[h1][b][color=fff200]HOLY ZENTAERI LEAGUE[/color][/b][/h1] [img]https://res.cloudinary.com/teepublic/image/private/s--QAacFI-k--/t_Preview/b_rgb:191919,c_limit,f_auto,h_313,q_90,w_313/v1515453417/production/designs/2264667_1[/img] [color=fff200][b]Name:[/b][/color] Holy Zentaeri League, Sacrum Zentaurium Liguum, Heiliga Zentrar [color=fff200][b]Type:[/b][/color] Holy League (militant theocratic empire) [color=fff200][b]Capital:[/b][/color] Holy City of Drachefel, Reusseland, Vaerenheim [color=fff200][b]Leader:[/b][/color] Hochmeister (governance and military), Pontifacia (ruler, religious leader) [color=fff200][b]Religion:[/b][/color] Zentarism [color=fff200][b]Dominant Species:[/b][/color] Hecuris (centaur) [color=fff200][b]Other Notable Species:[/b][/color] Kobolds, Humans, Elves, The Holy Zentaeri League is a theocratic empire driven by the need to spread Zentarism. They believe unsanctioned use of magic is evil and only through the blessings of Zentaurius one should practice it. For this purpose they launched a number of crusades and may not stop until the entire world abandons witchcraft and embrace the light of Zentarism. The Holy League is dominated by centaurs but they glad to incorporate members of all races. [color=fff200][h2][b]History[/b][/h2][/color] Hecuris (centaur) as a species were first documented during the pre-imperial times, large nomadic half-human and half-horse creatures roaming Westeland in small tribes. Some claim the mysterious "night riders" from 5,000 years ago were perhaps also centaurs given that cavalry should not have been plausible at such an early date. It is uncertain where and how they were born. Unlike many primitive races their belief system had no creator god, or even anything resembling standard religions. Scholars who studied ancient centaurs also recorded that they had various sub-races with three distinct breeds: Antares (warriors), Ergates (laborers) and Cursores (runners). The social status of each breed varied by tribe but usually warriors asserted their dominance and were chosen to rule as chieftains. Hecuris raids were a reoccurring blight to Ishtar but since they were disunited they never posed a threat to Navarre. Eventually tribes of Hecuris swore fealty to the Empire and provided auxiliaries to protect the borders. Unlike their brethren at the Far West the Hecuris under imperial rule developed their own united culture, belief system and everything. Historians date Year 522 the first time records of Zentarism. With the divine entity Zentaurius as its one and only god the records mention its curious nature. This is also often cited behind the Hecuris' new name, Zentaur. Over the centuries this name slowly turns into the species' common name of centaurs, although the more official name Hecuris does not fall out of use. In 876 the war with the beastkin ravages the entire empire. The so far splintered centaur communities unite to form the loosely defined Zentaur Confederation. Their speed allowed centaurs to evade the waves of beastman hordes and remain relatively untouched. Yet lacking strong leadership they submit to the freshly formed Orduin Empire. Centaurs played an important yet oft-sidelined role in the reconstruction efforts. They were a source of military power directly answering to the Emperor and centaur settlers helped to repopulate some of the most devastated portions of the realm. Centaurs became something akin to secondary citizens, known for their strong loyalty to the Orduin Empire. Being loyal to the imperial line the centaurs only begrudingly accepted Hesper's claim for the throne. Thus in 1247 they put all their support for Dunehelm's rebellion. In spite of that the centaurs were hesitant to offer military aid and outright fight the Empire. In the end they send 4 centaur cohorts but even that was insufficient to stop Zeralda's forces. Feeling shamed and guilty the centaur leadership willingly excile themselves from the empire and they migrate back to their home province of Vaerenheim. Unfortunately the lack of powerful leadership quickly dissolved their country into several successor states and remained as such for a long time. In 2020 a figure under the name Militandros the Great emerges. He unites the centaurs under the restored kingdom of Vaerenheim and puts his support behind the Orduin Empire. The bloodline of Militandros rules Vaerenheim for centuries while allied to the Orduin Empire. Yet compared to the kings of Vaerenheim grow increasingly weaker as individual states earn more autonomy. When the Ordoun Empire falls so did the country of Vaerenheim within years and the nation split to subfactions once again. The Vaerenheim Confederation retained a modicum of order but something new began to emerge. In 2433 a young centaur only referred as the Saint of Gevenfels emerges. She claims to have seen visions of Zentaurius and now she can directly communicate with him. Her acts of divine miracles gained the trust of numerous towns and soon acolytes spread her teachings everywhere in Vaerenheim. This "New Zentarism" of course also garnered numerous enemies from the old order Vaerenheim soon engulfed in a civil war. Ordo Coracis and numerous other knightly orders were established, ironically by recruiting commoners. In the end old nobles and clergy were ousted and