The magus squadron lies about in the middle of the Kingdom, their centralized region only a little bit off to the east. People willing to learn the art of magic flock to them from all over the realm, but few are found with the talent to enter freely, and amongst those who don’t have it are seldom people who can pay the large entry fee. Though most of them live mostly secluded lives magus are important to the land. They heal tainted parts of the land, work together to form the best hospital in the Kingdom, do research, fight against diseases and more. When called upon the squadron will turn away from it’s peaceful duties and take up arms though, for they may also practice the art of destruction.
Magus are lent a part of the land to work in and thus fit into the feudal system of the Kingdom, but they don’t have a high lord like any of the other estates. Instead their high sorceresses lead them in a system of relative democracy, and let their land be governed by governors that only have to follow the guidelines of the high sorceresses, and are only interfered with in their governance by the magus if possible, and also promoted or demoted by them.
As you may have guessed they’re a support force that can go many ways, a small and perhaps important part of my Royalist army, and fun to slaughter by any standards should it come to that (women, old men and harry potter faces, bring on the trolls!).
I had to find a way to use my harry potter lego to use (why did I ever buy it? Probably because castle started sucking at some point in time and it’s some time ago already) in a different way from being meat shields or just placing armour on their torsos to hide them and make them knights, but if I had to do that with all torsos I couldn’t use for my castle that’d cost much very quickly, and for the sake of finally using some of those staff-things I decided on making a corps of mages. That’d be more versatile and interesting than just another force of knights anyway. It also gave the two queens I have more of a purpose. I tried to make the colour scheme so that it fits in well with my KKI army and my royalist faction (something I’m doing with all of them, we don’t want ‘friendly’ fire to be happening here), and just the queen’s attire in general.
The high sorceress is accompanied by an elder. She can fend for herself with her offensive ice magic but she isn’t specialised in mass slaughter, her main branch of magic being defensive spells and spells that make other troops more effective in general, like uplifting morale, increasing armour, speed, attack, or other things. She may also try to immobilize enemies with fields of ice or use walls of ice to protect her allies, and so on... She has quite impressive range.
The elder accompanying her is bound to the sorceress via a spirit link and is there to die in her stead, but he also has other purposes. As long as he is alive and near her the high sorceress will get a +1 chance of success when she attempts to cast a spell. He is also adept at healing magic and may create defensive barriers, but has no offence. He can heal from a quite good range.
Acolytes work together in groups to cast their offensive light spells. The four regulars provide as much raw energy as they can, the ‘corporals’ shape the magic and the leader directs it. They may choose the size of the area they want to rain their spells on as long as it doesn’t exceed their maximum, giving them the ability to attack whole armies or concentrated targets. Acolytes have a greater range than archers and are unaffected by it. Their weaknesses are that their spells sometimes fail and may not always strike exactly where they want it. They are also very weak, almost helpless, in close combat. After all, these people aren’t warriors. Their spells will also begin doing less damage as the battalion loses units.
Against normal opponents their light attacks burn and have a chance to blind. Against undead, the light becomes holy light, a very effective kind of attack against the undead and other creatures of the dark.
The strongest attack the combination of all mages may come up with it the optic munition, which creates a shimmering spectacle of swirling masses of colours in the air that will attract the eyes of the enemy and will then explode with a flash so bright it will blind everyone who hasn’t shielded their eyes in time for a set period of time. They can’t, however, use it too much or against too smart army commanders or the enemy will figure it out.
Magus pikemen guard the entries and the halls of the magus’ grounds. They are experienced, well-trained soldiers that may become very difficult to defeat when supported from nearby by their high sorceresses and elders even though they may look like they are more suited to parading than anything else.
15 minifigs total: 2 high sorceresses, 2 elders, 7 acolytes, 4 magus pikemen.
None, this faction is finished. The only thing that may still happen is them losing or gaining some legs and / or arms that are better suited to the colour scheme, but I’m not planning on buying anything more for this squadron. They're just a little, handy faction and it's a good thing that they're finished.