Army/Weapons
Zuka's army:

Arch Ni'zakoth – [2/2]
A demon that resembles a cross between an orc and a man, these demons are the most ruthless commanders of Zuka's army. Kaz'kulga was the first Arch Ni'zakoth demon to be controlled by Zuka, therefore he has the trust and respect of his master, and the unerring loyalty of his subordinates. His prowess falls more within the dark arts and magic than sword fighting, but he can easily dispatch an enemy if need be. The other demon, Ceris, is Kaz'kulga's older brother. Ceris is far more brutal and stronger, but slightly less wiser. His powers are more along melee fighting than magic, but he can outpower all but the most skillful of mages. Each Arch Ni'zakoth stands six feet tall, have an unbelievable amount of intelligence for a demon, and thus have the ability to carry a wide multitude of weapons. They wield a Sint'Vache Staff, a Suliserre, a Liparasse, two Lossaren blades, two Reniemette, four Arstiuri, twelve Lisque, six Trinarre, ten Dusch'Vinchette Daggers, and wear Uhnamam Robes and Kurville armour. With these, they are wonderfully masterful both defensively and offensively.

Pit Fiends – [7500/7500]
These massive beasts are amongst some of the more intelligent demons under Zuka's command. Their sheer strength and tenacity makes them a foe worth not trifling with. Pit Fiends are usually ten feet tall and have red hued skin. Their intelligence makes them capable of casting fire spells, and thus they are often used in the front lines as officer demons. Each Pit Fiend wears Strich'Vach Armour, and is armed with a Lin-Trachenne Two Handed Sword, a En-Vriechenne Battle Axe, and 6 Dusch'Vinchette Throwing Axes.

Greater Imp - [2000/2000]
These imps are just that – small, devilish-looking creatures with little intelligence or ability on the battlefield. They do, however, make excellent archers, warriors, and good scouts. A greater imp is around 5 feet tall, and imps are usually reddish-brown or reddish-gold in colour with three red eyes and numerous spikes protruding from their bodies, which are actually bones. They are somewhat hysterical, and difficult to control in some circumstances, but fear of Zuka keeps them in line, as the have seen their fellows killed by him for…misbehaving… once too often.
Each imp carries a dagger with a 6-inch blade, a quiver of 40 Silchstarre arrows, a short bow, and any combination of the following: a hand axe, a flail, a mace, and a sword. They wear leather jerkins as armour, specially made to allow them a little more freedom of movement.

Imp Shaman - [50/50]
These imps are just that – small, devilish-looking creatures with little intelligence or ability on the battlefield. They do, however, make excellent archers, warriors, mages, and good scouts. A imp shaman is around 5 feet tall, and imps are usually reddish-brown or reddish-gold in colour with three red eyes and numerous spikes protruding from their bodies, which are actually bones. They are somewhat hysterical, and difficult to control in some circumstances, but fear of Zuka keeps them in line, as the have seen their fellows killed by him for…misbehaving… once too often.
Each imp carries a dagger with a 6-inch blade, a quiver of 50 Silchstarre arrows, a short bow, a sword, and a staff. They wear leather jerkins as armour, specially made to allow them a little more freedom of movement.
Imp Shamans are also able to communicate to the dead through ancient magics and spells, allowing them to perform necromancy spells and revive fallen warriors. In times of need, they are capable of casting fire spells to defend themselves against stronger adversaries.

Imps – [40000/40000]
These imps are just that – small, devilish-looking creatures with little intelligence or ability on the battlefield. They do, however, make excellent archers, and good scouts. An imp is around 4 feet tall, and imps are usually reddish-brown or reddish-gold in colour with three red eyes and numerous spikes protruding from their bodies, which are actually bones. They are somewhat hysterical, and difficult to control in some circumstances, but fear of Zuka keeps them in line, as the have seen their fellows killed by him for…misbehaving… once too often.
Each imp carries a dagger with a 6-inch blade, a quiver of 25 Silchstarre arrows, and a short bow. They wear leather jerkins as armour, specially made to allow them a little more freedom of movement.

Skeletal Lords – [15/15]
These warriors are exactly what their name conveys - skeletons. Unseen magics bind their bones, and give them a transparent body, almost. They each wear regular plate mail armour, and carry a greatshield with one of a long sword, battleaxe, or three-headed flail.

Skeletal Warriors – [125000/125000]
These warriors are exactly what their name conveys - skeletons. Unseen magics bind their bones, and give them a transparent body, almost. They each wear regular chain mail armour, and carry a shield, short sword, hand axe, or flail.

Skeletal Archer - [3250/3250]
These warriors are exactly what their name conveys - skeletons. Unseen magics bind their bones, and give them a transparent body, almost. They each wear regular chain mail armour, and carry a short bow, a crossbow, a quiver of 40 Silchstarre arrows/bolts, and a dagger with a 6 inch blade.