believers of the New Zentarism created a new government maintained by knights and a reconstructed priesthood. In 1448 the Holy League of Vaerenheim is formed. The Saint of Gevenfels declared Pontifacia, bridge between our world and the world of god, and she worked hard for faith and the nation's prosperity. She laid down many of the current aspects of Zentarism and personally responsible for sending centaurs on their current path. In 1477 she stepped down of their title and chose hermithood. She was never seen again. Yet successors of the Saint all bore her will and continued her grand work. Believing it's their obligation to teach Zentarism to the entire world the centaurs began their incursion into former Empire territories. Their expansionism continues even now. Since 1505 they are known as the Holy Zentaeri League. [color=fff200][h2][b]Territory[/b][/h2][/color] [hider=Dark Grey Claim][img]https://cdn.discordapp.com/attachments/801508599347281922/808777457653645313/Zentaeri_claim.png[/img] [/hider] [color=fff200][h2][b]Government[/b][/h2][/color]The Holy League is a theocratic military state where the various Knights of Zentar rule in the name of the Archpriestess/Pontifacia. The man with highest authority is the Hochmeister/Grandmaster to whom every knight order swears unwavering loyalty. Each Meister/Master is given a commandry to govern which can be anything from a province to a small country. Larger regions covering multiple commandries are under the authority of the Grossmeister (Great Master) who may have less direct control but could influence the Meisters underneath them. Of course with knights being militant order first and governors second the majority of the administration is shared between the members of the Zentarist Church and the appointed civil governors. In general a recently conquered region retains most of its former governance structure but under Zentarist authority. As time goes on this could and almost assuredly will transform to a system governed by the Church. The main directive of Zentarist conquest is to spread their faith and establish order as they will hunt down magic users. Local faiths are usually made subservient to Zentarist authority, only abolished if its teachings cannot be reconciled by the core elements of Zentarism. Aside from matters of faith the Church is also heavily involved in education, scholars, book keeping and matters of culture. The Church ultimately aims to placate populations and nurture people to be loyal believers of Zentarism. Thanks to the empire's might they often have the resources to be very generous and endear people to the idea of following the Church's directions. As said magic usage is restricted in Zentarist regions. Special buildings called Spell Sanctums erected near every magic font under their control. While these can't influence the fonts directly they can be used to direct the purest streams of magic power to people who carry specific items meant to receive these. Usually looking like amulets in the shape of a cross they are frequently used by clergy, sanctioned mages and paladins. Gathering magic power from the environment is strictly forbidden under Zentarism, or even teaching it. Those discovered with such abilities are declared warlocks and witches and could very well suffer capital punishment. [hider=Zentarism]Zentaurius is an ancient deity of light chiefly revered by centaurs. Zentaurius is the embodiment of light and his birth ended the eons of darkness and brought the beginning of the world as we know it, at least according to centaurs. Albeit he's the sole deity of Zentarists he isn't the only deity they recognize. As such ancient Zentarist communities had no trouble holding rituals for other gods and it could peacefully work within the imperial cult of Orduin. Zentaurius is no creator entity, no lifemaker and not even a leader of gods. In this sense it's strange how Zentaurius became the patron of centaurs. Uniquely enough Zentaurius is looked upon as a teacher and source of enlightenment. Seeking him brought inner light to one's life and filled them with creativity, resolve and wisdom. This view got twisted considerably by the rise and dominance of "New Zentarism". Rather than respecting other faiths it became a pressing need to spread the love and reverence for Lord Zentaurius whose divine light should guide the entire world. Other deities can only be respected if they are allied to or subservient to Lord Zentaurius. Another new element of Zentarism was the way they approached magic. For the longest time Zentarists were neutral to magic usage yet the new teachings declared most forms of spellcasting as impure and inherently evil. While Zentarists don't outright demonize spellcasters of other disciplines they recognize their art as wrongful and mages practicing these as misguided. Instead they promote their own spellcasting system where Divine Sanctums send magic energy to those faithful and owning the right trinkets for it. In their view this act is necessary to purify magic through Zentaurius' holy light. Natural magic occurrences are not abhored, though. It's only for artificial magic like spells, enchanted items and of course monsters, the perversion of the divine order. Zentarism grown immensely in scope and organization in the last few