Koda Military

Example

## Common Knowledge

Combatants in the many wars fought across Orelisle’s eastern hemisphere may be familiar with Koda’s varied and powerful military. Denizens of Koda (or mercenaries from Cliffhaven, or barbarians of Zondros) may have even served in that military.

## Further Description

Koda’s military is quite diverse and unique for a Dark Elven Army, with the time, resources and preparations to undertake the standardization and upkeep of a modern army. It is blessed and cursed with many openings to raid, flank and maneuver into the surface world and a distinct mindset within its populace that allows for diplomatic dealings both within and without when confronted with an outside enemy. Having been on the upswing of a prospering empire at war with its rival Zondros for the better half of the millenia, its forces are seasoned, well armed, and quick to react to protect their way of life or at the very least their lives. The Council of Maelstrom guide their people from the front in fantastic displays of martial power and from the back with quick, diplomatic maneuvers and ‘aggressive self-defense’. At the very top, the Head Priestess communes with her most capable warriors and leaders despite their gender, and sends them off to protect her holdings.

## Structure

### Core Forces

#### Drow Martial Swords Elves

Medium Morale, Counters Spells, Competent Fighters with Swords. Upgrades with Spears, Halberds, Shields and or Double Swords.

The Drow Martial Swords Elves form the backbone of the Kodan army, being composed of fanatical worshippers of Maelstrom, civilian ‘volunteers’ and hastily conscripted unemployed elves. Having been on the backend of both a government and a training regime bent upon domination and raiding tactics, they possess a sharp degree of martial skill only met by their refined blades. Having been at war for over half a millennia, they developed skills in countering magic from other hostile powers, in particular, Zondros.

They are adept skirmishers and meet any foe head-on, knowing that Maelstrom or their Drow Overseer watches them with great intent at their progress. They wear dark, jet black uniforms of assorted bat leather and reinforced steel as well as standardized equipment fit for the line infantry elf such as a canteen and camp supplies, propaganda pamphlet informing them of their current status and duties as a subject of Maelstrom and by extension, Koda or an abbreviated holy text that usually relates to the campaign at hand. The original, unblemished military emblem of Koda, the one used during its time as an empire, are stitched onto the uniform in front of the right breast. The emblem of the lyre with two spears crossed are within the stitching and stand out to any enemy as a warning that their agonizing and painful death approaches. They are led by a Head Warrior who often times have trained the very same troops they now lead.

#### Drow Boom Bolts

Medium Morale, Inaccurate, Reliable Weapons, Heavy Piercing Damage, Slow Reload Speeds, Fast Fire Rate. Upgrades with Blasting Jelly - Heavy Area Of Effect Damage, Single Shot, Slower Reload Speeds

Drow Boom Bolts are magazine fed repeater crossbows used by the most accurate of Dark Elves in Koda; eschewing melee valor for the chance to pin scores of enemies onto walls or blow up and scatter enemy formations with blasting jelly tipped iron bolts, fletched by the best in all of the Underdark. The weapon itself tends to be cumbersome and hard to maneuver with although the sheer stopping power of a repeater crossbow outweighs its cons in long range accuracy and reload speeds.

The withering volley of either ammunition stores of a Kodan Crossbow Regiment has been known to wipe out or quite literally pin entire sections of armies underneath a turbulent storm of bolts and explosions. Their uniforms consist only of bat leather to favor flighty, fast movements to help them reposition or evade a charging enemy so that they can whittle them down later in a withering volley of death or to perform evading maneuvers with their last ditch weapons. They are led by an academically trained Artillery Sergeant who has just grasped the role of command and started with the most numerous of Koda’s artillery forces.

#### Kodan Citizens’ Watch

Includes Watch Leader, Militia, Poorly Trained, High to Low Morale depending on campaign distance from Koda, Will Refuse To Rout If Leaders Are Nearby, Extra Damage from the Back. Upgrades with Poisoned Daggers.

The less militaristic of Koda’s populace is no less deadly in combat than their more disciplined brethren as every Dark Elf in the Underdark learns at least the basic arts of self-defence if they wish to live through the next decade. Usually armed with daggers, pitchforks or other tools of their professions in their civilian life, they are nonetheless excellent for the discerning War Maiden who uses these motivated individuals to recrew lost weapon teams, take up positions in archer towers or to buy time with their fanaticism to move other, less expendable units into position. The more desperate or versatile commanders however, poison their tools of trade so that they may be rushed behind an enemy formation and deliver their droplets of death onto the enemies necks and backs.

It is quite a sight to see a Citizens Watch unit fight to the last when their Overlords take to the field with them as they know that if they falter with such immediacy in the scrutinizing from their superiors, a very, very ill fate awaits for them. Their armor range wildly but often even the poorest of them will have obtained at least some form of bat leather rags and overcoat that allow free-form movement. If necessary, the most brave, stupid or influential of their number will take command to assume the role of ‘Watch Leader’ and answer to the military commanders. If their unit fails or succeeds, the blame will primarily rest upon that individual.

#### Kodan Battle-Bards

Section Leader, Inspiring, Medium Morale, Domination or Augment focus but cannot intermix, Non-Standard Equipment. Upgrades to Dual Daggers, Lyre Section Leader.

There was a time that the Battle-Bard’s war cries and beats were the scourge of enemy forces everywhere and the marching drums and lyres of Koda forewarned of their impending victory time and time again but due to the complex shifting of magic in the planes, this is only slightly less of the case now. Before, in long millenia past, the enchantments and blessings of the Battle-Bards would be maintained by the crescendo of their rhythm and the chains that hold their dominated thralls by their stomping heel of tyranny. As decreed by the High Priestess, this is still the case but instead of maintaining the enchantments with beat, they must do so with vigor and fire within their hearts. How this is translated onto the battlefield is that the troops fight harder and longer even after the drums have been silenced and their blessings worn off for that is their purpose and Maelstrom does not take kindly to failure.

In recent years, the standards have relaxed in regards to fighting to a steady beat and instead an emphasis on individual tactics and fighting style has been enforced. With their equipment ranging from drum stick knives to blackjack claves to triangle stranglers, the tools at the Battle-Bards disposal are endless. Their uniforms have changed little since the times of unending chaos; the bat leather music uniforms are always reinforced with steel and maintained by either their most trusted adversary or their most hated ally. It has been noted that the shoulder cords of these uniforms have been used to strangle an enemy on more than one occasion.

They are led by a formidable Section Leader who has most likely mastered either both branches of Psionic magic or achieved a notable feat. In dire times a heroic Lyre player will take up the call and become Section Leader for his Battle-Bards and through their intricate metallic melodies, they are able to cast terrible telekinesis spells to shape and flow the battlefield and her dancers. It is these Lyre players that end up becoming the stock pick for Drum Major officers of the army of Koda.

### Artillery Forces

#### Dragon-Fellers

Ballista, Crew + Artillery Lieutenant, Low Morale, Anti-Large, 180 Degree Arc, Slow-moving, Vertigo is enchanted onto every arrow. Upgrades to Blasting Jelly, Fire Enchantment.

The Dragon-Fellers are the mainstay, yet less used, artillery corps of Koda and has been said to have been around for as long as there have been dragons on Orelisle. These engineers are given the tools they need to maintain and improve their Ballista as well as some pack animals to carry the heavy equipment around although all Dragon-Feller crew are mandated to be able to carry the weapon themselves if the animals become casualties. Although it is mostly heavy lifting, the crew are coddled by the classes of the nobility who use the ranks of the Dragon-Fellers for the people they consider to be non-expendable. Woe upon the Dragon-Feller crew who receive a small care package from their patron while the rest of the army works with meager rations and eyes them with envious intent. Perhaps their patrons expect this type of treatment and send it along anyway.

Despite this and the taunting they get from their envious frontline infantry elves, they perform the job to the letter due to a small hope for their own chance of glory by slaying the many varied and large beasts of the surface world. They wear similar attire to the Drow Boom Bolts although they tend to rank above them and it shows via their rank insignias. They are led, saber in hand, by an Artillery Lieutenant who directs and manages his crew and nearby forces if no other suitable leader is around. The Artillery Colonel’s are recruited from this heroic stock.

### Dedicated Spellcasters

#### Web-Weavers

Caster, Competent Fighter, High Morale, Hyper-Agile, Web-Spray! 10ft Entanglement, Sticky Web! - Heel-Toe Steps throughout the affected radius until burned or removed, Storm of Shadows - A spider nest heeds the call of the Weaver and follows them for a swift meal.Upgrades with Drider mount.

