Chronicles of Elym: The Spark

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Intro

Welcome to Elym, a continent enriched by a history of tolerance and piety. This land has been dominated by a single and unmatched Empire for over three centuries. The culture of this nation has been embedded in those around it, along with a fear of the power they hold. Never had their armies seen defeat. Never had their people seen discrimination. Never had they experienced a tragedy as crippling asthe event known as 'The Spark'.

The explosion erased the heart of the Empire, and left the world in shock and awe. For the first time in recorded history, The Kaidein Empire recalled its troops, and the world held its breath.

The World
Elym is an old world, whispers of gods whose names were lost to the annals of history and legends of times when the world was a much different place travel from the quivering lips of the wizened elders.

Recent history has broken the bonds of past ages, fracturing the races into secular nations, each holding a piece of its people's past imbedded within its culture.

The Kaidien Empire, the largest and most powerful of these realms is home to the Kitsune, a race of fox-like humanoids with a culture of honor and respect. War is no stranger to the Kitsune. Young men and women enlist daily in hopes to gain both honor and title. The people of this nation fiercely defend and worship their royalty, the more fanatic of the Kitsune are often seen praying to them as though they were akin to the gods themselves. The way of the samurai is the way of Kaidien. With the Culture of Feudal Japan and the might of Ancient Rome, these are not a people to be disregarded, nor offended.

The Serres Kingdom is a loyal ally of the Kaidien Empire. The Humans that reside here believe the Kitsune to be above them, and many reffer to Serres as 'The Foxes Dog'. The humans are not to be under estimated however, for they are fierce warriors in their own right and with the combined training of Kitsune warfare and their own learned military practices, the humans are a surprisingly difficult foe. They are the Knights of this world, The Shield of Kaidien.

The Tribes of Or'La'Desh believe the fate of the world to show servitude to the Kitsune both unjust and insulting. They follow the path of the warrior, the spirit of the Viking. These are the ways of the Orcs who reside here. Freedom and equality is what they fight for and as long as the Kaidien Empire stands, neither of these things will be had, or so they believe. They worship the ancient beings known as Dragons and they build their nation in that image. Great, walled cities, built to last a siege create the scales of this kingdom. Mighty and well trained armies, equipped with deadly and efficient weaponry make the fangs. They openly defy Kaidien, raiding the Serres republic freely as a show of hostility and might. Somehow these brilliant people have held off the might of both Serres and Kaidien, and through this miracle they have found confidence and security. They believe themselves strong, and rightly so.

The Iron Cities is a diverse land, and the only ally to the Orcs. Many races roam the multitudes of cities that make up this Kingdom. Dwarves, Gnomes, Halflings, Dragon kin, Goliaths, and Imps work tirelessly at The Great Forge. This is a land built into the earth, Great mines that travel to the heart of the world and beyond riddle the mountains of Ironia. Their Cities are considered impregnable, and their people mighty. They have a weak and overlooked military, focusing instead on building unconquerable defenses. The People of this land do not condone warfare, but they support the beliefs of the Orcs and openly aggree with their stance against Kaidien. these are the only people who have nothing to fear from the Kitsune. Never has a force even scratched The Walls of Iron, and never does it seem one will. A council of advisers leads this nation efficiently and peacefully, many of its people are happy with their lives of work. Their continuous work.. Never will it end...

The Fae Outlands is more of a gathering than a Kingdom. Inhabited by a loose collection of Faery creatures and Faery Kin, it's people are diverse and have been in a constant state of revelry since the beginning of this age. It is rumored that once, long ago, they were a wandering order of peaceful nomads that roamed the world offering wisdom and good company to those they passed. The reason they have settled is unknown. Recently, an unnatural silence has settled upon the people here. This change has greatly disturbed their neighbors.

The Elem Enclave is an old nation, its origins as an ancient cult raises unease in many of it's neighbors. The Harpies and Mermaids that inhabit the Ilses of Elem worship the stars and the earth as gods and look to them for guidance, and judgement. Great cathedrals and mighty spires create a beauty only found nowhere else on the continent. An aura of piety and forgiveness is cast by both its people and its architecture. The enthralling and calming atmosphere created by the Ilses of Elem only lends itself to the beauty of this place. It is considered holy by the Kitsune and no army has ever been known too step foot on this hallowed ground.

The Story
It has been five long years since The Serres Kingdom first picked up arms against The Tribes of Or'La'Desh.Within weeks they had the support of their ally and neighbor, The Empire of Kaidien, and within months both sides realized just how bloody this battle would be. The fear of loss too great for either nation to accept forced a stalemate. The forces on both sides slowly grew, for five long years they approached the climax of this confrontation and now that battle begins.

