The Coven
The Coven is the small Armed Branch formed by the Court of Wizard in the West, a Highly Honored group of Mages. They openly accept all Mages of any age who wish to use their powers for means of Justice and Right. Most candidates are orphans that are feared to be mages and are dropped off in their Main Fortress The '
Sleeping Dawn'. After they are confirmed to have the aptitude or the natural ability to preform Magic, they are sent to train. Each mage is receives a very prestigious education in Mathematics, Science, Philosophy, Language, Mannerisms, Swordsmanship, and of course the Magical Arts. For years they are educated and only thought the most basic parlor tricks of magic, until they earn the right to practice actual Magic.
Their training only truly starts there. Depending on their personality, their Mentors will assign them to different squads of Magic. The beginner two forms are Healing and Destruction magic. As they grow and gain experience, they are assigned mock and realistic missions. Whether to protect a convoy of importance or help clear out a rabid Orc invested cave. During these dark times with the Empire, more than a Few of the Mages have gained gained legitimate combat experience against other humans.
There is two main types of Battle Mages that makes up more than 75% of the Coven's forces. The force are the Healing Mages, coined the Holy Knights, that highly experienced in the Magic art of healing. Transforming their Mana into a healing property that can heal from gashes to reforming limbs from the most experienced. Then their are Destruction Mages, or usually refereed to as War Mages. They have been thought the Dangerous Magical arts of Destruction spells. From Fire balls to Lightning fired from their Palms, they are usually made of the Older Men and Woman and ones who were already gifted for with a Magical Affinity. Both of these types of Mages are quite experienced with Weaponry as most of them have had years of training in Swordsmanship and other weaponry. Each are rated to be able to take on Ten Empire soldiers. The rest is made out of Logistical support, the Elite unit known as the 'Chosen', highly experienced commanding Lieutenants, and Generals.
With the Empire moving through the the West to conquer the lands, the Court of Wizards have received several letters of interest from the Empire. Most of them pleading to join their forces. Promises of recruits, land, and treasures. While it has been considered, many ties of Respect and Honor have been created in the West and it would mean nothing more than their complete loss of Honor to betray their Homelands. Without this Honor the Court of Wizards may as well be dead.
The Rank structure is as follows for the Coven
- Generals
- *War Master
- Lieutenants
-Usually comprising of Master Mages who are in command of a Squad of Mages. - Chosen
-The most Elite of Mages. While the Ranking is similar to that of a Lieutenant, they usual hold no command. - Master
-Highly experienced Mages. Second most Common in the ranks. - Adept
-Modestly Experienced Mages. The most Common rank among Mages. - Pup
-Lowest Rank and Least Experienced Mage. The true Rank is known as Student, but have been unofficial coined 'Pup' due to their inexperience.
The Chosen is Erebus's personal pick of the most Talented, Strongest, Experienced, and Professional Mages in all the Land. Only 9 of these Men and Woman have been brought to this Decisive battle. While few in Numbers, their strength is only matched by the strongest warriors and mages. Each of these Knights is worth 35 men in blade on blade combat, not counting their magic ability. Moving swiftly, yet patiently through the Battle Field right beside their Warmaster Erebus. They can preform smaller scaled versions of Destruction and Holy magic, while also having a unique Epic Spell.
Equipment:Most of the chosen bring their own Weapons to bear. Whether it is Sword, Shield, Mace, flail, Claymore or Lance. They each are plated in heavy armor that is infused with magical protective Runes. providing strong physical damage protection and light Magic protection.
Spells:
Defense ward: A very common spell used along all the Mages. This creates a weak protective spell that blocks incoming Range attacks in front and above the Mage.
Flame Thrower: A short range attack used to cast a shower of flame through the Mage's Hand.
Healing Touch: Short range healing spell that requires the Mage to touch the wound to allow the rapid healing to take effect.
Epic Spell - Brother in arms: Each one of the chosen can link together to share pain. A deadly wound that could drop one to his knees will be split among all that are linked, and feel more like a sharp pinch. If one of those linked is unconscious or dead , the pain will be more to bear for the remaining members of the Bond.
