Well Jeiel is expecting me for some RP that's probably going to be called the 'Dance of Dynasties' that will more than likely. Bring me into a whirlpool of RPs where I don't even know what's happening, maybe...probably.
Sooooooo, since the 'Dance of Dynasties' sounds like 'War Of Multiple Nations Oh Shit What Have I Gotten Myself Into Please Don't Kill Me I'm Only 7.' I am preparing a army (Like you can tell from the title, MY GOD!) Incase some weird new antagonistc decides to show up and try to kill me (You know there will be.)
And why would I need a army? Because probably, this new villan will have abilties that will seemingly counteract my own even though it's techinally not possible. But you know they will still try (Is this satire enough for you, is it predicting like 25% of what your thinking of Jeiel...I can't tell anymore.)
So the name of the army is The Unyielding Hordes...cause that sounds like a cool name of more than likely rampaging monsters of old...because that's what my army consists of...
The army itself is made up of six techinally smaller armies (seven if you count the Lobby's forces.) Which each specialise in different fields of...kicking ass? I don't know, somebody's probably going to write a comment of how these forces ain't nothing and how their forces will kick mine's ass any day. But that doesn't matter right now.
General Destruction: Destroyers http://monstergirlencyclopedia.wikia.com/wiki/User_blog:K%27eth,_Undercover_Agent/Testing_Ground_6:_Central_Transfer(ence)_Chamber.
The Destroyers are used for...you guessed it, destroying. Incapable of doing more 'gentle' work, these creatures are used for when the only objective is too see something burn or turn into a massive crater. Some of the more spellcaster type Destroyers do get mixed in with other squads, if their abilites are needed. But that is rare.
Destruction: 40+ random assortment of Destroyers.
Spawning Ground: 5 Destroyers of Flesh, 10 Destroyers of Bones, 20 Destroyers of Thoughts, all protecting lava pits in the overworld that spawn other Destroyers.
Bonebreakers: 30 Destroyers of Bones
Cropslicers: 10 Destroyers of Compassion
Despair: 15 Destroyers of Hope, 10 Destroyers of Souls, 5 Destroyer of Deeds
Burning Squad: 2 Destroyers of Sinew, 1 Destroyer of Hordes, 1 Destroyer of Thoughts, 2 Destroyers of Lives (Destroyers of Lives burrow to get to places when not in combat.)
Legend Destroyers: 20 Destroyers of Deeds, 10 Destroyers of Hope
Cavern Guards: 5 Destroyers of Compassion, 10 Destroyers of Sinew, 2 Destroyers of Hordes.
High Value Targets: Shiro'ken http://monstergirlencyclopedia.wikia.com/wiki/User_blog:K%27eth,_Undercover_Agent/Testing_Ground_5:_Palace_of_Forgotten_Souls.
Despite their overall weaker status among the Unyielding Hordes, their increased intelligence and tactics make them useful for when brute force is not enough, and some of the Shiro'ken's abilites do come in handy when facing against certain 'powerful' enemies. Due to this, some are sent into mixed squads to make more effective tactics.
Soulspawn: 50+ random assortment of Shiro'kens
Mitigators: 20 Shiro'ken Necromancers, 15 Shiro'ken Assassins. 10 Shiro'ken Elementalists
Healing Squad: 15 Shiro'ken Ritualists, 10 Shiro'ken Monks, used as backup instead of being a main squad.
Falling Stars: 30 Shiro'ken Elementalists, 10 Shiro'ken Mesmers
Drought Squad: 5 Shiro'ken Rangers, 3 Shiro'ken Warriors, 3 Shiro'ken Assassins
Shadow Squad: 10 Shiro'ken Assassins, 5 Shiro'ken Mesmers
Hostile Takeover: Torment Demons http://monstergirlencyclopedia.wikia.com/wiki/User_blog:K%27eth,_Undercover_Agent/Testing_Ground_4:_A_Shrine_to_All_of_Your_Mockeries.
One of the strongest sects of the Unyielding Hordes are the Torment Demons, as a result their squads are considerably less than any other sects of this army. Their sects speclize in taking over towns and cities, corrupting the laws in tyrannical parody for all to see. As they WANT it to be seen to bring in more self-rightious victims. Due to their Call to the Torment ability that every Torment Demon has, their low numbered squads don't really matter if they can just bring more demons to the field at any time.
Torment: 20+ random assortment of Torment Demons
Retakers: 2 Veins of Darkness, 1 Caller of Torture.
General Aggression: 3 Blades of Corruption, 2 Arms of Insanity.
Seekers: 1 Word of Madness, 2 Hearlds of Nightmares
Animation: 4 Shadows of Fear, 1 Word of Madness
Terror: 2 Spears of Torment, 3 Rains of Terror
Apocalypse Squad: 4 Blades of Corruption, 1 Word of Madness, Corruption.