Greater Demons – [60/60]

Demonic Overlords – [150/150]

Demonic Archons – [250/250]
Each Archon is ten feet tall, their shoulders three and a half feet broad, and their onyx-colored horns protrude from their heads and wrap around in spirals numerous times so that they extend six inches further than their shoulders. Their bodies from the waist upwards are rippled with muscles denser than even rock or metal that serve as their own armor. From the waist down their legs are very similar to those of a goat, including the hooves rather than feet, and are also heavily muscled. Each Archon has four arms, each hand with three fingers and a thumb. They heft two Ahrdrellemme Bastard Swords and two fiery whips that boast the length of one and a quarter times their height.

Gargoyle - [525/525]
A gargoyle is just that: a creature that turns to stone in daylight and comes to life at night. Each one varies upon how it was constructed, but they each carry two Liparasses, ten Lisques, a Endor'Vhalle Dual-Action Heavy Crossbow, and a short bow with 35 Silvestarre arrows.
An unique device was formed by paranoid mages and sorcerers called a Tarp'Vachinne. It bears the appearance of a pedestal holding up four gargoyles, but has a special enchantment that allows the gargoyles to sense the approach of an intruder. Upon verifying the threat, the gargoyles come to life and attack the target. Each gargoyle is imbued with one magical power: fire, lightening, ice, and poison.

Total: [192978/192978]

Irenicus's old army ((in detail)):

Gorothal – [1/1]
A demon created from the flesh of nymphs and the minds of vampires. Cruelly intelligent, yet strong, fast, and hardy. He is wise, for a demon, but is repulsive, even to other demons, reeking of the vilest evils, and acting far too bloodthirstily for words. He is around 15 feet tall, with four arms, two legs, and a single head. Each arm is 8 feet in length, with two joints. The upper arm and shoulder joint comprise 4 of the 8 feet. The lower arm is another 3 feet. The hand is the last foot, with long claws extending beyond the strangely shaped hand. Four fingers, as per expectation, but two thumbs – one left of the palm, one right of it. Each of his legs is 9 feet long, the pelvic joint being 1 foot the upper leg being 4 feet, the lower leg being 3 ˝ feet and the foot being 6 inches of the length. His feet are similar to those of a siclomethius ((dinosaur)), with two forward facing toes which develop as claws, and one backward facing toe with a far smaller claw. However, the main difference is that between the two forward toes there is a third, with a retractable claw, designed for slashing through flesh.
His head could be likened to that of a horned Dragon – a long, protruding snout with razor-sharp teeth, and 6-inch fangs for canines. His pointed ears are lined with bone, rather than cartilage, making the hard an solid, and improving his hearing at long distances, though diminishing it in short range. From just behind and slightly up from the ears’ bases come the horns, in a semi-circle about the beast’s head. Each twists strangely, like a corkscrew, and ends in a sharpened point. These can be used as weapons if necessary.
The minds of the vamps, twisted into one, make Gorothal quite intelligent, yet viciously loyal to Zuka. Also, he is intelligent enough to command others in battle, if needs be. This is what made him the General. He carries four Nar-Tache blades and wears Durrviche armour over his soft, un-demonic flesh.

Mimmukarr [1/1]
This being is one of legend, completely human in shape and size, emitting the aura of a human, and his mind reads like that of a human. He is the ultimate spy and assassin, and is the only one in Zuka' forces with complete free will, though he is still tied to Zuka. Despite appearing human, he is not. He is crafted from human flesh, with all the unnecessarey organs removed, muscles in their place. He does not breath, he does not eat. Most of his body is muscle, making him incredibly strong and fast, though he looks as a normal man. He wears Kurville armour, and weilds several weapons: a Sulisserre, a Liparasse, two Reniemette, two Arstiuri, twelve Lisque, two Trinarre, and a vial of Istarrenne poison.

Nar’Gothi – [100/100]
Identical in size and build to Gorothal, though of less stature and repute. Their minds are those of mortal men melded together, rather than vampires, though.
They carry the same four Nar-Tache blades, and wear the same Durrviche armour as Gorothal does.

Winged Imp Captains - [30/30]
These imps are just that – small, devilish-looking creatures with little intelligence or ability on the battlefield. They do, however, make excellent archers, and good messengers, if they are gifted with wings. An imp is around 3 feet tall, and imps are usually reddish-brown or reddish-gold in colour. They are somewhat hysterical, and difficult to control in many circumstances, but fear of Zuka keeps them in line, as the have seen their fellows killed by him for… misbehaving… once too often.
Each imp captain carries a dagger with a 9-inch blade, a quiver of 40 Silchstarre arrows, and a short bow. They wear studded leather jerkins as armour, specially made to allow them a little more freedom of movement, and further adapted to accommodate their wings.

