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Silence Sei
05-27-14, 11:59 AM
Registration is now open! Please be sure to review the Rules and Regulations (http://www.althanas.com/world/showthread.php?27505-Gisela-Open-Rules-and-Regulations) before registering! Also be sure to list the name of your army!

Happy Hunting!

Erikar
05-27-14, 12:08 PM
The Order of the Crimson Hand ~ Done ~


Heroes:
1. Lichensith Ulroke, the Viper of Salvar –

Abilities:
Master Assassin -Lye has been deemed a master assassin after years of training. He has experienced pain, trauma, and relentless onslaught. The scars given through years of learning through trial and error have built up his senses, stamina, and resilience. Should he ever fail to assassinate a target, he is more than capable of engaging in long term combat.
• Can endure strain of exertion five times as long as the normal Althanian. Should a man only last 5 minutes in combat before coming fatigued, Lye can last 25 minutes.
• Has agility six times that of an average Althanian. Blocking and dodging projectiles is as effortless as catching a tossed apple. This also permits him to exercise a flurry of strikes (4-6) in the same time it would take a normal man a single blow (1). It permits split second actions and changes of direction.


Intimidating Presence - All troops and members of the Crimson Hand's armies know of Lichensith Ulroke. He can take command of any unit(one one unit at a time.) Any unit under his command gains 2x endurance and will not retreat.

Lay Explosives - Lye has five explosive charges. It takes one post(un-interrupted by enemies) to lay explosives. They detonate the explosives through the use a magical paper rune(activated by touch and willpower combined.) These explode with the force of one stick of dynamite.


Equipment: Dual Titanium Wakizashi, Berevaran Bear Hide Armor(full body, minus head), Red Vlince Scarf.


2. Madison Freebird, the Briarheart –

Abilities:
One tough bitch: Due to a rather extreme endurance regimen and her own stubbornness, Madison can take and shrug off most hand-to-hand blows and strikes from blunt weaponry and still get up to fight back. Several bones need to be broken before she even considers staying down. Also, her stubbornness has granted her additional defenses against psionic intrusions and attacks; any sort of spell, potion, rite, or possession that directly affects her mind (say, in an effort to destroy her sanity, browse for secrets, or control her thoughts and movements) is half as likely to succeed.


The Briarheart: Over the course of events that she cannot recall for the life of her, her human heart was replaced with a symbiotic, plantlike entity known as a Briarheart. It is the source of her newfound plant-based powers; and as such, it acts very much like a human heart. If it is pierced, torn from her, or otherwise destroyed—it will kill her. On the bright side, however, exposure to sunlight will augment Madison’s speed, strength, agility, and endurance; boosting them by anywhere between ten and twenty percent of her standard capabilities, depending on how much exposure to solar energy she has. One downside of having the Briarheart is she is now slightly more susceptible to fire--it won't make quick work of her, but it will burn her plant-based skin faster than it would normal human flesh.


Hands of the Puppeteer: Through fungal pods that can be extended from and retracted into the palms of her hands, Madison is able to shoot out three bursts of spores (per day) that contain a special strain of cordyceps fungus named Nemo’s Marionette. The bursts fire simultaneously from both hands in little blue clouds that travel three feet in whatever directions her hands are pointed. When the spores are inhaled or ingested by their new host, they undergo several hours of torturous pain as the fungus begins to take control of their physical form. The process is complete when small stalks with a blue base and oily purple tips start bursting through the skin of the host, usually in and around the neck area, as if they formed a crude collar. Once the fungus is in full control, the host can operate well beyond its normal capabilities (1.5x strength, speed, endurance and agility). However, this bump in ability comes at a cost; the host body will cease to function after several weeks, once the fungus has completed its life cycle and is able to release its spores, the host will drop dead. Due to the biological means of production, Madison is able to give direct orders through telepathy and vocal commands to all infected hosts or single creatures within a one-mile radius. The Nemo’s Marionette that Madison can naturally produce is only able to infect insects, beasts, and lesser kinds of monstrosities such as Fallien harpies, trolls, goblins and ogres at this point in time.

Equipment: 4 Prevalida Daggers w/ Spidersilk Wrapped Grip, Leather Holster, Black Hooded Sifan Cloak w/ Warmth Enchant, Black Arctic Beast Leather Bodice w/ 2x Durability Enchant

3. Aurelianus Drak'Shal, the Tiefling Bastard

Abilities:
Shahab's Lash - This invocation summons a cone of black flame from the palms or mouth, which Drak'shal can then launch at his enemies. Lately, the warlock has even learned how to form the flames into a roaring cyclone given a few moments to gather the power; the cyclone itself is only six feet by two feet, and due to the inherit difficulty of shaping Hellfire like this, Aurelius can only perform this trick thrice a day.. If any unfortunate is caught in these flames, the white-hot Hellfire will cling like napalm, rather than normal fire- the warlock can extinguish these flames with but a thought. Aurelius himself is almost completely immune to the flames he conjures forth, though the longer he keeps up the blast the harder it becomes to resist their infernal heat, until eventually they will burn his flesh almost as much as those of his foes. He can maintain a full four minutes of sustained fire before his flesh starts to blister and burn, and only one after that before his wounds become crippling. He can still use it to cauterise wounds, etc should the need arise. To those who manage to extinguish the flames in time, Shahab's Lash only causes severe burns. If not, they will continue to burn, causing excessive damage. With understanding of the nature of this Hellfire, Aurelius has learned how to use it to sear not only a body's flesh, but also it's soul. Against those of a good disposition, the effects are incredibly effective, bringing about an agony that can last for much longer than the actual burns. This invocation has become as much a sickness of the soul as it has a tool of brute destruction. Against those of a "good" nature, Shahab's Lash is one-and-a-half times as effective.

Freki's Shield - This spell allows Aurelius to summon forth a protective wall of magickal heat, which can deflect missiles, blades, and even other spells with a 6 foot width. Aurelius is immune to the heat he creates. He can keep it active long enough to stave off two powerful attacks (roughly triple human strength), three medium attacks (double human strength) or four weak attacks (normal human strength), though a significantly strong one can shatter it in a single blow. (Usable- four times per thread)

Hellfire Augmentation - Aurelianus is able to augment any fire cast from within a circle he conjures, turning it into destructive Hellfire. Read above for details on Hellfire. The circle's diameter is 50 feet long, and lasts until he places a new one. This can be used three times per battle.

Equipment: 4 Damascus Daggers, 1 Titanium Cleaver, Black Leather Armor with Trench-coat(Full body, minus head and right arm.)

Hands of the Blade:

Cobra Battalion – 2000 Units. Comprised mainly of mercenaries and sellswords, along with many loyal members of the Order, the Cobra Battalion is the main infantry unit of the Crimson Hand’s armies. They are skilled with swords and shields, and have many years of experience in combat.

Abilities:
Morale – These units will never unless retreat unless beaten back.

Rallying Cry – When the Cry is heard, all units rally to the source. Their ability to resist attacks is increased while rallied. This lasts for 3 posts. This can be used once per battle.

Demoralizing Shout – When they shout their Battle-cry, enemy forces are often intimidated. This has a possibility of causing enemy forces to retreat. This can be used twice per battle.

Equipment: Steel Longswords, Steel Kite Shields, Iron plate armor(Chest, head, and legs.)

Viper Battalion – 1500 units. A defensive battalion, the Vipers utilize long polearms and defensive tactics to repel enemy forces. They are lightly-armored and work very well together.

Abilities:
Hold the Line – These units can withstand a charge from a superior force unflinchingly.

Bane of Horses – These units are extremely effective against cavalry.

Defensive Tactics – The Viper Battalion is extremely skilled at defense, and if they have time to set up, their ability to hold their ground and resist attacks is exponentially.(Takes one post to set up defenses.)

Equipment: 12-foot Steel Pikes, Steel Dirks, Leather armor(Full-body), Iron Shields

Basalisk Battalion – 500 units. These are the Shock troops of the Order. Wielding Warhammers, Greatswords, Polearms, and Battleaxes, these humongous warriors wreak havoc among enemy forces. They stride about the battlefield in heavy armor and are abnormally tough.

Abilities:
Brute Strength – These units are able to lift large, heavy weapons and swing them around with ease.

Heavy Load – These units are able to move easily in full-plate armor for long periods of time.

Wide Sweep – Their attacks have wide arcs, able to hit more than one enemy at once.

Equipment: Full iron plate armor, Steel Great-weapons.

Wolf Battalion – 405(x2 due to mounts.) units. These are the cavalry of the Order’s forces. They are vicious, effective, and leave no survivors. Mounted upon armored dire-wolves, they ride among enemy forces using great polearms and curved swords to cause havoc.

Abilities:
Heroic Charge – When charging an unsuspecting force, these units gain the ability to trample other enemies and break enemy formations.

Chilling Howl – The call of the Dire Wolves is a fearsome sound to hear, especially in the heat of battle. It can demoralize troops and possibly cause a retreat.

Direwolf Fangs – The Dire Wolves are able to bite with extreme force, able to crush iron with great effort and easily tear flesh.

Equipment: Iron Direwolf Armor, Iron Spears, Steel Falchions, Leather Armor(Full-body), Oak & Hide Shields

Hands of the Mind:

Plague Company – 100 units. Hex and Affliction Casters, this force spreads chaos and discord throughout enemy troops by the usage of curses and afflictions. They must all work as one to cast their magic effectively, although losing a few will not severely detriment their performance.

Abilities:
Despair Hex – AoE, 25 foot diameter circle on target. Sows feelings of despair and hopelessness among enemy. Lasts for 2 posts. Useable twice.

Fatigue Affliction – AoE, 25 foot diameter circle on target. Causes slight fatigue and weakness in enemy units, lasts for 3 posts. Useable twice.

Sickness Hex – AoE, 25 foot diameter circle. Causes feelings of nausea and sickness in enemies, lasts for 1 post. Useable once.

Equipment: Linen Robes, Iron Daggers

Hellfire Company – 300 level 3 units(1000 units.) The destructive casters of the Order, these wizards and witches are pyromancers. They can work alone to target specific troops, or combine their efforts to weave great firestorms. They are led by Hero Aurelianus Drak'shal, the Tiefling Bastard.

Abilities:
Gravity-affected Fireballs: These basketball-sized Fireballs can be fired quickly and arch downward after casting due to gravity. Can cause second degree burns on hit. 3 casts per unit.

Fire Pillar: A circular pillar of fire, 5 feet in diameter, is cast upon a location up to 25 feet away. It lasts for 10 seconds, and causes increasingly severe burns depending on the length of the time an enemy stands it it. Can be cast once per unit.

Fire-stoker: The Hellfire Company is able to stoke existing, non-magical fires to new heights. They can turn a small bonfire into a huge conflagration, and if working in unison, could turn the beginnings of a forest fire into a full-blown blazing cataclysm.

Fallen Star: If at least 250 of the Firestorm Company work perfectly in unison, they are able to conjure a fireball 30 feet in diameter. This takes two posts uninterrupted to charge, and is cast on the third post. Can be used once per thread, and causes heavy devastation to any force caught in the blast. This can destroy a few siege engines, large monsters, or many soldiers at once.

Fire-Sense: Firestorm Company can sense any fire from up to 333 yards away.

Equipment: Linen Robes, Iron Daggers

Earthshaker Company – 1000 units. The defensive casters of the Order, these magi are skilled in Earth Manipulation and use it to create defensive positions for the Order’s armies. They work together with Firestorm company for maximum effect.

Abilities:
Rock Wall: A Wall made of Earth is raised from the ground. It is 5 feet high by 8 feet long. It can withstand 1 round of artillery fire. 1 cast per unit.

Combined Rock Wall: The Earthshaker Casters are able to stack their walls atop one another and in front of or behind other walls to increase structural strength and stability.

Equipment: Linen Robes, Steel Shields

Spore Company – 500 units. The Spore Company contains Cordyceps-controlled beasts, led telepathically by the Hero Madison Freebird, the Briarheart. There are 499 Cordyceps-infected Fallieni Harpies, and 1 Cordyceps-infected Salvarian Bear named Boris(mounted by Madison.)

Abilities:
Harpies~
Flight – Normal, Running-speed flight.

Swoop – The Fallieni Harpies swoop down upon Madison’s command, attacking enemy soldiers’ eyes and heads with sharp talons.

Screech - The Harpies can scream loudly, demoralizing and instilling fear in enemy troops.

Boris~
Bite – Boris has an extremely painful and powerful bite. It can easily gouge iron and tear flesh.

Scary Roar – Boris the Bear has a horrifying visage, and if he roars, the possibility of demoralization is great.

Cordyceps Infection - Upon death, Cordyceps-infected monsters explode(not with enough force to injure,) and release Cordyceps spores which can infect enemy units. These units will quickly grow Cordyceps fungus protrusions and succumb to Madison’s control. It takes 3 turns for Cordyceps spores to grow, and newly-infected hosts die after 2 posts.

Hands of the Forge:

Blood Company – 500 units. Users of healing magic and restorative alchemy, these are the medics of the Order. They stay behind the front lines, healing the wounded where they can.

Abilities:
Healing Touch – If a member of Blood Company is able to touch a wounded soldier, they are able to heal minor wounds. This can be used 3 times per unit.

Lay on Hands – If at least 250 Blood Company Casters combine their efforts, one unit can be raised from near-death back to full life. They cannot raise the dead. This can be used once per thread.

Equipment: Linen Robes, Bandages

Gore Company – 100(2 men, 1 cannon per unit) units. The artillerymen of the Order. They use Alerarian Fire-spitters(large, rolling cannons with a variable-height barrel) to rain hell upon opposing armies.

Abilities:
Fire Cannon Round – The normal attack ability of the Gore Company. Fires a 24” diameter cannon ball at its target.

Fire Whatever~ - Shoots off whatever is placed into the barrel. Pretty self-explanatory, really.

Equipment: 100(100 in use, 50 in reserve) Alerarian Fire-spitters, 1500 lead cannon balls, replacements for wheels, frames, barrels, etc.

Anvil Company - 200 Units. These are the armorers, Fletchers, carpenters, masons, and blacksmiths of the Army. They keep the Order's armies stocked with weapons, ammunition, armor and fortifications. All of them are loyal, hardworking members of the Order, and very well-paid.

Hands of the Word:

Quartermasters - 250 units. These are the men in charge of logistics for the Order's armies. They ensure the army is kept fed, supplied, and hopefully alive. Without them, the Order's forces would not get very far.

Transmitters – 250 units. These casters are able to telepathically relay information immediately among each other. Any information that one learns is instantly transmitted to all others. They are unskilled in combat and have no defenses. They are dispersed evenly throughout the army so no unit is cut off from communication.

Abilities:
Telepathic Relay - Any and all information received by a Transmitter is immediately relayed to all other Transmitters.

Hands of the Shadow:

Crimson Squad – 11 units(including Lye, Erikar, and a transmitter.) A small group of assassins and spies, all whom excel in operations of reconnaissance, infiltration, subterfuge and sabotage. They are hand-picked by Lichensith Ulroke for their skills, and are some of the deadliest men and women in the Order. Led by Hero Lichensith Ulroke, the Viper of Salvar.

Abilities:
Shadow Meld - When hiding in shadow, the Crimson Squad is practically invisible until about 5 feet away.

Lay Explosives - Each unit(minus Lye, Erikar, and a transmitter) has three explosive charges, which detonate with the force of a grenade. It takes one post(un-interrupted by enemies) to lay explosives. They detonate the explosives through the use a magical paper rune(activated by touch and willpower combined.) These explode with the force of one stick of dynamite.

Assassin’s Speed - Each unit has 2x footspeed.

Equipment – Leather Armor(chest and legs only), Hand-Held Crossbows(15 bolts each), and Steel Daggers.

Scarlet Platoon – 80 units. Archers, infiltrators, and assassins. These are the Wetwork division of the Order’s armies. They kill from hiding and run, trying to inflict as much damage as possible with as little casualties. They often split up into smaller squads.

Abilities:
Camouflage Cloaks – All eighty of the Scarlet Platoon are equipped with magical cloaks, which change to the color of their surroundings. This does not equate to invisibility, and only works as well as normal camouflage.

Superb Accuracy – The members of the Scarlet Platoon are all highly-trained with longbows, and use them to great effect. They are able to hit man-sized targets in the center of mass 8/10 times, up to 100 yards.

Darkvision – The members of the Scarlet Platoon have been given the ability to see in low-light conditions through the use of dark magic. They can see up to 50 meters away in low-light conditions.

Equipment: Yew longbows, Quivers of 20 Steel-tipped arrows, Leather Armor(Chest only), Camouflage cloaks.

Quentin Boone
05-27-14, 12:33 PM
Registered. Army list forthcoming.

Underbunny
05-27-14, 12:47 PM
Registered. None shall stand against the might of...

Her Majesty's Royal Hare Forces

Racial Traits: “Tell me about the rabbits.”

Offence – Rabbits have short claws (though many file them) and can kick a man hard enough to send him sprawling.
Mobility – A rabbit can jump one and a half meters straight up and can keep pace with any standard breed of horse. Reaching top speed takes some time, though.
Durability – Their fur provides little more protection than human skin would.
Endurance – Due to their high metabolism, even the fit members of the Hare Forces will become exhausted more quickly than an average human. Extreme exertion, such as a lengthy run, will require a big meal beforehand.
Immunity (or lack thereof) – Rabbits are highly susceptible to poisons. They will feel the effects twice as strongly as a human, but will burn through the poison twice as quickly.
Hearing – Rabbits have far better hearing than a human. They can hear a pin drop in the next room or a horse rising over the next hill.
Sight – They have excellent range of vision, but difficulty focusing on distant objects.
Smell – A rabbit can detect delicious greenery (or other things) from dozens of meters away. They are poor trackers, though.

Her Majesty's Royal Hare Forces are comprised of three divisions:


The Eternal Forthwit Vanguard
1 hero and 5000 troops (equivalent)

Commander Puddles Butterworth - “The greatest hare that ever lived!”

The commander is the bravest and sturdiest hare in Her Majesty's Forces. (Sturdiness may or may not be a function of his girth. Was the uniform always this snug?) He has led countless expeditions, spearheaded innumerable battles, and conquered entire landmasses on their home world. Is Althanas next?

Yes. Yes, it is.

Equipment
Starfallen cinderite spear and shield ~ Starfallen cinderite looks like Althanas gold with streaks of blue. It's as strong as prevalida (tier 5) and shares similar properties. This set is capable of taking energy (magical or technological) into the shield and firing it from the spear with equal destructiveness. The shape of the energy is dependant on the wielder's spearhandling. It can increase in power if multiple shots of the same energy are collected before discharging. Capturing different forms of energy at once can get messy... sometimes explodey.

Folded cinderite plate ~ Appears golden. Strong as steel and covers his torso, shoulders, forearms, and lower legs.

Skills
Exceptional prowess with spear and shield. Though age has slowed him, he can still hold a defensive position even in the midst of enemy forces.

Abilities

Rallying 'Wot wot' ~ His speeches are so grand that he can move nearby rabbits to fight despite grievous injuries, provided they have enough blood left to do so. Truly inspiring!

Spot o' Tea ~ With a little polite banter, he can summon all manner of tea related objects. Knives, spoons, forks, butter, scones, hot or cold tea, and all manner of jams and jellies; in child or giant size, though the later takes the wind from his sails, at worst leaving him unconscious. It’s perfect for slicking slopes, dumping scalding doom upon foes, and the post-victory social.

Under his direct command:

300 Royal Guardhares ~ Exceptional defenders who are willing to take a bullet, arrow, or snarky quip for him. They wear folded cinderite plate in the same style as their leader and wield folded cinderite spears with starfallen cinderite shields that can disperse weak energy attacks. (They are level three, equivalent to 1000 troops.)

2000 Spearhares ~ Standard melee fighters with plate, spears, and shields all in folded cinderite.

2000 Crossbowhares ~ Standard ranged fighters. They use large crossbows that can punch into iron plate at ten (rabbit) paces and have so much recoil that they bound back upon firing. Their armor only covers their torso. Each has a quiver of 24 long bolts made from folded cinderite.


The Eminent Pallbearers of Mournsberry
1 hero and 2000 troops (equivalent)

Spymaster Chancy Mournsberry - “Bringing the mortician right onto the battlefield. That's efficiency right there!”

While he does look the part of a mortician (saggy old whiskers, greying fur, frail form), he is actually the Royal Hare Forces' premier expert on gathering battlefield intelligence. Yes, he also does funerals on the side. They come with the territory.

Equipment
Ceremonial battlerobe with hood ~ There are folded cinderite rings hidden under the fabric. It offers the same protection as draped steel chainmail would.

Skills
Don't Interrupt the Eulogy ~ Chancy has an uncanny habit of being just out of the way of ranged fire. A wall of projectiles, however... well, he's not that uncanny.

Abilities
The Dead Can Talk ~ Using a form of puppetry absolutely unsuitable for kits' parties, he can interrogate the fresh corpses of fallen troops. They will reveal to him all that they know, provided he asks the right questions. Vague questions will often return only snark as the yet-to-depart soul resists.

And Walk, Kinda ~ Same puppetry; just as kit-unfriendly. If a fresh corpse isn't too damaged, it can be sent shambling on its way, moaning and staggering as if grievously wounded. Once released, it can only go in a straight line and will continue to do so until it falls apart. He can only set a few dead a-walkin' per post. But, give him enough time to prepare, and the trick is all the more impressive. His funerals are the only ones with post-mortem dance numbers.

Under his direct command:

1000 Assassins of the Lopped Ear ~ (AKA Soon-to-be Clients) These hares were initially chosen to be nondescript attendants at funerals. However, this group proved to be nearly silent and so discrete in their movements that they would remain unnoticed even in one's peripheral vision. This led to a terrible habit of popping up beside unsuspecting mourners. They meant to offer condolences. Instead, they bestowed fatal heart terrors. More funerals ensued. Chancy, wise old hare that he is, saw potential. The assassins all have lopped ears (limp instead of standing) and are nearly as thin in the haunches as an average human. Their heights vary from 4' to 6', all the better to don enemy armor and slip among the ranks. It goes without saying that a full helmet is preferable, what with the whiskers and all. Aside from the weapons and armor they gather from the fallen, they only wield daggers of mundane cinderite (iron strength).

500 Former Clients ~ Souls of hares that resisted shuffling off this mortal coil (or so he tells it). They appear as hovering, long-eared shadows. They can manifest around him in a semi-corporeal form and advance into the enemy ranks to do his bidding. (They are level two, equivalent to 1000 troops.)

Bidding options:
1) Frighten one troop near them, sending the weak-willed running from the battlefield.
2) Manipulate the troop. This only works in the disorientation of intense combat. It causes incidences of ineptitude, forgetfulness, and friendly-fire. Requires 10 Clients per level of the enemy troop.
3) Possession. This requires 98 Clients per troop level. It can be used on heroes. The enemy must resist by strength of will, or the Clients will gain control of their bodies. They can then use the body overtly (smashin' heads) or covertly (letting the body go about its business until an opportunity arises). A possessed troop, left to its own devices, will act remarkably normal even in high-level activities such as strategy meetings or combat.

Former Clients are limited in their movement. They can only advance upon the enemy if its perception (even subconscious perception) is redirected, such as in the midst of battle or an argument. On their own, they move slowly, but they can meld into the shadow of a living troop, friend or foe, to travel with them. (Said shadow gains rabbit ears if it doesn't already have them.) Up to 50 Clients can travel in one troop's shadow, but the shadow becomes noticeably darker, almost pitch black when at full capacity.

In daylight, they will dematerialize after a few seconds. In torchlight, they are deterred and will dematerialize if too close to it. (Only possession or melding with a shadow will protect them from light sources.) They can also be dematerialized with a direct application of force upon the center of their shadow-form. If they are less than thirty paces from a living rabbit when they dematerialize, they will return to Chancy. If they are more than thirty paces from one at that time, they will forget who/what they are and cease to exist for the rest of the battle.


Thesis on Redemption
1 hero, 3000 troops and 1 underwhelming main character

Ex-Professor Davium Sumpter - “Formerly the Astounding Relativologist, now lacking both title and tenure.”

Davium is the former academic who brought his students on a “field trip” into the heart of the last Gisela. It ended in disgrace all around. Minor disgrace for the army: losing to a goat. Major disgrace to him, personally: losing his career, his standing, and even the blessing of the higher being his people call Father Brain, at whose behest he had arranged the field trip/experiment. This time, he is determined to succeed and prove his associates wrong, even if he only has the help of “low IQ rabbits”.

Equipment
Folded cinderite chest plate ~ It's somewhere underneath his belts full of scanners and cryptic blinking lights.

Hodgepodge pulse ray ~ Using what he could find in the rabbits' world, he assembled a ray gun. The rabbits were amazed. It does not fire bullets, but pulses of energy that move as quickly as an arrow. The ray can be dialed to fire narrow beams (4”), capable of damaging/piercing armor*, or wide pulses (10') that can set a line of men falling backward. The weapon can only be fired twice per post sustainably. In an emergency, it can be fired four times, but will be unusable for the entire next post.

*Damage to armor is equivalent to the loss of 2 tiers per shot. Reduction to tier 0 will pierce it. Damage to flesh after breaching armor can be superficial or heavy (strikes vital organs) depending on how much of the charge's power was expended on the armor.

Abilities
World Door (AKA Take that Canunbriam University! AKA Eureka Hole, I swear if one more rabbit calls it that...) ~ The World Door is opened by one of the devices on his belts (probably) at up to twenty meters away from him, even unsupported in the air. It appears as a large circular doorway that can admit five rabbits side-by-side. On the other side of it is the Gisela Command Center on the rabbits' home world, where troops and supplies are stored. The door can be opened as many times as he wishes, however...

Five-percent margin of error ~ Bridging the space between worlds is dangerous. You never know what might hitch a ride. Each time the World Door is activated, there is a chance that the horrors of The Between will be unleashed. Example: writhing tentacles, sentient garden gnomes, all those socks that get lost in the dryer. No matter what actually comes through, the effect will be the same. The door will be locked in place, spreading its flavor-of-the-minute devastation outward. Troops and structures caught within will be crushed or immobilized. The rate of progression is fifty meters of quick expansion, then a slower advance at half the running speed of a human. It will continue expanding until it collapses or is forced closed by Davium's frantic button-pushing. Upon closing, any matter that came through will cease to be a threat. (The chances of these happenings will be determined by a d20 roll with witnesses in chat. A 1 opens the door to The Between. A subsequent 16-20, attempted during each following post, will determine if it closes.)

Under his direct command:

1501 Technology Specialists ~ Specialists might be a strong word, as their motto is, “This button kills things, right?” Regardless, they are the troops with the dangerous equipment (and a death wish). Their armor is folded cinderite plate, but only consists of torso and arm protection. Their main weapons are swords in mundane cinderite (iron strength). On their wrists are devices that will charge their swords with electricity for one jolting attack per post that can incapacitate a limb. To avoid incapacitating themselves, they are the only hares to wear insulating footwear. They also each carry a dozen variable-timer grenades (adjustable from 5 seconds to 300) that can turn a horse into glue at zero-range and stun troops as far as six (human) paces away from the blast point. (Our main character is within this group. Wave to the good people, Binky-boy!)

