Orders For The Impending Battle
All mages are tasked with keeping enemies from crossing into the forest by any means necessary. A section of mage forces will spend the entirety of their time trying to uphold a magic forcefield that will block the way as long as possible. Be cautious. Using too much of one's magic may cause one to pass out -- or worse. A secret section of the Fae Armies, including mages, has been quietly sneaking around the enemy campy and will come from behind the enemy during the fight so that the enemy is attacked from two sides.
Halflings - Reports are implying the largely human army has a handful of halflings with magic. They are likely the products of fae trysts with humans in Dalk. This magic will likely be less potent, but still effective in numbers. Some halflings may be convinced to join your side, since they are likely looked down upon in the human world.
Blood magic - In an extremely controversial move, the Seelie court has acquiesced to allow their mages to temporarily use blood magic. However, the Wolf, Shark and Sparrow Clans have all refused to allow it among their mages. The Unseelie Court and Fox Clan already allowed blood magic. This will cause approval of Queen Mab in court to fall amongst many Seelie courtiers. The Unseelie based Church of Lilith has pledged many of their own blood mages to the fight, to the discomfort of many.
Magic Items - The Magi expressly forbid any use of unauthorized magical items due to their unpredictable nature. This is especially true of those acquired from The Night Market. However, this will not stop mages from using them.
Magic Diversity - This is a battle like no human has ever seen before. The more chaotic to the human eye, the better. Magic techniques and skills range widely by court. It is likely to see elemental, illusion, and shapeshifting magic in abundance during the fight. Some solitary fae will have the ability to control and communicate large groups of animals. Each mage's particular set of skills has been taken into account with their battle assignments. Additionally, the Sparrow clan mages do not believe in any lethal force.
Queen Titania and Kasha Greywolf will lead the charge on horseback, flanked by all knights of high status also on horseback. The rest will follow on foot. A secret section of the Fae Armies has been quietly sneaking around the enemy campy, and will come from behind the enemy during the fight so that the fae are attacking the enemy from two sides Remember: Fae are not normal warriors. All fae fighters will possess inhuman reflexes, strength and agility. Knights may use small bits of magic to distract or subdue, but most of their training involves weapon or hand-to-hand combat.
Iron/Training Risks - It is confirmed that the Midsummer human colony, Oaktown, has been training members of the approaching army. They will have knowledge on tactics for fighting fae and common fae abilities. They will also likely be equipped with iron weaponry. There will be a mix of iron and steel armor, so be cautious of what you touch without gloves.
Charms - Pluck any rowan berry charms you find on a soldier or mage, especially if your attacks seems to be missing at a strangely high rate. This plant is an ancient tool used by early humans to ward away fae and it is quite effective.
Combat diversity - Fighting style will range by court and clan. Courts known to be more sneaky and underhanded will train their soldiers to fight the same way. Those who are more honor based may value fighting cleanly. Various weaponry will also reflect a fighter's origins (eg: the shark clan will have weapons formed from things in and around the ocean). Additionally the pacifistic Sparrow Clan do not have warriors.
Rogues, Criminals & Thieves
A very secretive campaign to sneak into the enemy camp and poison the wine barrels is taking recruits. The plan will be executed night before the battle is rumored to begin. This can only be heard about by word of mouth or being approached directly by royal representatives directly. There is particular interest in those with a seedier background, and knowledges of poisons.
Location - The enemy is largely camped in Dalk, less than a mile from the border of the forest. Higher ups are housed inside villager's homes, while the rest are camped out in tented fields.
Human Allies - Some of the more devout pagans in Dalk may disapprove of the army's actions and aid the fae. The names of some of those humans who may be sympathetic have be dispersed among those sneaking into Dalk.
Poison - Apothecaries all over Midsummer have been emptied in anticipation of this. Whether the poison is lethal or non-lethal is up to you, as long as it can disable a person for at least 24-48 hours.
Spies - There are also rewards offered for anyone who can catch an enemy spy. Keep your eyes peeled for anyone who seems suspicious or out of place - especially around a food source or near high ranking political figures.