A force that numbers greater that 13000 stands at the edge of the Orc Kingdom, The Kitsune and Human banners wave lazily in the wind as they make the final preparations for march. It is within the final days that it happens, an explosion that seems to tear reality itself is heard across the continent. The Heart of Kaidien is swallowed by what seems to be the void itself. The Royal family is unaccounted for, along with the majority of Kaidiens' standing army. The worst is assumed, and the order is given. Recall.

When the dust settles, three days have past, and the Human-Kitsune allied army numbers 3460 soldiers, a fraction of its former might. The King of Serres refuses to back down, he orders his best General, The First sword of Serres, to the field. With her leadership and tactical mind he hopes to go forward with the invasion, his people think him a fool.

The Orc's now outnumber their opponents with a force of 5360 Warriors. The General, Gromek the Liberator, given charge of these men and women grows bold and raises his army from its fortifications. His warriors take to the field, and begin their march to meet the enemy. This brash decision made by the Orcish General Gives the Humans a chance, albeit small.

The two forces will meet in two days, and all the while the Kaidien Empire will fall apart.

The Echo

Long ago, gods walked this earth. The Celestials were beings who descended from an astral plane out of curiosity and wonder. The Dragons were beings made of the earth and walked it as its keepers and defenders.

All races to date are descendants of either The Dragons or The Celestials. Only the Humans are descendant from both. These beings were gods and creators; as such they each held miraculous power within them. This power has been passed down to the races of today through an ability known as 'The Echo'. This ability is microscopic when compared to that of the gods that once lived and it's traits are different from individual to individual.

The Descendents of the Draconic:
Orcs(3)
Dragon Kin(3)
Dwarves(2)
Gnomes(1)
Halflings(1)
Harpies(2)
Imps(1)
Goliaths(2)
Humans(1)


The Descendants of the Celestials:
Kitsune(20)
Mermaid(10)
Faery(15)
Fae Kin(10)
Humans(5)


The Echo of The Dragon is that of Enhancement and Blessing. It is triggered by the raw power of the Voice and Emotion. Draconic Echoes directly enhance physical material or the individual themselves. A Draconic Echo will last three minutes after it has been activated, and it can be activated multiple times per day (The number shown in brackets shows the number of times a particular race can cast a draconic spell per day) An individual must rest a minimum of ten minutes in between activations, or risk loss of consciousness.

The Echo of The Celestial is that of Illusion and Trickery. It is triggered by the power of Chant and Focus. Celestial Echoes create illusions that can be cast on an individual to confuse and frighten them. The Illusion lasts as long as the Individual chants and remains focused on the individual they are targeting. If the initial target dies or loses consciousness, the illusion can then be moved to a new target for the rest of duration, this can happen infinitely. The number of minutes each race can Echo for is written in brackets beside their name. Any Celestial descendant can join in a chant to increase the number of allotted targets by one, and increase the time the illusion lasts for five minutes. The number of chanters can always increase, but once a single chanter loses focus or stops chanting, the illusion is broken. An individual under a Celestial Echoes effects believes the illusion to be real, and will rationalize it to be so for as long as they are affected by the illusion.

Example of a Draconic Echo: Casting a flame that burns those I consider to be my enemies upon my sword.

Example of a Celestial Echo: Creating a false clone that disappears into smoke upon being struck.

All Echoes are unique, keep in mind that when creating the Echo there cannot be duplicates.

Rules

1: My Co-Gm's and I have final say, please respect our wishes. We are looking out for both the Role Play and the Players.

2: Collaborative Posts are neccessary in this Rp in order to supply a consistent post standard of High Casual to Advanced Writing. I have developed a system that will allow this to happen somewhat easily. Please follow it: Upon requiring a Collaborative post, both players will write out a rough draft of the interaction/conversation between their characters and then the player who either; 1: Is decided by the group collabing or 2: Posted least recently, will write the post in the perspective of his/her character. This will hopefully prevent schedules from holding us up and avoid Character Hijacking.

3: All Basic Iwaku Site Rules Apply!

4: I am here to live a story and make new friends along the way, professional Ooc environments are necessary, but try and loosen up a bit when you are in here. My Co-Gm's and I encourage Ooc Banter. In fact, we have a group for such!

