Izirian Mercenaries

The mercenary companies of Izir form the main bulk of the Confederacy's military, and are elite and expensive sellswords.
== List of Companies ==
=== The Sunriders ===
The Sunriders are the largest mercenary company in Izir. Originally formed from a tribe of Baeid nomads hailing from the eastern mountains, the Sunriders accepted coin from the Cartels to fight for them, against their fellow Baeid tribes. In return, they were granted control over these mountains, and established the Durabbalad Beyarate, becoming a nation in their own right. The Sunriders are fearsome cavalry warriors, and some of the most prolific monster hunters and tamers in Izir.
Later, having grown in strength, the Sunriders established the Four Blades Cartel, a union of independent mercenary groups created to compete with the rise of nationally-funded mercenary companies.
The current head of the Sunriders is Beyar Halsima Ab-Akamba, a Deva champion of Khallidah who is also known as the "Four-Bladed Warrior", and is supposedly the greatest warrior of Izir.
The colours of the Sunriders are yellow and black, and their motif is a Camel galloping upon the Sun.
=== Ashvipers ===
The Ashvipers are the elite soldiers of Zakoba, a neighbouring nation to the Izir Confederacy. After a short but brutal conflict against the Zakobians, the Cartels gained an awe of the powerful warriors, who were able to fend off much larger armies. They eventually settled on a peace, and the Cartels offered to hire the Zakobian soldiers to fight for them against their other foes. Soon, the Ashvipers became a staple of Izirian mercenary forces, and though low in number, are known for being highly competent.
The Ashvipers, like all Zakobians, are dedicated to Shaliakar (Salvakoryn) the Fire Dragonlord, and treat reptiles as sacred animals. Among their forces are many tamed Drakes, Wyverns, and giant Serpents. Many of the leaders of the Ashvipers are Fire Dragonkin, and some can wield Ash Magic.
In combat, the Ashvipers tend to focus on stealth and deceptive tactics. They will use smoke-generating chemicals and substances to obscure their approach, and will often use weapons coated with venom. As such, these mercenaries are shrouded in a reputation of mystery, including many rumours about their initiation rites, and the question of what they train so hard to fight.
The colours of the Ashvipers are red and black, and their motif is a viper.
=== Bronze Bulls ===
The Bronze Bulls are the blunt fist of Izir, a company of tough, unyielding warriors, fully armoured in Maharum plate, and usually wielding heavy weaponry. They are commonly utilised in the northern parts of Izir, where it is less hot and their armour is less of a hindrance.
The Bronze Bulls own the enclave of Thar, a fortress on the northern point of the Bronze Road, right at the border of Neo-Izero. They are also a member of the Four Blades Cartel.
The colours of the Bronze Bulls are orange and blue, and their motif is a bull.
=== Blackfire Company ===
With blueprints and technology stolen from the Erdannians, combined with Izirian alchemy, the Blackfire Company can provide terrifying ordinance and destructive power to any Izirian military force.
The Blackfire company is lead by Imam Al-Naswa, a former Vizier whose title was revoked after he was discovered to be testing potions on the sultan he served. Though his trustworthiness is unreliable, he is a genius engineer and alchemist, constantly testing out new weaponry and equipment, giving these to slaves to test in battle (in case they explode).
The Blackfire Company are often sponsored by the Viziers of Qabbalah, who will often provide the mercenaries with new elixirs, chemicals, and devices to use on their enemies. They are also a member of the Four Blades Cartel.
The colours of the Blackfire company are black and orange. Their motif is swirling fireballs.
=== Blades of Mukhaddas ===
Mukhaddas, located near Asagwar, is one of the most important holy sites to the Order of Alshah. It makes sense then, that the warriors of this place; zealous followers of the god of trade, would be more than willing to sell their services.
The Blades of Mukhaddas are zealous enforcers of the faith, as well as mercenaries. When not hired for the battlefield, they render their services to the Order, guarding priests and enacting the will of inquisitors. The Blades are renowned as fiercely loyal mercenaries, and will never back down or desert, such is the power of their belief. Many of the champions of this mercenary company bear Light magic.
The colours of the Blades of Mukhaddas are white and gold. Their motif is the wheel of Alshah, with spikes around its rim.
=== Blood Reavers ===
A mercenary company hailing from the Scendrasil Shore. They are mostly hired for privateering purposes, as their naval combat prowess is greater than that of other mercenary companies.
The Blood Reavers are also known for having forbidden magic users among their numbers. Scendrian raiders are often known as "Vampire Pirates" on the Shattered Sea, due to their use of blood magic. They are heavily sponsored by the West Seas Trade Cartel.
The colours of the Blood Reavers are red and ivory-white. Their motif is blood-red hands reaching forth from the sea.