Web-Weavers are Druids and Sorcerer's blessed with a fraction of Maelstrom’s power over the web and these naturally gifted individuals shape and bend their mistresses’ token traps to their will. They are taken early in their upbringing, no older than 50 years of age barring extraneous circumstances, to be taught and trained in the ways of Maelstrom’s might.

It is the Web-Weavers who tend to the Driders and prepare them for war, riding on top of them at dire times to crisis points in the battlefield. It is the Web-Weavers who thread and manipulate the lightest trap known to Elvendom, trapping and slowing even the largest of armies with either a forest or cave filled to the brim with webbing or utilizing a clean, premeditated and almost assured strike to a leader’s head. It is the Web-Weavers who spin and spurn through the battlefield, listlessly killing, leaving nothing but splintered armor and disemboweled foes for their spider underlings to feast upon and it is the Web-Weavers that heralds Maelstrom’s truth of Drow superiority.

While it is believed that all Elves in the South-Eastern part of the continent have some affinity with magic, it is these Web-Weavers that have total mastery over their domain to the point where others look in awe at their complex arcane magical designs and sacred, almost sacrosanct rituals. They themselves believe to be the closest to their patron deity as they imitate Her in all actions and it is said that even a chosen few have been possessed and have communed with Her.

The Web-Weavers wear sterling white spider silk clothing made from enchanted Drider silk and range in form from kimonos to battle dresses to more ‘knightley’ looking silks. Despite their looks they are all remarkably strong for its make. It is an equal chance that a foe will find their weapon stuck to the armor as it is to be deflected off of it. When a Web-Weaver dies, either from well-timed back-stabs from would-be comrades, lucky foes finishing off a weakened and possibly betrayed Weaver or infinitely more rare, old-age, the armor is looted without question and sold on black markets for their distinct qualities. The prices for these artifacts go well into the 10’s of Gold pieces, sometimes hundreds if the armor was departed from a particularly well-known and famous Weaver.

It is said that every Web-Weaver has with them the most miniscule piece of thread locked away on their person in lockets, trinkets or boxes and that this particular piece of thread was handwoven by the Goddess herself and given to them as a universal proof of Her favor towards these individuals. They act as a physical bond between them and Her Unholiness and are guarded to the death by the Web-Weaver who often betray and kill anyone in the way of them and their object of devotion. If somehow stolen or destroyed, who knows what ill-divined fate awaits for both thief and victim?

#### Blessings of Maelstrom

Matriarch of Murder, Defensive Oriented Fighters, Soul Animus Focus, Torture for Information, Retractable Blades, Counters Spells, High Morale. Upgrades with Mana Potion x3 or Matriarch of Murder

The Blessings of Maelstrom are an Animus group founded in the goriest and bloodiest days of Koda, when the Drow needed to set examples to the less faithful with torture and punishment that exceeded one simple mortal life. They began as a group of torturer’s assistants who needed to develop better ways of medicating and recuperating their charges for more pain and suffering and found it in the arts of Soul-weaving and Body-mending. Over a short time, their talents were bargained away by the Council and a large portion of them took to rehabilitating the walking wounded of Koda’s then bloody expansionist campaigns against the Surface world. Today their jobs have not changed much, although they do take to accepting bribes more often than not to ignore ‘still-breathing corpses’ of their patrons.

Much to their chagrin, the Council has ordered a set bat leather uniform for these healers that often paint them as a tempting target rather than as non-combat personnel to the enemy. The emblem of a spider weaving a broken shell of a comrade is a common seal for the group and they take great lengths to hide such a target on their persons. Many a general have tried to ascertain the motives or meaning behind a small group of otherwise finely dressed individuals only to divert large portions of their army when the more experienced of them have their scouts spot their damning traits or quickly form a kill team when they find out that the Dark Elf wounded return from their plight, more bloodthirsty and vicious for their revenge.

Not all Blessings of Maelstrom shun away from combat, however, and they prepare their hidden weapons for the kill as readily as any assassin. In particular, those who cannot stand the plight of their tortured charges, whether in sickness in seeing a being put through so much pain and reminding them of their own possible fate or simply impatience for a kill, end up forming the sub-group of Matriarchs of Murder. These individuals kill with a sociopathic efficiency that has not gone unnoticed by their peers and often it is they who lead the interrogations of captured enemy soldiers. It is here that there true skills shine and the Matriarchs quickly obtain any useful information they can before rewarding their playthings with a swift death.

### Special Units

#### Aspect of Maelstrom

Inspiring, Large, Oppressive Aura (Dark Fear Grips the Heart Of Those Who Behold the Aspect), Overwhelming Strength (Might Of Maelstrom), Hyper Agile (As Long As The Aspect Is Within A Webbed Environment It Cannot Be Hit Easily) Stagger Resistance, Curse Resistance, Immune to Fire, Immune to Silver, Poison Extra Murderness Bites, Regenerates \*(Web-Weaver Abilities BUT MORE) Immune to Morale and Mind Damage

The creation of an Aspect of Maelstrom is sanctioned only in the most trying of times or as the ultimate validation of Drow superiority on Orelisle. The Council of Maelstrom does not take lightly to the creation of an Aspect for it is to summon the very deity they venerate to momentarily walk this plane and enact the most terrible carnage imaginable. If word ever gets out for an approval of such a being, many plans would be set in motion to both prevent and accelerate such a feat and assassinations and blood-letting would be at an all time high.

The steps to creating an Aspect Of Maelstrom is a closely guarded secret for the Kodan government and one of the many reasons why they were seen as outcast Drow even amongst their own kind. Vierrifyrn may have been chosen by Maelstrom but in the end even she failed and her plans lie in ruins in her Undeath. To prevent a repeat of this mistake, Koda takes to tying a tight leash to another one of the Goddess’ chosen when they can.

To create an Aspect Of Maelstrom, it is said that one must find a Dark Elf chosen by Maelstrom herself. Whether that be an unlucky would-be Web-Weaver or a kidnapping of other Dark Elf cities’ nobles is uncertain but once the individual is found, their fate is sealed. They are hunted to exhaustion and taken to the lair of the Golden Spider Web where the council communes and first blessed into the Cult of Maelstrom, whether they are willing or not. They are then stripped of all their possessions and starved until they are at their basest form, desperate and animalistic. Often only starving spiders serve as their nourishment in their cages, each meal tainted with the fighting bites of their prey, their drink the blood from their wounds or the damp mold and moss grown from the corpses of other tested Aspects that were found wanting. When the Council deems it to be so, the poor chosen is dragged out into a blessed ritual circle where slaves and offerings are given up to Maelstrom and a beseechment is made to contract Chosen and Goddess together. Then on the orders of Web-Weavers, the chosen is bit by driders and all manners of spiders (dry bites mercifully) and then taken by each individual Council member and bit on the neck to showcase a type of devotion through pain and in connection with the Drow family. By no small number of nobles is it believed that this is how the Council maintains its power over the Aspect.

It is then they are put into a spider egg of the Dire Kodan Wandering Spider (https://en.wikipedia.org/wiki/Phoneutria) with its still maturing young inside and then told that they can reach up to the size of a grizzly bear when they emerge. The Priestess’ pour sleeping potions into the egg to debilitate its inhabitants and then thread up the wound within the shell with recovered Web-Weaver’s threads from battle. The egg is then coated in countless layers of webbing, each a temporary magical enchantment against outside and inside forces. The egg is then transported onto the backs of Koda’s most diligent Drider workers to the darkest cave within the Golden Spider Web, and thrown off into the nest of the Dire Mother Kodan Wandering Spider where she tests the stolen addition of her young for any malformations. If found wanting as is often the case, the Spider throws the egg into a nearby magma flow where it slowly descends into a hellish heat.

Up to this point in time the Chosen would wake up as will the almost matured young of the egg. The Chosen would have to fight in an enclosed space for dominance with the larvae and to win quickly as the enchantment for keeping the egg afloat and resistant to the extreme temperatures of its environment would quickly fade away. When the larvae is killed, most often by ripping a still fragile leg and impaling all eight eyes of the spider with the sharp end, is the Chosen free to try to escape the egg with their new impromptu tool. It is here that the most peculiar thing happens. Maelstrom herself sees the Chosen’s progress and morphs the two into one. Due to time constraints the process is horrifyingly brutal and painful, and not even the now expired sleeping potion lying at bottom of the egg will give them any solace from this agony. Once finished, the Chosen has no recollection of who they were before they were in this egg or if they do, they only remember snippets of the most heinous memory that binds them to that life. Such is the trauma of this transformation that many go mad and the ones that don’t are said to have already gone mad in their previous lives. The Wandering Drider will emerge from the egg, having taken a form of some would say a Greater Drider in the likeness of the Goddess herself. The Wandering Drider will emerge and either skate or float to the edge of solid ground, suffering horrific burns and pain as the egg’s enchantments finally peter out and the Chosen’s temporary home of abuse and malcontent descends into the bottom of inferno’s void. It’s budding powers will become apparent as seared skin repairs itself and more aggressive traits showcase and display themselves at the word of the Drider’s instincts.