500 Scientists and Support Staff ~ These are all the rabbits on the other side of the World Door. They keep it operational from their end and arrange the delivery of troops and supplies. Should the enemy forces breach the door, they are the last line of defence. If the “Five-percent margin of error” occurs, they will also receive a hiccup of hellish nightmares on their end. You'd think it's the safest place to be in the army. It's really not.

1000 Grabber-Stompers of War ~ These pedal-powered cinderite exoskeletons are twice the size of a hare and equipped with big smashy fists. On the home world, they are used for construction and harvesting. As such, their movement speed cannot exceed the pace of a typical human jogging. They have been armored for combat, leaving only gaps on the side of the driver capsule and a window at whisker-level. Technology Specialists are trained to pilot them in combat.

Philomel
05-27-14, 12:52 PM
Registered:

Loquitur Bestiis Exercitus - The Speaking Animals Army
Aka The Narwhal Army (Narnia-Redwall, as named by Althanas Community Radio cast)

This army is made up of creatures from the Magnus Bestiis Empire, from a land far south, beyond what is known. This is a land entirely populated by speaking animals, who tend to be larger than their dumber counterparts and speak a language similar to the Earth tongue of Latin. They were originally all small countries, which were evenutally overtaken by the Great Elk Du'Rekavor and his army of Stags and Hinds. The current list of animals stands at Mice, Elk, Roe Deer, Wildcats, Rats, Badgers, Bears, Dark Wolves, Foxes, White Wolves, Goats, various Birdkind and Horses.

Army Made up of the following:
2,500 Royal Rodents (infantry)
1,750 Wildcat Shock Troops
2,500 Elk Cavalry (1,500 lone and 1,000 mounted)
1,000 Rat Archers
1,500 Goat Wardens
500 Strike Eagles
75 Freeze-Lord Armoured Bears

All warriors are level one, excepting the Armoured Bears. I substituted 250 ordinary soldiers for 75 of these (original offer was 1000 level 1s for 300 level 3s).

Platoon One: The Royal Rodents - 2,500 troops (made of 2,400 infantry Mice Footmen and 100 Ground Troupe Moles)

Mice:
Appearance: Concept Art (http://mchughstudios.com/studioblog/wp-content/uploads/2012/06/6_14_12_mousewarrior.jpg)
Each Mouse stands at just about two foot when at attention. Speaking Mice favour to walk on their hindlegs as to better be able to communicate with the other Speaking Animals (rats are the same).

Abilities:
Agility - Mice are able to climb almost vertical walls, as long as the wall is not flat. Climbing in general is never a challenge to them, so long as their are places to put feet. They are also as nimble on two feet as they are on four.
Balance - with a tail the same length as their body Mice are experts at fighting on walls, wires - almost any awkward surface.
Ambidextrous - though each favours a side, Mice can naturally fight with any hand, or indeed tail, to the same efficiency. Some favour fighting with two rapiers at one time, some with one.

Equipment:
Two thin iron rapiers (fighting with both or one spare).
Leather breastplate and backplate

Moles:
Appearance: Concept Art (http://www.mattesonart.com/Data/Sites/1/Driftwood%20Close-ups/mole%20ground.jpg)
Black and 3 feet in height, these are very similar to the Mice except their specialist manouvre. They are included as part as the Royal Rodents, and fight along side the Mice until their specialism is called into play.

Abilities:
Agile - they are as agile with the sword as Mice, but lack the balance skill.
Diggers - The Moles are expert diggers at when commanded can dig tunnels of up to 100 metres per minute.

Equipment:
One steel rapier.

Platoon Two: The Wildcat Shock Troops - 1,750 troops

Appearance: Concept Art (https://c1.staticflickr.com/3/2043/2429450768_2547cc8afe.jpg)
From nose tip to tail tip the average Wildcat is 2 and a half foot in length. They are small and nifty. Colour varies from brown to black.

Abilities:
Scratch - a Wildcat has five (sharpened) claws an inch large on each foot. A good swipe will cause major cuts with minor bleeding.
Bite - with slight sabre fangs, if a Wildcat is able to get its teeth on a victim it will cause a wound two inches in diameter, taking away two layers of skin down to flesh.
Nifty - Wildcats are one of the fastest animals in the Bestiis Empire. Full sprint they can last 70mph for 100 metres, and change course at a moments notice.

Equipment:
An iron helm each.

Joint Platoon Three: Great Elk Cavalry - 2,500 troops (1,500 lone, 1000 mounted) and 1000 Rat Archers (can be mounted or dismounted)

Elk:
Appearance: Concept Art (http://www.scenicreflections.com/ithumbs/Elk-Mark_Keathley_Wallpaper_lrwv8.jpg)
Each Elk is around 1.3 metres to the shoulder, and all are male. They average from 10 points on their antlers to 14.

Abilties:
Speed - Elks can run at 40mph for an unknown length of time.
Antler pierce - Each point of the antler is sharpened before battle, and is the equivolent to being shot with an average arrow.
Endurance - Elks have the ability to endure more pain and wounds than the average warrior. They can endure up to one serious and three minor injuries before having to withdraw from the fight.

Rats: Concept Art (http://pathfinderwiki.com/mediawiki/images/thumb/b/b8/Ratfolk_archer.jpg/250px-Ratfolk_archer.jpg)
Those that are mounted are mounted by a Rat (4 feet in height) who share the same abilities and fighting as a Mouse (see Platoon One) except for "Ambidextrous" is removed and replaced with the following:
Archery - The average Rat can shoot a knot in a tree at 50 metres, or throw a javelin.
Their skills in agility and balance allow them to stay on board a bare back Elk at full gallop. A Rat can fight alone - the Mounted Elk can act as a lone solider, in which case Elk stats apply.

Equipment:
One bow and a quiver of a dozen iron-tipped arrows
Three arrows, each bound with fabric and dipped in a dry pitch to be lit on fire
One javelin of iron strength
Leather armour (torso)

Platoon Four: Goat Wardens - 1,500 troops

Appearance: Freaky Concept Art (close as I can get) (http://img820.imageshack.us/img820/7181/394pxdruggavardunland.jpg)
Standing around 1 metre at the shoulder the Goat Wardens are the rocks of the army. They are a mottled brown-black in appearance and have great curling horns upon their heads.

Abilities:
Rock - the Goats create a firm form of a shield wall, due to their horns and thick skulls. In groups of up to 500 they can create a wall behind which, for instance, Rats can fire from. They also are used to protect the Wildcat Shock Troops until the enemy is within range.
Headbutt - each Goat has one main weapon and that is their headbutt with horns that can land an average man on his rear end.
Strength - each Goat is strong enough to fend against an average bear (not an Armoured Bear) and thus able to bare the weight of the heavy armour each one of them have.

Equipment:
Full iron-level body armour.

Platoon Five: Strike Eagles - 500 troops

Appearance: Concept Art (http://www.containsmoderateperil.com/wp-content/uploads/2011/11/lord-of-the-rings-war-in-the-north-beleram-xbox-morefornost_102.jpg)
Each has a wingspan around 3 feet, and are grey in colour.

Abilities:
Eyesight - Eagles have eyesight that can perceive twice as better as any other animal or average soldier. In this way they act as scouts.
Swift Wing - An eagle can descend at around 50mph onto an enemy, and then swerve away with little effort.
Sharp Attack - Eagles use a combination of claws and beak to give an attack that is similar to a sword strike.

Platoon Six: Freeze-Lord Armour Bears - 75 troops - elite

Appearance: Concept Art (http://moviesmedia.ign.com/movies/image/article/833/833839/the-golden-compass-20071108025130645-002.jpg)
Large white Bears, roughly half a ton each and around three metres from tip to tail. They come from the coldest region, aka Freeze, of Bestiis Empire, from the mountains, where Kar'Kar'Akkus is King.

Abilities:
Strength - Bears are alarmingly strong and can knock over a tree easily with a shove of their mighty paws.
Fire Resistance - Being beasts of the cold Armoured Bears favour the ice. Their bodies are so cold that fire or heat cannot harm them unless that fire is above a level three status. In this way they are not harmed by flaming arrows, but would be in danger if under severe dragon-kind fire (over level three).
Ice Shard - Within ten metres of a being Bears can send an ice shard, much like an arrow, by essentially spitting straight forwards. Their cold breath freezes the spit and turns it into a bolt able to pierce steel armour.
Ice Breath - Using the power of the Freeze, once per four posts a Bear can use this Breath to freeze the very air around them, including that around beings. This breath expands a radius of a metre in a 45 degree angle, to a length of two metres, and lasts until the ice naturally melts/is melted (dependent on setting).
Claws and Teeth - With enormous paws and three inch claws, a bash from a Bear will cause concussion. Their strong jaws have around twenty sharp teeth which can bite and cause a major wound.
Independence - The Bears are experts at war, hence they are elite. They more or less are the free-forms of the army, who command themselves, although they are undyingly loyal to Akkus, the King of the Freeze. They usually act as support to the infantry.

Equipment:
Fully covered in steel armour, to paws, and underbelly, leaving only lower jaw unprotected to bite and snap.

The Generals - "Heroes":

Lord Re'Kevron - Commander of the Cavalry

Appearance: Concept Art (http://fc03.deviantart.net/fs70/f/2012/062/f/8/art_trade__irish_elk_by_dm7-d4rk0uu.jpg)
"Give me a song to bell about, to send the dancing hinds to spring. Give me a war to trimuph in, for the Elk Lord to reign as King."
Lord Re'Kevron is a direct descendent of Du'Rekavor, the First Elk-Lord Emperor of Loquitor Bestiis, and is an Irish Elk. He stands at an impressive 3 metres to the shoulder, with an antler range of 4 metres from tip to tip and is a twenty pointer. He is chestnut in colour and commands the Elk Cavalry as well as the Rat Archers when they are mounted.
His antlers have the strength of Damacus metal and are sharpened before battle in similarity to a double edged sword.

Abilities:
Sparring and Strength - because of his great size Lord Re'Kevron can take on five ordinary infantry or one hero and two infantry at a time, and keep them surrounded and distracted. He has immense strength, and this comes into play with his Sparring ability and also holding off a beast more than three times his size. His antlers cannot be broken unless they are directly hit with something tougher than Damascus.
Antlers - using his great antlers of superior strength, Lord Ru'Kevron can give a wound with a successful pierce that is equivolent to a major cut with a Damascus blade.
Intellect - Lord Ru'Kevron is a master of strategy and planning. His vast intellect is only doubled with his skill as a master sparrer.
Hoof-strike - using his hooves this Elk can knock a man unconcious with one blow of his hoof, if a strike is successful.
Sprint Charge - With a speed of up to 60mph for 300 metres he can charge straight at a man. Other sprinting is similar to a normal Elk (see Elk Cavalry).
The Clarion Call - As the ambassador for the Elk Lord Emperor, Re'Kevron can once per battle bellow as loud as can be heard across the army, causing all his warriors within earshot and alive to receive an extra boost of endurance. This will give any dying a boost of energy, making them able to keep going despite pain and demoralisation.

Equipment:
He is fully armoured (steel) akin to a war horse - covered with a helm, on the flanks and major muscle, but legs are free for sprinting.

Master Kinder - Most Noble Mouse

Appearance: Concept Art (http://fc08.deviantart.net/fs6/i/2005/014/8/e/Water_Mouse_by_ursulav.jpg)
"I shall never forget my foes, when the illusionist brings me peace; yet still I shall not put myself to rest, 'til does Deception cease."
Small for a mouse Master Kinder stands at 1 and a half feet, and is vaguely copper in colour. He commands both the Royal Infantry Mice and the Wildcat Shock Troops. Master Kinder rides a dumb (non-Speaking) roe deer.

Abilities:
Kindle - Kinder is a rare Bestiis magic-wielder. Though he cannot directly instill the thought he can give any being a subconcious feeling. This feeling can be hope, despair, or loyalty. In this way he can try to give the impression to an enemy soldier to change sides. It takes three posts for him to firmly implant this idea, however. Hope, on the other hand, can be directly instilled into his Mice and Wildcats up to three times in a battle, giving them a surge of passion for fighting.
Loyalty - without his magic Kinder is a symbol of hope for many of the Mice. They are undyingly loyal to him and he is to them, and they will obey every command he says and protect him until the last man.
Illusion - Kinder can create an environment-based illusion, that lasts until the start of the next post. It spans around ten metres in length and height and can be used to hide a squadron of men or weapon etc.
Heal - Once per three posts Master Kinder can heal two major wounds.
Speed - Upon his roe deer Master Kinder can run at 30mph.
Fighting - If attacked directly Kinder has the same ability as a normal mouse in Ambidextrous, however he can fight with 2x the speed of a normal being and uses a Mithril blade.

Equipment:
One mithril rapier.
One roe deer mount.

Kar'Kar'Akkus - King of the Freeze

Appearance: Concept Art (http://3.bp.blogspot.com/_d9whtIqHSIE/TMe17Ev4W5I/AAAAAAAAAMs/VXlOY3WL35o/s1600/White+raven.jpg)
"Far flung the frozen stars, far flung, flung far. Snows fall to the ice, snows fall, fall snows. See! Kar'Kar appears, see Kar', Kar' see."
Kar'Kar'Akkus (aka Akkus) is a Raven with a wingspan of ten feet, a legend from the far south of the Bestiis Empire. He is albino, with feathers as white as snow and dark black eyes, and has a thin, haggard appearance. He commands the Strike Eagles and acts as overall liason with the rest of the platoons. His title Kar'Kar means he is equivolent to a King. The elite Freeze-Lord Bears owe direct loyalty to him.

Abilities:
Sight - Akkus can see further and more precisely than any other of the army, even an Eagle. He can see clearly up to twenty miles and his sight is 3x better that of an average man.
Frost - once per five posts Akkus can make it hail, calling upon the winds of his people. This causes a severe hailstorm that lasts up to the beginning of the next post, which covers a circular area of quarter of a mile.
Mist - once per thread Akkus can call up a mist that covers an area of a third of a mile and lasts until the start of the next post. It is thick, allowing viewing for only 10 metres ahead when inside.
The Freeze - Being the King of the Freeze Akkus has immense power over the ice itself. Once per battle he can freeze the ground of an entire area, whether ground or the air itself for a quarter mile radius. Air becomes chill, to the affect of it being around -25 degrees. This area expands directly from him, in a circle. The only ones unaffected by this in the Bestiis army would be the Armoured Bears. This will put out most fires in the region.
Call - Akkus has a loud voice that can be heard over the entire breadth of the whole of the Bestiis army.
Wings - this raven can fly in the same velocity and speed of a falcon at 100 mph at a dive.
Claw - Akkus can use his three inch long talons as an attack, striking at an enemy to give major wound(s).

Equipment:
Each of Kar'Kar'Akkus' claws is covered in a Damascus-strength half-foot spike. He also has a steel-strength breastplate and helm.

Notes:
When it says "until the start of next post" it means until the start of my next written post. Posts are also numbered by when I write them (5 for 5 posts I write).
Philomel commands the Goat Wardens.
Kinder is the brains behind the army, as well as the general camp manager. Because of his minor size he stays behind the lines whilst the other armies fight. Working with the Strike Eagles he is swift at carrying the entire armies supplies from place to place by air, and is an expert in regards to provisions. His Mice, when not fighting, work as provision collectors - discovering seeds and wheat and so on and taking as they travel. Much of the army relies purely on grasses and fresh water for supplies. They also sleep outside and need not much sustinence. Those extra ones that they need are collected by the Mice.

Tobias Stalt
05-27-14, 01:35 PM
Registered: The Merchant Army of the Republic of Corone.

First Merchant Army

2,000 Regulars. The Bread and Butter of the Army's force. They have combat training at a competent level, but primarily function best under direct command. What they lack in self-sufficient behavior, they make up for with supreme discipline. They are equipped with iron spears and leather armor. They are typically split into smaller, more manageable units for easier mobilization. (Level 1)

100 Heavy Infantry. What happens when the enemy comes in numbers? You send the specialists who squash them like bugs. Outfitted with Heavy Iron armor and Glaives or Heavy Spears, these units are meant to take a beating while cutting a swath through the enemy force. They are especially good at holding the line in a pinch. (Level 1)

250 Mounted Cavalry. Shock troops in every sense of the word. While not heavily armored, these knights move at staggering speed to capitalize on the cracks in an enemy's strategy. They are skilled in flanking maneuvers, outriding to capture choke points, and driving a wedge in enemy formations. They use lances. (Level 1)

150 Cataphracts. A nightmare on any battlefield, the Cataphract is a heavily armored specialized mobile troop. The armor protects both mount and rider, rendering them slower than normal cavalry, but faster than foot soldiers. Their true strength comes not from speed, but from brutal efficiency. Their armor and weapons are steel, and they employ lances. (Level 1)

500 Longbowmen. Lightly armored, swift units who specialize in taking down enemies from a distance. They have an affinity for taking down flighted units when they have the misfortune of crossing a Longbowman's path. They have daggers as a close range option, but are not meant for close quarters combat. (Level 1)

1,000 Elites The First Army's specialist corps. These units are highly trained and meant to be deployed very specifically. Deemed "the Black Legion" by those not brave enough to endure indoctrination, these men fear no pain nor death. It is rumored that they are extremely sadistic and abhorrently cruel. Light armor, usually dyed black, is their armor of choice. The weapon depends on the soldier- generally, they use a longsword. The strength of these units is their ability to work independently or in small groups. They are extremely hard to detect when working in cells, and excel in surprise assaults. (Level 1)

1,000 Auxiliaries. The lesser forces of the first are by no means the weakest. Their training is on part with that of regulars, though their discipline is less cultivated. To compensate for their ragtag ways, these units excel under direct command of a General- but are less efficient when left to their own devices. (Level 1)

Leading the First is Tobias Stalt, former Tactician of the 908th Division of Alerar. (Hero Unit)
Tobias wields the wicked blade, "Blackheart," which has been inducted at an almost religious level into the Cult of the Black Legion.
While it gives them no bonuses, they rally behind it with wild abandon, making them immensely ferocious.
Command- When attached to a unit, Tobias' commands bolster their efficiency immensely. He can issue orders at will, and that unit will respond immediately. Nearby units do not benefit from this modifier. This lasts for one round per use (until the beginning of my next post), and requires a five post wait to be used again.
Heavy Burdens- Tobias has suffered long and not well. His body is extremely hearty, and he is hard to kill as a result.

The Second

300 Coronian Rangers. You've heard the stories. Legendary for their peerless skills in the forest Concordia, these men number among the world's best warriors. Fleet of foot and skilled in both close quarters and at range, these men can strike and disappear into the brush without a trace. Their weapons, while only steel, are no less feared than Mithril- it's the man holding the blade, not the blade at your neck, they say. (Level 3)

250 Bladesworn. Elite warriors bound by blood to do battle. Wise on the battlefield and in the Command tent, these troops are seasoned veterans from Coronian conflict. They wield masterfully forged blades and wear medium armor, relying more on their skill to protect them. (Level 2)

250 Combat Mages. Trained both in war and trials at the Citadel, these are some of the most skilled Magi Corone has to its name. While not of a level with some of Raiaera's most renown, they can deal immense damage without ever closing on the enemy. (Level 2)

2,000 Regulars.

1,000 Auxiliaries.

Leading the Second is Edwyn Stormcrow of the Corone Rangers. (Hero Unit)
His wisdom in combat is paralleled by few. He inspires heroism in those around him. Kind to his allies, he brings swift justice to his enemies.
Morale Boost- Allies within shouting range of Edwyn are immune to fear effects and rally to him when spurred. This increases their swiftness and power by 2x. (Can be used once per 5 posts, last one round of combat).
Dead Aim- Edwyn makes an aimed shot against a called target. This shot is piercing and difficult to dodge within 300 feet.

The twin armies are accompanied into this battle by the Terramancer known as Obsidia. (Hero Unit)
She is stern and focused, but passionate about her craft. Those who warm to her are like her children- she protects them fiercely.
Terraforming Once per thread, Obsidia can call forth the Tap's anger to rattle and break the land. If she focuses for two posts, she can shape it to her will. (She must go uninterrupted). If she does this for only one post, the earth splits several hundred yards in front of her and creates a chasm. (30 yards across, 90 yards long, undefined depth.)
Tremor Sense- Twice per thread, she can read the direction and distance of a concentrated march relative to her own position.
Gaea's Cradle- Drawing on the Tap, Obsidia can wreathe up to 10 friendly units (Or a single Hero) in a cocoon of restorative magic. While in this state, they can neither attack or be attacked. This heals moderate wounds, but only stops the bleeding of severe ones. This can be used 2 times per thread.

Move Along Move Along
05-27-14, 02:09 PM
Name: Party Starters

Units-

1,000 Keg Carriers - These units are nearly identical to one another. (http://www.jimbo.info/wp/wp-content/uploads/2012/08/MascBros.jpg) Their weapons include the kegs that each one carries, full with various alcoholic beverages and beers. This also serves at their defense, but only defends their front. Their skills include asking "Bro, do you even lift!?", keg stands that defy physics, and psyching one another up to get ready to throw down. None of these skills have any effect on the opponent.

1,000 Apathy Makers - These units (http://hackneycitizen.co.uk/wp-content/uploads/Hipsters-East-London-Photo-Tim-Sullivan-006.jpg) honestly don't care what goes on around them. Honestly, battles are so 'War of the Tap'. They're ability to not give two damns about anything spreads through enemy units quickly, and can convince said enemy units to just go ahead and listen to the songs the Apathy Makers wrote that's circulating taverns you've probably never heard of from bards that only travel the indie circuit. No weapons besides their tongues, and their only defenses are the ability to drink hot things and not be phased, as well as wearing all organic clothes while not being itchy.

500 Hot Drunk Chicks - These beauts (http://cdn.sneakhype.com/wp-content/uploads/2010/12/hot-girls-7774.jpg) have mastered the art of still looking good even when drunk, and even when they're doing duckface. They're sole ability to to try and convert units over to party with them and maybe they'll get to 5th base if they're lucky (They're drunk, they don't know what the hell they're saying). The next morning, don't be shocked if you wake up in bed with them. Also don't be shocked if you're accused of taking advantage of them hours later. No armor or weapons. Just low cut tops and Alerar Bottom Jeans. Sometimes boots with the fur.

500 Underage Drunk Girls That Think They're Hot - Wait? Who invited them?! Dude! We're going to get so arrested! (http://4.bp.blogspot.com/-HUiiIn1FCxE/T1ywTDVjYpI/AAAAAAAAAJQ/WcLWgJW9d-k/s1600/underage+drinking.jpg) The UDGTTTH are teenagers who snuck into the party, usually with an older sibling, and then got completely blasted. They think they're clever, but they came to the war in their pajamas and boy shorts when they have no ass. They're not fooling anybody. They're ability is to go and annoy the crap out of the units until they pass out, are killed, or the enemy decides to take them home, fraught with embarrassment. Oh yeah, did I mention these girls are all directly related to the unnamed units of the enemy forces? Probably shoulda mentioned that earlier. No weapons or armor.

1,000 Members From That Big Ass Band - They will give you an instrument just because you said you like music (http://www.nme.com/images/gallery/VillagePeoplePA020611.jpg). The self-proclaimed 'Biggest Band In The World' changes its name every round, and manages to keep on rocking through the long hours of the night. Music is their weapon, and if you've ever been hit with a literal steel guitar, then you should know its a powerful one. These guys aren't afraid to smash their instruments over their foes. After all, what's one drum set when your group has 200 different drummers?

1,000 Streakers - These guys were waster before they even got to the party (https://pbs.twimg.com/media/BffaO2LCcAAU0gs.jpg). They just kept drinking until they finally decided it would be a great idea for them to take their clothes off. Nobody ever stopped to think that absolutely nobody wants to see them naked. Ever. They run across the field causing temporary blindness via their genitals waving all over the place. They have nothing as far as weapons and armor goes, but they always are in a full naked sprint down the field, able to tackle down the most heavily armored guy.

1,000 Introverts - They don't know why they're here, and don't know anybody around. (http://www.thesurvivorsclub.org/cm/thesurvivorsclub/images/9n/introvert-at-party-mdn.jpg) Their friends ditched them at the first chance they got in hopes they'd mingle. They don't mingle. They stand out like sore thumbs in a crowd, almost as if they have giant signs that say 'Don't associate with me!' in the party environment, such things are ok, but in a war, they may as well serve as huge targets. Wait. They do. That's all they are; decoy units so the others can attack if need be. They have no weapons, armor, or skills.

2,000 Awkwards, half female, half male - Take they're glasses off, and they're dynamite (http://geekcrashcourse.files.wordpress.com/2011/07/crash-course-geeks.jpg). They're true strength lies in their strategic minds. They've spent years playing Bards & Basements with their buddies, and even made a couple of more popular friends. They're there to advise how to get maximum party potential out of this bash. They could also be used for war planning, but who the hell would want that? No weapons or armor, but they can piece together new items out of scrap left behind on the field of battle, so that's cool.

1,000 Gingers - THEY HAVE NO SOUL AND THEY WANT YOURS! (http://www-static.weddingbee.com/wp-content/uploads/2011/01/25/kids-at.jpg) The Gingers are the kids who were told to go to bed, but still somehow got into the party due to everyone thinking they were the home owners kids. They don't have much in ways of weapons and armor, but they don't need to, because they take the enemies. A moment of weakness for you is a moment of opportunity for them. These thieves in training will strip you down bare bones, even take your soul if you let them. Probably the most vicious members of the party.

999 Bitches - They wouldn't even let us show you their faces, they're so mean. (http://www.thecampuscompanion.com/party-lab/files/2012/04/High-School-Stereotypes.jpg) The Bitches primary goal is to antagonize enemy units via spreading nasty rumors, commenting on fashion choices, or making out with their significant others right in front of them. They will stop at nothing to fill their foes with rage, even if they sacrifice they're own allies to do so. The are mean, dastardly, pieces of trash and they won't stop until they have everything you ever could give them because ten years of MY LIFE WASN'T ENOUGH FOR YOU, LAUREN!!!!!!!! No weapons or armor.

1 Guy (Or Girl) Making the Beer Run - How the hell did I get stuck on this job? Have you ever tried to buy beer for 10,000 and 4 people? They better make sure I'm reimbursed (http://bloximages.chicago2.vip.townnews.com/capitalgazette.com/content/tncms/assets/v3/editorial/c/9f/c9f4a69a-c67c-5f11-ad32-24f2049aecbb/53396e3691164.image.jpg) No weapons and armor, and the ability to not ever be present.