Winged Imps – [7500/7500]
These imps are just that – small, devilish-looking creatures with little intelligence or ability on the battlefield. They do, however, make excellent archers, and good messengers, if they are gifted with wings. An imp is around 3 feet tall, and imps are usually reddish-brown or reddish-gold in colour. They are somewhat hysterical, and difficult to control in some circumstances, but fear of Zuka keeps them in line, as the have seen their fellows killed by him for… misbehaving… once too often.
Each imp carries a dagger with a 6-inch blade, a quiver of 25 Silchstarre arrows, and a short bow. They wear leather jerkins as armour, specially made to allow them a little more freedom of movement, and further adapted to accommodate their wings.

Vampires – [1250/1250]
The vampire contingent is a small group, loyal to Zuka because he supplies them with unending sources of fresh blood. They have been with him for a long time, though betrayal is not beyond them if the price is high enough – but it would need to be pretty high. They have come to depend on him for their feeding, and do his bidding to keep the blood flowing steadily.
Each vampire has Rammonne armour, twin katanas, a Lossarren blade and a Kite shield for battle use. When not in battle, they carry only the armour and katanas.

Archinoth Captains - [8/8]
These demonic creatures are frightfully intelligent, though repulsive. They are around 7 feet tall, with classic Gargoyle-style features, yet they are not created from vampires’ flesh. Instead, they are created from elves, twisted and warped beyond recognition, and each Archinothe Captain is created from four elves.
They each carry two greathammers, a flail, a greatshield and a Ragnir staff. They wear Rammonne armour.

Archinothes – [2000/2000]
These demonic creatures are frightfully intelligent, though repulsive. They are around 6 feet tall, with classic Gargoyle-style features, yet they are not created from vampires’ flesh. Instead, they are created from elves, twisted and warped beyond recognition, and each Archinothe is created from three elves.
They each carry two warhammers, a flail, a shield and a Ragnir staff. They wear Rammonne armour.

Valeuran Captains - [160/160]
These are a race of half-dwarven, half-orc creatures, brought up to worship Zuka as a God, and to obey him alone. They follow their darker, Orcish side, favouring it over the Dwarven heritage they share. They are stout, and look much like dwarves, but their facial features are particularly Orcish. Also, they have augmented strength over dwarves and Orcs, though they are terribly uncharismatic.
Each wears a Marillakk suit of armour, and carries two Felkirch axes, a two-handed axe, six throwing axes, and a greatshield.

Valeurinne - [40000/40000]
These are a race of half-dwarven, half-orc creatures, brought up to worship Zuka as a God, and to obey him alone. They follow their darker, Orcish side, favouring it over the Dwarven heritage they share. They are stout, and look much like dwarves, but their facial features are particularly Orcish. Also, they have augmented strength over dwarves and Orcs, though they are terribly uncharismatic.
Each wears a Marillakk suit of armour, and carries a battleaxe, five throwing axes, and a shield.

Valeurecce Captains - [50/50]
These are another Orcish half-breed, but they are half-ogre, giving them increaesed Strength, constitution, and intelligence over normal orcs. They are, however, disgusting to be near to most living creatures. They are the mainstay of Irenicus’s forces, and were the first race he blended. They tend to feel this gives them some superiority over his other minions, but they are utterly wrong – he veiws them as the least worthy pawns to serve him, even if they are the most efficient. He is happy enough to use them as cannon fodder.
Each of these cratures wears Marillakk armour, and they carry eight Felkirch axes, a greatshield, a four-headed flail, and a two-handed mace.

Valeuracche – [12500/12500]
These are another Orcish half-breed, but they are half-ogre, giving them increaesed Strength, constitution, and intelligence over normal orcs. They are, however, disgusting to be near to most living creatures. They are the mainstay of Zuka’ forces, and were the first race he blended. They tend to feel this gives them some superiority over his other minions, but they are utterly wrong – he veiws them as the least worthy pawns to serve him, even if they are the most efficient. He is happy enough to use them as cannon fodder.
Each of these cratures wears Marillakk armour, and they carry five Felkirch axes, a shield, and a warhammer.

Arradre Captains - [40/40]
These are the grand magi of Zuka’s army. They specialise in invocative and necromantic spells. They are blended from the races of men, elves, orcs and nymphs, to augment their bloodthirst and their abilities. They are powerful in groups, and not inconsiderable alone. Each is roughly as powerful as a good Elven Mage.
Each wears Uhnamam robes, carries a Ragnir staff, and two daggers each with a 12 inch blade.

Arradrim – [10000/10000]
These are the mages of Zuka’s army. They are not specialised, but instead indulge in a range of magics. They are blended from the races of men, elves, orcs and nymphs, to augment their bloodthirst and their abilities. They are powerful in groups, though one alone is nothing too special. Each is roughly as powerful as a good Ogre Mage.
Each wears Uhnamam robes, and carries a Ragnir staff and a dagger with a 9 inch blade.

Be'Irege Lords - [10/10]
These powerfull creatures are crafted from the flesh of two beings - Dragons, and Beholders. They are hugely intelligent, yet strong physically, making them truly formidable warriors. Each looks much like a Dragon, around 75 feet tall, but they are also somewhat different, their flesh seeming almost as a liquid - even heavily enchanted weapons passing through it as if it was water. They wear no armour, and their weapons are their claws, teeth and magics.