5: I would love it if every player who joined us stayed eternally loyal, but I am also realistic. Do not be afraid to tell me if you have to leave. I am very forgiving in this way, RL responsibilities sometimes cause us to leave things we would rather not have too. I will try my best to portray your character in the Rp if they are essential to the plot, and if not I will either retire them in case you decide to return or give them an epic death scene if you know you won't be able too.

6: Have fun and enjoy the play!

Note: Characters from all races allowed and welcomed! Each side has a percentage of their force that is made up of mercenary enlistments. Any Characters not of the races Kitsune, Human, or Orc will fall into this category.

Character Sheet:

Name:

Age:

Race:
(Mermaid and Harpy races are female only)

Physical Description: pic or paragraph

Personality: minimum paragraph

Occupation: how does this person get by on in the day to day?

Skills: non basic skills your character may have. Should be directly related to occupation, max 4


Flaws and Weakness: Should be directly related to Skills. The number of flaws your character has must be equal to or greater than their number of skills.

Echo: Try to be specific and creative. Remember, no repeats.

History: ***Pm this section directly to me. This way we can work together to build a story that you can reveal on your own time, and I can incorporate into the world through subtle plot bunnies.


Misc: Any odds and ends you might find necessary to include.

~N.





 
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Accepted Character List:

General of The Human - Kitsune Allied Forces (Azathoth):

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[fieldbox="The General, goldenrod, solid, 10, Times New Roman"]
Name: Grand Marshal Alayna Havel, the First Sword of Serres

Age: 32

Race: Human

Personality: Alayna is relentless in the pursuit of her objective, willing to make sacrifices to seize opportunities. Her diligence is so well-renowned that her men are oft quoted as saying "Alayna? She can get it done." Another important aspect of Alayna is her intelligence, none have the liberty of assuming they are the smartest in the room when she is about. However, she is humble enough not to flaunt her sharp mind with needless displays of wit, or to make others feel inferior for not keeping pace with her.

Occupation: Generalizing

  • First Sword of Serres: In the Kingdom of Serres the most esteemed military minds are created at the Castigan Hills Academy of Military Arts. However, their teachings are not limited to the kingdom's venerated tactics. The academy is home to masters of each of the renowned Sacred Forms which make the Knights of Serres so feared in single combat. Alayna has become the youngest to officially master each of the forms, and has earned the title of first sword due to her prodigious skill in single combat.
  • Leading by Example: Alayna has never been one to let others do what she was capable of, which is evident in her pursuit of sword mastery. On the battlefield she will often dive into the front lines where she is most needed, shoring up a deteriorating formation or closing a breach with her sword, despite the wishes of her officers. This has inspired her men to have faith in her, even if her commanding hasn't, because they know she'll sweat and bleed alongside them.
Flaws/Weaknesses:
  • Untested: Although Alayna has experience on the battlefield, she has only ever fought in small conflicts before. So, while no one doubts her skill with the sword, she has never commanded forces on the same scale as the army she now leads against the Orcs. In fact, many of her detractors accused her father, the King, of nepotism when he appointed her as the Grand Marshal. They say that many other tacticians, including some of her more experienced subordinates, would have been better choices for the position. Either way, it is still unknown how she will handle being responsible for thousands of lives, particularly when she makes a mistake and it costs them.
  • Front Line Fighter: Although she tries to only join the fight when she is needed, Alayna honestly prefers the simple act of killing her foes by hand than the monumental duty of standing from above and directing her men. She is usually fairly eager to divest herself of the responsibility and leave the position to her subordinates if she can. This has led to some unrest among her commanders, who wonder what will happen if she is wounded on the front. The death of Elayna, or even her retreat, would crush the morale of the troops.

Echo:

Beacon of Valour: After reciting her incantation, Alayna's armor glows white hot. When allies look upon her, their morale is redoubled, but when foes see her incandescent armor they are stricken with fear.

Other: [/fieldbox]

General of The Orc Forces (PotatoCat):
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[fieldbox= The Liberator, crimson, solid, 10, Times New Roman"]

Name: Gromak Ma'desh, the Sacker of Serres, the Liberator

Age: 41

Race: Orc

Personality: Always ruthlessly following a new goal, never satisfied with his past victories. His perseverance and breadth of scope are so extreme, that his actions sometimes border on suicidal. He will not quit, he will not back down until his goals are met.

He is known among his men as being fair, but extremely harsh. He does not take true failure, cowardice, or impertinence lightly, and punishment under him is swift and severe, but as always, fair.

Occupation: "Orcs! What is your profession?" "WAR! WAR! WAR!"