Heroes

Masked Killer - The Masked Killer Wields a Titanium Machete, a body that is impervious to pain (He goes down eventually, but it takes a lot to take him out) and super quick speed if you're not looking at him and/or you trip. He is a vicious beast who doesn't appear until you least expect it, and he doesn't mind killing his own units either, so long as he accomplishes his goal of slaughter. 5 x strength (Can cut the head off of a regular unit member with very little effort, able to lift a seeping bag with someone in it and beat someone else to death with it like it's a sock full of pennies) 5 x Endurance (Can take 2-3 bullets without stopping, 4th would down him) and the ability to appear behind his foes if nobody is looking at him. BEWARE! (http://ak1.picdn.net/shutterstock/videos/3058798/preview/stock-footage-a-masked-killer-hovers-over-his-victim-on-a-wintery-forest-trail.jpg)

K. W Werdna - K. W. Is the lead singer of the band, known for his hit single 'Party Be Goin On'. His tunes have the ability to get people hyped up and in the mood to dance. He also raises the morale of all members of his army while he sings, making them not fear death as they (probably) die. He has 3 x Strength (Able to lift his own bands equipment with little to no effort) and a voice that echoes across the entire battle field. He rocks a prevalida guitar as a weapon and lifts up an amp as a shield. He also likes to eat raw meat (http://andrewwk.com/cms/andrewwk/pictures_pictures/72624e761503490fee9617cf9ed2b2bc.jpg)

That Guy With Herpes - FREAKING GROSS MAN! (http://i.imgur.com/fiHK8IB.gif) The Guy with Herpes is avoided like the plague, as if herpes is an airborne disease. In his case, it is. If he sneezes on you, you get herpes. If he coughs on you, you get herpes, if he's with in 10 feet of you, you better freaking -believe- he's gonna herpes the shit out of you. He has no extraordinary strength or weapons of any kind, but isn't herpes enough? By the way, he probably has other STDs, the herpes is the only one you can see/contract....as long as you don't sleep with him.

black shadow
05-27-14, 02:24 PM
Oh what the heck, Registered!

3,000 foot soldiers - Each one of these men have been handpicked from a selection of men. They all range from 6' to 6'5" tall. The heaviest weighs 250lbs and the lightest weighs 180 lbs. Each soldier wears steel armor from head to toe overtop of chain mail. The steel armor is a solid black with a bright red trim. They all wield a steel longsword and a black steel Shield with red trim. They all have strength enough to lift 400 lbs deadlift, agility to move better than normal, andspeed for quicker attacks.

1,000 Archers - These archers are the same as the soldiers except they have a bow and arrows and fire from the distance. Same abilities and armor type. If needed to, they also have a short sword and dagger.

250 Cavalry - 500 men like the foot soldiers except they ride black horses. Same abilities and armor type.

500 Pikemen - 500 men like the foot soldiers except they use pikes for a longer reach. Same abilities and armor type. When surrounded, they will form a circle with pike sticking out. This gives them great defense against charging the enemy.

50 Riders - A rider is a special troop that come from a small village in the outlands. These people are taught to tame and ride a "Rider". A rider is a giant flying bird like creature. These creature can grow up to a 60 foot wingspan. These creatures allow for heavy air assault. The riders wield bows to fire at their enemy below. One famous rider is "Black Wing" who is known as the best of the best. His skill alone can take down 5 others at a time. his skill though don't make him more powerful than others.

900 Fire Drakes - These beasts are like giant lizards that breath fire. usually used for breaking up armies into smaller groups. A fire drake can also be used to ride into battle, causing them to be especially deadly.

1,000 Wizards - These wizards specialize in all things destruction. If they want to, they can shoot a fireball, or water, or control wind. their possibilities are endless.

1,000 Bombers - A bomber is deadly. These men sacrifice themselves for the rest of their army. These men attach to themselves explosives and run into a group of the enemy. He wears little to no armor but will take multiple arrows to kill him. At a time, it may take 15 or even twenty to the chest to knock him down.

1,000 Tunnelers - a tunneler can dig as if he is a mole, digging 10 feet of tunnels every second. They can easily dig underneath their enemy, collapse the tunnels to make them fall, or come up behind them.

1,000 Wraiths - These men are almost undetectable at night. Their skills in stealth make them a force to be reckoned with when it gets dark out, and often times puts the enemy on high alert at night after a raid. It is easy for me to get very little sleep in a war while these men are known to be about.

Heroes

1) Name: Ashla Rose Icebreaker
Abilities:
Natural Abilities:
(Abilities that rely on Ashla’s physical condition and are not related to her Icebreaker bloodline)

Ashla also inherited the elvish trait of fitness and is now six times more agile than the average human meaning she can bend a lot without breaking a bone or misplacing a muscle, she can fit through rather tight places, and she isvery good at acrobatics.


Average Icebreaker Abilities:
(Icebreaker bloodline abilities that any member of the family can use)

Frost Armor: Ashla covers herself in a thick sheet of ice which can protect her from seven average attacks or two really strong attacks and one average attack. Also, by weakening an area in the armor, depending on the environment, she can form up to three ice sickles that can spear a close by enemy while still in her frost armor. The longest ice sickle can reach out to the length of a large dirk.

Particle Restriction: She touches any average sized object and either numbs or freezes them other with a thin sheet of ice. The numbing is similar to that in a strong snow storm in low degrees in which your hands may feel so cold it feels hot. The ice limits body movement. This goes for when she touches a part of a person's body like an entire arm.

Crystalline Spear: A spear made of ice forms in Ashla’s hand(s) that has the strength of delyr; she then throws it at any target. It afflicts the damage of any other spear with the usual numbness of ice cold temperatures as well. Right after the target is hit or missed and the damage is done to whatever it hits, the spear melts into water and is then completely useless. The spear can only be used five times in a battle thread, six in a quest thread.

Ice Doves: Ashla forms up to six doves in her hands and sends them flying towards an enemy or target. Once the doves hit anything, they "explode", with the ice they are made of flying in all directions, along with Ashla's highest particle restriction damage. This ability can be used once for six doves, two times for five doves, three times for four doves, etc. Every dove can track a moving object.

Numb: Ashla has inherited another type of ability from her kin. This isn’t an ability that relies on ice, but rather is a pass-me-down of emotions. Ashla is officially numb. This gives Ashla 5x willpower. By willpower, Ashla is able to shrug off harsh emotions and even push herself past physical pain to accomplish her goals for an extremely short time. Please do not mistake this for endurance, as Ashla still feels the pain and it takes its tole, however Ashla is able to will herself past some of the pain of wounds for an extremely short duration. More importantly though, Ashla is able to resist abilities that effect the eyes/ mind from people from levels 1-5 with a 70% chance of being successful. For anybody level 5 or above she has 50% chance of resisting.

Spirit Abilities:
(Abilites that require the soul and training by Adam Icebreaker to unlock. They come at the prize of a physical or internal exhaustion.)
Spirit Ability - Frozen Step: Ashla's bloodline "bursts out" whenever Ashla chooses and she gains six times her normal speed for a limited time. For two posts she can literally zoom around an enemy, leaving many trails of frost and ice everywhere in the process, which does make it possible for an enemy to track her movements. After the usage of this ability, Ashla has the side effect of becoming literally exhausted to the point of falling to her knees. Ashla can only use this once per thread, battle and quest alike.

Spirit Ability - Healing: Once per thread Ashla unlocks her bloodline to heal her own wounds. She can heal any small scratches or bruises immediately; she can heal up to five average wounds (serious cuts, any burns, strained muscles, dislocated bones); and one intermediate wound (organ damage; killer death blows.) She cannot use this ability on broken bones, dislocated limbs (like being cut off), or poison (yet...) This ability comes at the cost of feelings of weakness and nausea for any average and major wounds healed for the next two posts and the temporary loss of her willpower from her ability "numb" for the same amount of posts.

2) Name: Sorish Mon Larsh

Age: 100

Race: Coralian

Gender: Male

Hair Color: None

Eye Color: Pure Pink Reflective Eyes.

Height:8'7

Weight:300 lb

Appearance:Coral Complexion, Blue with Green in the cracks of his Coral Body, a 5' tall Coralian Crown. He wears a white scaled hooded robe over his Blue and Green Coralian Armor. He is muscular without his robe and armor. His neck looks like his veins are popping out due to Roxi. His ears are like coral rings and he has a beard shaped coral under his chin. His crown has been cut to look like a king’s crown due to him being named King of the Seas. The crown plus his true height brings him to 13'7. The crown is never considered in a Coralian's true height. His arm length reaches his knees. His fingers are long and boney.

History: Sorish Mon Larsh was born in the Northern Sea. He had grown up with both his parents who were ex-adventurers. They would tell him stories of many of the adventures they had in the open sea. The one place that they never visited but wish they had been the land. Few Coralaians have set foot on dry land. There have been stories of the beings that lived above the waves but nothing more. After his 30th birthday he had his Adult Ceremony. His ceremonial challenge was to find a Coral Worm who would bond with him. It took him three weeks to find a Coral Worm willing to bond with him. He was about to give up when he found Roxi. him and this coral worm soon found out that they made a great team. Roxi was one of the wisest Coral Worms of her class. She also loved adventures. As soon as Roxi bonded with Sorish she discovered that he was going to be an adventurer and agreed to be his companion. After a few more weeks to really get to know each other, Sorish and Roxi headed back to the ring of adulthood where Sorish's family and friends were waiting. As soon as he got into the ring it started to glow. It was yellow at first but then turned green. After it turned green his father stepped forward and asked him what profession he was going to choose. After telling his father that he was going to be an adventurer, which didn't need any form of higher education his father smiled and handed him his Coralian Necklace which had a walking stick and a pair of boots carved into it. After he told his parents goodbye he headed off to have adventures of his own.

Sorish ran into trouble upon exiting the water in Fallien. He first ran into a warlord who challenged him but, was the warlord subdued by a fairy with control over plants. This fairy then gave Sorish the Sea Tree in order to clean up the pollution in the sea. After planting the Sea Trees, Sorish returned on his adventure.

Two years later, his parents dropped his sister, Sanderia, off for him to take care of while they went to fight a war.

Two years after that, Sorish helped close the Lando Ruins and became a keeper of one of the keys to the ruins. Four year later he reopened the Ruins and destroyed the King’s Soul

About two years after destroying the King’s Soul, Sorish entered the Adventure’s Crown Tournament and made it through the second round.

When Sanderia was ten, he met up with Korra in a forest in the outlands. Five years later, he took her on a date and proposed to her. The wedding date hasn’t been decided yet.

A year after the proposal, he joined the Cell, but lost in the first round.


Sorish has been officially crowned King of the Seas.




Skills:
Tracking – Can track most animals easily especially in the water.

Leadership – Due to Sorish being King of the Seas for 30 years Sorish has grown to learn the way of leadership. This means he knows the way of politics as well as how to rally a group of people to his cause.

Master Swordsman

Abilities:
Water magic:
Aurora Awakened - Aurora, the spirit of water, has chosen Sorish as one of her hosts. She has recent awakened and because of this Sorish no longer needs to chant in order to use his magic. He just has to think of the spell and it happens.

Water Bubble - A 5 cubic meter bubble of water appears for 4 minute and can be used three times per hour. It can be moved around but is not really usable as a weapon.

Water Gun - When used in water makes a strong current but when used on land requires Water Bubble and shoots it out at the enemy inflicting heavy damage, about as much as an extremely strong punch. He can sustain it for 20 seconds, and can use it 5 times per hour.

Breathing Bubbles - 2 Bubbles that he places around his gills when he leaves the water, sustainable till he enters water. No attack or defense Stat Change. Just makes him able to breath.

Rain Dance - Requires Water Bubble. When used the Water bubble changes into a creature which dances around Sorish protecting him from fire and small projectiles for 5 seconds. After this time it returns to being a bubble and it begins to rain in 1/2 mile radius. Rain lasts for an hour. Creature does not have a brain.

Needle Rain – Sorish can manipulate the rain in 3’ radius from him to turn into needles for about 5 seconds. This ability takes 30 minutes before it can be used again. Needles only cause heavy pain, bleeding, and maybe cripple due to hitting muscle. It will not kill the victim.

Gills - For breathing under water

Coral Regeneration- While wet Sorish heals at 1 mm every ten seconds via Coral Regeneration lasts as long as he is wet. While dry it takes about the same amount of times it would any normal human. While active, ability absorbs water at 2x normal rate drying him five seconds after water source stops.

Sea Creature - Due to being born and raised in the water, Sorish isn't as easily affected by it. The only way water affects him is if there is a really strong current in the water. However, the flip side is that he is slower on land due to his slime hardening constantly.

Coldblooded - Coralians are cold blooded so they are extremely slow in the cold, however, they will not hibernate.

No Groin Shot - Coralians do not reproduce from the groin so they are not sensitive in the groin area

Combat Stances:
No Kamaes - Five stances that are used in Japan.
Jodan - The sword is raised above the head with the tip pointing back and the blade facing up, in readiness to strike. Sorish doesn't usually use this style often as it has a low defense

Chuden - The left foot is slightly behind the right with the left heel slightly raised, both feet are parallel, the hips are straight forward, shoulders are relaxed, spine is perpendicular to the floor at all times. The center of gravity should be centered between both feet. The Sword is held with the hands in front of the waist, with the tip of the weapon pointed at the opponent's throat. As a basic sword stance Sorish uses this one when he has to both defend and attack.

Geden - The sword is held out in front of the body pointing at the waist in kendo, or at the knee or sometimes the ankle. They are crouched down to help stabilize themselves looking almost like a rock. This is Sorish's favorite stance as it is good at defense and whenever he finishes a block it becomes an offence.

Hasso - The left foot is forward, and the sword is held pointing upright with the hilt in front of the right shoulder. The blade slopes slightly to the rear. When cutting, the sword is raised above the head. Sorish only uses this stance when he is surrounded.

Waki - The length of one’s own blade is hidden behind their body only exposing the pommel to the opponent. That is the only requirement, how you stand and strike is up to you. This is Sorish's third favorite stance as it makes it impossible for others to tell how long your sword is or where you are going to strike.

Sorish's Special Stance - Sorish has his own stance as well. He lowers his body like Geden but keeps on his toes so that he can move quickly. He also has a spinning motion where he angles the sword horizontally and spins cutting all his enemies around him down.

Sorish's Normal Style - Sorish doesn't like to just charge into battle. Instead, he strategize then enacts the strategy.

Red Death - A disease that changes Sorish's fighting style to pure aggression. It appears when someone angers immensely. His eyes change from Reflective Pink to Reflective Red, thus the name. It has no effect on his stats or strength. All it does is send him on a rampage which is deadly to both friend and foe alike. He just constantly slashes at any creature he sees until there is no one left or someone can calm him down.


Equipment: All equipment steel grade
Coralian Short Sword - A 6' sword made out of hardened coral

Coralian Knife - A 3' knife made out of hardened coral

Coralian Battle Armor - A set of plated Body Armor that is made out of hardened coral

A Coralian shield - A 7' diameter Shield that is made out of hardened coral

Coralian Water Magic Book

Armor Information: The Scale Robes are like Studded Armor but due to the fact that they are made to be flexible they can't protect against blunt weapons. The armor underneath does that for him. His Hardened Coral Armor is as strong as steel.

Familiars:
Roxi
Age: 100

Species: Coral Worm

Gender: Female

Eye color: Black Eyes

Height: Varies

Weight: 5lbs

Skills:
Tracking

Grabbing Things
Abilities:
Stretching Body

Enhancing Sorish's abilities / skills to 150%. Lasts 30 seconds. After 30 seconds they both are left winded. Can only be activated if she is connected to Sorish.

Royal Guards – Two Coralians that protect Sorish at all costs. They both wear a blood red fish scale robes that is the symbol of their blood oath to the King of the Seas.

Dead & Walking
05-27-14, 03:41 PM
Registered

Zombie Army: There is no armor on any of the animals. The humans only wear what they had on when they were infected. Notice all Zombies can transmit the disease. The disease will only take effect upon the death of the human. so even if you save the life of the man. He will turn in the next battle if he dies. And don't think he will be partial to you and the enemy.


26 Zombie Canines - A pack of Zombie Canines. These canines are the second fastest group in the zombie army at an average speed of 30 MPH (48 Km/h). They also hunt in a pack so don't expect them to be easy to fight. They can run and jump and will use normal wolf tactics.

30 Zombie Cats - They are not as fast as the Canines but are more likely to get to you due to their agility. Plus they can climb. A scratch from a Zombie Cat is all you need to be infected.

6836 Zombie Rodents - The infiltrators of the army, the Zombie Rodents go practically unnoticed as they bite the animals and people in their sleep. They also infect the food source to spread the virus undetected This is one of Grond's favorite tactic when it come to attacking large cities. Included in this group are mice, rats, and squirrels.

2052 Zombie Rabbits - The fastest group in the army, Zombie Rabbits can run long distances at a whopping 45 MPH (72 Km/h). Not only that they also have the ability to jump up to 6'. They are also the most agile creatures as they can make extremely sharp turns making it hard to hit with a bow or sword. Their main tactic is to come at you, divert to the side when you swing then turn back and jump to clamp down on your neck. It has been extremely effective for years. Oh and they can hide in extremely small spaces so, yeah good luck catching them before they dart into a hole to hide.

85 Zombie Bears - The brutes of the army, these undead bears have their claws dripping with the disease, one swipe is all it takes to change you.

136 Zombie Cows - Zombie Cows are known to stampede. They charge any opponent in hopes of trampling them underneath. their hooves are covered in the virus so that anyone they get will be changed upon their death. The stampede is known to go at 40 MPH (64 Km/h).

6 Zombie Bulls - Zombie Bulls usually go out on their own and charge anyone who gets close in order to skewer them on their horns. The skewered mammal will then start to change into undead zombies. A he will charge at you at 35 MPH (56 km/h).

154 Zombie Moose - Zombie Moose are extremely Dangerous. They can run at 35 MPH (56 Km/h), weight 1450 lbs (680 Kg), and will continue to stomp on you till they know you are good and dead.

341 Zombie Raccoon - The Zombie Raccoons are spies, they watch from the trees and then sends details back to the Zombie Generals

170 Zombie Skunks - The Zombie Skunks release it's stinky smell onto a person to not only distract them but to spread the virus. Anyone who touches the victim will also receive the virus.

147 Zombie Humans - The Zombie Humans is the group that is thought to be the most deadly considering that unlike past Zombie Viruses, this zombie virus lets them keep human intellect. However, the zombies don't think themselves as humans and are pushed to procreate. And the only way for a zombie to procreate is to kill a mammal and spread the virus. The only downside to having this intellect is that they can't spend any extra energy in movement so zombie humans can not run.

15 Zombie Children - The unlucky children from the first town attacked. They are the only group that has not grown since the start. These children tug at the heartstring of the enemy then bite them in order to infect the soldier. This group also has the imagination of a child so you never know how they will go about getting into mischief. They also are the only zombies able to use tools.


3 Heros:


Zam The Zombie Bat - The only bat of the army (For the time being) Zam is kind of like their "eyes" in the sky. Of course, it is a night time only job.
Abilities:

Flight - As a bat, Zam can fly around above the battlefields. However, he only does so at night.

Echolocation - Zan uses sound to discover where everything is on the field below it. This sound is on a very specific frequency which only Zan can make and hear. When listening for said frequency no other sound is heard.

Venom - Unlike other zombies, Zam has a venom that actually turns the victim crazy until they die turn into a zombie. This makes it impossible to do research on the virus.

General Sam - The leader of the Human Army, General Sam was the commander of an army that fought Grond before. Because of this, he has heavy military tactic.

Abilities:

2X human strength - he can lift twice his bodyweight

1/2 speed - because he is a zombie, his speed is half that of a regular human

Commander - He has control over all the non child humans. He decides when they attack and how.

Child General Michael:

Abilities:

2X human strength - he can lift twice his bodyweight

1/2 speed - because he is a zombie, his speed is half that of a regular human

Weaponization - He has the ability to build a weapon on the spot, using the limbs of any zombie that is already taken out. He gives these weapons to the other zombie children to be used against the enemy.

Christoph
05-27-14, 03:58 PM
Registered.

Crusading Army of the Ethereal Sway


Specialist Detachments


The Choir of Ice and Sky
“Together, we sing with the voice of the gods.”

150 Empowered Priests (Level 3) – The Empowered Priests are the arcane arm of the Ethereal Sway, elite holy agents trained in magic. They carry solid iron spears etched with scriptures. Each has learned four of the Ten Holy Cants, lyrical prayers charged with the magical energies of holy Salvar. The Cant of Storms calls forth a bolt of lightning to smite their foes from a great distance (100 yards). The Cant of Gales blasts a target with a gust of wind strong enough to knock grown men back ten feet (range of 30 yards, with increased power at closer distances – can strike up to three closely grouped targets at once). The Cant of Winter assaults a close enemies with ice and cold, freezing them within seconds (range is 5 feet, covering a 90 degree arc). The Cant of Warding conjures an invisible barrier with a ten foot diameter that deflects arrows and other small projectiles. Multiple Empowered Priests can combine their efforts, chanting in unison, increasing the range, area of effect, and/or power of their spells with each participant. They may also mix different cants together, creating maelstroms of destruction. The greater the number, the longer it takes the priests to synchronize their powers, but the entire Choir chanting in unison is a beautiful and terrifying thing.

100 Initiates (Level 2) – These are the new members of the Empowered Priest ranks. Typically, one will serve as an apprentice under a full-fledged Empowered Priest, aiding his master both on and off the battlefield. They also carry iron spears, but only know the Cant of Storm and the Cant of Warding (see above).

Nicholai Chzov, Master of the Choir (Hero) – Chzov is a veteran of five different wars and has served the Ethereal Sway for fifteen years, rising rapidly through the ranks. His power is nearly unrivaled among Empowered Priests, especially for his age – some would say to a dangerous degree. At the age of 33, he has already mastered seven of the Ten Holy Cants. He knows the Cants of Gales, Storms, Winter, and Warding (see above), and is able to manifest their effects twice as powerfully. The Cant of Blades unleashes a flurry of invisible force blades that drastically reduce the effectiveness of armor and cut flesh and bone. With the Cant of Whispers, Chzov can listen to the thoughts of others within twenty feet. The Cant of Sundering channels the forces of unmaking and entropy through his spear, allowing him to temporarily shatter magical effects at close range, including active spells and enchantments. It can also enhance a melee attack, allowing it to banish summoned outsiders or destroy magical constructs or elementals. He carries an iron spear like his followers, but his contains a core of prevalida laced with powerful blessings that enhance the accuracy and casting speed of his Cants.


Beastcallers of Kalev
“Rise, savage one! I who named you command you!”

30 Beastcallers (Level 2) – They command wild beasts, even the largest and mightiest, using mysterious shamanistic powers. These ten invoke the name of the Ethereal Sway, thus earning sanction for their powers. They control the beasts brought with the crusading army, and can also use their powers to instill terror in other animals. They wear leather armor and wield whips and spears, which they are experts with. They possess above average strength and toughness.

200 Beast Handlers (Level 1) – They serve the Beastcallers and assist in wrangling the war beasts. They too wield spears and whips and possess combat prowess similar to that of Beastcallers. They simply lack their superiors’ supernatural abilities.

400 Beast Riders (Level 1) – These warriors hail from the more savage reaches of Salvar, but they serve under the Ethereal Sway for coin and the chance to win glory in battle. These men (and women) ride the various war beasts into battle, armed with bows and spears and armored in thick animal hides. Many carry shields of thick oak wood.

400 Tiger-back Outriders (Level 1) – These warriors ride giant saber-tooth tigers into battle. Wielding cavalry spears, short swords, and bows, these troops serve as both fast scouts, flankers, and in dire situations, deadly suicide assault troops. They wear chain mail.

20 Manticores (Level 3) – These huge, ferocious beasts hail from the highest peaks of Salvar. There, they reign supreme as apex predators in environments already crawling with bears and saber-tooth tigers. They have the bodies of lions, only twice as large and with tough, leathery skin, giant bat-like wings, and a venomous barbed tail. It is dangerously strong and fast and can crash into ranks of soldiers from above. Unfortunately, they are extremely difficult to control, requiring the powers of the Beastcallers as well as handler assistants to direct these terrible beasts at the -enemy-, rather than friendly troops.

30 Wyverns (Level 2) – Did someone cross a giant bat with an alligator? No, that’s just a Wyvern. Native to the Kachuk Mountains, these leather-skinned flying beasts are thought of as distant, smaller cousins of manticores. They lack the feline agility and barbed tail, but their claws and teeth allow them to sew terror from the skies.

40 Woolly Mammoths (Level 2) – Massive, lumbering animals trained for war, the mammoths hail from the northern wilds of Salvar. Beastcallers capture them and transform these usually peaceful creatures into beasts of war. They require proper coaxing to lead them into battle, but once they start rampaging, they can smash through enemy lines. They carry five Beast Riders.

100 Woolly Rhinos (Level 1) – Large, furry beasts with horns and thick skin used to break enemy lines. They are strong and tough, though lack the speed, agility, and endurance of horses. Each carries two Beast Riders.

400 Giant Saber-tooth Tigers (Level 1) – Tamed and trained by the Beastcallers of Kalev and ridden into battle by skilled Outriders, these huge cats are fast and strong, with sharp teeth and claws and tough, leathery skin.


Order of the Black Rose
“The heathen enemy will wilt beneath our blades.”

100 Paladins (Level 3) – Ordained champions of the Ethereal Sway, they are knights of peerless prowess. Paladins of the Black Rose are known for their ruthlessness and tenacity on and off the battlefield. Clad in heavy articulated steel plate armor, they ride into battle atop large, muscular warhorses covered in steel barding. They wield lances, swords, and maces and carry shields warded against enemy attacks and magic (cutting elemental and magical damage by half). Veterans of a dozen or more campaigns, Paladins are strong, tough, fearless, and surprisingly quick, capable of fighting fearsomely both from horseback and on foot. Each has the ability 'Smite', which infuses their attacks with holy energy that burns servants of darkness. This translates into their attacks dealing double damage to undead, demons, and those otherwise tainted by dark energy.

200 Crusader Knights (Level 2) – The lesser but still effective counterparts to the paladins, crusaders strive to achieve their superior comrades’ glory. They lack the warded shields, but are otherwise similarly armed and armored as the paladins. They are mighty in battle, but not quite as strong and skilled as the paladins. They also possess the Smite ability, but it only deals half again more damage rather than double.

700 Sworn Swords (Level 1) – These knights only recently joined the Order of the Black Rose. They are strong and eager to prove themselves. Despite their inexperience, they are still true knights, brave and disciplined. They are deadly on the charge and skilled with sword and lance. They wear steel reinforced breastplates, helmets, gauntlets, and chain mail.

1,001 Barded Salvic Warhorses (Level 1) – These bulky beasts carry knights into battle. Bred for generations in the harsh lands of Salvar, they stand 17 hands tall and weigh over 160 stone, with the bulk, muscle, and nerve to carry fully armored knights into the thick of battle. Their chest-sized hooves can trample foes and crush their bones. They wear sturdy steel barding to protect them from attacks.

1,000 Squires (Level 1) – Every knight needs a squire. These knights-to-be serve their knight masters on and off the battlefield. They help the knights don their armor and mount their steeds, and then march to war alongside them. They wield swords and shields, which they are very skilled with, and wear breastplates and half-helms. Their intense training has made them strong and quick.

Ser Anton Timko, First Paladin of the Black Rose (Hero) – They say Ser Timko will someday become Grandmaster of the Black Rose, but until then he leads their host to battle as First Paladin. He is known as a man of immensities – immense in size, immense in charisma and presence. His massive strength allows him to wear extra heavy steel plate armor lined with bands of magic-resistant Delhar. His lance is tipped with mithril and his shield holds the same enchantments as the paladins. He carries a mace with a delyn core wrapped in steel with mithril spikes. Its blessing makes it strike with a burst of lightning. His great strength does not render him dim-witted, however. Anton is an excellent military leader with dozens of victories under his belt. His Smite ability (see above) triples the damage of his attacks against servants of darkness.