Chaos: 1 Caller of Torture, 2 Scythes of Chaos, 1 Hearld of Nightmares
Ghost Town Syndrome: The Afflicted http://monstergirlencyclopedia.wikia.com/wiki/User_blog:K%27eth,_Undercover_Agent/Testing_Ground_3:_The_Afflicted_Slums
On the same intelligence as the Shiro'ken but slightly stronger as a result of their death throes. The Afflicted's usual commands are to take out small villages or towns and inhabit them. Making the town look like well...a ghost town, from afar. They use this to draw in unwary travelers and then boom, the doors all burst open and they all come out. They are also effective against higher powered foes due to their death thore explosion that ignore magical or physical armor.
Affliction: 40+ random assortment of the Afflicted
Silent Takeover: 20 Afflicted Assassins, 10 Afflicted Rangers
Deserter Squad: 5 Afflicted Mesmers, 2 Afflicted Warriors
Beastmaster Squad: 2 Afflicted Rangers, 5 Afflicted Ravagers, 1 Afflicted Bull
Resurrection Squad: 4 Afflicted Ritualists, 2 Afflicted Monks, used as backup instead of a main force.
The Killing: 5 Afflicted Assassins, 2 Afflicted Elementalists, 1 Afflicted Necromancer, Nightmare.
Living Siege Weapons/Wilderness Ambushes: Titans http://monstergirlencyclopedia.wikia.com/wiki/User_blog:K%27eth,_Undercover_Agent/Testing_Ground_2:_The_Titan%27s_Tundra
Despite most of the Titan's relatively large size, their shape and color of that of snow and ice as well as their general unliving nature. Made them great for ambushes...Just not in city-like envoriments. So instead they are used most of the time in hiding in wait for their targets before striking. Other times they make great living siege weapons.
Siege: 15+ random assortment of Titans
Frost Ambush: 2 Titan's Malices, 1 Titan's Heart, 2 Icy Brutes
Guard Squad: 4 Icy Brutes, 1 Frost Titan
Maddening Health: 4 Dark Titans, 2 Titan's Hears, 1 Titan's Malice, Vesana Salutem
Cold Dark: 4 Titan's Malices, 2 Icy Brutes, 2 Titan's Hearts, Frigus Tenebris (Spawns Frigore and Tenebris when killed.)
Depths of Ice: 4 Dark Titans, 2 Titan's Hearts, Profunda Glacies
Attrition: Undead http://monstergirlencyclopedia.wikia.com/wiki/User_blog:K%27eth,_Undercover_Agent/Testing_Ground_1:_The_Great_Battlefield
The undead of the Great Battlefield are good at only 4 things, making siege engines, fighting, coming back from undead, and attrition. Not much else. Undead that fight cities or towns don't really have backup as those places are essintally on que for another much greater attack, as their countinual self-resurrection allows fights to go on for years without stopping. They keep the presurre on not as important areas until it's time for their demise.
Atrocity: 60+ random assortment of Undead
Weird: 10 Skeletal Bonds, 25 Skeletal Ether Breakers
Horror: 20 Zombie Necromancer, 2 Dragon Liches, 10 Zombie Excutoniers
Eternal: 20 Skeletal Icehands, 30 Grasping Ghouls, 10 Skeletal Berserkers
Pack: 30 Skeletal Hounds, The Lost
Trap: 15 Skeletal Impalers, 5 Skeletal Hounds, 2 Grasping Ghouls
Study: 10 Zombie Necromancers, 5 Skeletal Ether Breakers, 2 Skeletal Bonds, Necro
Reinforcement/Misc: The Lobby's Denziens http://monstergirlencyclopedia.wikia.com/wiki/User_blog:K%27eth,_Undercover_Agent/%27The_Lobby%27
While the Lobby's monsters are few and they have varying skill levels, most if not all of them serve some special purpose that the other armies can't do themselves. But mostly are used for backup in all things considered.
Water Squad: 20 Creeping Carps, 10 Scuttle Fish
Point of Interest: 15 Crystal Guardians, 10 Crystal Spiders, 5 Torment Claws
Backup: 50+ Tears of Dwayna.
Pair Squad: 10 Flame Golems/Sentinels
Last Choice: 5 Crystal Guardians, 10 Creeping Carps, Dreamweaver, K'eth
Mixed Squads:
Sometimes, 'delicate' touches from one army is not enough to destroy or subjugate another force's city or realm. When that is not enough only two options will really suffice.
The Unyielding Horde: 350,000 and growing Destroyers, 370,000 and growing Shiro'ken, 250,000 and growing Torment Demons, 255,000 and growing Afflicted, 100,000 and growing Titans, 500,000 and growing Undead, 30,000 and growing Lobby's Denizens.
Weariness: Last resort for...annoying foes. Will be detailed...later.
Operations:
Specfic operations will be detailed when the time is needed for them, though plans for Operation: Endless Swarm and Opertation: The Trick have been made and are ready to be layed out for when the requirements are confirmed.
Stance: The Unyielding Horde is currently amassing forces and inactive at the moment. All Testing Grounds are open. The Lobby's portal hasn't been found yet. Neutral with all kingdoms as contact hasn't yet been made with any of them.
Symbols:
Flag: A human skull with a tentacle coming out the right eyesocket. In the left a pinprick of white. The skull itself hanging on a bone with two different designed swords crossed behind it. Background itself is black.
Mark: Two different designed swords crossed together with a bone behind it.