(For DRM Version 5.0.6)
Updated 12/27/2023

AT A GLANCE:
** Defense-Stripping Combined Arms
** Close-In Irregulars and Specialized Elites
** Active Command needed for Maximum Effect

OVERVIEW:
Desert warfare, for the Banu Asera, is far more about deception than the more typical Imperial or Vlandian perception. Brute force is of course a great asset, but brute force alone means nothing if the enemy sees it coming a mile away and acts to mitigate it. The best strikes are those that the enemy does not see coming, those that force the enemy to march to an Aserai fife. They have a wide toolbox with which to do this, but one that they need to use consciously.

The Aserai rely heavily on their traditional tribal warriors, a levy of common and noble men alike pulled to service. Their tribal irregulars are a mixed force of spearmen and javelineers, specializing at the culmination of their experience. Among their nobles, the more nomadic (‘tribal’ if you prefer) tend to fight as infantry or javelineer cavalry, while their greatest become Faris - heavy cavalry. Supporting this are various archers and now the advent of Mamelukes.

Mamelukes are a new force of slave-soldiers the Aserai have begun to field, proven in concept by the Ghilmen. They show great promise, but will need to be drawn primarily from the populations of the conquered. This means that, much like the Empire they are in opposition to, they gain great benefits from conquering enemy territory. Conquer the right territories, and the Aserai will be able to recruit more or less any troop type they want. Of course, in order to do that they will first need to establish a greater sultanate…

The greatest strength available to the Aserai is the sheer number of throwing weapons and cavalry they can bring to bear. In an infantry fight it would be quite rare for the enemy to reach their line unmolested by javelins, often meaning they lose their shields. For cavalry, they have access to mounted javelineers or contact cavalry depending on what they need. And their archer core is nothing to scoff at, forcing the enemy to come to grips with them. All in all, the Aserai are a flexible force but one that may need a proactive commander to manage. While an infantry formation might get some javelins off, to really get the most out of them you need to spread your javelineers out, and then group them back up before the melee begins.

The Aserai have long been a proxy of empires unwilling to commit to the effort needed to subjugate the desert. Easier to pay off favorable emirs and sultans than to establish direct control over the wealth that flows through the trade lanes in these lands. Perhaps the time has come for the Aserai to make their own empire, to make the Calradians or others their buffer state instead? They must decide which direction they wish to expand around the Periassic, and then commit with their full force before they must defend the other side of their lands.


RECRUITMENT PERCENTAGES:

STANDARD POOL:
-- Aserai Tribesman (70%; Irregulars)
-- Aserai Militia Archers (20%, Irregulars)
-- Aserai Tribal Noble Youth (10%; Nobles)

ELITE POOL:
-- Khassaki (5%; Bodyguards)
-- Aserai Noble Youth (35%; Nobles)
-- Aserai Tribal Noble (20%)
-- Mameluke (20%; Regulars)
-- Aserai Master Archer (20%; Regulars)


MILITIA UNITS:
Basic Militia Melee: Warriors
Basic Militia Ranged: Militia Archers
Elite Militia Melee: Skirmishers
Elite Militia Ranged: Archers


FACTION DYNAMICS:

Tribal Warriors
The bulk of the Aserai irregulars will consist of a mixed unit, tribal warriors that can either be javelineers or spearmen. While they do not excel in either role, this gives you a basic formation that is inherently mixed and easy to manage logistically. However, as these warriors improve they will eventually reach a point where they must decide between being a dedicated spear carrier or, with more patience, become a semi-regular skirmisher unit.

Mamelukes
The Aserai, much like the Empire, will get access to a varied roster of units as they expand beyond their borders. These will be their Mamelukes, slave soldiers drawn from prisoners of war or others and converted to the Aserai cause for the opportunity to make something of themselves.

Mamelukes are professional soldiers, focused on the art of war as their upkeep is maintained by their master(s) and their status keeping them from power. However, the only Mamelukes natively available for the Aserai will be a form of light lancer cavalry with no upgrade prospects. To truly make use of them, you will need to take control of other cultures and from there draw your Mamelukes.


Irregulars - Tribal Levies
The bulk of an Aserai army have long consisted of various tribal levies, whether the tribe has taken and gained sway over the cities and oases, or must content themselves with herding goats in the hinterlands. Regardless of where they settle, these warriors must be ready at a moment’s notice to defend against jealous rivals.