The Witch Hunters
“You’re a clever witch, hiding in the shadows, but the Eye of the Sway sees all.”

30 Assassin-Priests (Level 3) – These deadly agents stalk the shadows, killing witches and heretics in the Sway’s name. Known for their black leather armor and cloaks that seem to melt into the darkness, even rumor of an Assassin-Priest strikes fear into the heathens’ hearts. They are terrifyingly stealthy and impressively fast and agile. They wield hand crossbows, swords, and daggers, as well as collections of deadly poisons, and each carries a vial of alchemical wildfire that spreads a fiery inferno with a 20-yard radius. Their cloaks are woven with shadowy enchantments, enhancing their stealth, and their All-Seeing Eye amulets allow them to see in perfect darkness. They tattoo themselves with various holy blessings that protects them from unnatural mental influence and disrupts the flow of magic within ten yards, making magic twice as difficult. The Cants of the Empowered Priests are immune to this effect.

100 Witch Hunters (Level 2) – Witch hunters are lesser agents, often serving a deadlier Assassin-Priest and aspiring to become one (though few survive late enough into their careers). They wear the same armor and and cloaks and wield the same weapons as Assassin-Priests, but lack the tattoos and amulets. Their fighting prowess is similar, but they lack the canny experience of their masters.

High Inquisitor Heinrich Reichter (Hero) – An assassin without peer and without mercy, Heinrich Reichter is like a ghost story across Salvar. His skill with a rapier is legendary, as his victory in twenty-five duels proves. More frightening are the countless heretics and suspected sorcerers who simply vanish, with naught but a rumor of the High Inquisitor’s involvement. He wears light leather armor to allow flexibility, as well as the traditional cloaks of the Assassin-Priests. His is far more effective, however. It allows him to not only fade into shadow, but to -become- shadow for short periods of time, slipping between cracks, up walls, and under locked doors. His rapier is mithril with a core of delhar banded with steel in the hilt. He carries a brace of hand crossbows and a dozen poisoned daggers. He is also marked with the Assassin-Priest tattoos.

*

Main Army

(All Level 1)

2,000 Hanslev Pikemen – These professional soldiers from the Hanselv region form the immovable backbone of any army they join. When the Ethereal Sway calls a crusade, they fight with zealous fervor. They wear steel breastplates and helmets with padded chainmail gloves and leaver boots. They carry short swords as secondary weapons. They use their long pikes in tightly packed formations to blunt cavalry charges and break enemy infantry against their wall of sharp steel points. Unlike average militia pikemen, the Hanslev regulars are well-drilled and can freely maneuver the battlefield in blocks of 100, splitting apart and combining as needed.

1,000 Halberdiers – These soldiers serve as melee support for the pikemen, reinforcing weak points and marching in front of pike blocks. They wear the same armor as the pikemen, but carry shorter halberds designed to fight heavily armored foes.

1,650 Longbowmen – Lightly armored infantry wielding longbows and short swords.

500 Skirmishers – Lightly armored infantry with shields, javelins, and short swords. They support the main infantry clusters, guard flanks, and cover retreats.

19 Hunting Horses – Quick, strong steeds to serve various needs in the army.

300 Siege Engineers – Lightly armored, these personnel are capable of direct combat but not designed for it. Instead, they focus on battlefield control, digging trenches, building barricades or siege rams, and manning war machines. They are also trained as sappers, and each one carries a single crude gunpowder explosive and a flask of highly flammable oil.

100 Bolt Throwers – These light but powerful war machines are essentially smaller ballistae designed to accurately pick off armored targets from a distance. Enhanced with Alerian spring steel, these deadly contraptions can fire spear-sized bolts at ranges up to 500 yards, with precision up to 200. It can fire four full range shots per minute, or six short range shots (under 200 yards). Each requires two trained crew members to move and operate it effectively. If fired by only one person, its rate is cut down to 1/3.

230 Fanatics – Though unarmored and wielding a random assortment of weapons, these religious zealots form the moral core of the army. As they whip themselves into a frenzy, shouting sermons and other encouragement, they help put the army into the proper mindset for battle. They are also the last to retreat, even if the battle is lost.

Kroom
05-27-14, 08:23 PM
The Iron Brigade.

Heroes.

Kroom M'kralla. Commanding officer. Possibly part Orc; tall and burly, with dark hair and brooding dark eyes. Possesses an astute intellect, and is trained in some magical arts. Wields a long damascus talwar and steel shield, wears medium armor & helm.

Abilities:
- Empowering Aura: allied spellcasting is progressively boosted & enemy spellcasting is progressively weakened as the caster approaches Kroom, starting at 50m distance. Within 10m, enemy spellcasting is silenced & allied spellcasting is triply effective.
- Blazing Saddles: when Kroom orders a full charge, all allied cavalry deal more damage and are harder to repel. This effect lasts for the duration of the charge, until it is successful or stopped.
- Whirlwind Warrior: when Kroom enters combat personally, his training and fighting style enable him to move at 3x human speed.
- Cleaving Blade: Kroom's enchanted scimitar will easily cut through armor weaker than dehlar.
- One-Man Wall: Kroom's shield easily resists most non-magical attacks, and partially protects him from all but the strongest magical assaults.

Felix Trullath. Adjutant officer. Average height, peak physical condition. White hair, wears a blindfold to hide his absence of eyes. A lifelong soldier, moderate magical training. Wields a long spear, sword, and shield. Wears blackened medium steel armor.

Abilities:
- Blind-Sense: To compensate for the wounds which cost him his eyes, Felix has trained himself to have a magical awareness of his surroundings. If he focuses on this (that is, is not actively fighting), he can expand this to a reasonably accurate awareness of everything within a half-mile of his position. When used latently, it is effective up to 20m.
- Warrior's Boon: soldiers near to Felix benefit from his own prowess, and are more effective.
- Magic Sight: Felix has practiced a magical perception. While he cannot perceive as do you or I, he can still 'see' much as would a normal person, and magical illusions do not deceive him.
- Empowered Cast: Felix can hurl his war-spear with the aid of his magic. Magical energy creates a piercing sheath around the weapon, and it strikes with the force of a grenade's explosion. Armor without magical properties will provide no defense.
- Chosen Weapon: Felix's sword carries a magical aura which empowers its strikes, easily cutting through all but the heaviest non-magical armor.
- Hero's Stand: if Felix orders a group of soldiers to stand and operate defensively, they become extremely hard to dislodge.

Sekk'ara. Barbaric warleader and shaman. Very tall (~7ft) and very muscular. Black hair and golden eyes. Magically mutated, his right arm is scaled and clawed. Powerful magician and warrior. Mediocre tactician. Carries a greatsword and flail and can easily dual-wield them both. Wears magically-invested leather armor.

Abilities:
- Black Magic: Sekk'ara can conjure magical force (telekinesis) once every other post. This ability may not alternate with Fire Magic.
- Fire Magic: Sekk'ara can conjure a large amount of magical fire once every other post. This ability may not alternate with Black Magic.
- Pyre: If killed, Sekk'ara's magical energies will detonate in an incinerating blast. Anything within 100ft of him will die, allied or not.
- Black Mist: Sekk'ara can craft magical illusions.
- Ashtareph's Kiss: Wounds inflicted by Sekk'ara's sword empower him in combat, though they do not heal him or empower his magic.
- Kiramod's Aspect: Sekk'ara's flail radiates an aura of intense dread, likely to dishearten enemy soldiers.
- Fuel for the Fire: non-lethal wounds inflicted on Sekk'ara empower his magic.

________________________________

Troops.

Sway Mages. 30 Sway-approved battle-mages.
Effective to line-of-sight, ~800m. Little to no proper armor, high mobility, good discipline. Few to no proper weapons. Trained variously in offensive, defensive, healing, or enhancing magic. All capable of communicating instantly with the other mages, a handful (6-10) capable of instantaneously teleporting small groups (10-20) to known locations or within line-of-sight.

Salvic Iron Guard. 70 elite heavy dragoons. The General's Guard.
Heavy steel longswords & crossbows (identical to rank-and-file crossbows). Heavy steel armor on men & medium armor on mounts, good mobility, extreme discipline. Extensively trained. Strong against all non-magical targets.

Salvic Foot. 5,400 infantrymen.
- 2,700 pikemen. 20 ft pikes, medium armor, good mobility, high discipline. Short weapons (swords, long knives, axes, maces, hammers, etc.) for close fighting. Strong in formation.
- 1,800 crossbowmen. Steel-ribbed crossbows & steel bolts. Max range of ~375m, max killing range at ~300m, best accuracy up to ~150m. Rate of fire ~2 shots per minute. Medium armor. High mobility, high discipline. Short weapons (swords, long knives, axes, maces, hammers, etc.) for close fighting. Strong behind fortifications or in protective formation.
- 900 swordsmen. 3 ft steel swords & kite shields. Full armor. Good mobility, good discipline. Strong against disorganized assaults or in organized formations.

Salvic Horse. 2,100 horsemen.
- 600 heavy cavalry. 20 ft lances, heavy armor on man & horse, high mobility, good discipline. Heavy weapons (axes, maces, hammers, flails, etc.) for close fighting. Strong against infantry & light cavalry. Nigh-irresistible in a full charge.
- 1,500 light cavalry. Light armor on man & horse. Extreme mobility, low discipline. Short lances & rough polearms, swords, maces, whips, compound bows & arrows. Strong against light infantry & light cavalry. Very strong in full charge, good at maneuvers & running battles.

Salvic Irregulars. 1,800 infantrymen.
- Irregular weapons, both ranged & close-quarters. Maximum range of ~200m, effective against armor up to medium-grade. No to medium armor, extreme mobility, low discipline. Strong stealth capabilities. Extremely effective from ambush, at close-quarters, & in disorganized conflict.

Salvic Artillery Corps. 600 engineers, sappers & artillerymen, manning 190. war engines.
- 120 scorpions (highly mobile heavy crossbows). Maximum range of ~400m, accurate range of ~100m. Extreme accuracy, effective against all standard armor grades. Fires heavy bolts/light javelins. Rate of fire 3-4 shots per minute. 1-man operator. (120 personnel allotted.) Strong as precision anti-personnel.
- 30 light ballistae (low mobility siege crossbows). Maximum range of ~450m, accurate range of ~200m. High accuracy, effective against all standard armor grades. Fires javelins, 6lb shot, grape shot & canister shot. 4-man crew. Rate of fire 1 shot per 2 minutes. 3-man crew. (120 personnel allotted.) Strong as anti-personnel fire & against formations.
- 30 hwacha (good mobility volley rocket-arrow launcher). Maximum range of ~150m, effective range of ~100m. Low accuracy, effective against all standard armor grades. Fires rocket-propelled long arrows in volleys of 200 per hwacha (6,000 total volley). Rate of fire 1 discharge per 5 minutes. 3-man crew. (90 personnel allotted.) Strong against formations.
- 10 heavy mangonels (poor mobility torsion catapult). Maximum range of ~200m, effective range of ~150m. Good accuracy, effective against all standard armor grades & fortifications. Fires clusters of stone shot, canister shot, & 30lb solid stone shot. Rate of fire 1 shot per 5 minutes. 6-man crew. (60 personnel allotted.) Strong against formations & fortifications.
Balance of personnel (210) working supply, maintenance, and guard. Crossbows, shortswords. Medium armor. Good mobility, high discipline.

matthewkuch
05-28-14, 06:35 AM
Army exceeds 100,000 characters--- posting army at the end of forum in multiple posts

Abomination
05-28-14, 01:17 PM
EDIT: I AM DROPPING OUT OF THIS COMPETITION.

Team Draug

Units -

1 Draug.

10,000 Gibbering Ghouls - Grotesque, armored by mere scraps of cloth, bestial former humans whose only redeeming feature is their ability to ignore pain. They have enhanced strength, endurance, and don't suffer from the effects of fatigue.

Heroes -

3 Flesh Factories - A putrid pile of undulating flesh that can replenish half of Draug's blood supply and all of his abilities before melting into a pile of bloody goop. They are usually kept hidden or slithering behind Draug.

Warpath
05-28-14, 03:14 PM
What? Registered! Army later.

Enigmatic Immortal
05-28-14, 07:25 PM
Illegal army entry: edited to withdraw.

Ioder
05-28-14, 08:39 PM
Registered, army list pending.

Platoon One- Aurial Army Main Unit

Commandant Kamile Oltorain- (HERO) Medium armored unit wearing Steel and leather armor, he wields the powerful sword Fultragier a prevalidin dagger and the Elk's Hair his prized long bow.
-Abilities- Enduring Aura- Simply being in the presence of other fighters he gives of a aura of confidence. This Aura boosts the endurance of those around him by 10x making them able to fight through rougher conditions. (Passive)
The Eye of a Sniper- Through Kamile's training he has honed his eye sight to near super human levels and with his almost perfect eyes he can easily snipe enemies with his bow from great distances. (Passive)

1,000- Light Armored Aurial Rangers- These specialized elven rangers are specked to wear full leather armor, and are more than sufficient with their yew bows and steel blades. A single ranger is capable of stalking prey up to 50 miles from where he first spots it. (Level 1)

1,000- Heavy armored Aurial Infantry- As the rangers are to light armor the Infantry are to heavy. Specked to wear steel breast and back plates, wielding anything from steel long swords and shields too two handed steel weapons. (Level 1)

300- Aurial Cavalry- Light armored cavalry units specked like the rangers with addition to knowledge of horse riding. (Level 1)

300- Aurial Steeds- Magnificent elven horse thoroughbreds capable of running up to 45mph over a distance of more than a mile. They carry few Iron plates to protect them from arrows or blades. (Level 1)

650- Aurial Engineers- These are elves that spend most of their time working the artillery of their respected units. They run the catapults, artillery, siege weapons and more. If carrying weapons it would be basic steel swords and light armor. (Level 1)

600- Aurial Siege weapons- This will be defined later. (Level 1)

90- Aurial Priests- Worshipers of the Elven gods, they dawn robes and carry powerful staff that emit healing light. Capable of healing non fatal wounds over a vast amount of people. (Level1)

Platoon Two- Seaside Cliff Dwellers
Rosie
Abilities- Spear of Destruction- Mythril Spear- Enchanted to once per thread disintegrate any matter within a 10 foot radius of the spears tip, excluding the spear itself.
Battle Cry- twice per thread Falcor can let out a huge battle shout. This boosts the endurance of his forces by 3x for the length of two posts.

500- Giant Condor Riders- (Level 1) These Units wear leather armor and wield 5 steel spears. There are expert Condor riders.

500- Cliffside Giant Condors- (Level 2) The Giant Birds of the eastern seaboard. They make their homes in the tall Cliffs over looking the water. The are the size of a small biplane 15 feet in length and 20 in wingspan. These birds are strong enough to fly at speeds up to 40mpg wile carrying their riders and being equipped with thin iron plate armor.

Navel Platoon- Fish head's Pirate Forces
Fish head McKraken, Pirate King (Hero) This Northern seas pirate and his gang of marauding and blood thirsty pirates sail the snowy seas of the north. He is one of the few to have an abundance of rifles and canons at his disposal. He himself is a brutish and cruel leader who has killed his own crew to get the job done. He wields a pair of formidable Auto-Reloading Flintstone hand canons. On his waist he bares and Italian style stellate he has more than capable with and he bares his fangs with his Mythril Rapier.
-Abilities- Winds of the north- Anytime twice per battle Fish Head can summon the winds of the snowy north to boost his and his armada's sails. Navel Speed Boost 3x.

30- Pirate Long Boats- 45ft Wooden long boats, armored with iron shield along the exterior. On these ships are plethora of rifles and other weaponry. Each ship is equipped with a heavy battering ram and four canons on each side. Each carries 35 pirate units.

900- McKraken Pirates- Bloody thirst pirates trained to ransack villages and board other ships easily. Each unit is armored like typical pirates would be, but they all also posses basic rifles able to fire one shot before reload with a 45 second reload time.(Level 1)

10- Krakens- These gigantic deep sea dwelling monsters can bring down boats with their huge tentacles. Most resemble huge octopods whilst are un recognizable at all. Still they can be killed if attacked enough. (Level 3)

Platoon Three- Aurial Army Secondary Unit

1,100- Light armored Infantry-

900- Light armored Bowmen-

900- Heavy armored Knights- Specked to wear steel breast and back plates, wielding anything from steel long swords and shields too two handed steel weapons.(Level 1)

1,000- Supporters- These are random mercenaries who wished to aid this army. Nothing special other than the total number. Specked to wear anything up to Iron armor and Iron weapons. (Level 1)
Incomplete

Warpath
05-30-14, 04:45 PM
I've been waffling about this since I first posted, but yeah, I'm going to withdraw and give somebody else a chance. I've just got too much on my plate. It's lame because I've always wanted to do one of these but it is what it is.

Have fun guys!

Hysteria
05-30-14, 09:19 PM
Edited some typos.

Fallen Army Make-up:

Grand General: 1
Talen

Hero / General: 4
Xel the Silent
Yol the Horned
Tarth the Demon
Salt the Prince

Level 3s: 300
Fire Lancers x1 50
Earth Crackers x100
Shadows x50

Level 2s: 500
250 Resurrected Beasts
250 Giant Zombies

Level 1s: 7000
1000 Lightning Skeleton Archers
1000 Explosive Skeleton Archers
1000 Ghouls
1000 Zombie Knights
1000 Zombie Steeds
500 Zombie Sappers
500 Cultists
500 Zombie Ogre Artillery
500 Zombie Ogre Support


Generals


Xel the Silent
Image (http://fc00.deviantart.net/fs71/f/2012/121/e/2/necromancer_by_saryth-d4y94xn.jpg)

Description:
Xel is more animal than man. He carries within him not a shred of empathy towards his fellow humans. Long ago he cast off the shackles of both his human frailties and his emotions. What little he feels now could be described as hate.

Abilities:

Sweet Silence – For a kilometre around him silence descends for 15 minutes. Five uses a day.

From the Grave – Xel comes back to life 5 minutes after he dies, two uses a day.

From the Shadows – Creates a shadow portal (ten by ten wide) allowing two way movement for 10 minutes. Xel can only create a portal to a position another general is. Two uses a day.

Creepy Crawly – The ground around him bursts open with hundreds of crawling, biting insects. Lasts for a minute, irritating but doesn't do lasting physical damage. Perhaps leaving anyone effected slightly itchy.

Feel my pain – Xel tears off the ties from his mouth and screams, passing on any pain he is feeling to all those within ear shot.

Endurance 10x – Xel can withstand huge amounts of pain, far greater than that of a normal person. Torn limbs slow him, stabs and hacks will too, but only fatal strikes will stop him. Otherwise you have to wait for him to bleed out.

Sounds of Dead – Xel can communicate with the other generals via a strong telepathic link.

Weapons:
The Twisted Soul – A long barbed steel whip.



Yol the Horned
Image (http://fc06.deviantart.net/fs71/f/2011/284/5/7/57cf1ebe338d903de79ef4a0e13738b7-d3jkqs2.jpg)

Description:
Yol was a woman once. She was beautiful and surrounded herself with things of beauty. It was her search for endless beauty that was her undoing, taking her sight and her looks. What she once thought was important is now a fleeting memory.

Abilities:

From the Deep – Yol can move through the ground like it was second nature. She can travel underground at the speed of a fast horse, bursting out and diving it as if it was water.

From the Grave – Yol comes back to life 5 minutes after she dies, uses twice a day.

Crush the Clean – Yol can turn into a beast of fury for five minutes three times a day. During that time her body oozes energy, increasing her speed and strength to 10x that of a normal person. During this period she can move fast enough to chase down a horse and strong enough to lift and throw one with little effort.

See without eyes – Yol uses a sort of echolocation to perceive those things around her. She can perceive everything within 100 metres of herself. The louder they are, the clearer everything is.

Through your eyes – Yol can, if needed, see through the eyes of someone she is touching. It is not as effective as normal sight.

Sounds of Dead – Yol can communicate with the other generals via a strong telepathic link.

Weapons:
The Final Rose – An ornatly carved steel mace.
Claws – The short claws on the end of her hands are steel strength



Tarth the Demon
Image (http://fc06.deviantart.net/fs71/f/2012/120/e/9/necromancer_by_jessada_nuy-d4y30oq.jpg)

Description:
Tarth long ago set his sights on gaining power through the summoning of undead and demons. His original reason has since long been forgotten. He is now a trapped on an ever going cycle of hate and death.

Abilities:

Crack the Sky – Tarth summons a deadly wind that fills the air with blades of darkness the strength of steel. This ability effects everyone within 50 metres of the target point of Tarth's choosing for a minute. Usable five times a day.

Call the Demons – Tarth summons a dozen daemonic illusions. The creature spread out around Tarth, sowing a feeling of dread to all that lay eyes on their forms. Visually they are frightening, but their true power comes from a subtle magical field projected outwards that trains people's resolve. Four uses a day.

From the Shadows – Creates a shadow portal (ten by ten wide) allowing two way movement for 10 minutes. Tarth can only create a portal to a position another general is. Two uses a day.

Demon Door – Creates a demonic portal that only undead or demons may travel through. To create the portal Tarth entered from the starting point, then appears at his target destination. Two uses a day, lasts for 10 minutes each time.

Sounds of Dead – Tarth can communicate with the other generals via a strong telepathic link.

Endurance 10x – Tarth can withstand huge amounts of pain, far greater than that of a normal person. Torn limbs slow him, stabs and hacks will too, but only fatal strikes will stop him. Otherwise you have to wait for him to bleed out.

Strength 10x – Tarth is a exceptionally strong. He can hurl boulders up to 100kg a hundred metres.

Iron Hands – Tarth trained for many years in martial arts. Long ago he learned that via magic he could increase the level had had reached. His hands and forearms are the strength of steel.



Salt the Prince
Image (http://fc04.deviantart.net/fs71/i/2013/078/b/f/necromancer_rhanloo_by_anndr-d3bedov.jpg)

Fury (Speed 10x) – Salt moves with tremendous speed, striking and slashing five times a second without much effort.

Not of this earth – Salt does not breath

Eyes of Night – Salt can see normally, as well as with heat and night vision. This functions underwater.

Perception 10x – Salt's eyes are as keen as an eagles. He can see up to a kilometre away in high detail.

Tiny Thoughts – Salt can attach a blob of black energy from his hand to something six times a day and remotely detonate it from any distance. The damage is enough to shatter wood, and leave a person a gross mess.

Without Resistance – Salt can travel through ground, water and the air as if he was flying.

From the shadows – Creates a shadow portal (ten by ten wide) allowing two way movement for 10 minutes. Salt can only create a portal to a position another general is. Two uses a day.

From the Grave – Salt comes back to life 5 minutes after he dies, uses twice a day.

Sounds of Dead – Salt can communicate with the other generals via a strong telepathic link.

Weapons:
Black Arms – Each arm is encases in a black wrap as strong as iron.


Elite Troops (level 3)

Fire Lancers x150
These creations are a concoction of man and winged beast. They can move through the air like birds, bringing their vengeance from above. Each one has two arms, two legs and wings. From what creature they came from is a bit more uncertain.

Abilities:
Fire Lance – As their name suggests, these creatures can form balls of molten fire. Each blast is the size of a watermelon, relying on gravity to carry them towards the direction of their target. Each blast when it strikes something covers the surrounding area in burning sticky liquid. Usable three times a day.

Flying – Each Lancer is an expert flyer with whatever type of wings they were given. They can fly for long periods of time (hours) without rest.

Undead Regeneration – Each Lancer can revive once after it is killed.

Final Tactic – As a suicide attack the Lancers can dive towards an enemy, exploding on impact to deal enough damage to crack and shatter steel armour.

Speed – 5x – Lancers move with great speed when flying, travelling as fast as horse.

Strength – 3x – Lancers are strong enough to carry about 50kg for long periods of time.

Perception – 2x – Lancer's can see roughly twice as well as a normal person. This allows them better targeting of troops on the ground.

Weapons:
Angular Stones – A sort of iron wedge, this heavy (5kg) item is designed to right itself so the point is facing down when it is dropped. It's descent generates the speed needed to smash through most armour.


Earth Crackers x100
Earth Crackers are large gorilla sized creatures made from ogres, orcs and the like. Each has a pair of large metal claws surgical attached to their arms that allows them to dig with impressive speed.

Abilities:
Earth Cracking – Crackers can dig with great speed underground. By itself a Cracker can did at about a metre a second, however when working with others it can be as fast as a run.

Strength – 5x – Crackers need to be strong to cut through the ground. Their natural strength allows them to throw attacks enough to know a normal person to the ground.

Speed – 5x – Crackers on land use their powerful legs and arms to launch themselves forward, closing 10 metres in one bound.

Weapons:
Steel Claws – Each Cracker has large curved claws attached to their arms.


Shadows x50
Shadows are constructs of dark energy and bones. Each one is little more than a skeleton shrouded in wreaths of shadow.

Abilities:
Fear not the Reaper – Shadows have a strong resistance to magic, allowing them to withstand or be less effected by magic and illusions. This does not include physically damaging magic like a fire ball.

Through the Shadows – Shadows can teleport to a location or person of their choice twice a day.

From the Darkness – Shadows can communicate with other shadows, what one knows the others do.

Stealth – Shadows are unnaturally good at stealth. They bend shadows to themselves to better hide their movements.


Experienced Troops (level 2)
500 Level 2s
(Standard ability for the undead Immunity to mind altering magic.)

250 Resurrected Beasts – A mixture of larger animals, oxen, elephants, bulls, etc. These beasts have three times the strength, endurance and speed of a normal person. Each has steel plates surgically attached to their bodies.

250 Giant Zombies – Made out of giants, or enough people to make a giant, these creature's abilities include being huge, three times the strength of a normal person and the ability to regenerate major wounds twice a day. They carry giant clubs, or torn out trees as weapons. They also have scraps of iron bolted to there body in a sort of makeshift armour.


Standard Troops (level 3)
(Standard ability for the undead (not including cultists) Immunity to mind altering magic.)

1000 Lightning Skeleton Archers – Skeleton archers armed with bows and short swords. They have the ability to fire an arrow charged with electricity three times a day, enough to significantly burn someone.

1000 Explosive Skeleton Archers – Skeleton archers armed with bows and short swords. They have the ability to fire an arrow that explodes on impact three times a day, enough to significantly damage exposed flesh.

1000 Ghouls – Stinky and slightly rotting creatures. Armed with bones and clubs, they can also heal themselves by eating the flesh of the living.

1000 Zombie Knights – Strong knights armed with a shield and sword and armour (all iron).

1000 Zombie Steeds – Still with the trappings of their armour attached, these horses don't mind biting or trampling people. Fast (compared to a human) and pretty durable.

500 Zombie Sappers – These zombies are bloated husks, ready to explode just given the chance. They do large amounts of damage in an explosion, sending bits and pieces of themselves in every direction. The radius of damage is about two metres.

