Elites: WallbreakersThe Wallbreakers formed from our standard soldiery seeking greater success against our foes who hide behind walls. They use the Chant called Spike, with the Shape used being a Rectangle. As a result, they can form rectangular walls to block enemy lines, or the taller rectangular spiked top within rooms. More usefully, they can also form them at angles to create slopes, which combined with the shorter ones laying down, allows the formation of steps to go over walls, or to simply pierce through them(or lines of enemies.)
They form into groups and regularly spar against each other, forming walls and breaking them with Spike in turn to simulate battle against our cowardly foes and improve their abilities in a fast-paced battlefield. In combat, Hoplites charge in with their shields and strike with their spears into the heart of the enemy, form within their ranks, and then destabilize their foes footing using short Spike chants to mess with their footing. Behind them charge the rearguard of regular soldiers and other forces to deal with the disordered. Of note, the Wallbreakers do work in pairs as well to deal with our enemies wall-making, letting the Jarls charge in through the opening. And in groups they can bring the roofs and whole walls they form down on the enemies, or enclose enemy troops in walls of their own to cut them off. In both cases, Hellbrings swiftly pass judgement.
To summarize, Wallbreakers are trained in blitz-style combat well suited to opening holes and destabilizing enemy ranks, as well as working in pairs against stronger enemies. However, this alone would make them lackluster. What really makes this possible is the gear we Loji have developed for general use. The Psalmfronts, Doomscale Armor, and the Targe of the Bloodthirsty all contribute to this style. However, a fourth weapon is their spear, made with Windforged Steel alloyed with Blue Jade Dust which has been imbued with the aspect of Weight. The swift strikes mixed with the weight of the blows makes for a potent weapon, and as it is the heads that are made of it, easy to make in bulk to use with the rest of our gear. Overall, this new Order of Hoplites is a vital addition to our armies.
Tldr: Spike Chant used to break their defenses and disrupt, with a blitz-style of training. Along with a new spear which should be cheap enough? Put simply, we break their walls, then deal with them directly. You can't hide that easily. Our regular soldiers are already better-equipped than theirs, though that is likely to change as time goes on. The hoplites aren't someone that can be dealt with easily though, as they do not Build walls, they Break them.(Bonus if their war cry is 'We'll Break You!')
I think they fall under Elites.
NeedlegardThe Needlegard is a group of High power chanters who use a combination of spikes, ramps, and blocks in battle, working together to create a mobile bypass over and through enemy walls and cover from enemy fire. Their mastery of the Spike chant is impeccable, and they work to support the rest of the army against the enemy. For gear, they use Psalmfounts, further enhanced with a mix of White Jade Dust and the aspect of endurance, to allow them to chant even longer when needed and adding even more weight to their chants. As for armor, they use Stillborn Steel plates attached to their robes to cover vital spots, with an aspect of Weight added to the swift Blue Jade Dust, allowing swift movements across the field of battle when nessaceery even without the sail carts. This is needed as their services are required nearly everywhere where an enemy has decided to set up walls, to pierce and/or allow our forces to bypass them directly. And needless to say, their chants are perfectly viable to disrupt enemy formations in the open as well, or for creating vantage points and defendable forward positions.
Shapes used: Rectangle and cube. They can alter how the angle of the spikes and shapes emerge from the earth, making them an important group.
Infrastructure- Hard Work and Grit: Miners' GuildThose who were once miners have gathered like minded individuals to mine the Low Passes. Info from us has a number of promising spots. Those at the forges and refineries have gotten to work. For the miners have been gifted braces made with WJD, and enhanced with the Aspects of Endurance & Solidity, granting their wearers the ability to work hard all day without issue. And the picks have been made from WJD with the Aspect of Weight to grant their strikes great strength. Woodsmen from the forest have also gathered logs to support the mines so they don't collapse. It is through hard work, grit, and determination that the Miner's Guild is formed. And to start, the Low Passes shall be mined of their Ore, and slowly but surely will they expand their operations.
Miners' Guild: (1) TricMagic
Voiceguard 5: (1) TricMagic
More ore means cheap HE.
idea. though not a serious one.Demi-Circle: SpikeThe shape of a flat circle, as discovered through the discovery of Geomancy. Five spikes for the points, and the circle raised from the earth. The result is a counterfeit geomancy circle, which greatly aids the chanting of Spike. With this come the Chanters of Spike, the Enkindlers being convinced to switch to true change of the battlefield. The circle channels the power of the spell into the caster, allowing great power to be exerted
The Demi-Circle grants Spike the ability to strike at long range, the circles of earth rising up, overlapping, and completely decimating the formation of the enemy, creating ridges that crush and topple our foes. And we can keep this going for a long while, as when one tires, another takes their place. This is but a taste of the power of Geomancy and Chanting, for now anyway. It is still suitable to completely disrupt enemy positions and fortifications.
Elites: Voiceguard 5"Of note is the enemy and traitor are both growing stronger. Yet due to squabbling, we have grown weaker. Once we dictated the flow of battle. They developed specific countermeasures to defeat us. No more. The Windsingers, the Shroudweavers, the Hellbringers. And new to our group, the Earthraisers and Frostchanters. The Enkindlers and Apothecaries are to leave if they cannot contribute to our fight. The Five both new and old shall now practice High-cost chants and once more turn the tides of battle, together as one." - The First WindsingerWindsingers direct our sails and blow things around/away, shielding from arrows and other attacks alike, as well as sending wind to enhance the flames of the Hellbringers. Shroudweavers concentrate and move their smoke through the enemies' ranks to rob them of vision and defend approaches. Hellbringers bring holy fire down on their heads, now even more powerful. The two new groups should be looked at though for what they bring.
The Frostchanters' chants are strong enough to create a layer of ice wherever it touches. Combined with the Shroudweavers, they can create freezing smoke that is even colder still to those caught within. They use the shape of a flat circle, which they send out and down as needed to bring true cold to the enemy and freeze liquids. They're pretty important for ruining those brews/poisons they use with ice.
The Earthraisers use a pyramid-shaped Spike Chant. Hands to the ground, they target an enemy position and create a huge pyramid right in the middle of them,(or slightly behind to force them forward into our ranks as it grows) ruining defensive positions from below and sending people tumbling down. They can change how big it is by how long they keep the spell going. The longer it goes, the more the pyramid grows from the earth. Fortifications and defensive positions just prove a valid target for them to ruin. Our sail carts mean we don't have issues going around the things. And robbed of their walls, Hellbringers can bring their fire down on them.
Enkindlers and Apothecaries are sent to work for the army itself. They aren't really useful anymore, though perhaps one day the Apothecaries may see a return as their own group as a Medicinal Guild.