These tribal levies are farmers, goat herders, wanderers, urban poor, and more who are drawn to service. They fight as either spearmen or javelineers, often mixed within the same formation. More well equipped members are more specific, such as more organized spearmen presenting a stronger front or those who wish to make a career out of it becoming skilled skirmishers.

Do note that since many of them have to carry their own equipment in day to day travels, shields tend to be small among these levies unless they become dedicated spearmen. This means that enemy ranged troops are a bit more dangerous to an Aserai line than that of their neighbors on average.


Aserai Youth
Tier I Spear/Skirmish Infantry Hybrid
** Shielded
** Mixed Equipment

Aserai Youth are the youngest members of a tribe, and often the first ones called up to arms when the tribes go to war. These youths have much to prove, eager to win if not a name for themselves than to prove worthy of the ones they bear. If they do not fight what will their families say, to say nothing of what others will say of their family?

These men carry either spears or a satchel of javelins, making them an inherently mixed formation of troops. This continues after they are no longer considered youths.


Aserai Warrior
Tier II Spear/Skirmish Infantry Hybrid
Basic Militia Melee Unit
** Shielded
** Mixed Equipment

Warriors are still tribal levies, and consist of those Aserai that are more proven than beardless youths. Their armaments remain mixed by personal means and preference, so an emir is not always able to be sure of what mixture they will have. Nonetheless, they are able troops for light action.

Those who go further may specialize, either taking the quick path to become Spearmen or a longer period of time as a warrior sees them become a Skirmisher. Focus them wisely.


Aserai Spearman
Tier III Spear Infantry
** Shielded

Consisting of a mix of wealthier tribesmen able to afford heavier gear (and to store it during peace), veteran warriors no longer fleet enough to skirmish, or even retainers appropriately outfitted, Spearmen provide a frontline bulk to the Aserai. Their large oval shields allow them to better resist attacks at range, and they benefit from a moderate amount of armor.


Aserai Skirmishers
Tier IV Skirmish Infantry
Elite Militia Melee Unit
** Shielded
** Athletic Infantry
** Good against Shields (Javelins)
** Weapon Focus: Throwing Weapons (+10)

Those Aserai warriors that are fast, good with their own initiative, and prove themselves often form somewhat formal warrior brotherhoods. These warriors excel in the tribal conflicts typical among the Aserai, and so fight as excellent skirmishers. While they are somewhat lightly armored for their quality, they have the benefit of experience behind them. Use these troops to strip the shields of their enemies, and then rush in the flanks once javelins are exhausted.


(Semi-)Regulars - Town Archers

Archery is a talent that the Aserai are increasingly looking to bring to the table, particularly with the formation of the Master Archer’s Guild within the various cities that the Aserai hold. These men take pride in their talents as their beginning as an archer often began with a grandfather - or even earlier! - who took up the art to master it. These men have made archery a career, and as such will not fight as anything else. Being urban also means that when fighting from settlements, their skills give them an edge in defending their homes…


Aserai Archer Militia
Tier II Missile Infantry
Basic Militia Ranged Unit
** Standard Ammo: Barbed Head Arrows 50g

Archer Militia are exactly as they sound: militia bowmen who take up arms to defend their home towns. These troops are the starting point for training bowmen for the Aserai, a process that will take a fairly long time. They begin for many reasons - recreational target shooting, the prestige of the skill, or honoring a family legacy. Those who survive will become archers worthy of war and do bloody work against the light troops of the enemy.

In combat, they are low-grade archers whose main advantage will probably be shooting down from height and into the flanks of enemies approaching the gates. Alas, any decent armor or shield will probably stop them from doing much damage until they become more skilled and better armed.


Aserai Archer
Tier IV Missile Infantry
Elite Militia Ranged Unit
** Standard Ammo: Needle Bodkin Arrows 70g
** Professional
** Double Satchels

Aserai Archers are a mixture of well-to-do townsmen, professional hunters, and members of the Master Archer’s Guild. At this stage, they are considered capable bowmen after long years of practice and are considered fully battle worthy. For the Aserai man who wishes to serve as an archer in battle, this is the status they seek.

Those who excel in this role may eventually be recognized as Master Archers, completing their training and becoming the best archers of the Aserai.