500 Cultists – The few humans in the group, these guys heal the zombies. Each cultist can restore a moderate amount of damage from a zombie (say a lost arm) using magic, or just a needle and thread. They have iron daggers if need be.

500 Zombie Ogre Artillery – Made big and ugly, these guys have huge strength that allows them to throw stones and boulders several hundred metres. They are however very slow, half that of a normal person.

500 Zombie Ogre Support – These zombies are twice as strong and fast as a normal person and tasked with ensuring their larger counterparts have things to throw. Rocks, trees, enemies, other zombies, etc. They have iron maces should the need arise to protect their slower counterparts.

Duffy
05-30-14, 09:23 PM
I would like to withdraw my army and bow out.

Cydnar
06-05-14, 12:07 PM
The Yadira Yggdrassil
(Army of the White Tree)

The Yadira Yggdrassil is the last gathering of military might of the Hummel. After centuries of fighting the Umber Hulks beneath Althanas’ surface, they have abandoned their homes and risen to the sunlight. It is a small, highly mobile organisation bolstered by simalcuurms and geomantic creatures (in the face of a rapidly declining population).



The South Swain

Commander: Dalasi Yrene (Level 5)

A capable swordsman who wields a large, two-handed blade forged in ice and crystal. It is capable of freezing on contact and augments strength by +1.5. When fighting a single opponent, they are half their level, rounded up, in terms of combat skill.

Politis Battalion (999)

The mainstay of the Hummel force is a strong infantry backbone. This is a citizen levy, whereby the last remnants of the Hummel’s society train to defend themselves. They are average skill, wear haematite (steel) armour, and carry swords and kite shields.

Politis Phalanx (1000)

Supporting the flanks of a Politis Battalion, the spear phalanx can quickly reposition itself to cover against cavalry outmanoeuvring and rival pole-arm units. Their crystal spears hook, much like halberds, and can cut through wooden shafts.

Politis Phalanx (1000)

Supporting the flanks of a Politis Battalion, the spear phalanx can quickly reposition itself to cover against cavalry outmanoeuvring and rival pole-arm units. Their crystal spears hook, much like halberds, and can cut through wooden shafts.



The North Swain

Commander: Cydnar Yrene (Level 5)

A potent geomancer who can conjure quartz in a variety of offense related ways. He can project +3 strength missiles, dispel weaker spells, and detect magic in an 80ft radius. He wields twin sword canes that glow when evil aligned magic is near.

Salthias (499) (Level 2)

The Salthias are potent anti-mages trained from birth and twinned to the powers of geomancy themselves. They arm themselves with a variety of specialist weapons, each a unique fighter and each with minor magic skills. They are irreplaceable.

Torstein Phalanx (250)

The Torstein are Salthias who have been shamed, and to repent, they fight not with the blades and arts of their kin, but with brute force. They are 6-8 feet tall bodies of rock and half crystal ogre sized simalcuurms. Slow, but immense strength blows.

Torstein Phalanx (250)

The Torstein are Salthias who have been shamed, and to repent, they fight not with the blades and arts of their kin, but with brute force. They are 6-8 feet tall bodies of rock and half crystal ogre sized simalcuurms. Slow, but immense strength blows.



The East Swain

Commander: Manira Glas (Level 5)

A potent ice mage and crystal shaper. Whilst offensively weak, she can quickly heal and fuse golems into larger entities given time. Amongst the simalcuurms ranks, she is a reckoning force, though she cannot heal organic creatures.

Crystal Golems (999)

These rapidly created constructs are six foot tall, the build of a condition soldier, and made out of rock, quartz, and glass. They strike at +2 strength, and have average hand-to-hand skill but are easily outwitted. They scatter rubble when they die.

Crystal Golems (1000)

These rapidly created constructs are six foot tall, the build of a condition soldier, and made out of rock, quartz, and glass. They strike at +2 strength, and have average hand-to-hand skill but are easily outwitted. They scatter rubble when they die.

Crystal Eyrie (500)

Elegant and deadly great eagle shaped creatures made entirely out of crystal shards. Their talons are razor sharp, their wings capable of jettisoning a scattering of arrowheads, and their cries piercing. They are very fragile, however.

Crystal Eyrie (500)

Elegant and deadly great eagle shaped creatures made entirely out of crystal shards. Their talons are razor sharp, their wings capable of jettisoning a scattering of arrowheads, and their cries piercing. They are very fragile, however.



The West Swain

The World Eaters (300) (Level 3)

A group of mages who sing and conjure crystal to life as a choir. They are unarmoured, and fight only when necessary. They can conjure crystalline constructs as below, acting as engineers, sappers, and siege specialists.


Tower: A hundred foot tower, which can house 250 troops on its peak. It is destructible by anything that could affect against mundane quartz. Only one tower can exist at any given time.

Trench: Dividing rock as though it were butter, the choir can create trenches up to ten feet wide at the rate of twenty feet per minute. These trenches are 10 feet deep at maximum. They close at half the creation rate.

Trebuchet: The choir can create one crystalline trebuchet per post of singing. These are operable by conventional troops. They fire half-ton boulders of quartz, which erupt when they land into a flurry of razor sharp shards.

The Nihjar (1000)

A force of spider worshipping Hummel who vow to protect the World Eaters in battle. They fight with bows, spears, and swords, and can operate as one unit of four smaller units of 250. They can reposition quickly, and are X2 speed and agility.

Genesis
06-06-14, 10:50 PM
Name of army: The Elementalists

Heros:

Genesis: A 6' 0" Necromancer with enhanced spells (except Death), with his poison attack being 25% stronger (can be fired at any range), and as for his "Reanimate Dead" ability, he can raise 2X the amount of skeletons that a normal Necromancer can. Skeleton attributes that he raises are 2% higher as well.

Hero Skills:

Cast Poison Smog --- An upgraded version of "Cast Poison" that has an area of effect (splash damage) affecting multiple units.


Summon Iuggnol --- Can only be cast once per battle (regardless of how many posts there are) which spawns a monstrously large animal (30 feet tall) covered in thick armor, that can stomp on enemy targets. Slow as a snail though.

Iuggnol's Concept Art (Borrowed from a website):

http://fc03.deviantart.net/fs24/f/2009/249/7/4/WIP__Giant_Monster_by_chrisscalf.jpg

....

Elemental King: Has the ability to change into any element he wants at any given time (as much as he wants) with 10% extra to all attributes, and dealing 10% more damage per spell cast.

Hero Skills:

Raise Elemental: Raises a fallen elemental from death back to life once per every 3 posts and raises all of its attributes by 5%.

....

Elemental Queen: Has the ability to spawn elementalings ... baby elementals spawned at random (2 elementals per post) that are very weak, but a nuisance to deal with. Baby elementals are very easy to kill, and attack with only their fists and spells that are close range only (very weak spells). The Queen is of neutral element.

Hero Skills:

Cast Agniur --- Can only be cast once per every 5 posts, and can only start casting this spell on post 3 (huge cool down at start of battle). HUGE area of effect (splash damage) that effects many enemy units and does damage dependent on where the targets are from the spell. Ground Zero --- Massive Damage ; 10 feet away --- Moderate Damage ; 15 feet --- Takes Little Damage ; 16-20 takes Miniscule Damage ; 21+ does no damage.

Cast Niur --- Casts a ball of pure energy at enemy targets (can be cast at any range) dealing decent damage.

Give Birth --- Gives birth to two random baby elementals (description above).

.......

{All Elementals are 9 feet high with the exception of the King and Queen listed above. The King is 15 feet high, the Queen is 20 feet high.}


Fire Elemental --- 1000 units:

Concept Art:

http://fc03.deviantart.net/fs37/f/2008/255/b/e/Fire_Elemental_by_NovaGrey.jpg


Cast Fireball --- Casts a small fireball that's for close range, can catch things on fire and spread if not controlled. Fire elementals can cast this spell on other Fire Elementals (but NOT themselves) to heal hp. Has a 2% probability of burning an enemy target.

Cast Great Fireball --- Casts a medium fireball that is for close to medium ranges. It is a more powerful version of Fireball, one being larger and having a chance at splash damage, but also has a very small chance of splitting into 3 smaller fireballs. Has a 3% probability of burning an enemy target.

Cast Chaos Fireball --- Casts a mammoth fireball that is for long range only. Has a large blast radius, but can not split into smaller fireballs. Things can catch on fire very easily with this type of fireball. Has a 4% probability of burning an enemy target.


Ice Elemental --- 1000 units:

Concept art (borrowed from a website):

http://fc08.deviantart.net/fs26/f/2008/140/3/f/Ice_Elemental_Sketchdoodle_1_0_by_edcomics.jpg

Cast Winter Fury --- Can only be cast when ALL Ice Elementals are alive, and only once per every 3 posts. Calls forth a giant winter storm over the enemy army, slowing their advancement considerably as well as greatly hindering heavy/heavily armored units. Does no damage.

Cast Ice Ball --- The equivalent of Fire Ball, except in the form of Ice. Has a 2% probability of freezing an enemy target for one whole post, not allowing it to do anything. Ice elementals can cast this spell on other Ice Elementals (but NOT themselves) to heal hp.

Cast Chaos Ice Ball --- Equivalent of Chaos Fire Ball, except in the form of Ice. 4% probability of freezing a target (or targets).


Earth Elemental --- 1000 units:

Concept Art ( Borrowed from a website):

http://fc03.deviantart.net/fs70/i/2011/144/c/6/earth_elemental_by_loztvampir3-d3h373b.png


Cast Rock --- The equivalent of Ice Ball, except in the form of granite. Has a 2% probability of stunning an enemy target for one whole post, making the target have a 3% chance of missing an attack they would normally hit. Earth elementals can cast this spell on other Earth Elementals (but NOT themselves) to heal hp.

Cast Great Rock --- The equivalent of Great Ice Ball, except in the form of granite. Has a 3% probability of stunning an enemy target for one whole post, making the target have a 4% chance of missing an attack they would normally hit.

Cast Chaos Rock --- The equivalent of Chaos Ice Ball, except in the form of granite. Has a 4% probability of stunning an enemy target for one whole post, making the target have a 5% chance of missing an attack they would normally hit.


Wind Elemental --- 1000 units:

Concept Art (Borrowed from a website):

http://th01.deviantart.net/fs70/PRE/f/2010/036/1/5/Air_elemental_by_javi_ure.jpg


Cast Wind Wounder --- 5 Blades are cast and launched into the air like boomerangs (short - medium range). Has the capability of causing internal bleeding on a target (1% chance), otherwise does very small damage, however can be cast in quick succession.

Conjure Bird of Prey --- The wind elemental turns into a bird, if it chooses to, and goes Kamikaze style into an enemy unit doing decent to moderate damage (depending how close they are to the Elemental). This spell does NOT effect allies.

Auto - Cast Bird of Prey --- Happens automatically when a Wind Elemental is slain, but it does severely less damage vs turning into a Bird of Prey itself. This spell does NOT effect allies.

Dark Elemental --- 1000 units:

Concept Art (Borrowed from a website):

http://fc01.deviantart.net/fs71/f/2011/119/4/3/death_elemental_by_verticae-d3f598j.png

Cast Doom --- Can only be cast once per battle (regardless of how many posts are made) and on only one unit in the enemies' arsenal (except heroes). Once cast on the target of choice, it will die no matter what it does to try to avoid it in 4 posts. There IS no escape from Death.

Cast Slow --- Has a 5% chance of slowing enemies down at a random interval from 20% slower to 60% slower (in 2% intervals). Does no damage. Close range only, yet can be cast in quick succession.

Cast Curse --- Has a 50% chance of making an enemy miss an attack they would normally hit on their next post. Can only be cast once per Dark Elemental {1000 uses, assuming all of them are alive}. Can only be cast once per every 5 posts as well. This spell is also close range only, yet can be cast in moderate succession.


Holy Elemental --- 1000 units:

Concept Art (Borrowed from a website):

http://fc06.deviantart.net/fs5/i/2004/288/5/f/Her_Angel_by_liiga.jpg


Cast Glimpse of Light --- The equivalent of Ice Ball, except in the form of pure energy. Has a 1% probability of blinding an enemy target for one whole post. Holy elementals can cast this spell on other Holy Elementals (but NOT themselves) to heal hp.

Cast Array of Light --- The equivalent of Great Ice Ball, except in the form of pure energy. Has a 1.5% probability of blinding an enemy target for one whole post.

Auto Cast Angel --- This occurs automatically when a Holy Elemental is slain, however dramatically reduces the strength of the spell all the way down to a 2% raise to attributes on allies {attack, defense, resistances, armor, and hp}.


Necromancer {Necromancers are 5' 8"} --- 1500 units:

Concept Art (Borrowed from a website):

http://fc05.deviantart.net/fs9/i/2006/149/4/4/Necromancer_by_HAOSvip.jpg

Cast Death: In order to cast this spell, ALL Necromancers need to be alive. It can only be cast on one enemy unit at a time (except heroes) and can only be cast once per every three posts assuming that all Necromancers are still alive to cast it more than once. They use this spell on post 1.

Cast Poison: Launches poisonous orbs at enemies gradually sucking away their hp. (Can be fired at any range).

Reanimate Dead: Can reanimate the dead into skeletons (including enemy corpses). Very weak, but still a plus. when an enemy unit is slain, 1 skeleton is spawned. If ANY friendly unit regardless of strength is slain, only 1 skeleton is spawned. This spell can only be cast once per 5 posts AND Only 1/2 Of The Remaining Necromancers can cast it. (Can be cast at any range).

Has a bone rod for melee attacks (rarely used, since they primary cast poison).
Has a knife imbued with poisonous qualities.

Necromancers are immune to poison.

Cleric {Clerics are 5' 4"} --- 1500 units:

Concept Art (Borrowed from a website):

http://fc01.deviantart.net/fs71/i/2013/267/0/c/cleric_by_lasahido-d6nmnkc.jpg


Cast Heal: Heals one unit of choice by 5%. Can't be cast on other Clerics or Genesis's Summon.

Cast Mighty Guard: Raises an allies physical and magical resistance by 5%, can't be cast on Genesis's summon.

Cast Haste: Increases movement speed of an allie by 5%, can't be cast on Genesis's summon.

Clerics have a mace for close combat, but rarely use them since they primarily focus on healing the army.


Mimic Elemental --- 1000 units:

Concept Art (Borrowed from a website):

http://fc01.deviantart.net/fs70/f/2010/130/7/4/740f9e525a859ca0c069347209607d02.jpg

Cast Enhanced Duplicate --- This spell can only be cast if all Mimic Elementals are alive, and only once per battle {only able to do so on the 3rd post or later, because it has a HUGE cool down rate and can't be cast right away). See "Cast Duplicate" below and add 20% to all attributes.

Cast Duplicate --- Assuming 999 Mimics (or less) are left alive, they will choose a unit of their choice to turn into. The attributes of the target they choose will be slightly lowered, but still have an interesting effect on battle. Once they choose to mimic something, they can NOT change it (turn back to original form) until the next battle. They will have all weapons and spells, etc, of the target they mimic.

Cast Deception --- Mimics have the option NOT to turn into an enemy unit, but instead changing into something in the environment instead (like a tree or something) to try to blend in with the environment. Once done, they CAN change back to a mimic, however turning into something in the field (like the tree example, NOT duplicate) restricts them to melee combat only.

Mimics' weapons are dependent on what they choose to mimic.

Erikar
07-02-14, 04:27 PM
I have made the necessary edits to my army; Please review it again. Thank you.

Breaker
07-15-14, 08:52 AM
I'm uncertain if the max participants have been reached so... registered, just in case.

edit: Guess I'm in then... working on getting my level 14 profile approved and building my army as of now.

Cydnar
07-15-14, 11:43 AM
Given my productivity of late and increasing workload at the prison, I'm afraid I'm out.

Brand
07-15-14, 02:57 PM
Army of The Stel'Arcus

Head Commander-Brand Phoenixeye

3407

Herald of Arcus-Void-Shadowy Plate Armor, Dehlar Dual Bladed Pike(http://warframe.wikia.com/wiki/Orthos)

Strength x4-Void is capable of bringing his spear down with enough force to shatter an -iron- weapon if he's seriously exerting himself

Speed x3-Void is extraordinarily fast and can run at speeds up to fifty miles per hour in his armor. (See above)

(I figure the defaults for stats are x1, so, the 3+2=5.

3411

Herald of Arcus-Corruption-Chain Link Robes-Dehlar Shortswords

Incorporeal-Dark has no substance, no form, he is but a blot on the soul, shadowy, unknown. Through this, he can render himself invulnerable to melee attacks, but he is twice as vulnerable to fire, or light-based attacks. This may happen once every four posts.

Dark Bastion-Twice per battle, Corruption can erupt into shadow, healing minor wounds almost instantly, and potentially closing the skin around major wounds, preventing further bleeding, within the full five seconds. 2 times a battle

Overshadow-Nothing is totally pure, and Corruption takes that to heart. He's capable of taking the light in someone and ripping it out, banishing the light part of a soul to oblivion. This damages the soul moderately. (One target per cast, can only be used twice per post)

Embodiment of Wrath-Corruption takes on his second most powerful form. This form boosts the power of his Overshadow to new heights. In this state, the attack rips out the light twice as forcefully, and in the process, touches the soul of the victim with insurmountable power, disintegrating the target to a pile of magical ash. 2 uses per battle, not in a row (Lasts 15 seconds)

Final Destination-For a moment, Shadow casts out even the brightest of lights, releasing his energy in such a powerful burst that it could incapacitate the weaker soldiers for two posts. 1 use per battle. This is limited to a 25 foot range in a circle around him

3409

Herald of Arcus-War-Dehlar Scythe, Light Plate

Twitch-Silence moves his tail in a quick motion, grabbing his weapon and striking out at an enemy up to 4 meters away

Quiet Your Ramblings-War renders the entire world silent for but a moment and interrupts the casting of all spells for one post. This affects his allies as well. Two uses per battle

Blades Are Enough-War's scythe copies itself three times, and the four blades venture out to strike at enemies with the same strength as a normal warrior, but with the speed of a good runner.

Ye Olde Troupe of Demons-War summons a group of thirteen demons, six shield casters (Magical barrier, takes around nine troops attacking it at once to break it, with iron weapons), three thunder-summoners (They call down chain lightning, which arcs from foe to foe as long as it has metal to hit, dealing light damage) three fire-bringers, (They fling lava. It hits things, they get fire, one target, dissipates upon death, around 1 lava bolt every three seconds ) and one beast-mind (Think scaly rhino, with flaming horns and feet. Sadly, It doesn't breathe fire) Two uses, but must be at least three posts apart. (I counted these 13 into the troop counts)

Breath-When the light is extinguished, the shadows banished, all that will be left is complete and utter silence. – War unites with his other heralds in an attack of massive strength. With their united power, they can release such power in one concentrated burst, enough to devastate even the strongest of heroes. 1 Use per battle, renders all three heroes useless for three posts. This attack is capable of downing 1 hero for 1-3 posts (As dictated by the recipient)






Troops

The Stel'Fara-2000-Robes, Magic, Steel Daggers

Sever Link-The Stel'Fara cuts into the link between the soul and the body, causing a sharp pain in the chest, and moderate damage

Darkbolt-Fireball, in darkness! Causes moderate rot on the skin it touches, along with mild burns.

Fire Nova-The Stel' Fara releases a wave of bound fire, and blinds their enemy temporarily.
----

3412

The Stel'Simagu-3000-Leather Armor, Steel Focus Rods/Batons

Blackness-The Magus weaves a spell to plow through enemies, blinding them, and causing internal damage, in a moderate amount.

Severed Ties-The Magus fills the target with unbearable pain, incapacitating them for several seconds

Bloody Murder-The Magus forces the hearts of two enemies to beat in turn with each other, then slow to a stop. These two enemies, then die. The Magus does as well.
---

3413

The Stel'Kni-2500-Full Plate Armor, Steel Greatswords

Absorb Blows-The Knight absorbs the blows to him, and they deal half the damage.

Strength x3-Knights can hit with the strength of three men, so, think, three swings of a sword in one.
---



Vessel of Stel'Arcus-987-Spidersilk Robes, Wooden Staves

Cosmic Wave-Twice per battle, the vessels materialize into existence with the power of the cosmos in their grasp. This power can be channeled into a massive wave of power, inflicting medium-high damage on the entire enemy army-Two of these blasts within two hours of each other could kill most troops.

Link-After the two waves of power are expended, the souls and lives of the Vessels are transferred to their commanders, healing their minor wounds.

black shadow
08-06-14, 03:27 PM
I'm backing down. I won't have enough time to actually compete in an event like this, especially with football (American Football) starting up again.

matthewkuch
09-03-14, 06:42 AM
INCOMPLETE; UNDER EDITS!!!


CLAN ANOTERISH ARMY

Note: I am changing 1000 troops into 300 level 3's


ASSAULT UNITS


ALPHA SQUADRON

MATTHEW OLIVER KUCHCINSKI (level 3)(#8)
Squadron Leader
Race: superhuman
Appearance: Matthew has short hair on the top, that is buzzed on the sides. His face is ovular, but not extremely large. He is 5'10"
Equipment:
Weapons- In the superhuman colony Matthew has experimented for years, mixing his magic with his crazy inventions. He created metallic based cartridges that he can charge with elemental spells to launch powerful lethal projectiles (see below). In order to launch these projectiles he created a device utilized to launch these ballistics. After about four years of prototypes and creating these weapons, Matthew has invented the best of the best for his own personal use. It is the model of a dark silver desert eagle.
Desert Eagle- Has an extendable barrel and is fed by detachable magazines. Is NOT semi-automatic (as Lye requested) as Matthew must cock back the top before he fires each round. Ejects empty cartridge when cocked back and loads new. Matthew MUST wait 5 seconds between firing .50 cal shells, or firing pin will not reset.
Rounds- Matthew currently has three hundred (300) fully charged (see below) .50 cal cartridges, and seventy five (75) fully charged .44 magnum shells. One hundred (100) .50 cal shells are ice charged (see abilities), one hundred (100) .50 cal shells are fire charged (see abilities), and one hundred (100) .50 cal shells are lightening charged (see abilities). He has twenty five (25) of each elementally charged .44 mag shell (75 total).
Detatchable Magazines- Each .50 cal magazine can hold 7 rounds, and each .44 magnum magazine can hold 8 rounds. Matthew currently has three (3) .50 cal magazines, and three (3) .44 magnum magazines.
Others- Custom Black Vest; Matthew realized that if he went to war he would need some means of storage so he created a custom vest with slots and compartments specially designed to hold charged shells. His vest can hold up to 100 rounds. Tactical Belt- Matthew created a belt that has slots to hold shells as well. His belt can hold up to 75 shells magazines. Tactical Backpack- Matthew carries a backpack to hold the rest of his shells, and medical supplies. He holds his ammo in space conserving containment units and stuffs cloth in between them to minimize rattling.

ABILITIES
Mage gunner:
Matthew has god-given magical ability. In the colony he has experimented with crazy inventions. He has found a way to compress his energy into a cartridge which is extremely small in comparison to the bursting energy within. When all the energy is fit into the capsule, it has an explosive charge. These cartridges can be stored for future use, or used to launch a powerful ice projectile.
Ice charging/firing-
Matthew can channel energy from nearby sources of water or vapor in the air. Using this energy from nearby sources of water (or converting said amount of water into pure energy) he can charge .44 mag shells in 20 minutes (400ml), and .50 cal shells in 1 hour (1Liter). When drawing from water vapor in the air he can charge .44 mag shells in 40 minutes, and .50 cal shells in 3 hours.
When firing a .44 magnum round, the chamber focuses the energy into a bolt of ice approximately 0.44” in diameter and 2.5” long. The icicle is as strong as iron and the velocity of the spell is 1,700 f/s.
When firing a .50 cal shell, the high capacity round compresses and releases a hypervelocity icicle which breaks the sound barrier upon exiting the barrel. This sound is audible from 1,000 ft away with slight delay after impact. The bolt of ice is about .5” in diameter and 4” long. The strength of which is equivalent to steel. The velocity of this spell is 2,700 f/s

Lightening charging/firing-
Energy is all around in the world, created by many things. Just as life creates endothermic energy, human activity and nature creates pure energy released in the form of static electricity. Harnessing this electricity, Matthew compresses it into pre-charged .50 cal ice shells to release this energy in addition to the ice projectile that is released. The ice projectile travels its normal speed, but the energy bolt travels a nanosecond behind the ice. Just as the ice is about to hit its target, the electricity behind it creates a negative charge and pulls the ice to a halt, making the contact of the ice feel like a tap. The electricity however, makes contact with the person. The electricity needs a "leader" to guide the bolt through the atmosphere to a target, or else the charge would just be released into the air. The ice projectile acts as the "leader" in this case.

Matthew can absorb energy from nearby sources or phenomenons that create static electricity. When he is under a thunderstorm he can charge one precharged ice shell in 20 minutes. When he is near a thunderstorm he can charge an ice shell in 35 minutes. If there is no thunderstorm, but Matthew is under cumulus or stratus clouds he can charge an ice shell in 55 minutes. When he is near a source of water he can take the positive and negative charge from the water molecules and charge one shell in 1 hour. When there are no clouds, he can collect static electricity from the moving army he is near and charge an ice shell in 1 hour and 30 minutes.

When a lightening charged ice shell is fired, it delivers an energy bolt of 1 terawatt to a single target (essentially a bolt of lightening). The lightening bolt creates a large white flash along with thunder. All of the energy is transfered into the target. Death or paralysis is inevitable. Because of the extreme charge sent into the gun, these shells can only be fired once every 20 minutes.

Fire charging/firing-
Matthew is able to control his magical ability and can harness the power of burning fires, or the sun and use it to charge shells. The time needed to charge a shell near a burning fire is twenty (20) minutes for a .44 mag shell or 1 hour for a .50 cal shell. When drawing from the sun's energy, charging time is fourty (40) minutes for a .44 mag shell or 2 hours for a .50 cal shell. Clouds naturally block out the sun, so they cannot draw energy from the sun on a cloudy day. It is possible to draw energy directly from a torch in the same timeframe needed near a burning fire (see above).
When firing a .44 magnum shell, the chamber condenses the energy into a fireball about the size of a baseball. The fireball has a 5 inch tail and has the impact strength of iron and the velocity of the spell is 1,700 f/s.
When firing a .50 cal shell, the high capacity round compresses and releases a hypervelocity fireball which breaks the sound barrier upon exiting the barrel and explodes on impact. This sound is audible from 1,000 ft away with slight delay after impact. The fireball is about the size of a peach pit and has no visible tail. The strength of the fireball is equivalent to steel. The velocity of this spell is 2,700 f/s. The explosion is strong enough to put a hole in a stone wall with a 2 foot radius, contact with human flesh would be devastating, survival from such impact would be slim. Shells are ejected at extremely high temperature of which would give second degree burns to human flesh. After firing this round, the gun must have a five (5) minute cooldown before firing another round.


