills/Spells: The one and only Sappara "Battle Mage." While most Sappara Shaman do not phisiclly combat regular enemy soldiers, preferring rather to fight mages and cast enchantments of protection, Zyergi, who has travled the world learning different magical arts, can fully confront anyone who gets in his way. He has a keen knowlage of offensive magic, and prefers to use electrial spells to stun and kill his opponents. He is also very skilled at shifting shadows and bending light to appear invisable, making him an excellant assassian.
Weapons/Equiptment: Zyergi carries a long enchanted saber and a belt of knives as well as many vials of deadly poisons in his coat. His brown horse is extremely fast, but he uses it only as a getaway and for transportation, prefering to fight on foot rather than horseback.
Bio: A Shaman who was burned as a child, Zyergi left the horsemen for a time at the age of twenty to travle the world and learn all he could of magic; he returned ten years later as the most powerful magician of the Sappara.

Commander
Name:Oreus Alodru
Race: Human
Phys Desc: A 5'8, 28 year old woman with white eyes and long red hair. Oreus was born blind.
Skills/Spells: A blind sniper, and the only woman in the Sappara cavalry. Although she was born without sight, she trained her sense of hearing; this skill is augmented by several enchantments Zyergi put on her. A talented engineer who believes that technology is more effective than magic.
Weapons/Equiptment: Oreus uses a greatly modified Dwarven musket; it is much longer and lighter than a regular firearm, but can shoot farther and has less recoil. The smaller bullets the gun uses means that a more precise shot is needed for an effective kill. Oreus also carries a pair of short-ranged but deadly Falchions for self-defense. Like Zyergi, her small horse is used only for travel.
Bio: A blind sniper who Zyergi befriended on his travels, Oreus's incredible hearing can target the hearbeats of individual soldiers, even over the clamor of a battle. This makes her an excellant assassian, especially during a fight. She is rumored to be Zyergi's lover, and fights with him as a support element in battle. She co-commands the Shamans.

The Sappara Cavalry:

Overview: A large, wandering force of ancient cavalrymen, the The Sappara Cavalry rents itself out as a mercenary force, using it's large numbers and supreme speed to outmanuver slower, less agile armies. The force doubles as a huge mass of heavy infantry.




2,500 light cavalry:
Mounts: Fast and tough horses used for light skermishing and scouting.
Weapons: Scimitars and axes; some light bows.
Armour: Light. Leather and chainmail, as well as a medium-sized round shield.
Capabilities: Skirmishers and harrassing forces, meant to outmaneouver and outflank the enemy, attack swiftly and withdraw. Suitable for light to medium intensity melees. Unsuitable for head-on charges.


1,500 cavalry archers:
Mounts: Fast and tough horses used to stay out of enemy pike and bow range.
Weapons: Large and heavy composite bows and scimitars.
Armour: Light. Leather and chainmail.
Capabilities: Skirmishers who use thier huge bows to pepper enemy troops out of range of most projectile and all hand weapons. Can be converted to light cavalry without bows, but still unsuitable for heavy charges.


1,500 Cavaliers
Mounts:Tough warhorses armored for charges, but slower than light cavalry.
Weapons: Shamshirs, spears, small composite bows and large throwing axes
Armour: Heavy suits of armor. Closed helms and huge square shields.
Capabilities: Heavy troopers meant to break through walls of spearmen and directly engage the enemy for long periods of time. Suitible for heavy engagements.

500 Malmukes:
Mounts:Massive warhorses armored for charges, but slower than light cavalry.
Weapons: Shamshirs, Lances, Spears, and long Saifs.
Armour: Very heavy and thick suits of armor.
Capabilities: The king's personal bodyguards; Heavy troopers meant to break through walls of spearmen and directly engage the enemy for long periods of time. Suitible for heavy engagements.

50 Shamans:
Mounts: Enchanted(And mostly stolen) elven mounts
Weapons: None, save for staffs.
Armour: None
Spells: Almost purely defensive, the Shamans of Sappara spend thier time enchanting weapons, soldiers, and leaders with protection charms, fighting enemy mages, and acting as bodyguards for the most important members of the group. Shamans cannot fight directly against enemy soldiers or mages, but can summon a variety of demons, genies, and other creatures and unleash them onto the battlefield. They can also set up defensive shields around large areas and can enchant and bless weapons.

Numbers 2,500 light cavalry, 1,500 cavalry archers, 1,500 Cavaliers, 500 Malmuke, 50 Shaman