Be'Iregan - [2500/2500]
These powerfull creatures are crafted from the flesh of two beings - Dragons, and Beholders. They are hugely intelligent, yet strong physically, making them truly formidable warriors. Each looks much like a Dragon, around 50 feet tall, but they are also somewhat different, their flesh seeming almost as a liquid - lightly enchanted weapons passing through it as if water. They wear no armour, and their weapons are their claws, teeth and magics.

Riech'Vach Captains - [20/20]
These beings are a true blend of races. Created from corpses of ogres and orcs, elves and men, each looks slightly differnt. They are not hugely intelligent, but they are wonderfully strong, and fast. Each wears Durrvicche armour and wields two Lossaren blades, plus a Rivviche bow and 150 Silvestarre arrows.

Riech-Y'Vach - [5000/5000]
These beings are a true blend of races. Created from corpses of ogres and orcs, elves and men, each looks slightly differnt. They are not hugely intelligent, but they are wonderfully strong, and fast. Each wears Durrvicche armour and wields a single Lossaren blade, plus a Rivviche bow and 100 Silvestarre arrows.

Mikirrae Overseer - [30/30]
Crafted purely from human flesh, around 7 men to 1 Mirikall, these are gruesome to look upon. Strong and resistant to harm, they are no to be taken lightly, but they work best in groups - if flanked, they are weak. Each is roughly humanoid, though around 18 feet tall, wielding a greathammer in each of their 4 hands, also able to attack with their boney claws if the hammers are dropped. They wear Durrviche armour.

Mikirrall - [7500/7500]
Crafted purely from human flesh, around 5 men to 1 Mirikall, these are gruesome to look upon. Strong and resistant to harm, they are no to be taken lightly, but they work best in groups - if flanked, they are weak. Each is roughly humanoid, though around 15 feet tall, wielding a warhammer in each of their 4 hands, also able to attack with their boney claws if the hammers are dropped. They wear Durrviche armour.

Sich-Nar Overseer - [60/60]
The mainstay of Zuka's army, these beings are grutesque. Each is crafted from the body of a man, with great enhancements. Most muscles are trebled, for increased strength ((ie - three sets of triceps)) and this incudes the hearts, giving an elemant of redundancy ((one heart can be stabbed and they'll live on)) to their life. They carry 4 Felkirch axes each, plus 10 throwing knives, a two-handed axe, and wear Listrasse armour.

Sich-Necht - [15000/15000]
The mainstay of Zuka's army, these beings are grutesque. Each is crafted from the body of a man, with some enhancements. Most muscles are doubled, for increased strength ((ie - two sets of triceps)) and this incudes the hearts, giving an elemant of redundancy ((one heart can be stabbed and they'll live on)) to their life. They carry 2 Felkirch axes each, plus 6 throwing knives, a two-handed axe, and wear Listrasse armour.

Yre-Viache Captains - [30/30]
These creatures, their appearance based on humans, are actually created from the flesh of dwarves, for their proficiency with axes. Each is around 6 feet tall, and bears 4 felkirch axes, plus a two-handed axe.

Yre-Vianne - [7500/7500]
These creatures, their appearance based on humans, are actually created from the flesh of dwarves, for their proficiency with axes. Each is around 5 feet tall, and bears 2 felkirch axes, plus an ordinary battle-axe.

Skeleton Lords - [90/90]
These warriors are exactly what their name conveys - skeletons. Unseen magics bind their bones, and give them a transparent body, almost. They each wear regular plate mail armour, and carry a greatshield with one of a long sword, battleaxe, or three-headed flail.

Skeleton Warriors - [200000/200000]
These warriors are exactly what their name conveys - skeletons. Unseen magics bind their bones, and give them a transparent body, almost. They each wear regular chain mail armour, and carry a shield, short sword, hand axe, or flail.

Saramir Agents - [15/15]
The most intelligent of Zuka's forces, and also the wisest and most nimble. Made from elven flesh, they have good reason to be dextrous, but their minds and muscles are enhanced by Zuka' magics. Each wears Ramonne armour, and carries several weapons. Two Sulisserre, a Liparasse, a Reniemette, four Arstiuri, and lastly ten Lisque. With these, they are masterful both defensively and offensively.

Saramurre - [3250/3250]
The most intelligent of Zuka's forces, and also the wisest and most nimble. Made from elven flesh, they have good reason to be dextrous, but their minds and muscles are enhanced by Zuka' magics. Each wears Ramonne armour, and carries several weapons. A Sulisserre, a Liparasse, a Reniemette, two Arstiuri, and lastly six Lisque. With these, they are masterful both defensively and offensively.