SQUADRON EQUIPMENT STANDARD ISSUE
Equipment: Weapons- Matthew has created 199 revolvers for his squadron of extraordinary humans. These revolvers are only capable of firing magically charged projectiles (see below). Each revolver has a 6 round cylinder, each of which accepts one (1) .357 mag cartridge. Upon firing, the cartridges release charged energy in the shell, ONLY the shells meeting the criteria listed below. No person can use these weapons, other than the ones with the ability to fire them. They cannot use any weapon that shoots a more powerful caliber than the one their abilities specify (they cannot use Matthew's Desert Eagle). Shells- Each unit is equipped with twelve (12) .357 rechargable cartridges to load into their revolver. They each have one spare 6 cylinder speed round clip. Armor- Each soldier has leather armor that protects from blunt blows, and light steel chainmail to protect from piercing blows.

SQUADRON ABILITIES
Vigilance: Matthew's squadron is skilled at spotting incoming ballistics and in turn they can avoid such things at 2x the rate of a normal human.

Magical Conduit:

The men and women under Matthew's control in his squadron are superhuman. They have harnessed their magical ability and specialized it in controlling the energy in the natural world. This allows them to “pull” energy from their surroundings and “store” them into cartridges specially designed by Matthew to which can be “fired” from uniquely invented prototype weapons. The process of charging one of these specialized cartridges is dependent upon desired effect, strength and element:

Water/Ice (Charging):

Matthew's squadron can channel energy from nearby sources of water or vapor in the air. The time needed to charge one of their revolver shells is two (2) seconds per shell while drawing from a nearby body of water or five (5) seconds per shell if drawing from humid air, or clouds above. It is possible for her to directly convert five milliliters (5ml) of water into pure energy in the same timeframe needed near a lake (see above).

Water/Ice (Firing Effect):

.357-M (Revolver):
When fired, the chamber focuses the energy into a bolt of ice approximately 0.357” in diameter and 5” long. The icicle is as strong as traditional ice and the velocity of the spell is equivalent to that of a short bow (280 f/s). The maximum effective range is approximately 60 yards.

Fire (charging):

Matthew has taught his men how to harness the energy of fire, and energy of the sun and use it to charge shells. The time needed to charge a revolver shell is two (2) seconds per shell while drawing from a nearby burning fire or five (5) seconds per shell if drawing from the sun's energy. Clouds naturally block out the sun, so they cannot draw energy from the sun on a cloudy day. It is possible to draw energy directly from a torch in the same timeframe needed near a burning fire (see above).

Fire (firing effect):

.357 (revolver):
When fired, the chamber focuses the energy into a fireball approximately the size of a golf ball. The fireball has a 4 inch tail and leaves black marks in iron. The fireball has the impact strength of iron and the velocity of the spell is equivalent to that of a short bow (280f/s). The maximum effective range is approximately 60 yards.





82nd AIRBORNE
count: 200
race: 200 angels
squadron leader: DRAKE

DRAKE (level three)(#14)
chosen by: Matthew Kuchcinski
race: (half)angel
appearance: Drake Has the appearance of a 19 year old. He is not buff but he isnt a toothpick either. He has short dirty blonde hair, and a medium length face with a angular cut jaw. His irises are glowing blue with a dot of glowing orange in the center of his pupil, the color of an ember. His medium sized arms lead to small wrists and long slender fingers. His skin appears as a Caucasian's does, and he usually wears a white T-shirt with a black overcoat. He wears a leather padded vest underneath his shirt, and a padded leather girdle underneath his pants. He has two golden wings with blue feather tips that he can reveal at will, or fold behind and against his back so they are not damaged.
Equipment: Weapons- Like his father, Drake wields a 7 foot katana whose blade emanates a beautiful, soft golden light when unsheathed, and made of a special metal known to angels (strength properties of Damascus) and is imbued with an enchantment that never allows the blade to dull. This blade is wickedly sharp and can easily slice through flesh. The katana has a 4 foot sheath that is enchanted to fit the katana in completely. Armor- Drake is equipped with steel shoulderplates, chainmail, and chainmail stockings. All of which has a lightweight enchantment enhancing it, and he wears cloth padding underneath to protect from ballistic (piercing) and weapon (slashing) blows. Others- Drake wears combat boots that are reinforced with straps that keep them on even in flight and landing. The boots are enchanted to spread the stress of landing all throughout his body rather than just his knees, so it is not as stressful on them. Others- Cross necklace of the hierarchy: This necklace was given to Drake upon his acceptance to the Ninefold Celestial Hierarchy and it holds many unique properties. He wears it on his neck at all times and it cannot come off unless he takes it off.

ABILITIES
Intermediate Flight: Drake is blessed with two beautiful golden wings with blue on the tips of his feathers. He is able to fly at speeds up to 35 mph, and can fly and land at will.
Intermediate Dodging: Drake has trained his eye and mind to spot and sense oncoming ballistics such as arrows, crossbow bolts, and even artilary fire. He can dodge these with 5x the presision of a normal human.
Angelic Speed: Drake's angelic heritage gives him 4x the speed of a normal human.
Call of the Angels: Upon his acceptance into the Ninefold Celestial Hierarchy, Drake was given a special cross necklace that has many special properties. This necklace is of the Ninefold Celestial Hierarchy, and is used to communicate with allies, and those of it. By concentrating, Drake can summon Angels of the Ninefold Celestial Hierarchy, and allies of it (see characters below).
Angelic Regeneration: Drake's body will gradually heal it's minor wounds and bruises over time (2-3 minutes depending on how minor the wound). The bleeding of gashes will be staunched after about 30 seconds, and healed after 7 minutes when left alone with no medical treatment. Bleeding of major wounds will be slowed down after 3 minutes and staunched after 9 with no medical treatment. Drake's body cannot fully heal major wounds without medical treatment. Drake's body is very mortal, and CAN bleed out in battle if too many wounds are received
Angel of the Hierarchy: As an Angel of the Ninefold Celestial Hierarchy, Drake has mastered astral projection. Astral projection is when Drake retreats to a secluded area and exits his body with his consciousnesses. He probes the physical world on the Astral Plane with his astral body. While doing this, he cannot actually physically harm anybody's body, but he can attack their astral body in turn draining energy from them. In extreme cases, he can cut somebody's astral cord. This separates their consciousness from their body for several minutes at least, and they must rejoin with their body before they can control it once more. This in turn makes their physical body fall to the ground with a blank look, staring off into space. This makes them very vulnerable at this point, and survival is slim. Cutting somebody's astral cord takes an immense amount of energy from Drake, so he rarely does this. If Drake's physical body is killed while he is astral projecting, his astral cord is severed (as everybody's is when they die) and he can no longer attack people from the astral plane, he simply spectates the battle.
Telepathy: Drake can telepathically communicate with any ally he wishes. His power is strong enough to the point where he can allow others who don't have telepathic abilities to communicate with him off of his telepathy, and he can even create a mental "chat room" of up to 10 allies. He can speak to enemies, but stronger willed foes can block him out.

SUMMONS
NOTE: These characters count as CHARACTERS who are PART OF THE ARMY. They are NOT familiars.

MATTEHW THE ARCHANGEL (level 3) (#15)
(drake's father)
chosen by: Drake
race: archangel
appearance: Matthew is tall and handsome with brown hair that was about the length of Drake's, and glowing blue eyes. His face is medium length with a smaller nose and he wears a soft expression. His cheekbones protruded slightly but not too much. He is garbed in angelic armor, and on his belt a normal length katana sheath is fastened. From his back, two beautiful feathery wings glowing with powerful golden light extend. Each was about nine feet long and were about three feet wide. Matthew looks like he could be twenty one years old, and the muscles in his arms are very easily seen. He wears brown sandals, and all of his skin seems to be radiating the beautiful golden light that Drake could stare at for days. The moment one lays eyes upon Matthew, he knows that Matthew is a warrior. He has been to battle many times, yet he bares no scars and his face or expression is not toughened from it.
equipment: Weapon- Matthew wields a 12 foot long katana that radiates with golden light. The katana is made of a strange material only known to angels, and has the strength properties of titanium. The sword is imbued with a lightweight enchantment, and even further enhanced so that it will never dull. The sword is among the sharpest in the land and can easily slice through whatever weaker element is placed before it. Armor- Matthew is clad in armor of the angels. He had the opportunity to be clad in the armor of the Ninefold Celestial Hierarchy, but he chose to go to battle with the armor style of a normal angelic soldier. His two shoulderplates support a large breastplate that comes down just above his belly button which has the natural muscle lines etched into it. On the outside of his arms are several plates protecting his outer arm at the base of his shoulder. On the outside of his forearms he has metal guards protecting him from extreme blows of weapons and ballistics. On his hips, reaching his knees are 4 plates linked together, protecting his major arteries and legs from piercing blows. He has shin guards similar to his forearm plates, and he has several plates on his boots protecting his feet. Underneath his plate armor, he wears chainmail to protect any other exposed areas, all of which are the strength of steel and have lightweight enchantments.

ABILITIES
Intermediate Flight: Matthew is blessed with two beautiful golden feathery wings that glow with power and authority. He is able to fly at speeds up to 35 mph, and can fly and land at will.
Intermediate Dodging: Matthew has trained his eye and mind to spot and sense oncoming ballistics such as arrows, crossbow bolts, and even artilary fire. He can dodge these with 5x the presision of a normal human.
Angelic Speed: Matthew's angelic heritage gives him 4x the speed of a normal human.
Angelic Regeneration: Matthew's body will gradually heal it's minor wounds and bruises over time (2-3 minutes depending on how minor the wound). The bleeding of gashes will be staunched after about 30 seconds, and healed after 7 minutes when left alone with no medical treatment. Bleeding of major wounds will be slowed down after 3 minutes and staunched after 9 with no medical treatment. Matthew's body cannot fully heal major wounds without medical treatment. Matthew's body is very mortal, and CAN bleed out in battle if too many wounds are received
Telepathy: Matthew can telepathically communicate with any ally he wishes. His power is strong enough to the point where he can allow others who don't have telepathic abilities to communicate with him off of his telepathy, and he can even create a mental "chat room" of up to 10 allies. He can speak to enemies, but stronger willed foes can block him out.
Angel of the High Order: As an Angel of the high order, Matthew has harnessed the ability to pass between dimensions. In his physical body, he can pass from the physical plane to the astral plane. He can also pass to the nobilis plane, and the humilis plane. While in the astral plane Matthew cannot hurt anybody's physical body, nor can he be hurt BY anybody's physical body. When in the nobilis plane he can receive energy and aid from angels, and while in the humilis plane he can lure demons into the physical plane.
Call to Arms: As commander of The Boss's Army of Angels, Matthew can summon ten angels to fight alongside him for ten minutes. 5 are mages, and 5 are warriors.

SERAPHINA; ANGEL OF HEALING (level 3) (#16)
chosen by: Drake
race: angel
appearance: Seraphina is an angel of healing. She has curly blonde hair and is insanely gorgeous. Her thin face is more on the longer side and is narrower than Drake's, with soft glowing skin and extremely feminine features. She has rose pink eyes that cast a substantial glow that was not obnoxious, but stronger than Gabriel's or Matthew's. Her beautiful white wings do not glow golden, but emanate a soothing white light that washes a sense of peace over those who look upon them (even enemies). She has a gorgeous appearance that looked similar to the age of Gabriel and Drake, and a slim figure that is garbed in the standard angelic armor.
equipment: Weapons- Seraphina has a beautiful bow wrought of an unknown wood, teeming with extreme power and divinity. Slung across her back is a quiver of 20 Akashima redwood arrows with several angelic tips of angelic metal. 10 of the arrows are tipped with jarmsol (an angelic metal with the properties of Delyn). The very tip of the metal has a tiny bit of mythril, so when the arrow makes contact with something hard, the mythril breaks the jarmsol and it releases its energy explosively. When lodged into something softer, it is enchanted to catch any burnable material on fire and spread quickly. 10 of the arrow tips are Damascus, and are imbued with several types of magic. 2 are imbued with the power of fire, burning the victim for every second the arrow is lodged into flesh. When the arrow enters, small prongs eject from the tip lodging into surrounding flesh. In 2 seconds, the arrow gives the victim 2nd degree burns, in 5 seconds the arrow gives the victim 3rd degree burns, and in 10 seconds the arrow gives 3rd degree burns to 1/2 an inch of the flesh surrounding the wound. For every 5 seconds after that, the burn grows by 1/2 an inch. 2 of her arrows are imbued with the power of ice. The arrow ejects prongs similar to the fire arrow, and freezes flesh. In 2 seconds, the arrow gives the victim frostnip to all areas touched. In 5 seconds, the arrow gives worse frostnip to the effected area. In 10 seconds, the effected area is frostbitten. If the arrow is left in for 15 seconds, the area will be severely frostbitten. 6 of her arrows are imbued with the power of lightening. This arrow has prongs similar to the arrows mentioned above. When the arrow enters, it shocks the victim in affected body part (pain level slight annoyance). After 5 seconds, the pain and irritation grows to the point where it is moderate pain to move the effected area, and the shock is evident. After 10 seconds, they become sluggish when moving the effected body part, and their entire body is under moderate pain. after 15 seconds they are stunned. Ground targets convulse, air targets cease flying and fall to the ground. The arrow shaft and fletchings are enchanted to never burn or blow apart, making them retrievable. Seraphina has many spare arrow tips to replace when needed.Armor- Seraphina is clad in the standard angelic armor, except hers (like Matthew's) is silver colored with gold trim. On the outside of her arms are several plates protecting her outer arm at the base of her shoulder. On the outside of her forearms she has metal guards protecting her from extreme blows of weapons and ballistics. Thick shoulderplates support a breastplate that has been crafted to support her curves, ending just above her visible belly button. Two plates curve into her thighs and each hip has four plates that lead down to her knees, protecting her major arteries and muscles. Shin guards similar to matthew's protect the lower parts of her legs, and a very unique footwear protects her feet. Seraphina wears combat boots with pink socks, and plate armor on the outside of her boots to protect her feet. However, her socks, boots, and plate armor have a transparency enchantment cast upon them so they appear invisible. Serpahina appears to be wearing no footwear, and walking around in bare feet. When she walks on the ground she appears to be walking several inches off the ground in her bare feet, because her boots are not visible. She paints her toe nails pink and her feet are visible from her ankles to her toes.

ABILITIES
Intermediate Flight: Seraphina is blessed with two beautiful white feathery wings. She is able to fly at speeds up to 35 mph, and can fly and land at will.
Intermediate Dodging: Seraphina has trained her eye and mind to spot and sense oncoming ballistics such as arrows, crossbow bolts, and even artilary fire. She can dodge these with 5x the presision of a normal human.
Angelic Regeneration: Seraphina's body will gradually heal it's minor wounds and bruises over time (1-2 minutes depending on how minor the wound). The bleeding of gashes will be staunched after about 20 seconds, and healed after 4 minutes when left alone with no medical treatment. Bleeding of major wounds will be slowed down after 2 minutes and staunched after 7 with no medical treatment. Seraphina's body cannot fully heal major wounds without medical treatment. Seraphina's body is very mortal, and CAN bleed out in battle if too many wounds are received
Telepathy: Seraphina can telepathically communicate with any ally she wishes. Her power is strong enough to the point where she can allow others who don't have telepathic abilities to communicate with her off of his telepathy, and she can even create a mental "chat room" of up to 10 allies. She can speak to enemies, but stronger willed foes can block her out.
Angel of the High Order: As an Angel of the high order, Seraphina has harnessed the ability to pass between dimensions. In her physical body, she can pass from the physical plane to the astral plane. She can also pass to the nobilis plane, and the humilis plane. While in the astral plane Seraphina cannot hurt anybody's physical body, nor can she be hurt BY anybody's physical body. When in the nobilis plane she can receive energy and aid from angels, and while in the humilis plane she can lure demons into the physical plane.
Angel of Healing: Serpahina's main purpose is healing. The only reason she was created was to be the healer of all angels. Healing is her specialty, and she can heal cuts, bruises, and shallow gashes immediately. She can heal the insides and scab over deep gashes, and bind together large wounds but they will remain open. She can staunch the bleeding of major wounds and severed limbs but it takes time. Any wound she tends to will never become infected, and Seraphina does not limit herself to only healing allies (she will heal enemies as well).
Angel of Mercy: As an angel of healing, Seraphina has been given a unique ability to look into any person's life who she has physical contact with. She is able to "read their story" and help them come to terms with all hardships and struggles they have encountered. From this action she creates energy through positive emotions such as love, peace, joy, and hope. She is able to harvest this energy and store it in her cross necklace. She can use this energy to restore life unto those who have fallen in battle, and heal their bodies. She uses this mercy technique for friend and foe alike.

GABRIEL: THE MESSANGER (level 3)(#17)
chosen by: Drake
race: angel
appearance: Gabriel has short brown hair that suits his younger looking face well. He looks like one of the same age as Drake, about nineteen, and has green eyes that glow with passion. He has feathery golden wings that were about five feet long and three feet wide and glow with a softer light than Matthew's. Just as Matthew, he is garbed in a standard angelic armor, but has a leather tube strapped to his belt.
equipment: Weapon- Gabriel is rarely engaged in battle with weapons, but he carries a simple weapon; a muskateer rapier. Out of all weapons to chose from, Gabriel chose this one because it is a weapon commonly used by mankind for evil more often than not. Because this sword is commonly used for evil he wanted to put it to use towards righteousness. Its simple design is only enhanced with an enchantment which never allows the blade to dull or wear. The blade will never corrode or deteriorate either. Armor- Gabriel has armor identical to Matthew's. Others- On his belt, Gabriel wears a metal tube whose full power is unknown. Gabriel uses it for an ability listed below.

ABILITIES
Intermediate Flight: Gabriel is blessed with two beautiful golden feathery wings. He is able to fly at speeds up to 35 mph, and can fly and land at will.
Intermediate Dodging: Gabriel has trained his eye and mind to spot and sense oncoming ballistics such as arrows, crossbow bolts, and even artilary fire. He can dodge these with 5x the presision of a normal human.
Angelic Regeneration: Gabriel's body will gradually heal it's minor wounds and bruises over time (2-3 minutes depending on how minor the wound). The bleeding of gashes will be staunched after about 30 seconds, and healed after 7 minutes when left alone with no medical treatment. Bleeding of major wounds will be slowed down after 3 minutes and staunched after 9 with no medical treatment. Gabriel's body cannot fully heal major wounds without medical treatment. Gabriel's body is very mortal, and CAN bleed out in battle if too many wounds are received
Telepathy: Gabriel can telepathically communicate with any ally he wishes. His power is strong enough to the point where he can allow others who don't have telepathic abilities to communicate with him off of his telepathy, and he can even create a mental "chat room" of up to 10 allies. He can speak to enemies, but stronger willed foes can block him out.
Angel of the High Order: As an Angel of the high order, Gabriel has harnessed the ability to pass between dimensions. In his physical body, he can pass from the physical plane to the astral plane. He can also pass to the nobilis plane, and the humilis plane. While in the astral plane Gabriel cannot hurt anybody's physical body, nor can he be hurt BY anybody's physical body. When in the nobilis plane he can receive energy and aid from angels, and while in the humilis plane he can lure demons into the physical plane.
Brutally Honest: By looking on a foe, Gabriel can see into their future. He chooses the extreme hardships the person will face, and shares it with them. By default Gabriel cannot tell a lie, and he tends to project that notion so everybody knows. Upon hearing the certain doom in their lives, victims feel an overwhelming sense of doubt and an overall lower morale level. When Gabriel chooses a specific target to keep attacking, he will pull out a message from his container. When reading this to the victim, he reveals more doom they will face in their lives. The longer the victim hears this message, the more paranoid and doubtful they become. Ultimately this will result in schizophrenia and hallucinations of future evil to come.
With the Speed of a Messenger: Gabriel was created to be a messenger. Being a messenger is his sole purpose, so it only makes sense that he would have the speed of a messenger. In the astral plane, Gabriel can travel 4x faster than a normal being in the astral plane.

(okay so just making this clear. This squadron's count is 200 INCLUDING drake, matthew, seraphina and gabriel. So this part is describing the other 196 angels in this squadron)
SQUADRON EQUIPMENT STANDARD ISSUE
Equipment: Weapons- Each angel in this squadron is equipped with the weapon of their choice. Some wield spears, some wield longswords, some wield dual axes and some even wield katana. 75 angels wield bow and arrow. Armor- Each angel has the same armor as Matthew does (standard issue armor) except this armor is bronze colored with silver trim to show they are normal angels.

SQUADRON ABILITIES
Basic Flight: Each angel has a pair of unique wings. With them they can fly up to 20 mph, or remain stationary.
Basic Dodging: Each angel is aware of the dangers of a battlefield, with oncoming ballistics and what not. They can dodge these things with 2x the speed of a normal person.
Telepathy: Each angel in 82nd airborne can communicate with each other without using words. This gives their section of the battlefield an eerie silence, and is a strange phenomenon. When communicating with those who are not angels they can speck telepathically to those within a 15 foot radius. Stronger willed foes can block them out.


SUCCOFORMICA SQUADRON
count: 1057
race: antpires (vampire ants)
squadron leader: King Ant

KING ANT (level 3)(#57)
chosen by: Gavner Nahs
race: antpire
appearance: King Ant appears with the anatomy of a normal ant except he is two feet long and weighs 200 lbs.

ABILITIES
Ant: Ants, by their NATURAL anatomy, can lift 50 times their own weight. As is the case with King Ant.
Ant: By NATURAL anatomy, a 2mm ant can travel about 3 inches per second. In proportion to its size, a 610mm ant can travel about 915 inches per second. As is the case with King Ant.
Vampire: Being part vampire, King Ant has 2x the strength of a normal ant.
Vampire: Being part vampire, King Ant has 2x the speed of a normal ant.
King Ant: Being the king of all ants, King Ant can telepathically communicate with all ants within a 50 mile radius. All ants know he is the lord of all ants and obey him.
King Ant: King ant has the power to telepathically communicate with any being and allow them to communicate back. He can create telepathic "chat rooms" that multiple people can be in communicating to each other.
King Ant: Being the ruler of an entire species, King Ant has certain healing properties to himself. King ant can also heal 3 humans

SQUADRON ABILITIES
Ant: Each and can lift 50 times their own weight by NATURAL anatomy.
Ant: Each ant can run 600 inches per second in proportion to their own body
Vampire: Each ant has 2x the normal speed of an ant


SUPPORT UNITS



SEABEE BATTALION
count: 500
race: 500 dwarven
battalion leader: woodan

NOTE: Non-combatant battalion. The Seabee Battalion is what makes the army go round. They transport supplies when the army is on the move and take care of the supplies when the army has set up camp. They create temporary buildings for the army and whatever sort of miscellany the army needs.

WOODAN (level 3) (#8)
chosen by: Matthew Kuchcinski
race: dwarf
appearance: Woodan is three feet tall with scragly red hair down to his shoulders and a long red beard. His tough dwarven face is longer and wider than average but great kindness is visible in his eyes.
Equipment: Defenses- Woodan has a special magical disk that is approximately 1 foot in diameter and has leather arm straps on one side. This special piece of equipment was personally given to him by the king. The disk is extraordinarily magical and holds many special properties because of the unknown magic bestowed upon it. When Woodan places his arm into the arm straps he activates the magical properties and the disk enlarges to a 5x4 foot barrier that defends substantially from physical and magical attacks. Woodan only uses this when he is ambushed or attacked on duty in the front lines. Armor- Woodan wears steel chainmail with a strengthening charm increasing its physical and magical defense by 25%. Others- Master Construction Tool; Woodan is equipped with a dwarven construction hammer which is enchanted to transform into a construction saw, mortar spreader, and a long stick to mix construction ingredients. This was given to him by the master builder of Al Kitar. Dwarven Pack- Woodan carries a pack in which he has 200 steel nails, 200 uncharged .50 cal shells, and medical supplies.

ABILITIES
Dwarven Construction: Dwarves are the best builders in all the land. Not only their heritage gives them construction bonus, but due to their size they can construct buildings and miscellany with extraordinary speed. Woodan can construct or help construct things 5x faster than a normal human.
Dwarven Strength: Woodan has 5x the strength of a normal human.
Dwarven Reflexes: Woodan is used to constructing things for the dwarven army and knows to stay vigilant so he can avoid arrows and ballistics. Woodan has 4x the reflexes of a normal human.
Dwarven Swiftness: Woodan busts his rear to complete his every job because he knows how important his battalion and he are to the army. He completes his every task in 4x the speed a normal person would under the circumstances.
Magical abilities-
Shell Charging (ice): Woodan uses his magical powers to charge shells in case Matthew runs out of them. He cannot use the shells, but he can charge them in case Matthew ever needs them. Woodan can channel energy from nearby sources of water or vapor in the air. The time required to charge a .44 mag shell in twenty (20) minutes while near a source of water, or fourty (40) minutes when drawing from humid air.
The time needed to charge one .50 cal shell is one (1) hour near a body of water. If charging a round away from a body of water, the air MUST be humid and the time needed is in excess of three (3) straight hours. It is possible to directly transition a single liter (1L) of water into pure energy in the same amount of time needed near a body of water (see above).
Shell Charging (lightening): Woodan was taught by Matthew how to absorb energy from nearby sources or phenomenons that create static electricity. When he is under a thunderstorm he can charge one precharged ice shell in 20 minutes. When he is near a thunderstorm he can charge an ice shell in 35 minutes. If there is no thunderstorm, but Matthew is under cumulus or stratus clouds he can charge an ice shell in 55 minutes. When he is near a source of water he can take the positive and negative charge from the water molecules and charge one shell in 1 hour. When there are no clouds, he can collect static electricity from the moving army he is near and charge an ice shell in 1 hour and 30 minutes.
**IMPORTANT**
Woodan can charge these shells but he CANNOT use them.

**Squadrons under Seabee Battalion**
(these are all the men IN the Seabee Battalion, just descriptions of them)

**1st SEABEE SQUADRON**
Count: 100
Race: 100 dwarven
Squadron Leader: Woodan
Note: This is the squadron Woodan personally leads into battle. He mainly deploys them where they are needed, or sends them back to camp to assist the 3rd Seabee Squadron (see below).

SQUADRON EQUIPMENT STANDARD ISSUE
Equipment: Defenses- Each dwarf is equipped with a rectangular shield that is strapped to their forearm. It is the length of half their forearm and the width of their forearm. It is presumably an arm plate to those who don't know its magical properties. When they hit the outside if the metal, it grows to a rectangular shield that is 2 feet wide by 3.5 feet in length which has the strength of steel. When the inside is quickly struck three times the shield will shrink to original position. Armor- each dwarf is equipped with chainmail upper body armor and shoulder plates, and chainmail leggings. The armor is enhanced with a lightweight enchantment reducing the weight. Others- Dwarven Pack; Each Dwarf is equipped with a pack in which has 200 steel nails, 25 uncharged .50 cal shells, and 25 uncharged .44 shells. In each Dwarf's pack, they also carry the construction tools issued to them; 1 dwarven construction hammer, 1 mortar spreader, and 1 construction saw.