Aserai Master Archer
Tier V Missile Infantry
** Standard Ammo: Needle Bodkin Arrows 90g
** Weapon Focus: Bow (+10)
** Professional
** Double Satchels

The Master Archer’s Guild takes its name from the title bestowed on the finest archers of the Aserai. While perhaps not as skilled as their noble Battanian counterparts, Master Archers will make those barbarians work for an archery victory. Their status as masters of the bow entitles them to greater pay and prestige, and expects that they will also train younger archers and ensure that they are brought up to the Guild’s standards. And, occasionally, do work for the guild to ensure its growing influence…

Aserai Nobles - Tribal Champions and Faris

The nobles of the Aserai - the kinsmen of Emirs and other such leaders, even if distant - pride themselves on their martial valor. They are the true warriors of their tribes, and hold a place of prestige among the armies of the Aserai. Thanks to their wealth, even if only relative, they can afford to fight as cavalry and often do so with javelins. Others may use their wealth to become heavy infantry, and the wealthiest (or those whose opportunities allow) may become armored cavalry.

Aserai nobles are split into ‘normal’ and tribal nobles. This is not really a difference in culture so much as a difference in wealth and status. Tribal nobles will usually reflect the most distant nobles or those who wander the desert, and will make up the bulk of the noble recruits available to the Aserai. The other nobles represent those of settled oases and cities, with more stable wealth and the ability to begin the path of becoming a Faris - a knight, functionally.


Tribal Noble Youth
Tier III Skirmish Cavalry
** Noble
** Additional Secondary Skill: Polearms
** Good against Shields (Javelins)

The noble youths of a tribe are under even more pressure to perform well, as their families stand out amongst the many lineages of the Aserai. To this end, they go into battle on the backs of camels with a satchel of javelins, a spear for when those are exhausted, and a sword in the event the spear breaks. They are somewhat fragile, but they can deal great damage if used wisely.

As one might expect, they wish to prove themselves as no longer being mere youths.


Tribal Noble
Tier IV Skirmish Cavalry
** Noble
** Additional Secondary Skill: Polearms
** Good against Shields (Throwing Lances)

Tribal Nobles, much like going from Youths to Warriors in the common troops, are a direct upgrade of their younger selves. They are better equipped with throwing lances instead of javelins and are in general just better at what they do.

At this point, a choice lies before them. They may either become Noble Cavalry with the gift of a horse, or they may dismount and fight as heavy infantry Mubarizun.


Noble Youth
Tier IV Skirmish Cavalry
** Noble
** Additional Secondary Skill: Polearms
** Good against Shields (Throwing Lances)
** Weapon Focus: Throwing Weapons (+10)

These youths from the more settled of the Aserai highborn fight from horseback and with throwing lances immediately, and often have the benefit of more formal training compared to their more nomadic counterparts. They are still light cavalry, looking to prove themselves worthy of heavier armaments.

They may either continue as cavalry javelineers, or over a longer period of time they may work to acquire for themselves the kit of the Faris - the Aserai’s heavy cavalry.


Aserai Mubarizun
Tier V Heavy Infantry
** Noble
** Shielded
** Athletic Infantry
** Projectile Armed (Throwing Spears)
** Good against Armor (Maces)
** Good against Shields (Throwing Spears)

In old-fashioned Aserai combat, these champions would step forward from the main host to challenge an enemy champion to fight man-to-man. The goal being, beyond the defeat of an enemy champion or commander, a chance to demoralize the enemy and invigorate their own. When such is not available, as is so often the case these days, these champions instead fight in the line and inspire the men of lesser lineage to fight on while taking on the toughest enemies themselves.


Aserai Noble Cavalry
Tier V Skirmish Cavalry
Requires a Horse
** Noble
** Additional Secondary Skill: Polearms
** Good Against Shields (Throwing Lances)
** Good Against Armor (Maces)
** Weapon Focus: Throwing (+10)
** Weapon Focus: Polearm (+10)

Aserai nobles from more distant branches of the linear often have difficulty affording the full panoply of the Faris. Rather than being a source of shame, it sees them fight on in the traditional manner with throwing lances from horseback. If an Emir is unable to find the necessary war horses for a contingent of Faris, these cavalry can make do with normal horses. Of course, most have their own favored steeds anyways…


Aserai Faris
Tier VI Heavy Cavalry
Requires a War Horse
** Noble
** Shielded
** Horse Full Barding
** Good Against Armor (Maces)
** Weapon Specialist: Polearms (+20)

Faris are the knightly class - the word literally means ‘knight’ when translated - of the Aserai and they are every bit a match for their Vlandian counterparts. While they do not fight as mounted lancers, they are still armed with spears to fight other cavalry and still have quite a bit of speed behind them on the battlefield. Their true strength, however, lies in their armored mounts and the maces that let them bash their way through their opposition.