It is then the final test arrives. The Dire Mother Kodan Wandering Spider will emerge from its recesses within its nest and challenge this new threat to prevent any harm coming to its young. The Wandering Drider, having known nothing in its life but eternal struggle will yell out in all of its hate, malice and frustration and then notice one small pleasure; the smell of a feast, ripe for the taking. All it has to do is remove one more obstacle from its path…

When the vicious fighting is over, only one arachne emerges victorious. If the Mother is victorious, she will devour the Wandering Drider in its exhausted state, her poison dissolving or boiling the blood in its system and consuming the best tasting meal it can never register as enjoying. However, the Council, rather upset at this turn of events will intervene and save the pathetic wreck from extinction and instead salvage the situation by having this Wandering Drider serve as a leader for Drider forces, to act as the head Repentant of Drider forces and to atone for not only failing the Council but Maelstrom herself. The soul of such a creature is sure to suffer eternally more after its blissful mortal death.

However, if the Wandering Drider emerges victorious within the dance of death upon the web nest, a loud screech of victory will inform everyone within Koda that a new Aspect has been born. After rightfully consuming its Mother it will gorge upon its hapless brothers and sisters as war spoils, consuming to the point of gluttony and only then will Maelstrom see this form as one of herself. The Council will intervene to prevent total extinction of the young and guide their newest weapon out of its fiery womb.

The Aspect will be taken to the Council’s chambers once more and many processions and musical ballads will be had before the ritual activates and Maelstrom’s energy flows into the Aspect, merging with the personality and the personality with Maelstrom. Truths and secrets will be learned, its powers fully awakened and divine blessing conferred. Only then is the Aspect of Maelstrom ready to deliver death upon the Council’s enemies. The Aspect continues to persist up until it is somehow defeated or when Maelstrom’s favor with it fades, which can be as long as the Goddess cares for a physical form with a fraction of her body.

Each individual Aspect is as unique as their Chosen and moderate changes will be had between each incarnation of an Aspect but one thing is for certain; a creation of an Aspect heralds Kodan victory sooner or later for no one escapes Maelstrom’s wrath.

#### Driders

Wandering Drider, Large, Charges, Cavalry, Free-Foot Movement (Can move anywhere), Medium Morale. Upgrades with Spear Riders or Boom Bolts, Steel Chain-Mesh,

Driders are the apex of penitence and absolution for Drow that have wronged their endearing and ever-watchful Goddess. When a masterfully crafted plan is executed but inevitably fails due to the imperfections of Maelstrom’s servants such as during the Darkfell War, Maelstrom will redeem her children with Driderism. Driders are Dark Elf prisoners of war, fallen Drow and other malcontents of Koda’s populace found wanting by Drow Justicar’s and the Priestess of Maelstrom. They are thrown into special isolation holding cells and given sermons and literature detailing the failings and insufferable incompetence of their actions. Reeducation is swift and merciless and those who are too headstrong will be manipulated via mind magic to know nothing but love for Maelstrom.

When a Priestess of Maelstrom or the Goddess herself needs to vent out their frustrations, an individual is taken to a well-used drider circle. The first thing they see are mounds of failed initiatives who were unable to contain the Maelstrom’s ‘benevolence’ being carted off into the lava pits where their forms will no longer hinder the eyesight of their betters.

The newest batch of redeemers will be strapped onto the bloodied ritual circle and an executioner will bisect them from the belly button down. Through arcane animi magic they replace the lower half of the individual with the abdomen and legs of a Kodan Wandering spider, or a specially prepared and magically modified husk of an arachne. All of this is done while the subject is still conscious so that they may experience the grace of Maelstrom without falling prey to the temptations of unconsciousness.

The Driders of Koda are symbols of both repentance and fear as no Dark Elf wants to end their fate as a tormented harbingers of death for Maelstrom.These centaur-like monstrosities differ from their comparisons in that they have abnormal strength combined with a swift motor control and nimbleness expected from an emerging bat going in to strike. Pathfinders have constantly come across a decimated High Elven patrol that met its demise from the cavalry that strikes from above or heard screaming chords of agony as the beasts that rend flesh from bone poison the air with praises of Maelstrom upon their lips.

Failed initiates of Aspects, known as Wandering Driders will be forced to lead these frantic hordes to victory lest their diety convicts them to a fate worse than the one they currently lead. Mercy is rare for a Dark Elf to experience and for the Driders, it is a gift that will be jealousy hoarded and given to no one.

\*They are known to accept offerings such as Spiders, Tea and Pudding, things that their Goddess likes.

#### Drow Justiciars

Chief Justiciar, Tracks Hidden Units, Interrogates, Terrifying, Inspiring Presence, Felflame Enchantment, Painblade Enchantment, Medium Morale, Swords and Shields, Fel-Caster. Upgrades with Banner of Maelstrom - Inspiring, Can Prevent Rout of Unit Once, Rallies

Justiciars. Just the name alone can cause casualties as civilians flee and trample over themselves in terror at the mere mention of these horrific beings clad in blackened plate mail that’s enveloped in a sickly green aura of death. They are the Lawbringers, the executioner’s sword, the snares of truth and extinguishers of rebellion. Utilizing modifications of Mind magic, they bend and break their opponents will with blades of magical agony or conflagrate any resistance into a smouldering heap of ash. They roam the battlefield with little heed or direction of commanding Kodan leaders and dispense justice where they see fit. No one is safe from their gaze as wavering friendly units are as likely to burn as the most stalwart enemy.

The Justiciars are dispatched with Kodan government approved lists of the most wanted personnel in their local area and are often dispatched to capture and interrogate to gain vital intelligence. They often torture the poor soul in the middle of a battle with specialized tools of the trade and this is where they are known to be perfectly effective and disorienting. Even the most hardened veteran routs when he hears his leader’s screams echo out in blasphemous renouncement of their own kind. Unfortunately, the uncertain circumstances of a battle to prevent this type of treatment for every opposer of Maelstrom’s will but the living embodiments of Vierrifyrn’s wrath go on to slaughter for all of Drow kind’s continued survival. It is a fools errand to give them orders to return the captive alive for no one survives long under their sedulous care but special exceptions have been made if Drider making materials are running low.

It is said that they alone are the best physical torturers in all of the Underdark and is considered both high praise and acknowledgement of the threat they pose. The Justiciars are Koda’s first line of defence against heresy and their answer to the People’s Paladin’s of Zondros. As Knights of Koda, they have the full blessings and protections of the High Priestess of Koda to enact their specific and demanding wills. Certain sections of the Justiciars will be given blessed banners containing the heraldry of certain Priestesses aspiring to be on the Council to court favor. If the banner returns home victoriously with even just one Justiciar remaining then great honor will be bestowed upon that clan’s house as well as norotoriety given to that section of Knights. The Banners themselves are taken and never cleaned, to constantly remind onlookers of the sacrifice and brutality of the action that banner has seen.

Chief Justiciars or ‘Her most Holiness’ personal pet toys’ are the right hand men or women of the Council and it is usually they who enact Black Operations against the enemy where normal, honorable methods would not suffice. They lead their initiates and Justiciars proper into only the most dire battles where their expertise is not wasted on common rabble. They usually own Great Weapons of some type for extra intimidating factor and dispense their unique flavor of justice on the deserving.”

#### Human Barbarian Greatswords

Shaman, Limited Healing Herbs, Great Weapons, Inaccurate, Medium Morale, Frenzy. Upgrades with X’lotl Shaman with or without Magic Missile Staff or Lekyi Assassin or X’lotl Monk or Murung Monster Specialist Or Yuebae Martial Master

The disparate human tribes of Southern Zondros has made dealings with the Kodan government in secrecy over the (human) generations where it has finally culminated in a defensive pact against High Elven aggression. The tribes, while different in culture and mannerisms, have all united against the threat aiming to destroy their ancestral home. While the exact number of distinct clans are quite possibly limitless as the densely populated section of the tribes intermingle reform and break off, there are four distinct and major tribes that dominant the political sphere.