centuries. They are the primary supporters of culture, magic and sciences. Even if most artists and scholars aren't part of the Zentarist Church, they have strong ties to them. A considerable portion of the League's mages are actual priests of Zentaurius and they are duty-bound to help people through their powers. Organization wise they have multiple branches but ultimately every member is subservient to the College of Primas and Priors. The title "Pior" refers to high-ranking male priests who have authority over an entire province (administrative sub-unit, usually there are 3-8 provinces per commandry). Prima are female priestesses tasked with similar range of authority but different role. Priors handle administration, culture, education and scholarship. Primas direct the matters of faith, religion and magic. Priors can advance the ranks further and become Cardinals, aside from increased authority this gives them power to elect the next Pontifacia. Only a Prima can be chosen as Pontifacia, it is an exclusively female title. This sorts of duality is present throughout the entire Church and could be even one of its defining attributes. Male priests deal with the worldly affairs while priestesses are retaining their purity to focus on the divine. Only female candidates are worthy of becoming the bridge between the people and Zentaurius while the male leadership acts like anchors to help her remain in this world. [/hider] [color=fff200][h2][b]Demographics[/b][/h2][/color]The Holy Zentaeri League is a growing empire which incorporates way more than just the former nations of Vaerenheim. As such it is little surprise that only 30% of the population are some type of centaur. In spite of this centaurs are the most dominant race of the League with all the other races being secondary. The League tends to build its administration above the day to day governance of the conquered so even after joining them the average countryman's life is hardly effected. Yet this system also naturally puts centaurs and those supporting them to the top. Elves in general have very good chances for advancement within the League thanks to their history with centaurs and of course due to their considerable magic potential. Albeit high elves are more of the extremes. Their past history of rulership and immense magic knowledge can easily put them at odds with the League. Many high elves become fugitives or migrate to other countries to escape the League's wrath. At the same time high elves who do cooperate with the League often find themselves at the same status as centaurs. Centaurs are one of the larges if not the largest sapient species in the League. This means they require much greater amount of food each day. It also means that any building meant for centaurs have to be built with larger entrances and overall far more spacious. They also need servants for their day to day activities for which they chiefly utilize kobolds. These small reptillian creatures were enslaved by centaurs thousands of years ago and now serve them as indentured servants. They are small, merely 5 feet tall at average and weigh around 60 pounds. They are strong and tough for their childlike size but they are still weaker than the average human. Kobolds and centaurs have an unique relationship. Most kobolds served the same family of centaurs for centuries if not longer. They aren't just servants, in a twisted sense they are part of the centaur family. A kobold's prestige is determined by the prestige of the centaur they serve. Within certain limits the kobolds can choose to serve a different family but in effect this is rarely done.[hider=Centaurs] Hecuris/Zetaur/Centaur is a type of creature where the upper body is humanoid and the lover body is equine. That being said centaurs aren't horse/human hybrids, they are an entirely different race. There aren't two bodies sewn together but a large body with its own unique anatomy. The chest of a centaurid holds two giant hearts pumping blood at a rate which might seem insane. This fills the centaurid with energy but also speeds up their metabolism, requiring more food. The abdominal portion of the upper body also has the first stomach, out of the three in total. The lower body has the lungs and intestines. Just as the hearts, this place holds almost every organ in twins or having a duplicate. Even if one pair of the organs fail the centaurid will not die, albeit it may limit vital functions down the line. Centaurs are diverse with three typical forms: runner, worker and warrior breeds. These used to form a caste-based system but due to frequent interbreeding the divide between these three is almost non-existent. Centaur genes are somewhat unique in the fact that they can interbreed with almost any humanoid species. The produced hybrid will be a type of centaurid which also bears some traits of the other parent. For example elf-centaur hybrids would be smaller and more nimble in stature while also having the telltale pointed ears. For these reasons the centaurs in the past had to abide strict breeding restrictions but since the fall of the Orduin Empire they are no longer limited by such. Since a centaur-humanoid hybrid is still essentially a centaurid, they are referred as centaurs and continue being treated as such. Over the time regions dominated by