Aserai Khassaki
Tier VI Shock Cavalry
** Bodyguard
** Noble + Professional
** Couched Lance
** Shielded
** Horse Full Barding
** Weapon Focus: One-Handed (+10)
** Good against Armor (Maces)

Khassaki are mounted bodyguards, and are the foremost champions of the Banu Asera. Many of them are the flower of the nobility, while others are Mamelukes whose long service earned them freedom and with that freedom they chose to stay with their master and continue to serve. This honor often sees them either adopted into the family of their benefactor, or elevated to nobility outright as such individuals have usually earned fame on the battlefield (if only within a single clan).

In terms of battlefield role, these bodyguards open an engagement with their lances before switching to their maces in order to bash open enemy armor. They are tough to stop, but then again there is a reason why so few of these troops are fielded: expense. Very well worth it, however.


Regulars - Mamelukes

Mamelukes are slave soldiers, make no bones about it. At the same time, they are also highly valued for their loyalty and reliability relative to the clannish politics of the Aserai - let alone other courts. They are not meat shields used to eat projectiles to protect more valuable troops, but an investment that has greater potential than most freemen will ever see. Those who survive their traditional ten years of service will find themselves with a bright future either as paid military retainers or in civil service.

These troops were first conceived through the Ghilmen, who eventually gained enough power to break away and become their own warrior brotherhood. Some consider this as proof the concept will fail, but for the Sultan the need of a reliable fighting force outweighs the risks of them gaining power as an organization. Their lack of connections to the tribal feuds usually allows their masters to count on them, and the same lack also frees them up to spend their time training or performing duties. The main issue is cost, but that is expected of any professional force.

Those who are of Aserai blood are usually slaves purchased during their youth, particularly from those who can be certain to have no strong tribal connection. A rigorous education ensures this, forming them into a brotherhood of warriors with their peers and promise of a bright future. For those taken from foreign lands, they are either prisoners of war willing to serve for their eventual freedom and a place within the new order, or slaves with the right mix of traits and lack of Aserai connections.

In terms of military use, where they are drawn from will heavily govern what kind of troops they are trained into. “Native” Aserai Mamelukes are trained as shock cavalry only, while those of other cultures will fill other niches. A particular note would be those drawn from the Khuzaits, who will make fine horse archers. Conquer enough territory, and you can build a professional army suited to mesh with the Aserai’s native roster.

For details on the options to recruit based on culture, see the “Aserai Mamelukes” manual.

Aserai Mameluke
Tier IV Shock Cavalry
Minimum Riding Skill:
** Professional
** Couched Lance
** Shielded

While the idea of training an imitation legion has been floated, the Mamelukes of Aserai stock are primarily trained as cavalry in order to respond rapidly to situations. Their lack of ties to the various lineages ensures their loyalty when they must intervene in a feud, and their couched lances allow them to break apart the enemy formation or skewer a particularly potent enemy in a single strike.


MODDER COMMENTS:

The Aserai as a faction are tricky to conceptualize, due to overlapping with a number of other factions. They went through a few iterations in DRM’s development, but in the end I settled them into being a combined arms faction that requires a more proactive approach than the Empire or Vlandia being able to fire and forget.

They can be built to fire-and-forget still, but you get your greatest advantage from using finesse. Take direct control of your javelineers to make sure that they make their javelins count, and then overwhelm a weakened enemy. If not, a staunch line of spears and champions can give you a chance for cavalry to deliver a killing blow.

Mamelukes also became both more and less predominant than in earlier versions - early on they were if not a full tree than a notable part. For the DRM 5.0 version, I decided that pulling away Mamelukes made sense - the Aserai were on paper supposed to be pre-Islamic Arabia, and Mamelukes were pretty firmly past that time. However, because Mamelukes are a part of it, I kept them present as a unit that services the niche in character creation and as a dynamic to give the Aserai advantages for conquest.

Article information

Added on

Edited on

Written by

LukeDanger

0 comments