The ‘Yuebae’ of the West count as the most bloodthirsty of the entire nation of tribesmen as they perform countless sacrifices of prisoners to their Blood God, Ikor. Anthropologists have determined that this God is not a God of Battle as many would at first believe but a reinterpretation of the holy water spirit Yesive. It appears that through allowing the free flow of life water or blood into the Material Plane, they can eventually enact a ritual that will allow their God to roam the world; or so they believe. Their peoples are the more hot-blooded amongst the tribes and they wage a personal endless war with the High Elves for their treachery on their ancestral graveyards and Holy sites and for their grievously insufferable pride. They contribute the most of the Great Weapon wielding frontliners in the ongoing conflict and by extension most of the blame or glory for the nation’s success. They consider the Kodans a necessary evil to retain their own way of life. If successful they have set their eyes Southward to continue an old grudge against the Orcs who plagued their lands with a sickness a long time ago.

The ‘X’lotl’s’ of the East hold the reputation for being the most spiritually ‘clean’ of the humans where through their natural cultural affinity for harmony, peace and ‘empty hand’ techniques, they are able to commune with their inner wuju to develop themselves and others. They contribute the most Shamans to the conflict, enchanting their staffs with the blessing of the all loving Moon with a metal that can defend against the predation of the Were-beasts. They hold balance and cyclical natures in all things and consider the overly strict and lawfulness of their would-be civilized city-state neighbor to be offensive and misguided. They also act as the diplomats and figureheads of the tribes in international dealings as they were the first tribe to unify the humans into a single polity called the ‘Zhouqi Federation’ (zho-shi) that lasted for at least two hundred consecutive years during the Dark Elven Golden Age one thousand years ago, current era. Their monks retain open air monasteries in significant geological sites across Zondros for their own meditations and dojos. They are currently experiencing a small population crises as the war drains more of their ill-replaced men and women as nature reclaims the huts and farmland.

The ‘Lekyi’ of the North clan are the most culturally diverse of the tribes, being situated not too far from the Covenant road and from the Plains Elves who farm around that same area. They are also the most technologically advanced of the tribes, forming small towns and the rarer small city off the sides on the non-official border between Elf and Human territories. They regularly trade with all tribes and nations and are known to be shrewd and lewd. They are naturally great at assasin work and spy mastering although their talents often change as does the composition of their people. The lesser known tribes who do not have enough clout among the main four usually form under the banner of the Lekyi who often vouches for their case, and in return, receives enough influence to motion at most two other main tribes in a course of action. The Lekyi are in the midst of an identity crisis as their culture has shifted so much that even heavily modified traditional values seem to be archaic to each pressing generation. Small time rituals and coming of age stories change their morals and specifications with each new reiteration and the divisive cracks that were mostly underbedded in opposition to other tribes or Zondros has started to show. If properly united, they would be the strongest of the clans, without a shred of doubt, but currently stand as a confused giant who throws its weight only at the most pressing problems.

Finally, the ‘Murung’ people’s of the South are likened as a charming opportunist. Having been in the strike zone of Lesion’s escaped abominations, they are the first to be hit by supernatural, extraplanar and generally bizarre creatures that defy explanations. They are the least interested in the conflict as they huddle around their fires speaking of the terrors that inhabit the night. Their shamans chronicle the histories of South-Eastern Orelisle and own the most literature of the tribes. They also hold the honor of having the most specialized monster killing tools out of all the clans including their neighbors Koda and Zondros. Any rare or exotic beast will most likely meet its end at the dedicated monster-killing teams of the Murung who fell beasts like the revered heroes that make up their ancestors. The heads of Apotheosis Death Worms to Dragons to Griffons to even Lesion’s special brand of hellish creatures are on display on the huts of the Murung. They have limited diplomatic dealings with their Three Kingdom neighbors to the South and are the only clan to accept Orcs readily and without overt racism since they know the truth behind the tragedy of the Plague incident all those years ago. They do not give their lore lightly, for knowledge is their best and only defense against their enemies, internal or external.

All tribes have a history of warfare with one another and in the hypothetical scenario that the conflict ends decisively in one side’s favor then they will most likely revert to the chaotic status quo of inter-tribal war in a few generations. This is because the burgeoning lifestyle they now support is fueled by Kodan imports and supply line leniency that will most likely end after the war to reconstitute Kodan nation rebuilding.

### Leaders

#### War Maiden/Drow General

Inspiring, High Morale, Competent Fighter, Repeater Crossbows, Summon Spider Swarm, Upgrades with single use Kodan Relics, Blessed Lamellar Armor (1 Fear if Touched), Chariot Mount, Armored Horse or Tormented Drider

War Maidens and Drow Generals are the commanding heads of the versatile and complex beast that is the Kodan Armed Forces. Trained in the Sacred Seven Arts of Religious Rites, Music, Archery, Charioteering, Calligraphy, Mathematics, and Swordsmanship, these finely tuned upper class elite of society have been trusted to manage, supply and ultimately campaign the united forces of Koda to victory. With that ever compressing stress of the responsibility entrusted to them by the Council of Priestess comes the determination, pride and inspiring leadership that they are so well known for.

War Maidens decidedly lead from the back, their lives infinitely more precious than the conscript or slave-armies they have been assigned. While each casualty leaves no psychological mark on a War Maiden, it does remind them that each mistake of her own is one more chance that the next blow might end up being for them. They relay messages via Mind Magic to set augmenters and chosen leaders in the Kodan army, all acting and relaying their status to the War Maiden so that she may direct orders as one collective whole. If a plan does not meet the need of the enemy’s composition and tactics as is so often the case, then the War Maiden will adjust and strategize on the flow, keeping her training and academic studies to heart. Being from a regionalized city-state, the tactics and strategies are often unchanging but remain true to this very day. When encountering a new set of challenges, it is very often up to the War Maiden’s personality that will determine the type of plan to be enacted.

In the unfortunate cases that her plans get countered by some unforeseen enemy gangster trick or rearguard treachery, she might have to take to the field herself to show her peers how it’s done. She draws her Dao after whittling down the rabble with her repeater crossbow to weed out the unworthy warriors of the lot sent to challenge her; she is a very busy woman who has little patience to deal with people who will waste her time. Stabbing vital weak points in armor, or chopping entire limbs off with one blow, the War Maiden’s training of anti-flanking and anti-mob tactics will show its true potential. That isn’t to say that she isn’t quite adept at taking duels from enemy commanders who wish to add their names to the ever-growing obituaries in the Kodan/Zondros conflict.

When in the midst of battle, the general state of the army does not fall into disarray as local leaders handle the situation to the best of their abilities, waiting for the calm reply of the War Maiden’s voice to echo through their minds once more.

Drow Generals favor to lead from the middle of the battle where they can ascertain the situation more directly and hopefully blend in with local units so he may avoid being the target of assassinations. The position itself is either appointed by the Council of Priestess’ or ‘attained’ through subterfuge and impersonations. It was said that Rovalaux the Guile, leader of Drow forces in a skirmish with the Southern Orcs was actually no less than four different commanders all vying for the position of general, impersonating their most recent assassinated target. The General utilizes the same network of interconnecting Mind Magic to communicate with his underlings but takes care to keep them in check, lest he finds himself routing into the waiting arms of friendly looking rivals. Every traded Dark Elf life is a mixed blessing as that leaves one less schemer to manage but also comes at the cost of increased chances of failing the mission and incurring the wrath of the Council.

The Drow General commands with an iron fist, delegating and expecting orders to be taken to the letter, no matter how suicidal or folly filled it may be. His academic training will be comprised of battlefield experience and his qualification indicator will usually come from either a simulated or actualized test of ability on the field of battle. This may come in the form of holding an enemy attack for a lengthy of period of time or escaping from a specially prepared ambush with some of his forces still intact. Whatever the case may be, they are considered, regrettably, the equals to War Maidens, if not in social status then ability. They are known to take up Chariot Mounts to inspire from a mobile whirlwind of slicing death that can both demolish an entire formation and hurriedly carry off a wounded general off the field. They are known to take up holy Lamellar Armor blessed in the malice of Maelstrom to repel blows and instill fear in the hearts of their enemies.

The Drow General mimics mostly off of what War Maidens tactical decrees state, but if a failing plan requires ingenuity, they often know enough to formulate a haphazardly dangerous and unusually successful plan. If confronted with an enemy in close quarters combat, they take to their Jian to parry, deflect and decapitate their foes.

#### Drum Major/Field Commander

Caster, Amazing Morale, Inspiring, Guardian/Augmenter/Tactician, Prevents Routing, Non-Standard Equipment and Ceremonial Mace. Upgrades with Sash Strangler, Bedazzling Armor (Mechanical Gold Armor effect.)

Drum Majors are leaders of the Kodan Battle-Bards and the managers of Koda’s marching elite. They are the ones who direct the beating heart of Koda’s morale, keeping time as well as keeping the indomitable spirit of their country. As long as they live the Dark Elves will fight for every patch of dirt, for every droplet of blood, for every painstaking, sweat-filled step forward towards Dark Elf ascendancy. With bloodied mace in hand they smash litigants, joints and skulls in tandem to the beats of death they keep. With every percussive strike, the army binds their faith to the steady sound of gore.