Tech-Vah'Tae Master - [5/5]
These beasts are Irenicus's latest concept. They are meant for the destruction of fortifications, rather than forces, but are equally useful for either task, in the end. Each could be reckoned to an Umber Hulk, but far larger. Each standing at roughly 70-75 feet tall, around 30 feet wide, they are formidable beasts. To move they use all eight limbs - four arms, four legs - but when fighting they can still move, though far slower, on their 4 legs. In each of their massive arms they can lift around 1000 kilograms, picking up huge chunks of earth or rock to bombard their targets. Alternatively, they can use the huge, heavy hammers - one for each hand. They would not be huge or heavy to these cretures, only to normal beings - to kill nearby troops, or knock down walls. Their only other weapon is their own body. In the worst of times they can roll themselves into a ball, and as if they were ten pin bowling they can throw themselves into the enemy army, crushing all in their path. Each of these creatures has a scaly exterior, enough to repel swords and arrows that are not extremely heavily enchanted, but fire will eventually make them boil inside their own bodies, killing them slowly.

Tech-Vah'Tarre - [1250/1250]
These beasts are Irenicus's latest concept. They are meant for the destruction of fortifications, rather than forces, but are equally useful for either task, in the end. Each could be reckoned to an Umber Hulk, but far larger. Each standing at roughly 40-50 feet tall, around 20 feet wide, they are formidable beasts. To move they use all eight limbs - four arms, four legs - but when fighting they can still move, though far slower, on their 4 legs. In each of their massive arms they can lift around 600 kilograms, picking up huge chunks of earth or rock to bombard their targets. Alternatively, they can use the huge, heavy hammers - one for each hand. They would not be huge or heavy to these cretures, only to normla beings - to kill nearby troops, or knock down walls. Their only other weapon is their own body. In the worst of times they can roll themselves into a ball, and as if they were ten pin bowling they can throw themselves into the enemy army, crushing all in their path. Each of these creatures has a scaly exterior, enough to repel swords and arrows that are not too heavily enchanted, but fire will make them boil inside their own bodies, killing them slowly.

Grich'Yah-Ardun Overlord - [15/15]
These beings are bred not from flesh of the living beings that inhabit the earth, but from the stone and rock of the earth itself. With skin of bark, and bodies of stone underneath, they are difficult to hurt, let alone destroy. Drawing upon the power of the earth they are carved on, there is a constant aura of magic around them, and though they do not consciously cast spells any who get too close to the beings ((within 40 feet)) will find that the earth itself seems to protect them, bringing up roots to slow the attackers and vines to poison them. They wield no weapons, but their huge hands are weapons in themselves, their grip stronger than a dragon's bite.
Each stands around 150 feet tall, making them rather indiscreet unless they are among massive forests, and appears muck like a tree, though with few branches - 8 to be exact, each being an arm - and a large split in the middle of their trunk, where their torso ends and their legs begin.

Grich'Yah-Ardenne [150/150]
These beings are bred not from flesh of the living beings that inhabit the earth, but from the stone and rock of the earth itself. With skin of bark, and bodies of stone underneath, they are difficult to hurt, let alone destroy. Drawing upon the power of the earth they are carved on, there is a constant aura of magic around them, and though they do not consciously cast spells any who get too close to the beings ((within 25 feet)) will find that the earth itself seems to protect them, bringing up roots to slow the attackers and vines to poison them. They wield no weapons, but their huge hands are weapons in themselves, their grip stronger than a dragon's bite.
Each stands around 100 feet tall, making them rather indiscreet unless they are among great forests, and appears muck like a tree, though with few branches - 6 to be exact, each being an arm - and a large split in the middle of their trunk, where their torso ends and their legs begin.

Goblin Maniacs - [30/30]
These goblins, braindead in every concievable way, are suicidal. Packs of gunpowder are strapped to their backs, and each carries a small torch. When they are among the enemy, they ignite the powder, causing a small explosion. These goblins also have lead pellets mixed in with the gunpowder, making the packs heavier, but these are the stronger members of the race, and can manage the extra weight... these pellets act like the shot from several shotguns, tearing through nearby beings with great force. They wear no armour, and carry only their torch, their pack, and a short dagger.

Goblin Misfits - [500/500]
These goblins, braindead in every concievable way, are suicidal. Packs of gunpowder are strapped to their backs, and each carries a small torch. When they are among the enemy, they ignite the powder, causing a small explosion. They wear no armour, and carry only their torch and pack.

Tel-Soc'Th - [25/25]
These beings cannot fully be seen... their entire beings covered in the Arisothe armour they wear, their features are simply never seen. Bred from Dwarven and Orcish stock, these beings are created for one purpose... to defend Zuka in his private mettings outside the Asylum. The Tel-Soc'Th are each around five feet tall, and broad shouldered, making them imposing in battle. Aside from their armour, each carries a Far'Nicht axe, two Felkirch axes, a Dar-Soth shield and a Ak'Rosthe axe.

