Big Jack Sprat
Jack is an anomaly. So old that he's passed into Battleon folklore, no one knows how he was raised, what his purpose is, or even if Jack Sprat is his real name. Only conjecture is available about his origins. The mausoleum in which he makes his home is quite large, so it's possible that Jack may have been someone important. This would explain how an enchanted spear of such quality wound up in his possession. Jack's body is appears to be more or less human with the exception on the legs and jaw, which look as though they come from completely different creatures. In his many, countless years of unlife, Jack Sprat may have taken these parts from animals and monsters unfortunate enough to cross paths with him.
Boss Zardman
Zardman tribes are united under an Alpha Grunt, who serves as the chieftain. The Alpha is known as the Boss. At any time the Boss of the tribe may be challenged by one of his Grunts for leadership, in which case a ceremonial battle ensues. These contests of strength are usually to the death. As such, Bosses must remain strong and ruthless for as long as they possibly can, to avoid these challenges to their authority. Bosses are given first pick of all the tribe's loot, and are not above taking armor and weapons directly from his fallen enemies corpses. As a result, they tend to be vastly better equipped than their Grunts. While it is possible for Boss Zardmen to choose any weapon they wish from their enemies, they tend to favor blunt weapons such as mauls or morning stars.
General Porkon
Horc generals are chosen, perhaps surprisingly, for their cunning as well as their strength. A general must be able to outsmart his opponents strategically and tactically on the field of battle, and General Porkon is no exception. He is strong, clever, and merciless beyond reason. Porkon runs a tightly fortified camp on the outskirts of GreenGuard. His warriors regard him with the utmost respect, but there are still whispers among the camp that he's going soft. He keeps an item of unknown purpose at his side at all times, bundled away in a ragged pouch. Occasionally, a flash of bright yellow rubber can be seen through a hole in the bag, but nothing more.
Horc Warriors
Horcs, like Zardmen, are tribal creatures by nature, although Horcs seem to have a much more advanced social structure, with tribes being united under the common banner of a greater Horc nation. Horcs also have a developed language, and can communicate in the human tongue as well, though few choose to do so. Horc society is very wrapped up in pride and tradition. Warriors use a mixture of clay and berry dyes to make a blue warpaint, which they paint onto their bodies just before combat. The axes of the warriors stoutly crafted but go unmaintained, as Horcs believe that every notch in their weapon signifies greater prowess in battle. Though they have the capability and the facilities to do so, no Horc warrior wears armor above the waist. The reason for doing this is to ensure an unrestricted range of movement in their arms and torso when fighting.
Skeletal Ice Mages
Undead mages of any variety are dangerous to raise, as a large portion of their soul needs to remain intact for the act of spellcasting to be feasible. In any necromantic host, mages will most likely be the least in number, powerful though they may be. The concentration required of the necromancer to keep skeletal mages under his thrall is simply too much to handle in larger numbers. Skeletal ice mages carry an ice orb to channel their mana through and cast spells more efficiently. This orb is dangerous to hold for a living being, but it can be mounted to a sturdy piece of wood to form an effective staff.
Skeletal Soldiers
The most basic form of necromancy is the raising of skeletal minions. The less of a soul the necromancer allows to inhibit the corpse, the less powerful the the corpse is, the tradeoff being an easier to control servant. Skeletal Soldiers are stripped of any trance of a soul, allowing any necromancer to raise one, and a powerful necromancer to raise an army. They are the staple of any undead host, outnumbering other units by a large factor. They're equipped with whatever weapons they died with, though hastily crafted or heavily used weapons weapons are given to them if they are raised with none. The bone dust of a raised skeleton has much purported alchemical use, but such claims are unsubstantiated. Occasionally, the energy used to raise the Skeleton can be harnessed and merged together to create a Spirit Orb.
Skeletal Vikings
Skeletal Vikings are a slightly more powerful variant of the common Soldier. And little more of their souls have been allowed to them, so Vikings remember some of their combat training. These minions are equipped with large 2 handed weapons to make them effective shock-troops. Skeletal Vikings are generally raised around coastal areas or towns. Oaklore's huge coastline has a history of Viking encounters before the Alteon Dynasty, so restless corpses are not in short supply there. However, just because they are raised on the coasts doesn't mean you'll find them there. Enterprising necromancers often take great pains to transport these valuable troops wherever they're needed most. They can be found as far inland as GreenGuard. Like any Skeleton, their bone dust can be used, supposedly, for alchemy, and their energy can be harnessed and made into Spirit Orbs.
Skeletal Warriors
Like Vikings, Skeletal Warriors are a variation of the Skeletal Soldier. Warriors differ from Vikings geographically, being raised with more frequency in the heartlands such as Doomwood and SkullHome. Warriors are more heavily armored than Vikings as well, making them more defensively inclined than their quicker cousins. This makes them a mainstay among most undead forces. Very occasionally, Skeletal warriors are raised of their own accord, though this only happens in places where the border between here and wherever the dead go to rest is weakest, places such as Doomwood. Skeletons raised this way have no master, and could theoretically have complete sentience. However, the crossing of worlds is very hard on a soul unprotected by a physical form, so most of these independent undead contain only the mere husks of their former consciousness. As a result, they are slave to their basest instincts, and have no more control over their unlives than the usual run-of-the-mill creatures conjured by necromancers.
Zardman Grunt
Zardmen are native to Greengaurd Forest, but are highly adaptive, and can flourish almost anywhere. While Zardmen technically fall in the Zard genus, they are much more intelligent than their Frogzard kin, being able to make crude weapons and armor, and band together in close knit tribes. Grunts are trained from birth to be warriors of these tribes. They are marked by their ragged dorsal frills and larger stature. Grunts in particular seem to have a fascination with shiny objects. It is not uncommon to see Zardmen Grunts with bottle caps, coins, keys, or other bits of metal adorning their armor. Their stone hammers are able to be used by humans as weapons, but they are weak and poorly made. Their tails, like all lizards, will drop off when in danger, calling back to an earlier time in Zardman evolution when running was more important than fighting. The tail can be cooked with vegetables and stock to make a delicious stew, so do not hesitate to pick them up where you find them.