The Drum Major commands their charges with a tenor’s triumphant toot, a handmaiden’s haughty hand gesture, or with a whirlwind of their wishes wrought upon a whistle. Such is their discipline in battle that in the event of a rare rout of the army, the Drum Major will be the last Dark Elf to part the field. In the case of foul trickery or counter mind magics, a retreating Drum Major is a herald of a rapid rout of the army if left unchecked.  Off the battlefield, they are sticklers in training for both sword and stick arms, ever exalting their Dark Elves to their version of perfection: in dress, in discipline, drill and drums. This prime Dark Elf is in charge of army morale, military justice via flogging and interpreting allied Dark Elf messages sent by the harried strike of their drums.

Some Drum Majors are awarded with special Sash Stranglers as tokens of seniority and prestige. These hardened, nigh-unbreakable tools of slaughter can suffocate a foe of sustenance in scant seconds. Seeing a commander struggling for breath will leave enemies winded as their will to fight saps like the life of their leaders.

Drum Majors wear intricately knit studded bat leather that’s reinforced with a coat of plates that’s been prayed upon by no less than two Maelstrom Priestesses. On their chest is an insignia of Koda and a Lyre, proclaimed brightly and pronounced for all to see. They endorse the usage of capes among their number and they heroically sway amongst the tunnel drafts or in the rare above-ground breeze during campaign seasons that take place on the surface. Their Head Caps are reinforced with steel to prevent any would-be mugger or assassins from knocking them out with a well-timed waylay.

Some Drum Majors go above and beyond the already bombastic uniforms of the Drum Majors and seek to wear absolutely Bedazzling Armors covered in blindingly ornate gems and elaborate House symbols of their clan. Their overly ostentatious displays have the possibly unintended effect of blinding their enemies in the worst moment during a confrontation, and leaving them defenseless for the fatal blow to come.

#### Artillery General

Repeater Crossbow (Inaccurate, Horrendous Reload Times), Medium Morale, Lowers Routing Casualty Rate, Engineer. Upgrades with Blasting Jelly Rounds, Camonets(Shadow Assist ability for up to Large Objects or Targets), Retractable Injector (4 Damage + 4 Acid or choice of Poison)

The Pride of the most protected and privileged sons of nobility, the Artillery General is a cunning officer who relishes the merit of the phrase brains over brawns especially when their many gadgets splatter theirs enemies brains over their brawns. With an experimental repeater crossbow in arms, they are able to fire a devastating volley of steel or blasting jelly bolts onto a target. What doesn’t get blown in the multi-explosion blast or pinned by the torrent of steel will readily run with all fight sapped from them in all but one horrifying moment.

When near their artillery brethren or ‘allies’ they can direct their shots with increased accuracy or heighten their fire rates or in rare cases, teach them a trick to fire volley upon volley of steel rain onto an enemy.

Being more cautious of their lives than their brethren, they’ve been branded a coward’s leader who leads from the back. This isn’t without benefits as any rout is more orderly and efficiently managed when they’re on the scene.

Some crafty Artillery Generals use Camonets to disguise both themselves and their Dragonfeller crews and weapons to gain an advantageous position before laying down their next salvo of piercing death or escape unnoticed into the tunnels they call home. When confronted up close and personal, they unleash hidden injectors from underneath their arms to pierce a heart and jab acid directly into the bloodstream which will kill outright. Some well to do Generals choose to mix or match their poisons and acids for horrifying effect.

They wear studded leathers and noble’s pants as well as a fancy hunting cap with an insignia of their house. The group are paranoid and do not like close contact with anyone save for those they can trust, which isn’t many. The Artillery General’s often have a secondary mission when they sortie and that is to protect the interests of their House at any cost.

#### The Rainmaker

Caster, High Morale, Inspiring, Lowers Drider Upkeep Cost, Elemental War-lock and Web-Weaver, Duelist. Upgrades with Wandering Drider Mount

The Premier Five star Generalissimo of Koda. Born into chattel slavery, he learned valuable Dark Elf lessons on his meteoric rise to power. The chief lesson among them is that no matter how powerful someone may become, they are still in service to Maelstrom; whether that service is as a servant or a slave is up to them. Taking up the cause of the Drow for his own selfish gain, he instituted a period of blood and terror that echoed throughout Koda and the surface world for centuries. A brilliant strategist and tactician known for encircling and outmaneuvering surface dwellers time and again, he is also known for his fearful Elemental and Warlock Magicks. Under his scrutinizing gaze, armies march faster, supplies are wasted less, and his troops get ambushed less often. It is during his reign that Koda reached the Apex of her military power despite harsh setbacks during the war.

He was the one chosen to wield ‘Maelstrom’s Might’, the arming sword said to have slain thousands during Darkfell and blessed by the Goddess herself.

He goes into battle, unleashing a torrent of blood that he uses as fuel for a modified water spell that enables him to use a type of blood magic. These powers include solidifying the opponent's life energy into weapons such as a blood icicles or goopy blood masks that prevent an opponent from breathing among others. In combat he is a truly terrifying duelist, able to slice a foe in seconds before moving onto the next opponent. He also finds himself promoted to the Web-Weaver ranks despite not having a birthmark, an unprecedented mark of heroism and special favor, curried from within the Priestess Council and Maelstrom herself. He specializes in massive Maelstrom Magic rituals that harry and disorganize a foe before chopping them down one by one in their incapacitated state.

It is stated that he acquired his title for his propensity to rain gore on his enemies to kill them, as often and as numerous as the rain itself. His incident on Mt. Vinden where he flooded the desert with modified weather magic to destabilize Zondronian crops is still talked about to this day as one of the most fearsome displays of power seen by any caster. As a part of the High Elite of Koda, his presence on the battlefield alone is enough to ensure a victory, and any stubborn resistance will surely meet a swift end at his army’s blade. He is often found atop a Wandering Drider if his austere policies allow for it.

After he was defeated in the Koda/Zondros war, he lost most of his prowess and magic and was killed by the Binturian party after attempting a tactical regrouping and insurrection.

#### Kodan Head Priestess of Maelstrom

Caster, Nigh Unbreakable Morale, Demonic Presence (Fearful Motivation, Morale Debuffs), Ritual Dagger, Non-Combatant, Poison Blades, On-Site Sacrifices, Augment Psion, Lyre. Upgrades with Wandering Drider Mount

The Head Priestess of the faith of Maelstrom’s divinity and power in Koda and the final authority of Drow spiritual matters in the country. She pays only lip service to Phridgia, having lost all faith in the Head authorities ever since the Vierfyrnn debacle and Darkfell failure. This individual is the cruelest, cunning and luckiest person to be the dual-leader of Koda.

When she finds herself on the battlefield, she usually stays in observation distance and only truly comes on the field of death when victory has been assured. There she takes still injured and incapacitated enemies and sacrifices them up to Maelstrom’s glory as the screams of the dying ring in chorus to Koda’s victory parade. In other times she has been shown to take a more active role in military matters; Augmenting and blessing Kodan leaders, and keeping the faith alive within the Dark Elves spirit, lest they fall out of Maelstrom’s favor and join the Drider corps.

She wears a Red-treble clef adorned robe with an insignia of Koda carefully stitched onto the fabric. Much of her look is stylized and unique and often changes day by day but she always carries with her, her Ritual dagger and set poisons for self-defense and sacrificing. She is noted to always be a wonderful Lyre player, at least enough to play the anthem of Koda to a prodigious degree and if threatened, summon for a brief moment the spirit of Maelstrom to the point where no one can stand up and resist her will.

She was killed when the Zondronian Government rounded up most Kodan High Leaders and executed them outright.

#### Kodan Council of Priestesses

Casters, Amazing Morale, Inspiring, Ritual Dagger -Poisoned, Magic Staffs, Non-Combatants, On-Site Sacrifices. Upgrades with Drider Mounts

The ruling spiritual leaders governing the Faith of Koda. When a Head Priestess is slain, often by diplomatic trickery or assassination, they elect one amongst their number to don the new target of supreme authority on their backs. Having Premier rule over the clergy and the Church, they have no shortage of Drow fanatics or Driders at their beck and call.