Riderless Demons - [200000/200000]
The riderless demons are uncontrollable, fearing none and are dangerous to attempt to control or confront. They're very strong for demons, each wielding a pair of Liparasses and a single Felkirch axe.

Total: [449337/449337]

Both armies combined: [709948/709948]

Armour/Weapons:

Strich'Vach Armour
Armour which is created purely from mithril, imbued with the power of speed. It is a large suit of Full Plate Armour, and would ordinarily be extremely heavy, but between the mithril material and the enchantments, it is as light as a leather jerkin, and just as flexible. It also has no detrimental effects on the wearer's Magical castings, though it grants the wearer greatly increased protection against Elemental and Death Magics.

Aratsuga Armour
Studed Leather Armour created from the shadows themselves, woven through the leather and mithril studs. This is the perfect suit of armour for an assassin, a spy, or a thief. It grants the Shadow Walk ability to its wearer, allowing them to dissappear into the shadows in one place, and emerge in another area entirely.

Ni-Veh'Runne Armour
A strange concoction of Irenicus' mind, this Armour is made from a single piece, the whole skin of a dryad. It grants protection against all natural magic, regardless of their powers, and the shadows woven through it also help the wearer resist death magics.

Kurville Armour
Armour in which is created from mithril scaling mail, it allows maximum strength while retaining its manueverability. It grants immunity from all death magics, including poisons and curses.

Durrviche Armour
Armour in which is created from plate mail, it allows maximum strength while retaining its manueverability. It grants immunity from all death magics, including poisons and curses, and protection from some spells from all branches of elemental magics.

Rammonne Armour
Armour in which is created from plate mail, it allows maximum strength while retaining its manueverability. It grants immunity from all death magics, including poisons and curses, protection from some spells from all branches of elemental magics, and bears an enchantment that allows the user to appear mostly transparent.

Agrutska Bow ((Composite, Long, or Short))
This Bow fires not standard arrows, but instead fires twin spheres of lightening. Until the string is drawn and released, there seems no effect, then as an arrow would pass the shaft of the bow, the spheres form, almost instantaneously, and follow a completely straight path, heedless of wind, rain, fire, or even of gravity. This particular Bow fires spheres imbued with firey explosive powers, and they detonate on contact, or after a set time if the user is skilled enough...

Sti'Demche Bow ((Composite, Long, or Short))
This Bow fires not standard arrows, but instead fires twin spheres of lightening. Until the string is drawn and released, there seems no effect, then as an arrow would pass the shaft of the bow, the spheres form, almost instantaneously, and follow a completely straight path, heedless of wind, rain, fire, or even of gravity. This particular Bow fires spheres imbued with the powers of Death, and any who are hit on their bare flesh become corrupted, their bodies decaying as if centuries were passing in mere seconds.

Mah-T'Vezhut Bow ((Composite, Long, or Short))
This Bow fires not standard arrows, but instead fires twin spheres of lightening. Until the string is drawn and released, there seems no effect, then as an arrow would pass the shaft of the bow, the spheres form, almost instantaneously, and follow a completely straight path, heedless of wind, rain, fire, or even of gravity. This particular Bow fires spheres imbued with energetic powers, the spheres burning their way through anything in their path. Each sphere is the equivalent of 3 magic missiles, and is therefore fairly powerful.

Endor'Vhalle Dual-Action Heavy Crossbow
This Crossbow throws out a pair of spiralling 'beams' of what appears to be nothingness, darkness, but in reality is a dark magic. Upon contacting its targets flesh, the target is petrified - ie, turned to stone. No ammunition is needed for this Crossbow. Each 'beam' lasts for 2 seconds, and it takes 1 second before it can be fired again.

Lastrimmenne Heavy Crossbow
This Crossbow throws out a spiralling 'beam' of what appears to be nothingness, darkness, but in reality is a dark magic. When it makes contact with the target, it will burn or melt through the target, killing or destroying fairly quickly. No ammunition is needed for this Crossbow. Each 'beam' lasts 5 seconds, and 1 second is needed between firings.

En'Tiveche Light Crossbow
This Crossbow throws out a spiralling 'beam' of what appears to be nothingness, darkness, but in reality is a dark magic. When it hits its target, the targets life force is tapped and corrupte, turned to dark power, and the targets soul literally destroys itself, killing the target. No ammunition is needed for this Crossbow. Each 'beam' lasts 3 seconds, and 1 second is needed between firings.

Lin-Trachenne Two Handed Sword
This large warrior's sword is intended for cleaving mounted knights or breaking up formations of footsoldiers. As such, it isadapted to cut through metal as easily as flesh, but this is its only enchantment.

Ahrdrellemme Bastard Sword
This sword is a true blade of Darkness. It runs an electrical current through a hit targets body, activating all of their muscles, and they quite literally either crush themselves to death, or their muscels all snap and give way. The charge is so high it takes only 1 second of this contact to crush the bones, but if they resist this - a Demon, or boneless creature could - it takes only 15 seconds for their stopped heart to burn out, and they cannot survive.