centaurs will have increasingly larger proportion of centaur populations thanks to this fact. Kobolds being reptiloid creatures are of course unaffected by this phenomenon, albeit the meteoric rise of centaur population did lead to the League allowing non-kobolds to become centaur servants. Centaurs are large, the mightiest warriors may weigh above 500kg and would be full of muscle. Even the comparatively tiny "ponitaur" breeds are heavier than almost any human. They are especially long which means they need far greater space to turn around. Centaurs don't like narrow spaces and their structures are filled with wide open hallways. A lot of building designs common for humans are borderline inaccessible for centaurs. This is especially true for castles. Tall spiraling towers or bastion tops with barely room to stand upon are just not feasible with centaurs. Another curious element is the chairs. Centaurs don't need to sit and even if they do, they lie down on bed-like furnitures. As such chairs are relatively uncommon in centaur-domninated regions, albeit they still exist for non-centaurids. Being as fast as horses while having even more stamina it is no wonder that centaurs love to travel. They can journey many leagues within a day and their horse-backs are ideal for large packages. Centaur travelers, traders or even missionaries are not an unfamiliar sight even in the most distant lands. [/hider] [color=fff200][h2][b]Economics[/b][/h2][/color]The League spans for over a thousand miles and covers cultures ranging from old imperial regions to racial enclaves of more shunned cultures. They are now all united in their local flavor of Zentarism. Joining the League also connects these small states to the centaurs' extensive trade lines which is an unquestionable benefit. Lastly there are a limited number yet very effective League-wide laws which helps to maintain public order and also ensures all races treated (mostly) equally. Whenever it was reasonable the Holy League restored the old Orduin Empire's system which given the familiarity of all constituents made it all the smoother. This includes their own variant of the imperial tecks called the Stavius. Unlike past emperors though the noble metal content of gold and silver Stavius rods is constant and the League doesn't devalue their currency. This makes Stavius a fairly potent trade currency with neighbors and generally League subjects gladly exchange it for their own local currency forms. The League's center is the Seven States of Vaerenheim, the original land of the centaurs. As the nexus of the League's trade activity the region enriched massively and its cities are famous for their industry. Vaerenheimian steel is sorts of legendary in Ishtar while mechanical wonders only considered a rare curiosity during the Orduin Empire are becoming widespread. Of course in the general sense the trade of food dominates the League's markets. Just like during the Orduin Empire a good half of the region has either limited or rather poor arable lands. As such importation of grain and other foodstuffs dominate the League's trade lines, coming from foreign lands or just from other states of the League. [color=fff200][h2][b]Military[/b][/h2][/color]The Holy League is effectively an empire run by the priesthood but especially knight orders. Garrisons of holy centaur knights and their retinue are protecting the people, maintain order and stave off rebellions. Though portraying themselves as protectors of people and justice these centaur legions are effectively occupation forces and the backbone of the League's military as a whole. A lot of the League's strategy builds on these trained centaurs and their abilities. In comparison non-centaurs are viewed as local defenders or auxiliaries. Some of them are more respected while others are viewed outright as second grade forces. Of course this is intentional since their lynchpin for order is these fiercely loyal knight orders who act both as army and governors. Centaurs are large and are effectively living cavalry which does heavily influence how the League approaches warfare. They prefer to be mobile to conduct raids and skirmishes with the sheer power of their knightly charges being the heaviest hitter. Everything else exist to support their actions and enable knights in battle. Another curious factor is the League's utilization of magic. Zentarism restricts spells to specific practices and source provided by Divine Sanctums. Zenarist magic is highly potent but only as long as it's within the range of these sanctums. When the League invades they need to rely on very limited magic resources which can dry up fast since gathering magic freely from the environment is strictly forbidden. Technically there are Zentarist practices which let believers in foreign lands to practice magic without sinning against Lord Zentaurius but it's less "okay" and more considered a "lesser evil". Which is why actual true believers who can afford to receive sanctified mana from Divine Sanctums this method is amost entirely forbidden.