When the Council is called to the battlefield, which is a rare and noteworthy occurrence, they stay behind only the most guarded and well defended positions with at least eight escape routes available to them. They delight in sacrificing what pitiful enemies that are brought back to them, already broken and half-dead. Utilizing Maelstrom’s divine smite, they bring their victims to a level of agony in a formal ritual sacrifice that rivals the pain experienced by those who undergo Lingchi, second degree burns and intense psychological distress combined. Once the Council has their hands on an unfortunate, they will be crippled into a mewling comatose corpse that spouts only praises to Maelstrom’s divinity, or mentally lobotomized and left to the Kodan Wandering Spiders as their next meal. Knowing themselves to be prime assassination targets, they arm themselves with pre-made Maelstrom Magical Staves that can quickly cast premade and precalculated spells at a foe or organize a quick escape.

They wear velvet crimson treble clef robes with a coda sign; the lyre of Koda right underneath as well. The Council’s fashion statements can change as often as the weather, but usually because they need to plan and replan possible armaments and equipment to hide underneath their sly appearances. They always carry their Ritual Daggers that are blessed by the Church somewhere on their persons and hold no less than three poisons and six antidotes. They display their magic staves proudly, each upholding a spider-web etched insignia of their house on the core and Lyre, Spider or House-specific based emblem at the top that shimmers in magical energy.

No less than half of the Council were killed during Zondronian retribution once Koda fell to Crevecoeur's forces. Now they spend their time in exile, possibly in Phridgia, communicating with still loyal Drow forces and awaiting the time to strike at the throats of those who put them in such a humiliating position.

Like the Head Priestess but 8 of them.

### Pioneers

#### Tunnel Tillers

Overseers, Low Morale, Burrows, Pioneer, (1400 Cubic Feet Per Hour or Two and a half, 6ft graves.). Upgrades with Overseers

The primary menial labour force of the Dark Elves, these poorly paid slaves etch out a living making or closing the Underdark’s many tunnels. Often formed by gathering sleuthing slum bums or chaining Kodan prisoners and forcing them to do hard labor, these colorful individuals are tasked with building and fortifying structures and digging quick tunnels back into the main tunnel system of the Underdark. These include fort constructions, traps, bridges, trench work, barricades, pike lines, moats, and siege engine constructions. In battle they use shovels, pickaxes, hatchets and entrenching tools to defend themselves long enough for other units to flank and defeat a foe. Usually, a particularly vile War Maiden or General will use them en masse to redirect enemy missile fire or overwhelm a position in expendable fodder. Even if they do not rout a foe with intimidating numbers, they will still tire out their forces for the next better prepared assault wave to deal with. Some Tillers are even promised a reduction in their sentences if they can show that they have taken down a significant number of a foe although this is mostly for propaganda purposes.

Those doing their time in the Tillers will be forced to wear black and purple overalls and often have little else but what they can scrap together. In combat they are lost in large numbers but give to a foe everything they have for they have nothing else to lose.

They are led by the tyrannical Overseers who abuse what little power they have in life to teach the Tillers why the bottom of the Dark Elf social strata is worse than Hell. Overseers have been noted to decapitate Tillers who are found wanting to inspire the rest into assaulting a position or working overtime in the desert heap. They represent the Secular power of the state on the micro level as they are all harsh, brutish and cruel by nature of their disposition and charge.

Overseers wear intimidating leather jackets with the insignia of Koda stitched onto the left breast pocket and stride into battle with an entangling barbed whip to direct order on the Tillers and a scimitar.

### Vehicles

#### Bicycle Mounted Infantry

Take normal frontline infantry and have them mechanized them with bicycles.

### Navy (Maelstrom’s Navy)

The Kodan Navy is a small collection of loosely affiliated mercenary ships and expensive imported constructions to allow for a fast acting force on the trading canals of the Underground and as a harassment force to Zondronian ships. The ‘Marina Maelstrom’ has an emphasis on pre-battle volleys to cripple ships before closing in on the kill. When in close range they focus on bombardments of crew and Captain to assist for the inevitable boarding tactics by the Mariners of Maelstrom.

Mostly tasked with defending vital maritime trade, they are often ill-suited for the long range naval engagements that scatter amongst the surface. They usually utilize neutral supply stations as their ports or simply resupply near beaches for lack of a secure and stable ocean position. This makes homegrown Naval forces expensive to construct, maintain and supply and so they exist primarily based upon their capabilities to raid, skirmish and capture other ships in fast surprise actions. The Pirate mercenaries that make up most of the ‘meat’ of their Navy are well paid and strictly controlled to have at least some semblance of professionalism among their number.

#### Naval Vessels

##### Panokseon P-Class

The Panokseon is a board roofed, oar and sail propelled ship that is the main class of naval war ship used by Kodan forces. The ship contains multiple decks and  is made from imported pine for hull integrity and oak for pegs and masts. Unlike other ships that use iron nails, the P-class is held together by oak pegs, matching indentations and interlocking teeth as well as a druid’s elemental prayer to strengthen the hull. The benefits of this are thus; as the boards absorb water and expand, the fasteners do not rust and decay allowing for greater integrity of the hull in the short term.

The first deck has non-combatant personnel such as rowers, medical personnel and passengers who are positioned between the lower and upper decks away from enemy fire. The ship has two masts by default and are positioned in such a way that they can be managed to sail in all winds, either favorable or challenging.

Maelstrom Mariner personnel are stationed at the upper decks which allows them to attack or prepare to board an enemy vessel from a higher vantage point.

There is a raised roof observation platform where the Commander stand upon, surveying the sea and directing orders to his underlings and the main deck holds the cannons of the vessel.

The structure itself has a U-shaped hull and a flat keel to help it traverse large tidal ranges and flat expansive tidal plains, allowing it to sit comfortably on tideland when the tide is out or inside a wharf at high water allowing increased tactical flexibility. It also gives the ship greater mobility as a shallow draft will allow the ship to make incredibly sharp turns at a moment’s notice. The structure itself is simple to create but the design was very sound and durable. It is a design that emphasizes strength and power but is still fast enough to outmaneuver a Zondronian Galley ship or ram into a sleek pirate’s vessel.

Overall Panokseon ships come in all different shapes and sizes, the average being 85 ft in length and holding 8 to 10 oars on each side with 50 to 60 oarsmen to tend to them. There would be a total of 120 Maelstrom Mariners to resist or begin boarding actions.

The ship itself can be upgraded to hold *Hwacha or* Kodan Fire Carts that are multiple rocket launching installments that fire up to 200 fire arrow rockets 1.1m in length. They are launched with blasting jelly paper tubes attached to the shaft just below the head and are launched in 100 magazines, one in a row. With a range of 2000m they are Koda’s primary naval artillery installation, able to set ablaze even the mightiest of Zondronian vessels given enough time.

#### Naval Troops

##### Mariners of Maelstrom

Captain, High Morale, Proficient Rope Users, Crossbow Armed, Upgrades with: Boom Bolters, Kodan Fire Carts, Lyre Player,

Camaraderie, purpose and a sense of trust are ill felt but still desired feelings amongst the Kodan Dark Elves. If a youth is discontent with the Drow lifestyle or to the cutthroat nature of Dark Elf life, a lad can join the Mariners of Maelstrom for thrill and excitement among their brothers in arms with a relatively low chance of backstabs. They work in tandem and in song together to make their ships work as they stand as the last bastion of freedom in the heavily regimented lifestyle of Koda.  Even if they don’t get along, they work together for there is nowhere to run if your boat begins to sink.

In battle they endlessly seek to capture an enemy ship to raise their armada numbers and diversify or simply to defend their homes with extreme prejudice. They know how to use ropes with proficiency, to the point where entanglement and stranglement is not uncommon fates for enemy sailors. They swing from mast to mast in displays of acrobatic ingenuity and land onto the decks to disrupt enemy cannon fire or to slay the enemies Captain.  With saber or cutlass in hand they slash and stab from deck to deck in a pitched struggle on the high seas.

With the rise of Sirens off the coast of Zondros which serves as their raiding target, they’ve taken to hire or conscript Lyre players to counter their songs mind numbing influences as well as to bring jolly and mirth to the mind numbing duties of a sailor.

If the extra supplies come through then they will  be equipped with enough Boom Bolters to enjoy a distinct upgrade to firepower; enough to rattle and crack a hull of a ship or to destabilize and destroy an entire mast. It has been known among the Captains and Admirals to fit Kodan Fire Carts to replace cannons on their ships to give them extra firepower at longer ranges or in the extraordinary case of a coastal or land battle involving these stalwart men, extra heavy siege ordinance among tightly knit infantry formations.