Lossarren Bastard Sword
This sword is a true blade of Darkness. A magical enchantment runs along its blade, preventing any form of natural or magical healing from occuring, resulting in the victim, without a hope of survival, bleeding to death. Another enchantment is wrought in the blade made especially for vampires, which allows them to feed off the blood present on the blade.

Evah'Nu-Tsagan Long Sword
This blade is unique, in that it does not need a wielder to fight. It is simply tossed into the battle, or in front of the user, and it will fight of its own accord, as if an invisible kensai warrior is holding it.

Marikanne Short Sword
This short sword is renowned by thieves and assassins. The poison coating it has no cure, and no relief. It kills within 2 hours, and causes extreme pain along with other most discomfitting symptoms of death, including rapid decomosition of the still-living person's body.

Suliserre Katana
This katana is renowned for its deadliness and effectiveness in combat. The blade has a length of 26 inches, normal for any katana, and an extended handle to allow for a wielder to use both hands. The blade is crafted purely from mithril for added strength and durability, its vorpal edges allowing it to easily slice through bone as if it were mere flesh.

Reniemette Wakizashi
This wakizashi is renowned for its deadliness and effectiveness in combat. The blade has a length of 18 3/4 inches, normal for any wakizashi, and an extended handle to allow for a wielder to use both hands. The blade is crafted purely from mithril for added strength and durability, its vorpal edges allowing it to easily slice through bone as if it were mere flesh.

Trinarre Shuriken
This shuriken is perfect for assassins and thieves who wish to insure a painful death for their targets. It is of pure mithril to insure its deadliness, and bears many barbs to prevent retrieval without inflicting more wounds.

Eh'Vritsu Dagger
This is a soul-stealer dagger, intended for the use of those not normally accustomed to feeding so. It drains the victim's life force, adding it to the wielders, fusing them. The wielder gains the power and the knowledge of the victim from this process.

Lisque Dagger
This dagger was forged with murder on mind. The blade is 16 inches long, slightly curved, double-bladed, and wrought of mithril. It is especially light weight and perfectly balanced, and thus can be used as a throwing weapon or for melee combat. The most famous of all the Lisques is the one wielded by Mimmukarr, the blade coated with the infamous Istarrenne poison, in which the only cure is in the hands of John Irenicus himself.

Ragnir Staff
This staff seems to be a simple wooden pole, but through its core runs a hollow tube of mithril, inside of which is the blood of several Beholders, mingling together. It grants the wielder the ability to amplify their powers by threefold.

Sint'Vache Staff
This staff seems to be a simple wooden pole, but through its core runs a hollow tube of mithril, inside of which is the blood of several Dragons, mingling together. It grants the wielder some power over all elements, and defends them against elemental attacks three times per day ((Elemental shield spell))

Mechnistenne Staff-Spear
This staff seems perfectly harmless, an old man's walking stick perhaps, but upon the uttering of the word of command, one end shifts in phase, turning into a long, narrow spearhead of mithril. When in spear form, the staff can puncture all but the strongest armours and shields.

Liparasse Staff-Spear
This staff seems perfectly harmless at a height of four feet, an old man's walking stick perhaps, but upon the uttering of the word of command, one end shifts in phase, turning into a long, narrow tri-blade spearhead of mithril. When in spear form, the staff can puncture all but the strongest armours and shields.

Fallischenne Warhammer
This warhammer was made for the worshippers of Drekon many millions of years ago. It is light, disturbingly so, until swung at a creature, when it suddenly, as it falls at them, becomes extremely heavy, giving it a powerful hit on them. It also gives the user the ability to summon Dark Powers, namely a pair of Pit Fiends, who will fight on his or her behalf.

Oroch'Nivven Mace
This mace was made for the worshippers of Drekon many millions of years ago. It is light, disturbingly so, until swung at a creature, when it suddenly, as it falls at them, becomes extremely heavy, giving it a powerful hit on them. It also gives the user the ability to summon Dark Powers, namely a pair of Pit Fiends, who will fight on his or her behalf.

Dam'Stucherre Morning Star
This morning star was made for the worshippers of Drekon many millions of years ago. It is light, disturbingly so, until swung at a creature, when it suddenly, as it falls at them, becomes extremely heavy, giving it a powerful hit on them. It also gives the user the ability to summon Dark Powers, namely a pair of Pit Fiends, who will fight on his or her behalf.

Shre'Visterre Flail
This five headed flail was made for the worshippers of Drekon many millions of years ago. It is light, disturbingly so, until swung at a creature, when it suddenly, as it falls at them, becomes extremely heavy, giving it a powerful hit on them. It also gives the user the ability to summon Dark Powers, namely a pair of Pit Fiends, who will fight on his or her behalf. Lastly, each of the five heads has a different power. One is of fire, the other of ice, another of acid, another of death, and the last is of petrification. Each head may or may not have an effect on its victim, and 1 in 5 his has a single successful head, 1 in 25 has two successful and so on...