[hider=Unit Types] [h3][u]Conventional Units[/u][/h3] [b]- Laegionar:[/b] Standard centaur soldier, less of a specific type and more the generic name for them. Standard Legionar wears a breastplate with maile or brigandine covering the limbs and lower bodies. They usually carry the Goedendag, a brutish spear-mace hybrid which can skewer its target or deliver crushing blows. They might carry ranged weapons, shields, lances or other equipment but those aren't the norm. Laegionars form the backbone of the Holy League's military. [b]- Volkswehr:[/b] A generic term used when in referring to units under local leadership instead of a knight order. Alternatively called the auxilia this term is also frequently used for non-centaur support units. Their quality can range from peasant levies to seasoned and well-equipped infantry, it generally depends on the region and other circumstances. [b]- Vaeliter:[/b] Light troop meant for flanking and rapid actions. They carry large stacks of pilums held in long quivers hanging at the sides which allows them to continue harrassing enemies. They only have light armor and a kite shield for protection. [b]- Jaeger/Begleiter:[/b] Skirmish and escort troop type chiefly armed with light ballestrinnes, allowing them to quickly reload and keep shooting while on the move. Jeager are lightly equipped and fullfil a similar role to the Vaeliter. Begleiter on the other hand are escorts of knights or support troops to a larger army. Begleiters wear medium armor and may be better armed than the average Jaeger but overall they fulfill a similar ranged support role. [b]- Schūtze:[/b] Specialists armed with heavy ballestrinnes meant for laying down long range fire or use their marksmanship. These require winches to pull back but their bolts are released even faster and travel further. [b]- Ritter:[/b] Warrior who spent their life dedicated to learning warfare and being loyal to the Church. They are considered chosen by Zentaurius to spread his light and to be a tool of justice. They wear heavy armor and form the elite shock troops of the League. They can also act as commanders of the League's forces. [h3][u]Spellcasters[/u][/h3] [b]- Ordnungskler:[/b] Priests of Zentarism directly assigned to the service of a knight order. While a large number of them are meant to do ordinary jobs like administration, records and more menial duties the ones seen in the camps of knights are a different type. They are almost always spellcasters meant to mend wounds, cure aliments or just provide spiritual support. They aren't really powerful but knight orders tend to have a lot of these. [b]- Kampfzaubrer:[/b] Mages utilizing the mystic arts the "correct" way are called Zaubrers while witches/warlocks are Hexe/Hexer in centaur terminology. Kampfzaubrers are the battle mages of the Holy League, well versed in the art to support the army in battle. They can throw attack spells but more often they are seen to enhance the performance of the legion's performance via various spells. Most famously they create a "magic territory" around themselves where friendly projectiles are enhanced by some magic effect. The strength of this effect depends on the momentum of the projectile so a crossbow bolt has less boost than a cannonball. This territory is centered on the caster and moves along with them. Of course each projectile boosted strains the caster proportional to the amount of boost they get so this technique should be used sparringly but it is fairly infamous regardless. Also outside the Holy League where the Divine Sanctums don't reach the spellcasters need to carry bulky magic containers with them and even then they can only have limited use of magecraft before it depletes. Especially thanks to these battle mages the Holy League is considerably more dangerous at their "home turf" than outside of it. [b]- Fliegerritter:[/b] The flying knights of the Holy League. Any knight with the gift for magic could undergo further training and become a type of magic knight which specializes at flight. Centaurs can't really use flying mounts so instead they developed a spell which allows them to sprout wings and fly. Nobody knows why exactly the centaurs can fly like this. Some suspect shared ancestry with the mythical pegasi, others think the League's spells are just more refined in this aspect. Technically any centaur spellcaster can learn to fly but of course the inherent dangers involved means only the Fliegerritter are widely known for doing as such. Compared to the transformation the maintenance of the flight is relatively easy but it still requires concentration. Things get more difficult when the Fliegerritter journeys out of the range of Divine Sanctums. In this case they have to carry large mana reserves so they can only fly so far before running out. Of course as spellcasters the Fliegerritter can do other magic, mostly focused on enhancing their combat performance. In order to conserve magic these enchantments are effectively gone when fighting outside the League's borders. [b]- Paladin:[/b] The epitome of knighthood, the perfect holy warrior to defend Zentarism and show its fruits. Paladins often aren't born, they are made. They are product of the Zentarist Church's program of training knights. Those who prove worthy should advance further and by the time they are 25 they are already an elite magic knight who combines both might and magic. Paladins in a sense are comparable to Fliegerritter, only much more powerful. Aside from being heroic warriors who can fly the Paladin is also well-versed