Captains of these ships are all distinct personalities that range from the stalwart to the downtrodden to the eerily joyful and silent. Often found wearing eyepatches or utilizing sickle based hooks stylized after the late Grand Admiral Zendou Guoyin, they seek fame and fortune off of the life of state sanctioned sea banditry. Dark Elf captains take their positions seriously, knowing that their ships and by extension, their livelihoods are ill-replaced. Any disgraced Captain that lives to see her ship go down without him will suffer the rest of their lives most likely tilling the tunnels of the Underdark, amidst a sea of depression and disgrace. In battle they command their Mariners through the toughest fights, Elven or beast in nature and with Saber and Blasting Jelly Flasks they decimate any foes to set sail on Maelstrom’s Seas.

#### Naval Leaders

##### Admiral Yi Malone

Amazing Morale, The Devils Knot (Rope that does not break, also increases any ship speed by a significant amount if tied to the mast. 10ft Lasso ability, 3 count firewhip ability bound and come to them.  [30 Knots]), Rope Master, Swashbuckler

An indomitable spirit, Admiral Yi Malone started out as a wea lad under Captain Durugee Santome. Awfully named for greater Underdark standards, the two chose these as self-identifying names that break the mold from common naming conventions. Captain Durugee Santome was a father figure for then, Mariner Malone and the Captain quite literally showed him the ropes to the free, adventurous life of Kodan sea piracy. There upon the seas the crew of the Kodan P-Class vessel, ‘*Neurotoxin*’ successfully raided against a convoy shipment from Haelwyd. There Mariner Malone learned to take care of fighting enemy troops, and utilizing fear tactics such as impaling survivors on the front of the ship or tying them to rope to drown them or drop them in the gaping mouths of sharks. The Captain and then Mariner was recorded to have a good yet vague relationship although that changed when the first wipe of Koda’s navy transpired. Sometime, 200 years before the conclusion of the conflict, an unrecorded and suspected Zondronian Galley strike force engaged the *Neurotoxin* in a high stakes sea battle in the tempestuous seas around the Obsidian Crescent during early dawn. It is recorded that Captain Santome was lasso’d off his observation post during a daring boarding action and eventually drowned when the entangling rope of the sea nets caught onto his clothing. In the Captain’s will he declared Yi Malone to be his replacement, but his rule was haphazard from the ire and resistance of his former crew members turned underlings.

It is told by mariner drunks, to bartenders on the supply stations of the Underwater Canal system to some of his old surviving crew members, that Captain Yi Malone was transformed into an entirely different person once he acquired the position. Something could be seen in his eyes when he donned Captain Santome’s hat (the same hat he maintains and wears to this very day.) He dealt with his crew revolts harshly; nearly killing up to 40% of the original crew and replacing them with untested landlubbers. Yi Malone would be put to the test as the next few years of his life revolved around facing unprecedented encounters against magical sea beasts, temptations of siren seductresses and capturing three Zondronian turtle ships. Impressively, he did this after being outnumbered by two of them and facing a surprise attack from the third. It is said that he sunk or sold an untold number of well defended convoy ships hailing from multiple countries around the continent with a significant bounty placed upon his head.

One fateful day, the *Neurotoxin* was pulling into a neutral harbor with loot in tow in the Underwater Supply Station where she spotted an enemy Galley departing for Zondronian seas. The still undisciplined yet seasoned newcomers on the ship suggested to make way and hide the ship by a nearby rock outcrop that could hide her figure, yet the unflinching, hateful gaze of Malone didn’t waver from its object of despisement. This Galley ship was the same one that killed his Captain all those years ago.

The recorded battle has been placed on bookshelves and is considered a best read by most Kodan scholars so all that needs to be said here are the highlights. During the disastrous pre-battle volley, the Galley had an advantage as it tore one mast completely asunder while suffering only superficial damage from the *Neurotoxin’s* fire cart barrage due to an experienced onboard crew who snuffed out the fire. The *Neurotoxin* however sped ahead under the reloading gazes of the Galley and the wicked, taunting cries of the Dourdawn crew who only now recognized the ship as a target. After another volley in which the *Neurotoxin* just barely dodged due to a favorable wind no doubt granted by Maelstrom, the crew boarded the Galley in a show of intense close quarters combat that rivaled the battles seen in the inner sanctum of Koda’s capital. Captain Yi Malone was himself preparing to board the galley when the enemy captain lasso’d him from his post and tugged him into the hungry, uncaring sea below. Having mastered the rope techniques of his deceased mentor, the Captain was only able to untie himself halfway before feeling the indifferent hand of death reaching out for him…

...and lifting him up from the waves. His late, and experienced crew members who at once reviled him had jumped in after him to save his life. The *Neurotoxin* retreated after dealing a number to the crew of the Galley and licked their wounds.

After playing the Kodan Navy safe for too long, Captain Yi Malone decided to go on the offensive and in a risky diplomatic maneuver with the Sirens off the sea of Dourdawn, ambushed the Galley in an impressive show of force that eventually led to the capture of what is now known as the Kodan Galley ship ‘*Dry Drowning*’. After this incident he was promoted to Admiral for his wonderful service and led mass ship engagements to protect Kodan shipping from the vengeful Zondronian navy. It was said that he hired pirates and sea scum of all types to bolster his numbers and led a somewhat successful defensive campaign.

Unfortunately, he was in the midst of rest and repairing his ships when the war ended and was left off lightly for seemingly having little to none Drow connections. He wished to go down fighting like his Captain did.

### Neutral Units

#### Werebeast Mercenaries

+ Alpha Wolf, Vulnerable To Silver, Regenerates, Rending, Tracks Hidden Units, Terrifying

The Werebeasts of Temporis are known to be a bit of an enigma to the Elves of Eastern Orelisle. While the werebeast settlements deep in the forests are hard to come by and generally do not disturb the populace, there have been reports of the occasional maulings on the borders during Full Moons. When the Werebeast mercenaries of Temporis are sated or look to find coin rather than their next meal, they offer their gifts to the highest bidder.

A Werebeast offers all manner of services to their fearful employers who would do well to make use of such volatile weapons of pure carnage. The resumes of a werebeast goes only as far as there senses but this alone is enough to cover the often exorbitant costs of hiring them.

The eyes of a Werebeast is said to see movement from over 500m away amongst even the heavy foliage of the Fade Forests. More disturbingly, it is said that they are able to discern the exact race and equipment their prey are using, often sizing up a foe before they even realize they are being watched by hungry, ravenous eyes. The only downfall is that these eyes are said to glow a deep, viscid crimson in the dark and scare off prey that follow their flight instincts extremely closely.

Their noses track all manners of creatures from as small as the Kodan Earthworm to as large as the Griffons of the Aegis as the curse of the Moon forces their senses to almost mythical heights. The Werebeasts can identify the trail of the most coordinated false flag operations of stealth of the Zondronian Pathfinders and plot a course to the most elusive Drow Assassin attempting to make their escape and even sniff out some magical concealments. It is a double edged blade however as the slightest annoyance or overpowering scent in an area can mask creatures in a display of ‘pungent dazzle camouflage.’

The furry ears of a werebeast are often the only indicator that belies these cunning creatures. Those finely tuned instruments are able to perceive even the muffled sounds of a small bunny climbing over the leafy remains of an autumn oak. To the werebeast it is as loud as snare taps that are trampling on the killing grounds of an apex predator. When the kill realizes its situation and starts panicking, its breath gets more ragged with despair. It’s body will begin to betray itself as the realization that it is entering its last moments begins to register and panic sets in. The heart will become deafening in its own ears, a song of dread that infects any nearby. The Werebeast will listen to this sickly song to determine a foe’s status as it closes in to silence their drum of defiance once and for all.

After corning a foe, they barrel down upon their enemies as the pack surrounds, harries and ultimately kills in a flurry of scrapes from claws as hard as steel and armor piercing bites that rips open chain mail to allow saliva drenched teeth to quarry into arteries and snap marrow.

When the coin is particularly good or when the opposition of the Werewolf packs conglomerate into a formidable herd that relies on numbers to keep them safe, the Alpha of the Pack arrives. These individuals are the prime of their pack and leads their members to victory in the hunt, time and time again. Their diets allow them to be bigger in size than their comrades and they take on qualities associated with dire animals, such as big, ill-tempered brutes that are quick to anger and quicker to kill. They fight with a ferocity seen only in the cruel hearted, calmingly brutal state of nature found in the most inhospitable locations in Orelisle. They take up these qualities as their own and on the battlefield sow such a massacre that the bards of the elves scream in their sleep when recounting such a horrible song of slaughter.

They truly encompass the word supernatural as they take on nature’s magnificent form and corrupts it into exaggerated forms of the hunter and hunted.

Even if armed with Blessed Silver or other enchantments that act as the last prospect of survival for a mortal beset by such a foe, they are still at significant risk of being overwhelmed by their sheer power.

It is said that some of these Were-creatures hold a deep hatred for the Undead and Necromancers of Zondros for some inflicted grudge made upon them eons ago.