SQUADRON ABILITIES
Shell Charging (lightening): Woodan has taught his squadron how to absorb energy from nearby sources or phenomenons that create static electricity. When they are under a thunderstorm they can charge one precharged ice shell in 35 minutes. When they are near a thunderstorm they can charge an ice shell in 55 minutes. If there is no thunderstorm, but the unit is under cumulus or stratus clouds they can charge an ice shell in 1 hour. When they are near a source of water they can take the positive and negative charge from the water molecules and charge one shell in 1 hour. When there are no clouds, they can collect static electricity from the moving army they are near and charge an ice shell in 1 hour and 30 minutes.
Dwarven Construction: Dwarves are the best builders in all the land. Not only their heritage gives them construction bonus, but due to their size they can construct buildings and miscellany with extraordinary speed. The dwarves in Opta's squadron can construct or help construct things 2x faster than a normal human.
Dwarven Swiftness: Each dwarf had been informed by Woodan of their importance to the entire operation of the army, all together they have agreed to work as hard and fast as they can making them able to construct buildings and miscellany 2x faster than the normal human.

**2nd SEABEE SQUADRON**
Count: 200
Race: 200 dwarven
Squadron Leader: OPTA

OPTA (level 3)(#9)
chosen by: woodan
race: dwarf
Appearance: Opta is three feet tall with longer dark hair and feminine features. She gets angry with people all the time and does not like to repeat herself.
Equipment: Defenses- Opta has a black disc shield with many magical properties. The disc is strapped onto an arm brace, and the diameter is as wide as her arm. When she needs a shield to protect herself she hits the disk with her arm and it grows to a shield centered at her forearm that has a 1 foot radius. This shield is exceptionally well at deflecting piercing ballistics such as arrows and what not, and has the strength of steel. When she is in need of a larger barrier she can hit the inside of her shield and it will grow to a 2.5 foot radius disc shield. When she needs the shield to shrink she hits the inside twice quickly and it shrinks down to the one foot radius shield, or if she hits it three times it will shrink back to its original position. Armor- Opta wears steel chainmail with a strengthening charm increasing its physical and magical defense by 25%. Others- Master Construction Tool; Opta has a construction tool identical to Woodan's (see above). Dwarven Pack- Opta has a pack identical to Woodan's. (See above)

ABILITIES
Dwarven Construction: Dwarves are the best builders in all the land. Not only their heritage gives them construction bonus, but due to their size they can construct buildings and miscellany with extraordinary speed. Opta can construct or help construct things 5x faster than a normal human.
Dwarven Strength: Opta has 5x the strength of a normal human.
Dwarven Swiftness: Opta busts her rear to complete every job she has, because she knows how important her battalion and she are to the army. She completes her every task in 4x the speed a normal person would under the circumstances.
Magical abilities-
Disk Shield Flight: When raising her disk shield above her head (at a 1 foot radius), Opta can channel her wind directly to the underside of her shield and gain basic flight ability. She mainly uses this when on the ground moving to an elevated construction site.
Shell Charging: Opta can channel her wind magic into shells just as Woodan can channel ice magic, taking 30 minutes time to charge one shell for Matthew.
Shell Charging (fire): Matthew has taught Opta how to control her magical ability and harness the power of burning fires, or the sun and use it to charge shells. The time needed to charge a shell near a burning fire is twenty (20) minutes for a .44 mag shell or 1 hour for a .50 cal shell. When drawing from the sun's energy, charging time is fourty (40) minutes for a .44 mag shell or 2 hours for a .50 cal shell. Clouds naturally block out the sun, so they cannot draw energy from the sun on a cloudy day. It is possible to draw energy directly from a torch in the same timeframe needed near a burning fire (see above).

SQUADRON EQUIPMENT STANDARD ISSUE
Equipment: Defenses- Each dwarf is equipped with a rectangular shield that is strapped to their forearm. It is the length of half their forearm and the width of their forearm. It is presumably an arm plate to those who don't know its magical properties. When they hit the outside if the metal, it grows to a rectangular shield that is 2 feet wide by 3.5 feet in length which has the strength of steel. When the inside is quickly struck three times the shield will shrink to original position. Armor- each dwarf is equipped with chainmail upper body armor and shoulder plates, and chainmail leggings. The armor is enhanced with a lightweight enchantment reducing the weight. Others- Dwarven Pack; Each Dwarf is equipped with a pack in which has 200 steel nails, 25 uncharged .50 cal shells, and 25 uncharged .44 shells. In each Dwarf's pack, they also carry the construction tools issued to them; 1 dwarven construction hammer, 1 mortar spreader, and 1 construction saw.

SQUADRON ABILITIES
Shell Charging (fire): Opta has taught each dwarf in her squadron how to control their magical ability and harness the power of burning fires, or the sun and use it to charge shells. The time needed to charge a shell near a burning fire is twenty (20) minutes for a .44 mag shell or 1 hour for a .50 cal shell. When drawing from the sun's energy, charging time is fourty (40) minutes for a .44 mag shell or 2 hours for a .50 cal shell. Clouds naturally block out the sun, so they cannot draw energy from the sun on a cloudy day. It is possible to draw energy directly from a torch in the same timeframe needed near a burning fire (see above).
Dwarven Construction: Dwarves are the best builders in all the land. Not only their heritage gives them construction bonus, but due to their size they can construct buildings and miscellany with extraordinary speed. The dwarves in Opta's squadron can construct or help construct things 2x faster than a normal human.
Dwarven Swiftness: Each dwarf had been informed by Woodan of their importance to the entire operation of the army, all together they have agreed to work as hard and fast as they can making them able to construct buildings and miscellany 2x faster than the normal human.

**3rd SEABEE SQUADRON**
Count: 200
Race: 200 dwarven
Squadron leader: Inti
AKA QUARTERMASTER SQUADRON
Note: when a base is set up, this squadron organizes all of the supplies and creates temporary shelter for it. They are also in charge of feeding the army and setting up army camps.
INTI
Chosen by: Woodan
Race: dwarven
Appearance: Inti is a short female doctor who has blonde hair. Her voice is soft and she speaks with carefully chosen words.
Equipment: Armor- Inti wears thick leather plates of armor that defend blunt blows mainly. She is rarely in the actual battle. Others- Inti and her Squadron are mainly specialized in camp maintenence and army supply positions so she carries little save a Dwarven pack. Dwarven Pack- Inti carries a black pack which contains canvas repair material for tents, fire starting material, and medical supplies, and rope. On her belt she carries a dwarven construction hammer.

ABILITIES
Dwarven Construction: Dwarves are the best builders in all the land. Not only their heritage gives them construction bonus, but due to their size they can construct buildings and miscellany with extraordinary speed. Inti can construct or help construct things 5x faster than a normal human.
Dwarven Strength: Inti has 5x the strength of a normal human.
Dwarven Swiftness: Inti busts her rear to complete every job as quickly as she can. She knows how important her squadron and she are to the entire army operation. She completes her every task in 4x the speed a normal person would under the circumstances
Dwarven Work Ethics: Inti is used to stress and urgency in her work. Due to this she can work for several days straight, and still keep her work the very best on the last day.
Material Multiplication: since Inti is the quartermaster, she knows charms that increase the quantity of things by 10%. This is mainly used with food since the army is so vast.
Shell Charging (ice): Inti uses her magical powers to charge shells in case Matthew runs out of them. She cannot use the shells, but she can charge them in case he ever needs them. Inti can channel energy from nearby sources of water or vapor in the air. The time required to charge a .44 mag shell in twenty (20) minutes while near a source of water, or fourty (40) minutes when drawing from humid air.
The time needed to charge one .50 cal shell is one (1) hour near a body of water. If charging a round away from a body of water, the air MUST be humid and the time needed is in excess of three (3) straight hours. It is possible to directly transition a single liter (1L) of water into pure energy in the same amount of time needed near a body of water (see above).

SQUADRON EQUIPMENT STANDARD ISSUE
Equipment: Defenses- Each dwarf is equipped with a rectangular shield that can be strapped to their forearm. It is the length of half their forearm and the width of their forearm. It is presumably an arm plate to those who don't know its magical properties. When they hit the outside if the metal, it grows to a rectangular shield that is 2 feet wide by 3.5 feet in length which has the strength of steel. When the inside is quickly struck three times the shield will shrink to original position. Armor- each dwarf is equipped with chainmail upper body armor and shoulder plates, and chainmail leggings. The armor is enhanced with a lightweight enchantment reducing the weight. Others- Dwarven Pack; Each Dwarf is equipped with a pack in which has 200 steel nails, 25 uncharged .50 cal shells, and 25 uncharged .44 shells. In each Dwarf's pack, they also carry the construction tools issued to them; 1 dwarven construction hammer, 1 mortar spreader, and 1 construction saw. **IMPORTANT**- all of the squadron items listed above are on STANDBY in their quarters. Often times Seabee squadrons 1 and 2 will send troops in from the battlefield to take a break. In this case, units from Seabee squadron 3 will suit up in their quarters and venture out to the battlefield as the incoming units will take their place in camp.

SQUADRON ABILITIES
Shell Charging (ice): Each dwarf in Inti's squadron can use their magical powers to charge .50 cal shells for Matthew if they run out. They can charge them but cannot use them. When near sources of water, dwarves can channel energy from nearby sources of water or vapor in the air. The time needed to charge one .50 cal shell is one (1) hour near a body of water. If charging a round away from a body of water, the air MUST be humid and the time needed is in excess of three (3) straight hours. It is possible to directly transition a single liter (1L) of water into pure energy in the same amount of time needed near a body of water (see above).
Dwarven Construction: Dwarves are the best builders in all the land. Not only their heritage gives them construction bonus, but due to their size they can construct buildings and miscellany with extraordinary speed. The dwarves in Inti's squadron can construct or help construct things 2x faster than a normal human.
Dwarven Swiftness: Each dwarf had been informed by Woodan of their importance to the entire operation of the army, all together they have agreed to work as hard and fast as they can making them able to construct buildings and miscellany 2x faster than the normal human.



INTEGROS SQUADRON
count: 200
Race: 200 dwarven
Squadron leader: Ozmark
Note: This is a rare combatant squadron that has a main purpose to assist the army. They are integrated with the entire army, and support with extra ammunition, medical supplies, and protection arts.

Ozmark (level 3) (#22)
chosen by: Gavner Nahs
Race: dwarf
Appearance: Ozmark is taller than most, and built with a greater muscle mass than the average dwarf. One can take a look at him and see that he is experienced in battles.
Equipment: Weapon- a black yew bow with Fiveteen steel tipped arrows for long range assist, and a sabre for close range. Armor- Ozmark wears plate armor with cloth padding underneath, enhanced with a lightweight enchantment. Others- Ozmark has a large pack that holds many spare medical supples for medics, and those trained in first aid. Ozmark carries 25 fully charged .44 magnum ice shells, 25 fully charged .50 cal ice shells, 25 fully charged .44 magnum fire shells, 25 fully charged .50 cal fire shells, and 25 fully charged ice shells that have been charged with lightening. He did not charge these shells, he carries them in case Matthew needs an ammo refill. He also carries 3 desert eagle magazines, and he carries 3 quivers of 15 arrows.

ABILITIES
Dwarven Strength: Due to his intensive combat training, Ozmark has 5x the strength of a normal human. He rarely uses this in combat, as his squadron is not meant for battle.
Dwarven Swiftness: Ozmark busts his rear to complete every job he has, because he knows how important his battalion and he are to the army. He completes his every task in 4x the speed a normal person would under the circumstances.
PROTECTION ARTS
Ground Strength: Ozmark can cast a spell to channel energy into the ground. His energy strengthens the ground underneath the army so nothing can penetrate their ranks from underground. Casting this spell will cause 2 feet of ground in a 20 foot radius to become as strong as Delyn, and 2 feet of ground in an additional 30 foot radius to become as strong as damascus. In the entire 50 foot radius, 8 additional feet deep, the ground will be as strong as steel. On demand he can strengthen one 5x7 foot area in 30 seconds.
Channeling Detection: Ozmark can probe a 10 foot deep area of ground in a 50 foot radius, a 15 foot deep area of ground in a 40 foot radius, a 20 foot deep area of ground in a 30 foot radius, a 30 foot deep area of ground in a 20 foot radius, and a 40 foot deep area of ground in a 10 foot radius. As he probes the ground he creates a mental image of disturbances such as tunneling units, and can detect which areas of ground to strengthen first.
Minesweeper: Ozmark can detect any element or substance which has any sort of explosive properties underground. If he sees movement of explosive elements he will instantly work on hardening the area around the explosive elements. He can harden 1 foot of surrounding ground to the strength of iron as deep as he can detect, but the deeper he detects the longer it takes.
Magnera: Ozmark can create an extremely powerful magnet charm 70 feet overhead. This magnet is only effective on ballistics such as artillery fire, and crossbow bolts. When clan anoterish army is fired upon by these ballistics, and the object is underneath the magnet, the magnet will exert an extreme pull on the projectile and attract it in midair. As the momentum carries the projectile and the magnet gives the projectile a second arc in the air, it continues and overshoots the army by far. If the projectile is fired above the magnet, the negative charge will push the projectile farther up in the air, making it overshoot the army. If the projectile is aimed directly at the magnet, and it goes through the charm, the charm will spin it around the end and use the momentum to hurl it back at the artillery that fired it. (takes two ability slots)

SQUADRON EQUIPMENT STANDARD ISSUE
Equipment: Weapons- Each dwarf is equipped with a yew longbow and 15 steel tipped arrows for rare support. Each is also equipped with a steel dwarven hammer for close quarter combat (which is *rarely* seen). Defenses- Each dwarf has a rectangle of steel which is strapped to the outside of their forearm, and is the length and width of it. When they hit the outside of it, it enlarges to a shield the length of their forearm and a 2 foot height on either side of their arm. Armor- Each dwarf has steel chainmail with cloth padding underneath to soften blows. Others- Each dwarf carries a pack identical to Ozmark's.

SQUADRON ABILITIES
Ground Strength: Ozmark's men can cast a spell to channel energy into the ground. Their energy strengthens the ground underneath the army so nothing can penetrate their ranks from underground. Casting this spell will cause 5 feet of ground in a 50 foot radius to become as strong as steel.
Magnera: When 5 dwarves come together they can cast a magnera charm identical to Ozmark's. (takes 2 ability slots)



MEDICAL UNITS





(ARMY COUNT 2600)
RED-CROSS BATTALION
count: 400
race: 1 human, 399 elven
battalion leader: Mr. Sarvor
Note: non-combatant Battalion

MR SARVOR (level 3) (#11)
Chosen by: Matthew Kuchcinski
race: human
appearance: sarv is 6'4", has short greyish hair on top, and almost buzzed sides. He wears spectacles that are enchanted to stay on his face unless he takes them off. He had kind brown eyes and a normal face. Even in the midst of war he always finds something to smile about.
Equipment: Defenses- Sarv has a primitive steel shield that he carries if he goes out onto the battlefield. He can hit the inside of the shield to elongate it, creating a stretcher for injured allies. Armor- when Sarv has steel chainmail in his quarters for if he goes out onto the battlefield. The chainmail is enhanced with a lightweight charm. Others- Medical Belt: Sarv has medical tools and utensils on his belt for performing surgeries, stitching wounds, and cleaning wounds. Backpack- In his quarters Sarv has a backpack filled with medical supplies for on-field first-aid.

ABILITIES
Intermediate Healing- Sarv can heal his patients with his experienced hands and the magic capability within him. He can heal cuts and bruises immediately, and scab over gashes. He can bind the insides of deep gashes, but they will remain open wounds and it takes a minute. He can staunch the bleeding of major wounds and severed limbs, but it takes three minutes.
Infection Killer- Sarv can kill all bacteria and infection in a wound or utensil with concentration, which could take anywhere from 1-6 minutes (depending on the size).
Let Me Take Away The Pain- Sarv can create a liquid that will take away pain from an inflicted wound on a patient. He has three syringes that he fills with the liquid to inject into patients.
Don't You Die On Me- If Sarv retrieves a body of an important unit that has fallen in time, he can revive the person back into the world. After being revived, they will remain unconscious for an hour, too weak to move in the second, and recovering on the third. If taken care of, the unit can return to the battlefield after the fourth hour. This takes a mass amount of energy from Sarv, and he can only revive one important person every two hours.
Sarv's Words: When Sarv speaks, he always speaks uplifting and positive things. Upon saying these things, he enacts an enchantment on the wounded where their body healing process speeds up by 25% (has no effect on Don't You Die On Me).
Stitch 'em Up: if Sarv can't heal a wound completely, he will stitch it together. After he stitches the wound he can heal the skin together so it will hold when tension is exerted on it, and remove the stitches.

Squadrons under Red Cross Battalion
**MEDICAL STAFF SQUADRON**
Count: 200
Race: 199 elven, 1 human
Squadron Leader: Mr. Sarvor

SQUADRON EQUIPMENT STANDARD ISSUE
Equipment: Defenses- Sarv's squadron has steel shields that they carry if they go out onto the battlefield. They can hit the inside of the shield to elongate it, creating a stretcher for injured allies. Armor- Sarv's squadron has steel chainmail in their quarters for if they go out onto the battlefield. The chainmail is enhanced with a lightweight charm.

SQUADRON ABILITIES
Stop the River: Men in Sarv's squadron are gifted with medical abilities. With any wound they can stop the bleeding while concentrating, but this can take between 1 and 10 minutes (depending on the size of wound, 1 being shallow gash 10 being severed limb).
Have at Thee, Bacteria!: Men in Sarv's squadron can kill bacteria in wounds and ward off further bacteria or infection. This can take between 1 and 10 minutes (depending on size of wound, 1 being shallow gash 10 being severed limb).
Medical Swiftness: Each man is called upon by a medic's urgency and has 2x the speed of a normal human.

**FIRST AID SQUADRON**
Count: 200
Race: 200 elven
Squadron Leader: Kelcie Pinky

KELCIE PINKY (level 3) (#12)
Chosen by: Mr. Sarvor
race: elf
appearance: Kelcie is 5'10" with curly brown hair. She keeps it up in battle, and has a thinner but round face.
equipment: Defenses- Kelcie carries an enchanted shield that she uses to make runs on the battlefield. She carries the shield in her hand and hits the inside of it to make it grow into a stretcher. When the patient is on the stretcher she can strike the side of it to create a protective barrier over the patient. Armor- Kelcie is equipped with steel chainmail and shoulderplates, with cloth padding underneath. The chainmail is enhanced with a lightweight charm. Others- Backpack: Kelcie carries a backpack filled with medical supplies for on-field first-aid.
ABILITIES
Intermediate Healing- Kelcie can heal his patients with her experienced hands and the magic capability within her. She can heal cuts and bruises immediately, and scab over gashes. She can bind the insides of deep gashes, but they will remain open wounds and it takes a minute. She can staunch the bleeding of major wounds and severed limbs, but it takes three minutes.
Infection Killer- Kelcie can kill all bacteria and infection in a wound or utensil with concentration, which could take anywhere from 1-6 minutes (depending on the size).
Let Me Take Away The Pain- Kelcie can create a liquid that will take away pain from an inflicted wound on a patient. She has three syringes that she fills with the liquid to inject into patients.
Don't You Die On Me- If Kelcie retrieves a body of an important unit that has fallen in time, she can revive the person back into the world. After being revived, they will remain unconscious for an hour, too weak to move in the second, and recovering on the third. If taken care of, the unit can return to the battlefield after the fourth hour. This takes a mass amount of energy from Kelcie, and she can only revive one important person every two hours.
A Healer's Strength: The urgency of saving soldiers gives Kelcie the strength she needs. She has 4x the strength of a normal human
A Healer's Speed: The urgency of saving men and women makes Kelcie complete tasks with the utmost speed. She has 4x the speed of a normal human.

SQUADRON EQUIPMENT STANDARD ISSUE
Equipment- Defenses- Kelcie's squadron each carries an enchanted shield that she uses to make runs on the battlefield. They carry the shield in her hand and hits the inside of it to make it grow into a stretcher. When the patient is on the stretcher she can strike the side of it to create a protective barrier over the patient. Armor- Kelcie is equipped with steel chainmail and shoulderplates, with cloth padding underneath. The chainmail is enhanced with a lightweight charm. Others- Backpack: The squadron each carries a backpack filled with medical supplies for on-field first-aid.

SQUADRON ABILITIES
Stop the River: Men in Sarv's squadron are gifted with medical abilities. With any wound they can stop the bleeding while concentrating, but this can take between 1 and 10 minutes (depending on the size of wound, 1 being shallow gash 10 being severed limb).
Swiftness of a Healer: Due to the high demand and urgency of their job, healers complete their task 2x faster than a normal human.
Speed of a Healer: Due to them being an elven healer, the squadron has 2x the speed of a normal human.


DEFENSE/BORDER PATROL UNITS

(ARMY COUNT 6600)
BORDER PATROL BATTALION
count: 400
race: 400 elven
battalion leader: Jenny Plater

Note: This is a battalion of highly trained and skilled units who camouflage themselves to the point where they are undetectable. They station themselves on the very edges of the battlefield flanks which are unprotected and cover a specific amount of area so the whole edges are protected, and they watch for stealthy intruders. Nothing gets past them whatsoever, they can see it all. Even foes which can appear to be invisible will not hide from their eye, and they create a cloud of biochemical substance which changes the very pigments in armor, skin, and hair, changing the intruders pigments to a bright fluorescent color and foiling their stealth with invisibility. The pigment even changes color of the ground, but the ground is not visible through the pigment cloud. Can only be reversed by an additional pigment change.

JENNY PLATER (level 3) (#51)
chosen by: Matthew Kuchcinski
race: elf
appearance: Jenny is 5'10" with longer brown hair that she keeps up in battle. She has a thin rounded face and a smaller nose.
equipment: Jenny has a kit of camouflaging equipment. She doesnt need it to camouflage herself, but it takes her significantly less time to camouflage herself with the kit than it would using her surroundings. Her body, hair, and clothing is immune to pigment clouds naturally because she creates the stuff.

ABILITIES
See in Darkness: Jenny can see in darkness just as good as she can see in the peak of day. She can detect anything which is protected by the blanket of darkness.
Echolocation: Jenny has a technique in which she releases a sound completely inaudible to any living (or dead, or undead for that matter) or nonliving thing except herself. The soundwaves come back and she can detect any mass whatsoever, it doesnt matter if they are invisible.
Pigment Cloud: As soon as Jenny reaches her location she expels a cloud of liquid from the palms of her hands which looks like fog. The cloud can become so dense that the ground is not visible unless one is several inches from it shining a light directly on the ground. The pigment clouds are completely white and look like fog, but the liquid changes the pigments of anything it touches. Jenny will change pigments to flourescent green, yellow, pink, orange, sometimes even blue red or white. She can change it to any color, and make it glow in the dark at night. Friendly units are aware of the dangers of these clouds and in turn they stay out of them. There is no way to protect from this.
Wind: Jenny can harness the power of wind, and manipulate the surrounding air. She can blow pigment clouds to and fro, or she can channel all the air around the borders to be still, so no pigment clouds can be moved or effected by wind. She can also push pigment clouds high in the air so the pigment clouds are effective on high and low flying units.
Fog: Jenny can create fog anywhere her troops are stationed, to decrease the visibility in areas enemies might be. She lays down fog thickest where her troops are so the spot where they are camouflaged will be near impossible to detect them.
Save the Drama for your Llama: Jenny has the power to create llamas. She creates a ball of energy and throws it at the ground. As it makes contact with the ground, a llama appears where the ball was. Jenny creates all kinds of llamas. Big ones, small ones, short ones, tall ones, fat ones round ones, skinny ones, and narrow ones. She can even create baby llamas.
The llama whisperer: All llamas love jenny. It doesn't matter if she created them or not, all of the llamas love her. They cant get enough of her! They always go near her and cuddle up to her, and they never spit at her. These llamas are in no way violent, and wouldnt hurt a fly. Jenny can communicate with the llamas, and they always listen to her. If she creates a big enough herd, she will send them away from the army to graze in the surrounding fields.

BATTALION EQUIPMENT STANDARD ISSUE
equipment: Jenny's battalion all have a kit of camouflaging equipment. They don't need it to camouflage themselves, but it takes them significantly less time to camouflage themselves with the kit than it would using their surroundings. Their body, hair, and clothing is immune to pigment clouds naturally because they create the stuff.

BATTALION ABILITIES
Echolocation: Jenny's battalion has a technique in which they release a sound completely inaudible to any living (or dead, or undead for that matter) or nonliving thing except themselves. The soundwaves come back and they can detect any mass whatsoever, it doesnt matter if they are invisible.
Pigment Cloud: As soon as units reach their location they expel a cloud of liquid from the palms of their hands which looks like fog. The cloud can become so dense that the ground is not visible unless one is several inches from it shining a light directly on the ground. The pigment clouds are completely white and look like fog, but the liquid changes the pigments of anything it touches. Jenny's units will change pigments to flourescent green, yellow, pink, orange, sometimes even blue red or white. They can change it to any color, and make it glow in the dark at night. Friendly units are aware of the dangers of these clouds and in turn they stay out of them. There is no way to protect from this.
Sound the Alarm: As soon as units detect intruders or breaches of the flanks (they never miss any), they will alert authorities and defenses that will immediately come to defense. The targets will stick out very much, because after a breaching the flanks they will be fluorescent colors which glow in the dark, even if they were previously invisible.





(ARMY COUNT 7400)
ANTI-STEALTH BATTALION
count: 400
race: 400 human
battalion leader: Joelle Leik

Note: this battalion is stationed just beyond the positions of Jenny's battalion. At this point it is very easy to see intruders because they are fluorescent colored. Several members of the integros squadron are stationed nearby and they strengthen the ground to make sure no intruders sneak under the borders.

BATTALION EQUIPMENT STANDARD ISSUE
equipment: Joelle's battalion rarely see combat but on the occasion they do they are equipped with dual steel combat knives. They have leather armor, but are good at evading attacks. Each unit is also equipped with a camouflage kit to hide their appearance.

JOELLE LEIK (level 3) (#53)
chosen by: Gavner Nahs
race: human
appearance: Joelle is 5'6" with long blonde hair and a longer thin face.

ABILITIES
Echolocation: Like Jenny, Joelle can release a noise which is inaudible to anything other than herself. Using the soundwaves she can detect where units are, even if they are invisible.
That gut feeling: Joelle can tell whether a unit is friendly or hostile. She knows which units should be targeted and which should be left alone.
Telepathy: Joelle can telepathically communicate with her battalion, alerting them which enemies are coming their way.
Anti-stealth: When Joelle catches wind of an enemy she will cast a spell on them. When the spell is cast on them, they will create an extremely loud sound with every step they take. When the enemy steps down, it sounds like artillery fire, and thousands of glass bottles being broken at once. If the enemies softly or stealthily bring step or bring their feet down, the noise is still made. If they run, the noise is still made. If the enemy crawls, the noise is made any time they move. If the enemy flies, the noise is made every time 2 feet of distance are traveled.
Fog: Joelle can create clouds of fog around her and her battalion to help conceal them from enemies.

