Total Military Size: 200,000 standing, 800,000 potential militia draftees
Listed Heroes: Glom sar vestr’th. M. Bullywog. Leader of the Bullywogs, this fat amphibian is a powerful mage that has lived well beyond his expected lifespan and aims to take a seat on the council by proving his power through military victory or magical prowess. To heavy to walk he is carried around on a throne either by his servants or mounted atop a great snapping turtle.
Woston the dragon hunter. M. kobold. Leader and longest surviving member of the Dragon hunter corps thanks to his cunning, tactical prowess and unusually high heat resistance. Inspired by the stories of Hero Conqueror Wolfraum, an aspect of Justinian itself, he and his fellow hunters believe they can regain some of their species lost dragon traits by sacrificing and then consuming the hearts of dragons.
Vestrid crint-vos. M. Goblin. Elite aerial cavalry goblin who managed to leap from his own dying mount onto that of a Yawanist gryphon knight, kill the nobleman and successfully reign in the terrifying beast, which he has been using as his mount ever since.
Korstolm Krenstar. M. Kenku. Once a great warrior in his own right, this aging and practically blind bird now acts as the standard bearer for the elite regiment he once fought for. His charismatic words and determination to continue to serve inspire those around him to great feats of strength and heroism
Gráinne Mhaol-Shenreth. F. Goblin. Pirate Queen of the northern seas, great great granddaughter to the infamous beard buccaneer who brought the word of justinian to the Kuo-toa, she leads the Union’s traditional navy in battle.
Wenstrina of clan Razorhowl. F. Beligor. A Sonic mage who is part of the Norsal contingent. Uses musical instruments to channel magic in order to inspire the troops or cause cacophonous destruction.
Maligmus Redfoth. M. Scaven. A Plague mage and rogue who spreads pestilence and famine in the lands of the Unions foes.
Kell Kemstol. F. Kenku. Known as the Carrion Queen, she is one of the few in the Union who work with the animation of dead tissue, raising the dead on a battlefield to claw at the living
R’oss. M. Kuo-toa. A mutant brute who is an experiment by Mother’s Rest’s mages in the effectiveness of transmutation. A powerful hydro mage in his own right, this four armed armored beast of a fish is a match for almost any foe in melee.
Legion. F. Goblins. An entire battalion of identically armed and armored warriors who wear the masks with an unknown woman's face on it that obscure their identities and who are unnervingly silent. The Council has no idea who these people are but they will sometimes appear in battle unannounced and they all show a remarkable show of skill and strength unseen in all but the most legendary of goblins.
Gatherfolin Plumstruth. F. Scaven. Commander of Barby’s pride and joy, The Thundering herd, a small number of elephants that have been trained to carry arrays of miniature lightning cannons without being spooked. She is a leader, beastmaster and engineer all in one.
-Military Doctrine: varies from general to general but generally either wave attacks or gorilla warfare. The army composition of the Union’s forces is generally decided by what races, creatures and institutions are available nearby. The south relies heavily on Gnoles, Bullywug and kobold forces augmented by alchemist creations and savanna or swamp dwelling beasts while the north features Kuo-toa, Kenku, and Beligor supported by shamans and jungle or ocean creatures. The Goblins, skaven are rather more ubiquitous in their, forces the two races being able to adapt to most regions.
There is some overlap, the alchemists creations are prized by all as are the towering matriarchs of the Gnoles, the keen eyes of the Kenku and the water mages of the Kuo-toa, but for the most part the militaries have to make do with who and what they have available in the area.
-Military Units: Militia horde: the vast bulk of the union's forces are the self equipped and trained masses, wielding anything they can get their hands on, be it stolen swords, tribal weapons or farming equipment and clad in mail, leather or rags, these fanatical swarms take down opposing forces by sheer weight of numbers. Due to the Consensual Curse, these hordes are a massive source of sacrifice for the Union’s mages.
Matchlock gunners: Gangs wielding poorly made firearms make up the bulk of the nation's non magical ranged firepower, primarily because it is a lot easier to train someone to fire a gun than it its to get them to shoot arrows. Produced on a relatively large scale, these guns are as a result rather crap and are often used as spears with their bayonets after they inevitably break.
Guards: much less common are the fully armed, armored and trained groups of warriors, who most of the time act as the escorts for important people or equipment.
Mutants: from camelon kobolds to
Werewolf Gnolls, goblin driders and
winged Kenku, the mages have tried to improve the species of the union, to varying degrees of success. These subspecies are rare, often consisting of only a few prototypes accompanying their modifier
Rogues: armed with knives, crossbows, explosives and sneakiness, these are the nations infiltration, assassination and sabotage experts.
Mages: as diverse in talents as they are in species, these shamans, priests, warlocks and druids accompany armies too keep them safe from enemy magic and to bombard their foes with spells of their own. Or conjure swarms of rats. Or reshape the terrain. Or sometimes just explode. They’re a mixed bag.
Beast Rider Pack: for most of the races of the Union, the humble horse is much too large to ride as a one person mount and as a result they often use various other domesticated beasts for cavalry. Wolves, huskies, hyenas and other canines are common mounts, rarer are giant spiders, crustaceans, ants, big cats and scorpions. Generally used to flank foot and archer regiments rather than fight enemy cavalry toe to toe, though they often carry Matchlock handguns in large numbers to harass such larger targets. Do very well in rough terrain where agility is key, less so on open ground where they get outrun by horses.
Bug Rider swarm: riding large insects, these aerial cavalry are perhaps the least majestic unit to ever grace the skies of the Sacrilege war. Less royal formation and more unruly swarm, the most common tactic of these warriors is to dropping vials of Greek fire on enemy ground force, pepper them with ranged weapons like slings, javelins and pistols or attempting to use grappling hooks to board other filer’s mounts. In melee they use spears and their mount’s ferocity to attack in great numbers, hoping to cripple mount or rider so that the pair fall from the sky.
Magical Monster riders: these are small groups specialist forces who make use of the many magical beasts of the world as mounts. From stealthy
displacer beasts to armor corroding
rust monsters, these specialists have often been magically altered themselves to allow better functionality with their mounts.
Giant Monsters: From the terrifying
titan spider and the Kraken to the more mundane creatures like elephants and whales, these highly coveted war beasts are a Union’s general's pride and joy. Armored and crewed by many soldiers armed with spears, matchlock guns or sometimes artillery, these are the spearhead of most major assaults by the Union.
Magical Machines: made by the alchemists guild, these range from enchanted cannons to spell slinging artifacts. Lighting cannons, poison gas mortars, self reloading Ribauldequins and tree makers are all things that have rolled out of the alchemists’ labs.
Mundane artillery: cannons, ballistas, mortars and trebuchets are often brought to battle as a more reliable form of heavy hitting ranged support.
Marines: these Aquatic forces are used to fight in and around river and lakes, letting the Union strike form unsuspecting angles. They are armed with non metallic light weapons and armor, meaning they rely heavily on the element of surprise and are ineffective vs healy armored foes. They also work in the ocean as boarding troops and scouts. Specialised mages and slingers are their only form of ranged firepower as guns and bows do not take kindly to water.
Ships: Rickety galleons either bristling with as many artillery pieces as can be fit on/under deck or equipped with rams and Corvus boarding ramps to act as dedicated melee craft. The use of Kuo-toa ocean magic makes these poorly constructed ships a force to be reckoned with on the waves.
Nautical cavalry: Kuo-toa riding sharks, eels, orcas, sea lions and other such sea creatures. Generally used to get to craft quicker for boarding but can be devastating against other aquatic races.