The ears and fur are sought for by alchemists who wait for these creatures to die a natural (and often gory) deaths to fill their cauldrons of an exquisitely exotic ingredients.

#### Cliffhaven Dwarven Mercenaries (Urist’s Own)

+ Major, Medium Morale, Dwarven Equipment, Strong, Tunnelers,

Deep in the Southern Mountains Homes in the recesses of Cliffhaven lies the poor Cliffhaven kingdom of the Dwarves. Isolationist by nature, they spend most of their efforts on crafting art out of their habitats. Overtime these soft-natured individuals become seasoned tradesman in the art of transforming nature’s bounty on the shore and what few poor quality gems they can mine into flawless displays of landscapes, sculptures and media that tells of the emotional or spiritual travels of the artist. Such is the prize of these unique insights into the minds of their peers that noninterference is a core expression of their identity. However with growing militarization by the Council of Health and Safety, the livelihoods of the Dwarves are at risk. With increasing quotas, less leisure time and the ever present eye of ‘The Watch’, some dwarves take up arms as sellswords and military businessmen. The freedom of mercenary work is a cherished act of self-determinism but this path so often conflicts with their foes. To keep their livelihoods intact, the Cliffhaven Mercenaries fight with gusto and enthusiasm to please their stickler masters.

The Mercenaries mostly fight under the seashell banner of ‘Urist’s Own’, a somewhat sanctified band of Cliffhaven’s military forces who fight the Zondros/Kodan war for the highest bidder. ‘Urist’s Own’ enjoys privileges that other non-state actors enjoy such as the ability to surrender and enjoy reasonable treatment. Usually they are conscripted to fight alongside their captors, their original employers and then amongst the survivors of their band all in the same week, and in extraordinary yet not uncommon cases, in the same battle. They will not receive payment for this however and many choose death before giving up their hard-fought remittance. The Council of Health and Safety publicly discourages sellsword work, with a fear of spilling the conflict further and further South. This is overlooked as the economic trade of either Koda and Zondros are too vital for the barley self-sustaining dwarves to give up.

Not all mercenaries join under the banner of Urist’s Own however as specialized heroes or non-dwarven soldiers of fortune flock to the warfare to either test their skills or for their next meals. Due to the racist natures of both armies, they all fall under Dwarven leadership out of respect and trust for their capabilities.

Often the army of 10-100k strong warriors find themselves split up into 1000 Dwarf strong chapters which go on to be hired out individually depending on their skill sets and experience. The more experienced and versatile, the exponential their cost is. It is with regret that Dwarven greed has seen some cases of chapter fighting against chapter in the war, and the sense of unity that once bonded the Dwarves of Urist’s Own has eroded into petty squabbling and rapacity for their next payment of coin.

A chapter of Dwarves is led by a Major who sometimes heeds the call of battle in particularly notable engagements or at the request of their employers who require an extra guiding hand in managing the extra bodies around the battlefield. Dwarven Majors shoulder the burden of managing the supply lines for their chapters and accepting responsibility for the actions of the men under their command. They must directly accept any request made from Cliffhaven over their temporary masters at pain of death and must find enough bodies to fill the ranks to an acceptable degree to continue the desperately needed installments that are never paid in advance. Debts are common among the ranks and officers and most of the after battle looting and pillaging is made by the men-at-arms of the ‘Urist’s Own.’

The fighting prowess of the Mercenary bands are not underestimated by either side as they are often the last ditch efforts in an attack to overrun a position or the stalwart and haggard defenders of the hope of an exhausted and routing army. There only falling grace is that their dedication hinges upon a fragile allegiance to a hypothetical payment. It is often said by both armies that the only fighting equal to an elf is a dwarf and their short, strong statues are nothing to scoff at, in secrecy or overtly. Whereas elves fight elegantly and with a grace and precision likened to a surgeon cutting out a tumor, the dwarves prefer the blunt force trauma of their weapons. It is commonly seen that warriors would fall to just a single, devastating strike from a dwarf half their size but quadruple their martial prowess.

The equipment of the mercenary bands vary wildly but due to standardization mandates of the armies for ease of supply lines, all materials are at least Dwarven in nature and often a separate supply chain is made for these mercenaries. It is harassed by the opposing armies with risk, for the very same supplies they are destroying might be for the ever decreasing would-be allies of tomorrow.

Not all mercenaries participate in the frontlines and more often than not, the hired help are directed to carry supplies traded from Cliffhaven to the battlefields of the Apotheosis Desert and beyond. Few choose to take up the blacksmithing trade and craft weapons of war for the Elven strife, the churn of battle scraping material faster than men in some cases. Rarer still are those few individuals who’ve impressed the Elven high commands and are recruited for their ingenuity and set out to enact their masterful plans or develop some doomsday weapon of destruction that will turn the tide favorable for the richest bidder.

With the ending of the conflict near, the richest among these men will wish to return home and continue to live quiet lives, content that they secured a future for themselves and their families and won't have to continue earning currency that revolves around slaughters.

#### Apotheosis Death Worm

Terrifying, Shock Cavalry, Tunneler, Natural Flame, Unnaturally Tough, Living Metal, High Morale, Upgrades with up to 5 Beastmasters

Apotheosis Death Worms are elemental flame worm beasts of mythological legend. It is said that the first Death Worms were the spawn of the Great, many named beast of the Apotheosis that burrows and shifts underneath the sands to this day. These man sized earthworms have been captured by diligent teams of Beastmasters who prowl the sands of the Apotheosis as their hunting ground. It may take up to a week of dedicated tracking to determine a viable path to tread to meet these beasts or just one unlucky hour of an encounter filled with wrathful fire and a burrowing varmint hell-bent on the would-be hunter’s death.

Once captured, the Elven Beastmasters must commune and bind the Death Worm into a pact that varies among Beastmasters and the temperment of the Death Worm. These beasts are ill-mannered and cantankerous and will gladly take off a limb of their captors if given the chance. Held into specially prepared cages that are heat resistant, the Beastmaster will use a mixture of honey or vinegar tactics to break in the beast’s will. Among the more notable and efficient processes are pouring ice-cold water down the back and around the eyes of the beasts, laying the beast out in the cold nights of the desert and only bringing it in near a warm fire when they behave, feeding it exotic ores or alloys, bringing in healthy mixtures of soil for it to nest in, massaging the beast with flame resistant magics and materials and the favorite of the Elves, talking to it. It has been noted that while the worms might be considered simple in nature, they are somewhat wiser than the average human and understand just a little more than they may seem to be able to let on.

After the arduous journey to make the connection between beast and master, the Death Worms are trained to perform battlefield maneuvers that were previously thought impossible without the aid of pioneers or automatons. These include tunneling pathways underneath the enemy to either ambush them or allow free movement for infantry units behind who utilize these caverns to facilitate impromptu flanking maneuvers, striking hard behind fortified enemy lines to cause havoc and soaking unbelievable amounts of damage. Of utmost importance is teaching the beast who the enemy is, and classes of enemy identification will be more important than battlefield training as their have been many cases of these beasts revolting and fighting against their would-be owners.

The natural body of these worms are made from consumed ores that become molten due to the natural body heat of the Death Worm and as such its carapace is likened to a constant stream of lava that sweats with shifting metals. The natural attack behavior for these creatures is to spring up and then burst forth in a violent explosion of energy towards a foe where their natural drills demolish an enemy so utterly that the caskets for their funerals will be closed and the dirge held in silent somber for their condition. The only downsides to these creatures are their high cost to train and maintain and the fact that once the beastmasters are out of a certain radius, they are unable to reign in the exact actions of their charges.

The Beastmasters, usually one for one with their elementals of war, sometimes have a manpower deficit and are forced to economize on their personnel. The beasts will instead be goaded into being the first to fight in a battle and held as far away from friendly lines as possible. The wiser Death Worms who rout after a disastrous battle are known to return to the wild but the experience of their traumatic domination will bring them to essuriently seek out the Elven enemy that caused them so much pain in their lives.

The Beastmasters themselves wear light chainmail at best and usually carry whips and small short swords as personal defense weapons to keep their beasts or adversary in check. It is known that in desperate situations they are grouped in with the other ‘non-frontline’ units and forced to push ahead in a last ditch effort to capitulate the other side when the battle reaches end-game stages and both sides scramble units into the fray.

## Further Information

Stats are Subjective and Qualitative on purpose as it allows Quest Writers to have individualistic units with a common statistics sheet.

* Cliffhaven
* Dark Elf
* Dwarves
* Koda
* Maelstrom
* Sym’fade Confederacy
* Were-Beast
* Zondros