Evrinneche Spear
This spear is capable not of punching through armour, but instead simply negating its existance. Using a strange Magic of planar shifting, when the tip encounters a solid, non-living object, it shifts through it, re-emerging on the other side intact.

Evrinneche Javelins (5)
These javelins are capable not of punching through armour, but instead simply negating its existance. Using a strange Magic of planar shifting, when the tips encounter a solid, non-living object, they shift through it, re-emerging on the other side intact.

Dargussavven Halberd
This halberd, the pride of Irenicus' collection, drains all of the thoughts from a victims mind, while planting those of Irenicus inside. Thoughts of gloom and despair, driving the victim insane in mere moments, are implanted, makig them either run in fear, or beg for the sweet merciful release of death.

Felkirch Dual-Purpose Axe
This axe is just what the name conveys: an axe that can either be thrown or used in melee combat. It is perfectly balanced yet sturdy in its strength. An enchantment allows the axe to remember the hand of the one who threw it, and as thus, will return. If another tries to wield the axe before it is returned, they will be in for a nasty surprise as the axe will send an electric current through their body powerful enough to stop their hearts instantly. Var'Nache Two-Handed Axe
This axe is made for cleaving through armour, and this is what it is enchanted for. Even holy armour will crumble at its touch, allowing the wielder to get to the target beneath in a single blow.

En-Vriechenne Battle Axe
This axe is made for cleaving through armour, and this is what it is enchanted for. Even holy armour will crumble at its touch, allowing the wielder to get to the target beneath in a single blow.

Dusch'Vinchette Throwing Axes (6)
These throwing axes are just that, unless they hit a Celestial. Against mortals, they are naught, but against Angels and Minor Deities they are powerful, infusing the Celestial with Irenicus' evil, turning them to the Darkness.

Dusch'Vinchette Throwing Daggers (10)
These throwing daggers are just that, unless they hit a Celestial. Against mortals, they are naught, but against Angels and Minor Deities they are powerful, infusing the Celestial with Irenicus' evil, turning them to the Darkness.

Dusch'Vinchette Darts (25)
These darts are just that, unless they hit a Celestial. Against mortals, they are naught, but against Angels and Minor Deities they are powerful, infusing the Celestial with Irenicus' evil, turning them to the Darkness.

Foch-Nivverre Body Shield
This shield is wrought of mithril, and its enchantments allow no blade to shatter it, and no magic to heat it. It is light, and large enough for two grown men to shelter behind, yet a child could lift it with a little effort.

Foch-Nivverre Kite Shield
This shield is wrought of mithril, and its enchantments allow no blade to shatter it, and no magic to heat it. It is light, and large enough a man to shelter behind in the heat of battle, tapering at the legs though, yet a child could lift it with a little effort.

Foch-Nivverre Large Circular Shield
This shield is wrought of mithril, and its enchantments allow no blade to shatter it, and no magic to heat it. It is light, around 4 feet in diameter, big enough for two to shelter behind, yet a child could lift it with a little effort.

Dar-Soth Shield
This shield is wrought of mithril, and its enchantments allow no blade to shatter it, and no magic to heat it. It is light, around 4 feet in diameter, big enough for two to shelter behind, yet a child could lift it with a little effort.

Foch-Nivverre Small Circular Shield
This shield is wrought of mithril, and its enchantments allow no blade to shatter it, and no magic to heat it. It is light, around 2 feet in diameter, big enough to shelter behind from arrows or spells, yet a child could lift it with a little effort.

Foch-Nivverre Buckler
This shield is wrought of mithril, and its enchantments allow no blade to shatter it, and no magic to heat it. It is light, around 1 foot in diameter, and large enough to shield a decent section of the body without encumbering the warrior in the slightest, yet a child could lift it with a little effort.

Uhn-Veh'Starrenne Gauntlets
These gauntlest grant the wearer extra skill with weapons, though they do not grant the wisdom of when to fight and when to flee. They allow no weapon to be unintentionally dropped, almost as if they were screwed onto the hilt.

Dus-Vache Bracers
These bracers can phase into a different shape at the wearer's command, the wearer needing only to picture the desired form and the gauntlets shall respons quickly, the mithril flowing smoothly into its new position.

Ehl-Tirreche Full Helm
This full helm protects against melee and ranged attacks, its large area of coverage allowing no arrow to get through to the wearer's head, and no blade to hit them. The enchantments on it make it stronger, the mithril will not buckle even to the heaviest of blows. The downside is that the wearer's field of vision is lessened in comparison to the Light Helm.

Ehl-Tirreche Light Helm
With the same enchantements as the Full Helm, only slightly less material. it allows better vision, but does not protect so fully against arrows, or blades, leaving around 35% of the head - mostly in the facial region - exposed to attack.
Zuka Telemnar Zamamee, elvish necromancer
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About Me:
Name: Justin
Email: zukazamamee@yahoo.com