in the art of auras. These wide-range spells can effect entire army units to boost their performance considerably. A Paladin with aura of Fleet Footedness can erase the fatigure of the soldiers fighting with him and allow them to cross over terrain as if they are feather. Aura of Vengeance on the other hand turns an unit into holy avengers who fear nothing and strike harder than ever before. Of course with so much magic you could expect that the Paladins would run out fast when outside the Divine Sanctum. Yet they have special permission of mana consecration which means they are some of the few people in the League allowed to draw mana from the environment. While Paladins aren't as effective without Divine Sanctums they are affected the least. Paladins are rare and they only join battles worthy of their name. Yet even the presence of one such warrior can be an awe-inspiring experience. [h3][u]Artillery[/u][/h3] [b]- Springaldier:[/b] Springald is a complex torsion artillery which can produce a lot of power for its small size. Springaldiers are specialists who carry such device on their backs for transport and assemble it together for battle. They are usually a group of three but two-man groups are also possible. Springalds can launch various projectiles ranging from oversized darts to just rocks or even pots filled with burning oil. [b]- Onager:[/b] Compact catapult device powered by a steel spring wheel in the center propelling a vertical arm and a sling pouch filled with either rocks or various bombs/incendiaries. Compared to a Springald which shoots rather high velocity projectiles for a torsion engine the Onager is designed for lobbing large projectiles over castle walls or similar utilities. The smallest Onagers can be even carried by a single centaur and throw rocks almost as heavy as a typical Springald. Larger engines can throw up to 30lbs projectiles which is why they are still useful. While throwing stones is the cheapest and hence most popular projectile for the weapon it is more known for lobbing incendiaries and explosives on defenders. Spell-boosting Onagers is also popular. [b]- Steinbüchse:[/b] Also referred as Bombards these are massive guns firing huge shots of stone. They are created by bell-founders since nobody else has the means to cast over a metric ton of church-bronze into one piece. They are huge, expensive and difficult to transport. Thanks to these aspects Steinbuchse are actually the property of the Zentarist Church and knight orders only have them on lease. They are finely decorated pieces with each given a name worthy for the Church. Steinbüchse of even the cheapest kind is rarely seen on the battlefield. On the other hand they are popular for both castle defense and sieging fortifications. Once the concert of the Church's avenging bells are heard, no wall should remain in place! [b]- Hauffnitz:[/b] A relatively large bore yet very short barreled cannon meant to be compact yet powerful for the right purpose. They can fire stone shots but more commonly they are filled up with sharp splinters of flint, caltorps, nails or much more rarely darts to spread projectiles over a wide area. Essentially a shotgun this weapon is meant to sow discord in the enemy lines from relatively close ranges and then retreat in order to reload. Hauffnitzer can be as light as only 50kg and even with carriage they could be easily drawn by one centaur. They are very simple and cheap guns which combined with their lightness makes them fairly common on the battlefield. There's no legion in the Holy League which doesn't have about a dozen of these. [/hider][hider=Unique Gear] [b]- Ballestrinne:[/b] A personal torsion weapon which can be roughly compared to crossbows yet utilize mechanisms more in common with ballistas and similar siege engines. They are rather heavy compared to crossbows which makes them almost unwieldly for humans. The draw weight and overall design of the weapon is also generally made with centaurs in mind. Ballestrinnes can quickly attach a pouch on the string in order to allow it to shoot round projectiles like sling bullets and even more. This usage of Ballestrinne is most popular at point shooting ranges where the impact is the heaviest or when they need to launch special projectiles like incendiaries or even tiny grenades.[hider=Projectile Types] - Light Bolt: Meant for long range shooting. Weak but fast and very well balanced. - Regular Bolt: Standard bolts, longer than crossbow quarrels but overall lighter. - Piercing Bolt: Heavier bolt meant to punch through armors better. - Spell Bolt: Blunt bolt meant to achieve the maximum efficiency out of the Ballestrinne. Cheap but useless without spellcaster support. - Lead Shot: Accorn-shaped lead bullet, simple to produce but not as powerful as the newer bullets. - Bludgeonshot: Bronze bullet cast in the shape of a tiny flanged mace, has a significant impact force that can incapacitate people even through armor. - Scattershot: A thin glass tube containing multiple darts which spread out and cause multiple injuries. - Incendiary Shot: A clay ball containiner filled with greek fire which ignites on air and spreads flames. - Grenade Shot: A tiny iron grenade filled with gunpowder and caltorps which is chiefly disruptive rather than devastating. [/hider] [/hider]