The Holy Knights are comprised of Healing Mages. They are mostly inexperienced in combat, are the younger and less educated of the Coven. They are heavily armored due to the presence in the Battlefield. Usually hidden behind allied infantry and casting their Healing effects from afar. 10 of these Holy Knights have been brought to the Battle. Even with their inexperience in actual combat, their training still has prepared them to be able to fight with the ferocity of Ten men.
Equipment:All Holy knights are equipped with a Bastard Sword and Shield. Their covered head to toe in thick Plate armor to make up for their lack of combat experience. Maximized for Defense rather than attack.
Spells:
Healing Touch: Short range healing spell that requires the Mage to touch the wound to allow the rapid healing to take effect.
Aura of vitality: This spell is a long range spell that closes wounds, restore Stamina and Vitality. The. Sphere of light passes overhead in a straight line, anything under it will begin to be be healed quickly until it finally sits stationary at the intended location healing all nearby friendly forces. The spell continues to take effect until the Caster releases the spell.
Inner Rage: Short range area spell that unlocks a Rage that most thought wasn't possible around the Mage. The Rage increases the Savagery of those around the Holy Knight, allowing their bodies to push themselves further than ever before.
Holy Beam: A long ranged spell that is cased through the palms of the Holy knights. The targeted unit will begin to be healed rapidly, closing wounds and restoring blood, but does nothing more. The beam usually spread in a thin cone like pattern.
Epic Spell - God Beam: The whole squad can combine their Magic might to create a large Blue crystalline diamond that oversees the battlefield. The Diamond will begin to fire beams of light to heal several allied soldiers at once. Returning those healed to fighting conditions. The Diamond is not indestructible and is vulnerable to Siege equipment. The Spell is so costly that after several minutes of it being held, the Holy knights must uncast the spell and cannot use Magic for several hours.
Destruction mages, or known as War Mages, are brought as long range Siege units. They are comprised of the more experienced and naturally gifted Mages. They are quite mobile and strong in their own right, but are not armed to engage in the front lines. Rather staying far behind the front lines and engaging enemies from afar. Still they are quite skilled in close combat if needed. 10
of these War Mages have been deployed to the upcoming battle.
Equipment:The War mages are each equipped with thin ceremonial Robes and Staves. The robes and staves are meant to enhance their Magical abilities and control their Destructive Magic more easily.
Spells:
Feather Weight A spell casted on themselves, the War Mages can move become as light as a feather, allowing to move quickly around the battlefield. Although the spell takes several minutes to end and the War mages cannot activate any other of their Magical Abilities. Their reaction time is also heavily hindered and can be extremely vulnerable to attacks. If the opponent can even keep up.
Meteorite: A long range attack that sends a cannon sized Ball of fire from the War Mages mouth to the enemy. Blowing up in a large explosion that causes terrible burn wounds to all that are inflicted by the mighty heat. The spell takes about a minute to prepare and continues to take long and longer to cast after each use.
Flame Thrower: A short range attack used to cast a shower of flame through the Mages Hand.
Defense ward: A very common spell used along all the Mages. This creates a weak protective spell that blocks incoming Range attacks in front and above the Mage. When this spell is used, the War Mages cannot activate another spell for several minutes.
Lightning Bound: A long range spell. The War Mages can enhance any Weapon of metal with electricity. The Enchantment allows the User's Weapon to more easily cut and pierce through Steel. The Mage fires a bolt of electricity that bounces of several target weapons. The effect only last about 5 seconds, and used more defensively.
Epic Spell - Corrosive Rain: The whole squad can combine their Magic might to create a rain cloud over the Battlefield. Most metal that is touched by the rain will begin to quickly rust and suffer sever corrosion. Making Blades break against armor and armor being as effective as paper. The Spell is so costly that after several minutes of it being held, the War Mages must uncast the spell and cannot use Magic for several hours.