BATTALION ABILITIES
Echolocation: Like Jenny and Joelle, the battalion can release a noise which is inaudible to anything other than themselves. Using the soundwaves they can detect where units are, even if they are invisible.
Telepathy: The battalion can telepathically communicate with her each other, telling each other which enemies are coming into whose territory, alerting them which enemies are coming their way.
Anti-stealth: When the battalion catches wind of an enemy they will cast a spell on them. When the spell is cast on them, they will create an extremely loud sound with every step they take. When the enemy steps down, it sounds like artillery fire, and thousands of glass bottles being broken at once. If the enemies softly or stealthily bring step or bring their feet down, the noise is still made. If they run, the noise is still made. If the enemy crawls, the noise is made any time they move. If the enemy flies, the noise is made every time 2 feet of distance are traveled.




MARCHING BAND



(ARMY COUNT 5000)
CLAN ANOTERISH MARCHING BAND
count: 200
race: 200 symphonic
squadron leader: Shawn Penfield

SHAWN PENFIELD (level 3) (#28)
chosen by: Michael
race: symphonic
appearance: Shawn is 5'11" and more of a stocky build. His ovular face is usually red, and his green eyes are crystal clear.
equipment: Weapon- Shawn has a silver magical trumpet that he uses as a weapon. Armor- Shawn wears a maroon and gold uniform, gold thread where the white of the uniform should be. The uniform is made of a special cloth which has the strength of Delyn. The uniform is very dense, and is heavy for a uniform. VERY heavy.

ABILITIES
Trumpet Sound Attack: Shawn uses his trumpet as his weapon. He plays a series of notes with specific frequencies and volumes that have different effects. The most common of his attacks is loud short tones with sound waves which feel like light to medium punches. Can only be directed towards a single target.
Deafening Frequency: Shawn can play a specific high pitched frequency, that when heard for 5 minutes will cause permanent deafening. Can only be directed towards a single target.
Blinding Frequency: Shawn can play a frequency which is a tad lower than the deafening frequency. When heard for 5 minutes, the frequency will cause permanent blindness. Can only be directed towards a single target.
Stunning Frequency: Shawn can play a frequency a bit lower than the blinding frequency. Upon hearing this the victim is stunned for 5 seconds. Can only be directed at a single target.
Brain Pain: Shawn can play a note which is a bit lower than the stunning frequency and can cause pain in the head. If the note is heard for 5 minutes it causes moderate headaches. If heard for an additional 5 minutes, migraines will be induced. Can be directed towards 5 targets.
Stomach Pain: Shawn can play a tone pitched just below brain pain which stimulates a reaction in the brain. If the note is heard for 5 minutes, the brain will stimulate moderate stomach aches. If heard for an additional 5 minutes, pain will be extreme, inducing vomiting. Can be directed towards 5 targets.
Brown Sound: Shawn can hit a note so extremely low that the frequency stimulates a certain reflex in the brain. If the brown sound is heard for 5 minutes, the victims will involuntarily crap themselves, 9/10ths effective. The sound travels from his trumpet in a conic path effective up to 35 feet away.

DRUM MAJOR SAMANTHA ADUMS (level 3) (#29)
chosen by: Shawn Penfield
race: Symphonic
appearance: Sammy is a short young woman born into the noble family of the symphonics. Symphonics are by nature prideful, graceful beings, but the nobles are among the most respected. Although Sammy is about the age of 18, she has been credited with the position of Drum Major. She is about 5'8" with long blonde hair well past her shoulders. She has a longer face and long slender hands with which she grips her baton with all her life.
equipment: Weapon- Sammy has a magical conducting baton with which she directs the entire marching band. It was passed on through the band which every Drum Major has used since the beginning of music. When the point is turned to her mouth she can speak into it and amplify her voice for the entire band to hear. Armor- Sammy wears a maroon and gold uniform, gold thread where the white of the uniform should be. The uniform is made of a special cloth which has the strength of Delyn. The uniform is very dense, and is heavy for a uniform. VERY heavy.

ABILITIES
Baton of Leadership- Sammy wields a special baton with which she can restore order to chaos simply by conducting. She can conduct everybody in an orderly fashion and lead them in whichever show she would like. She can also have units surrounding the band move without telling them, but waving her baton at them. She can set tempos and even make the band stand in their tracks while playing.
Baton of Protection- As the wielder of the baton, Sammy's conducting enacts a powerful enchantment on enemies' minds which makes them not want to attack Sammy. Those who fight this and attack her have to answer to thousands of their own soldiers who will be enraged by the enchantment at he who attacked her.
CONDUCTING METHODS
Hypnotic Motions- Sammy has a method of conducting the show in which she can hypnotize troops against their army. If an enemy stares at this type of conducting for 1 minute, they will become hypnotized to attack their own troops for 5 minutes. Each person can only be hypnotized once.
Lulling Motions- Sammy has a method of conducting the show which she can put enemy troops to sleep (living or undead). The living troops will fall asleep if they have watched Sammy conduct in this fashion for 3 minutes, and the undead will die for good after watching this for 1 minute.
Head Splitting Motions- Sammy has a method of conducting which is vigorous and disturbing to those unaccustomed to it (the enemy army). For those stupid enough to watch her conducting under this method for 1 minute, they will get a moderate headache, hindering actions due to pain. For those stupid enough to continue watching her for another minute, they will get a migraine severely effecting their actions.
Stomach Retching Motions- Sammy can conduct in a way when, if watched for 2 minutes will cause moderate stomach pains. If watched for another 3 minutes, the victim(s) will have severe stomach pain/cramps and vomiting will be induced.
Emotion Inspiring- When Sammy conducts, all who hear the band play (not from amplifiers) feel the emotions the song inspires (friendly units have reaction from positive songs, enemy units have reaction from negative songs). Example: if the band plays "My songs know what you did in the dark" by fall out boy, the friendly army feels motivated and powerful, but the enemy army has no effect. If the band plays "terrible things" by mayday parade, the enemy army will feel a wave of depression.


SQUADRON EQUIPMENT STANDARD ISSUE
Equipment: Weapons- Shawn's entire squadron is equipped with instruments that are sound-based weapons.
WOODWINDS
Saxophones- there are 12 sopranos 8 altos 3 tenors and 2 baris. Each player carries 5 extra reeds on them lest one breaks. Each unit also has a neck strap.
Clarinets- There are 25 clarinet players in the Clan Anoterish Marching Band. Each player has 5 extra reeds.
Flutes- The band marches 25 flutes.
BRASS
Mellophones- 25 mellophone players march in the band. Each player has a burp and an extra mouth piece in case one is dropped.
Baritones- 25 baritones march in the band. Each player has a burp and an extra mouth piece.
Trumpets- 24 Eb trumpets players play in the band. Each player is equipped with a burp and an extra mouth piece.
PERCUSSION
The marching band includes a percussion ensemble of 50 units.
DRUM LINE
Bass Drums- 10 members play bass drums, 2 of each varying size. Each player has two mallets in each hand and four extras in slots on top of their drum.
Snare Drums- 10 units play snare drums in the band. Each snare drum has a black sleeve on the side of the drum which can hold 5 extra pairs of sticks less a pair is lost or broken.
Tenors- The drum line marches 5 tenors, each of which has 5 extra pairs of mallets, some of different size and shape.
MARCHING THE PIT
Marimbas- The pit has 2 players who have marimbas which are enchanted to levitate and move where the player desires.
Xylos- The pit has 2 players who have xylophones which are enchanted as the marimbas, to levitate and move where the player desires.
Symbol line- The pit has a symbol line of 10 players who march symbols.
Amplifiers- There are 5 units who march amplifying systems. The amplifying systems consist of a wooden box imbued with sound amplification.The amplifyers take the sound waves and exponentially increase their volume with the distance traveled. The waves are inaudiable for those who are in range of the band's sound waves, and audiable for those who are out of range. As the range increases, so does the sound. Due to these units the band is able to be heard throughout the entire battlefield for the duration of the battle. The amplifiers carry the sound waves, but no ill effects that the instruments cause.
Armor- Each band member is equipped with a uniform made of a special material which acts as steel chainmail. Their uniforms are maroon, white, and gold.

Note: The sound of the Marching Band travels 200 feet not including extra range extension.

SQUADRON ABILITIES
Saxophones:

Sopranos (12)-
Hearing Damage- The soprano saxophones have a special note that they can hit which causes 75% hearing damage in the victims' ears, and a ringing for 20 minutes following the hearing of the note with 85% efficiency. Range: 20 foot radius, only effective on enemies.
Section Unison Bonus- When 5 soprano saxophones all play the hearing damage note in unison, their range will increase by 30 feet and is 80% effective. The range increases by a 5 foot radius for every additional soprano saxophone which joins the group.
Sectional Unison Bonus- When the entire marching band plays their special note in unison, the entire band's damaging range will increase by 10 feet.

Altos (8)-
Head Aches- The alto saxophones can reach a special note which causes moderate headaches in victims with 75% efficiency. Headaches persist for 20 minutes after hearing last note. Range: 20 foot radius, only effective on enemies.
Section Unison Bonus- When 4 alto saxophones all play the head ache note in unison, their range will increase by 30 feet and is 65% effective. The range is increased by a 5 foot radius for every additional alto saxophone which joins this group.
Sectional Unison Bonus- When the entire marching band plays their special note in unison, the entire band's damaging range will increase by 10 feet.

Tenors (3)-
Vision Damage- The tenor saxophones can hit a special note which causes damage to foes' vision with 90% efficiency. Temporary blindness persists for 20 minutes after hearing last note, and victims lose 80% vision. Range: 25 foot radius, only effective on enemies.
Section Unison Bonus- When 2 tenor saxophones play the vision damage note in unison, their range will increase by 20 feet. When the other tenor sax joins in, their range is increased by 10 feet (50 total).
Sectional Unison Bonus- When the entire marching band plays their special note in unison, the entire band's damaging range will increase by 10 feet.

Baris (2)-
Stomach Aches- The bari saxophones can reach a note so low in which it will induce stomach aches in enemies with 90% efficiency. Stomach aches are moderate, and this note has a range of a 25 foot radius. It is only effective on enemies.
Section Unison Bonus- When both bari saxes are playing their special note in unison, the range will increase by 20 feet, and the stomach aches induced will be intense, inducing vomit.
Sectional Unison Bonus- When the entire marching band plays their special note in unison, the entire band's damaging range will increase by 10 feet.

Clarinets:
Clarinets (25)-
Heart Failure- The clarinets have a special note they can hit which will induce heart attacks. This note works with 25% efficiency and the heart attacks are usually deadly. Range: 20 foot radius. Only effective on enemies.
Section Unison Bonus- When at least 15 clarinets are playing their special note in unison their range will increase by 30 feet. For each additional clarinet that joins in their range will increase by 1 foot.
Sectional Unison Bonus- When the entire marching band plays their special note in unison, the entire band's damaging range will increase by 10 feet.

Flutes:
Flutes (25)-
Knockout- The flutes can hit a special note in which will induce unconsiousness. This note works with 40% efficiency and unconsiousness can range anywhere from 2-15 minutes. Range: 20 foot radius. Only effective on enemies.
Section Unison Bonus- When at least 15 flutes are playing their special note in unison their range will increase by 30 feet. For each additional flute that joins in the range will increase by 1 foot.
Sectional Unison Bonus- When the entire marching band plays their special note in unison, the entire band's damaging range will increase by 10 feet.

Mellophones:
Mellophones (25)-
Upper Body Cramps (stomach and chest)- The mellophones can reach a note which will induce upper body cramps in enemies. This note can cause minor, moderate, and severe cramps. Minor cramps have a 75% chance of being induced, when they are an extreme annoyance. Moderate cramps have a 50% chance of being induced, when they hinder actions. Severe cramps have a 25% chance of being induced, but they severely effect actions of enemies. Range: 20 foot radius. Only effective on enemies.
Section Unison Bonus- When at least 15 mellophones are playing their special note in unison their range will increase by 30 feet. For each additional mellophone that joins in the range will increase by 1 foot.
Sectional Unison Bonus- When the entire marching band plays their special note in unison, the entire band's damaging range will increase by 10 feet.

Baritones:
Baritones (25)-
Fatigue- The baritones can create a sound in which will induce minor fatigue, moderate fatigue, and severe fatigue. Minor fatigue has a 75% chance of being induced, where enemies feel a bit tired and experience recurring yawning. Moderate fatigue has a 50% chance of being induced, when the victim feels drained and is exhausted soon. Severe fatigue has a 25% chance of being induced, Range: 20 foot radius. Only effective on enemies.
Section Unison Bonus- When at least 15 baritones are playing their special note in unison their range will increase by 30 feet. For each additional baritone that joins in the range will increase by 1 foot.
Sectional Unison Bonus- When the entire marching band plays their special note in unison, the entire band's damaging range will increase by 10 feet.

Trumpets:
Trumpets (25)-
Blare- Trumpets have an extremely annoying way of blowing as much air into the horn as they possibly can at once. It makes a super obnoxious noise and in turn feels like somebody punched the victim in the face. Can only be directed at one target. Range: 20 feet max. Only effective on enemies.
Section Unison Bonus- When at least 15 trumpets blare in unison, they form a loud obnoxious beacon of sound which travels through the enemy army with no mercy. When the sound hits enemies they feel as if they are being punched moderately in the stomach, punched in the face, and slapped in the face. Its range is 60 feet and is only effective on enemies. When all 25 trumpets blare in unison, an additional punch is felt, which is a low blow. Its range is reduced to 40 feet and is only effective on enemies.
Sectional Unison Bonus- When the entire marching band plays their special note in unison, the entire band's damaging range will increase by 10 feet.

Drum Line:

Bass Drums-
Rhythm- As bass drums play with the beat, their drum can sometimes get enemies' hearts to beat with the drum. This has an effect on the enemy, as they will be exhausted if the drum is beating fast, and fatigued if the drum is beating slow. This has a range of 25 feet because it is a percussion instrument.
Section Unison Bonus- Although this does not happen all too often, there are times when the bass drums play in sync. When this happens the range of rhythm increases by 25 feet to have a total of 50 foot radius. Only effective on enemies.
Sectional Unison Bonus- When the entire marching band plays their special note in unison, the entire band's damaging range will increase by 10 feet.

Snare Drums (10)-
Edge- The snare drums have a note which is played on the edge of their drum. This creates a loud noise which can stun enemies for 10 seconds upon hearing. This sound can be heard from a 25 foot radius.
Section Unison Bonus- When snare drums all play the edge together, their sound channels a powerful stun wave which stuns victims for 1 minute. Range: 50 foot radius, only effective on enemies.
Sectional Unison Bonus- When the entire marching band plays their special note in unison, the entire band's damaging range will increase by 10 feet.

Marimbas (2)-
Marimba Run- The marimbas can run all the notes, and when this happens they can make enemies' hearts race and give them anxiety. This has a 20 foot radius.
Section Unison Bonus- When both marimbas run in unison, their range is double and the runs can sometimes cause fainting in enemies.
Sectional Unison Bonus- When the entire marching band plays their special note in unison, the entire band's damaging range will increase by 10 feet.

Xylos (2)-
Octaves- The xylophones play their show in octaves, causing all friendly units who hear to gain confidence in their army, and restoring morale. This has a 25 foot range, and is only effective on friendly units.
Section Unison Bonus- When both xylophones play octaves in unison their range doubles and they can sometimes give adrenaline rushes to friendly units.
Sectional Unison Bonus- When the entire marching band plays their special note in unison, the entire band's damaging range will increase by 10 feet.

Symbol Line (10)-
Crash- In the show, symbols have several notes. Out of the notes, the players can crash the symbols together, influencing nervous breakdowns which can cause chaos among enemy ranks. Range is 30 feet. Only works on enemy units.
Crash of Doom- When all symbols crash in unison, many enemies will experience panic, some will suffer nervous breakdowns, and some will even die from heart attacks (10% chance). The range is 60 feet.
Sectional Unison Bonus- When the entire marching band plays their special note in unison, the entire band's damaging range will increase by 10 feet.













(ARMY COUNT 9300)
ANGELLIC SQUADRON
Count: 243 (*******level 3*******)
Race: angels
No squadron leader
SQUADRON EQUIPMENT STANDARED ISSUE
Intermediate Flight: angels is blessed with two beautiful golden feathery wings. He is able to fly at speeds up to 35 mph, and can fly and land at will.
Intermediate Dodging: Angels has trained his eye and mind to spot and sense oncoming ballistics such as arrows, crossbow bolts, and even artilary fire. He can dodge these with 5x the presision of a normal human.
Angelic Regeneration: Angels’ body will gradually heal it's minor wounds and bruises over time (2-3 minutes depending on how minor the wound). The bleeding of gashes will be staunched after about 30 seconds, and healed after 7 minutes when left alone with no medical treatment. Bleeding of major wounds will be slowed down after 3 minutes and staunched after 9 with no medical treatment. Gabriel's body cannot fully heal major wounds without medical treatment. Units’ body is very mortal, and CAN bleed out in battle if too many wounds are received
Telepathy: Units can telepathically communicate with any ally he wishes. His power is strong enough to the point where he can allow others who don't have telepathic abilities to communicate with him off of his telepathy, and he can even create a mental "chat room" of up to 10 allies. He can speak to enemies, but stronger willed foes can block him out.
Angel: As an Angel, by their celestial beings they can pass between dimensions. In his physical body, he can pass from the physical plane to the astral plane. He can also pass to the nobilis plane, and the humilis plane. While in the astral plane angels cannot hurt anybody's physical body, nor can he be hurt BY anybody's physical body. When in the nobilis plane he can receive energy and aid from angels, and while in the humilis plane he can lure demons into the physical plane.

(okay so just making this clear. This squadron's count is 200 INCLUDING drake, matthew, seraphina and gabriel. So this part is describing the other 196 angels in this squadron)
SQUADRON EQUIPMENT STANDARD ISSUE
Equipment: Weapons- Each angel in this squadron is equipped with the weapon of their choice. Some wield spears, some wield longswords, some wield dual axes and some even wield katana. 75 angels wield bow and arrow. Armor- Each angel has the same armor as Matthew does (standard issue armor) except this armor is bronze colored with silver trim to show they are normal angels

Hysteria
09-10-14, 05:59 AM
matthewkuch, thats an impressive army, but you will need to cut down the different units and condense it down.

black shadow
10-17-14, 10:14 AM
Alright pulling back in. Registered

Army of Black Arrows

Army Count:

Archer/warrior hybrids : count - 10,000

Skilled favorably with the bow, these men can easily pick out there enemies from afar. A favorite tactic of this army is the barrage of arrows, where the entire army fires their bows at the enemy at one time, and continuously fires them until their quivers are empty, where they pull their swords out and begin a charge. They also wield an iron long-sword.

Equipment: These men use black iron plate armor, covered from toe to neck. Their heads are often targets for the enemy. upon their head they each have a circlet of their family crest. 500 iron arrows, iron long-sword.

Hysteria
10-20-14, 06:19 AM
Appologies, I meant to say this before, but I'm withdrawing my army.

Alyssa Snow
10-21-14, 09:12 PM
Registered: The Tarot Hierarchy

Details soon to follow.

Eli
10-21-14, 10:27 PM
The White Hand

Registered

Details to follow.

Elthas_Belthasar
10-21-14, 10:44 PM
(Registered, what the Haidia! :P Let me know if I did this correct. According to my bad math, it should be EXACTLY 10,000 Units.)

Name of The Army: Sons of Ruild

The sons of Ellronder gathered with their Elven weapons, and they had a leader with them. His name was Elthas.

Heroes of Olde:

1-Shade of Seth Terrentius.
Equipment. Gentleman's Suit. (Black "Tuxedo" style suit cut in Radasanthi style) Unarmed, but has a supernatural touch.


1-Spectral Touch. As a Shade of the Antifirmanent made manifest, Seth can "touch" opponents with the metaphysical form of his namesakes. When this touch occurs, there is a chance that the target can be nearly paralyzed with fear. If the target is fully held in a Spectral Touch, Seth may use his power to finish the target off in a very horrible way.

2-Spontaneous Combustion. From time to time, Seth can focus his power on weakened units. This ability cause the target to suddenly swirl up in a burst of violent flames from within. The flames burn the target alive and causes the target to explode in a horrible mass of flesh and armor. Nearby units are potentially affected by this power. Can only occur on otherwise weakened units. Can only happen once per turn. The potency of the flames depends on how long Seth focuses during each interval of attack.

3-Supernatural Charm. When encountering units of the opposite sex, there is a chance (20% if you gotta be specific about this :P ) that Seth will temporarily charm the target. The effect is entirely phantasmal in nature. The effect allows Seth to command the target in such a way that they will act in Seth's favor. Typically at their own destruction and undoing. Seth CANNOT command a target to kill themselves entirely. HOWEVER, he can make targets attack their own allies.

2-(Prophet) Nenkulor Shima A prophet of The Apocalypse. Nankular is uniquely gifted in that he can see the intentions and plans of The Thaynehood. This appears as threads to him. Each thread having a different colour and attributes associated with it. Depending on how the thread unfolds, Nenkulor is able to profit off the event that happens as a result. Nenkulor uses his power in perverse and often corrupt ways, usually for greed and self profit.

Equipment. Prophet Robes. (Made of an elegant wool like material, and well decorated with the markings of the Prophets of the Apocalypse. Think: Sydney Lostarot from Vagrant Story.) Liviol Wood Staff augmented with various runes of the Apocalypse.

1-Sight Beyond Sight. Nenkulor is capable of seeing the future in short bursts. This makes him an extremely dangerous Prophet. Because of this, he can see into the hearts and souls of Men and Women, and look deep into their character to find exploits and weaknesses. Nenkulor does not necessarily defeat those around him, but he USES the people around him as a Prophet of the Apocalypse. With this Sight Nenkulor can see more than most men. This is a passive effect, but he must focus to see one future at a time.

2-Strands of N'Jal. This is one of the Threads of Fate. N'Jal has touched and corrupted countless lives in her tenure. Nenkulor has seen her POSSIBLE demise, but still uses her power for his own advantage and gain. In this way, Nenkulor has learned to manipulate vast reserves of Prime Darkness. He can launch blasts of pure Darkness to burn foes, or to cut. The energy is taxing however...

3-Strands of The All Thayne. This is one of the Threads of Fate. The All Thayne has touched and enlightened many lives in his tenure. Nenkulor has seen one POSSIBLE rebirth of The All Thayne. However, he has learned to use even the Thaynehood as his playthings. Using the Prime Light, Nenkulor can heal himself or otherwise heal other injured units. Specifically the leader of the army, Elthas Belthasar. Also, Nenkulor may use the Prime Light to attack with bolts of energy or other manipulations of the light.


3-Endryk Bellphagor. A highly skilled soldier defending the Elves of Ruild. He belongs to Clan Bellphagor who represents cousins of Elthas Blethasar. Endryk volunteered to assist Elthas with his army. Endryk is very brave and loyal friend, and he is willing to assist Elthas to the end. Endryk is one of Elthas's childhood friends.

Equipment-Titanium Curved Sword. Elegant Leather Armor.

1-Inspired Loyalty-Because of the bonds of friendship with Elthas, Endryk is very VERY loyal. The loyalty is visible with his troops as well, and Endryk can command and inspire the troops around him. Including Elthas. Endryk uses either a Horn or powerful words/actions to lead the armies of Ruild.

2-Brutal Strikes. Using his weapon, Endryk may enhance his strength to supernatural heights. He can deal out 50% more damage than a normal Human can. And his blade glows with an eerie supernatural light. Endryk uses the glowing blade strike to finish foes off quickly.

3-Killing Stroke. When a target is badly injured, Endryk h as a 20% chance to land a "Called Shot" and attempt to finish a target off. Called Shots, can be anything from a decap attempt, to a punctured heart. Only effective against weakened targets.

Total=10,000 Units.
*Platoon 1-5,000 Units Strong=The Sons of Ruild. These are High Elven warriors of the truest skill level.

Gear=They have Steel double bladed weapons. Each one is well trained in their weapons. They also have highly decorated Steel armor.

1-Elven Reflexes. They are capable of reaction at approximately 2.5x's the capacity of standard Althanas Humes.

2-Elven Speed. They are capable of moving at bursts of speed equivalent to 30 MPH's on foot, unassisted.

3-Elven Senses. They have a natural sensory capacity that is exceedingly sharp and accurate within ten paces all around them.

*Platoon 2-The Elder Sons of Ruild-1,000 units strong. These Elves are equipped with sorcery and magic.

Equipment=Staves of the Elder. Comprised of heavy oak and augmented with enchanted runes of basic quality. Robes of the Elder. Elegant Cloth/Wool Robes that are also well emblazoned with runes.

1-Combat Magic. (Capable of casting rudimentary combat spells/etc) Combat Mages=500/1,000

2-Healing Magic. (Capable of casting rudimentary healing spells/etc) Healing Mages=400/1,000

3-Support Magic. (Capable of casting rudimentary support and shielding spells) Support Mages=100/1,000

*Platoon 3-The Hunters of Ruild. 2,000 Units Strong. This platoon consists entirely of Hunters and Ranger folks from Ruild. These Elves are highly trained with their weapon of choice: Bow, or Crossbow. They are adept on the field and work together to solve problems.

1-True Shot.-Capable aiming their arrow or bolt with a steady hand and firing it off at any point from vantage points. The damage output from a successful True Shot is potentially 45% of their skill level(s)

2-Called Shot-A few veteran Rangers are capable of aiming at weary targets from their hidden sniping spots. These guys can put an arrow through your head if they are lucky.

3-Flare.-When the going gets rough the Rangers fire off a warning shot to alert nearby comrades to assist them to a rallying cry. Nearby units will come to assist with a certain chance of success. They will aide fellow allies to the death if need be.

*Platoon 4-900 Units Strong. The champions of Ruild. A small group of mounted cavalry. These act as commanding units to assist other platoons, smaller squadron.

Some are armed with steel Elven warblades, and matching shields. Others carry basic iron spears. They also ride Armoured Horses into battle.

1-Horn of Ruild. Rallying call that summons nearby unit to aide and assist.

2-Champions Strike. An elegant technique that utilizes 3.0x's physical skill to swing the weapon of choice at a target.

3-Jousting Skill. Against other mounted units, they have 2.0x's effectiveness whilst jousting with their weapons of choice.

*Platoon 5-1,100 Units Strong The Ruildian Shadow Blades. A mysterious and enigmatic platoon consisting of shadowy figures of the Elven's criminal underworld. Looked at with mistrust by the other sons of Ruild, these folk consists of thieves, backstabbers and other criminals and ruffians who have received a pardon for the events of the tournament. Not to be trifled with and trained to kill.

Equipment=Steel broadswords, dual wielded, or daggers. Fancy black leather clothing and cloaks. When they move, they make no sound.

1-Master and Apprentice. The units always work in pairs of a teacher and a student. Their attacks work together and they are deadly in this fashion. These men plan their tactical strikes very carefully and strike swiftly and precisely. Once they get a kill they vanish into the shadow. This ability allows two units to work together in sync with one another.

2-Shadowy Step. These Elves have touched the umbral side of The Antifirmanent and can temporarily step into it. They can quickly move across the battlefield to take an important field data to a commander, or a parcel. They can also use this to move quickly to a position optimal for back stabbing. They make very little noise when they move.

3-Killing Strokes. These Elves attempt to kill quickly and effectively. If an opponent's soldier is injured or otherwise damaged, the blades will come in from the shadows to get the job done. They are merciless and cruel and use their daggers to inflict great harm.