=== Daughter's Blade ===
The primary military force of Dalanaan, The Daughter's blade are warriors for the Daughters of the Desert and the Grand Sisterhood of Dalanaan. This mercenary company can only be hired by members of the Sisterhood, and will often be brought along as bodyguards or companions when a Daughter is hired for her magical services.
The colours of the Daughter's Blade are dependent on the city they serve, Magenta for Sar Kisobi, Blue for Sar Magoza, and Green for Sar Kurayma. Their motif is a scimitar entwined with a floral pattern.
=== Eversong Company ===
The Eversong Mercenaries are one of the most famous group of fighters in the world, due to their mysterious method of combat. When the Eversong fight, music is made. A conductor, through perhaps some psychic powers, ensures that all the fighters fight in unison and as a cohesive unit. Orders and commands can be carried far and are signified by a shift in the rhythm of the song. Outside of battle, Eversong mercenaries are supposedly antisocial and odd, apparently finding it difficult to communicate normally. Sometimes they will randomly tap their feet or hands, and hum to some unheard song.
The Eversong own the Enclave of Usiqaa, and are a member of the Four Blades Cartel.
The colours of the Eversong are red and blue, and their motif is swirling patterns.
=== Gold Helms ===
The Gold Helms are the militia of Irikkad. They are by far the wealthiest and most well-equipped mercenary company in Izir, and potentially the world. Their fees are proportional to this, making them particularly exclusive. To many Izirian Sultans, hiring the Gold Helms is a gesture of wealth and arrogance more than actual need for their services. The Gold Helms are often recruited from the most elite soldiers of other mercenary companies, and offered substantial payments for defecting.
Due to Irikkad’s extensive trade with the Calamaran Empire, the Gold Helms benefit from the slightly more advanced technology of that nation. As such they usually have better guns, and it is said they even have a Skyship.
The colours of the Gold Helms are gold and green, and their motif is a great wall.
=== Masked Warriors ===
The Masked Warriors are a mercenary company hailing from the Holy Kingdom of Azak and the Tubaan Beyarate. Famously powerful users of Light Magic and hunters of anything they deem heretical, this mercenary company are quite selective with who they allow themselves to be hired by, and seem to be pursuing their own agendas more than anything else. The Masked Warriors never reveal their faces, and are famously antisocial with anybody outside of their organisation. Many of them are rumoured to be Hallowed Angels and Deva, creatures beyond human who serve only the whim of the Light. The Masked Warriors often make pilgrimages to the holy city of Transcendence, and were some of the main supporters for the rebuilding of the city after it was ruined many decades ago.
Though powerful warriors in their own right, and famously stubborn, the Masked Warriors are most effective when deployed against supernatural threats such as Undead, Demons, and the horrors of the Cursed Lands.
The Masked Warriors tend not to use modern weapons, preferring bows and blades.
The motif of the Masked Warriors is a masked face.
=== The Oathbreakers ===
The Oathbreakers are a ragtag band of former guardsmen, and even royal guard, who betrayed their kings. When Sultan Rashad cut a warpath across Izir during the time of the Confederation, he bribed and corrupted a lot of his opponents soldiers, with tantalising rewards for betraying their kings. They joined him on the campaign, and eventually there were enough of them to form their own mercenary company. Though they are mercenaries by nature, they are loyal to Sultan Rashad, for now.
The colours of the Oathbreakers are gold and red, and their motif is a skull wearing a crown.
=== Tomb Guard ===
Undead hunters who operate across the North-West of Izir, and are multi-national, accepting members from the Tyrranean nations, and even working for them occasionally. The Tomb Guard do not involve themselves in international wars, instead being purely deployed against the undead menace which is such a problem in the area surrounding the Valley of Monuments.
=== Raqmuran Night-Stalkers ===
Undead mercenaries, lead by the legendary Kukris Am-Alraq. These revenant warriors have very little interest in the politics of Izir, and will work for anybody. They have one core mission, revenge against the necromancer Aziz Al-Ahmed, who originally cursed them with undeath.
The colours of the Night-Stalkers are gold and navy-blue.
=== Ureshi Marauders ===
The last remnants of the ancient cursed city of Uresh. The soldiers of Uresh were infamous for their habit of plundering everything they could carry from their opponents, and for being particularly treacherous. These mercenaries are descended from those warriors, and now wander Izir since the destruction of their home. More thieves than soldiers, the ruthless Marauders are usually hired by the greedy and covetous, in order to pillage their enemies and bring back the loot.
The Marauders tend to gather around the ruins of Uresh, which is considered their Enclave, and are members of the Four Blades Cartel.
The Marauders have no colours or motif.