Skills:
  • Beloved Leader: Gromak is not afraid to lead from the frontline and get in the shit with his men. When he is fighting, his nearby troops are inspired. They fight harder to prove themselves worthy of his lead.
  • The Sacker of Serres: He has fought more than his fair share of battles, taken part in more duels than any other orc alive, and has lost as many of each that he can count on one hand. He is a fighter to be feared and respected. It would take no less than the First Sword of Serres to slay him.
  • Ruthless Tactician: When it comes to fighting wars, he is no less than a genius. He is an expert tactician that knows how to power down the opposition and to destroy enemy lines.
  • Two if by Sea: Gromak has mastered the use of ships to help raid and resupply. He uses his navy to full and brutal effect.
Flaws:
  • Temper Like A Forest Fire: Gromak is quick to anger, and when so is brash. He doesn't think clearly while angry and as such makes some horrible decisions to bring his retribution to those who upset him.

  • Hyper-aggressive: He has an overly aggressive nature, and a tendency to over extend his troops and to stay in a lost fight for much too long.

  • Beserkers: While extremely efficient fighters and killers, Orcs are not the most well disciplined in combat. They are more likely to press advantages that don't exist and over extend themselves in combat than more well disciplined soldiers. If they get caught in the moment, they may put themselves in a strategically inferior position than if they had played it safe. However, this does not mean they fight like morons who expose themselves to obvious and immediate threats (attacks from those they are fighting), merely that they forget the bigger picture of battle.

  • Pride like a Mountain: Gromak is a prideful sort. He is more likely than most to do something brash and stupid in order to prove his valor or uphold his name.
Echo:

Dragon's Rage: After screaming his fury to the Gods, Gromak becomes faster, stronger, and all the more determined to put all those in his path six feet under the ground.
[/fieldbox]
Leader of Mercenary forces under command of Human-Kitsune Army (Rai'Athar):

Mathias.jpg


[fieldbox= The Mercenary, grey, solid, 10, New Times Roman]
Name: Mathias, The Iron Wolf

Age: 26

Race: Human.

Personality: Mathias speaks in a cold uncaring manner that seems void of any feeling. Rage and its lesser form, anger, are the only emotions that manage to seep through the cracks of his rough exterior. Through his words alone, Mathias may be regarded as cruel and heartless, but his actions say otherwise.

Occupation: Leader of the Onyx Wolf Mercenaries.

Skills:
  • Diverting Defense: Mathias is a master at integrating footwork and posturing with sword and shield in redirecting the attacks of his enemies, reducing what would rightly be devastatingly heavy blows to nothing more than weak glancing strikes across or along his shield and sword. "The lion and the tiger may be more powerful, but the wolf doesn't perform in the circus."
  • Armored Skin: A large portion of Mathias' life was spent training and fighting in heavy armor -it still is. He does not suffer the regular penalties to mobility from wearing heavy armor. "Put on some armor. Just remember what's armor and what's you, so when it's time to take it off, you can."
  • Mounted Warrior: Mathias is proficient in mounted combat. He often uses a sword and shield from horseback, but will sometimes wield a spear-like lance. "I call horses 'divine mirrors' - they reflect back the emotions you put in."
  • Third Eye: Mathias has an incredibly well developed sense of combat awareness. Seldom is he caught off guard. It could almost be described as an intuitive danger sense. "Every closed eye is not sleeping, and every open eye is not seeing."
Flaws:
  • Novice Tactician: Mathias is by no means a competent strategist. He primarily makes use of offensive tactics such as charges and frontal assaults with wedge formations. "Man arrives as a novice at each age of his life".
  • Tactical Disadvantage: The majority of the Onyx Wolves are infantry. Given this, if caught in unfavorable terrain and left unsupported, the Onyx Wolves could quickly be overwhelmed and surrounded by a force of equal size of light cavalry employing skirmishing tactics with ranged weapons. "Every advantage has its disadvantage".
  • Honor of the Duel: Driven by an unremitting sense of honor, Mathias will never back down from a forthright challenge to single combat. "It is better to die as a wolf than living like a dog".
  • Pride of Arms: Excluding the occasional throwing of a lance or javelin, Mathias is not proficient with standard ranged weaponry; in fact, he considers these weapons to be beneath his station. "It was pride that changed angels into devils".

Echo: Mathias' echo is called Vigor for namesake. He has only ever used this power once. Vigor is a strange power in that it rapidly heals and revitalizes Mathias for its duration, but it only activates after he receives a fatal or imminently fatal crippling blow. In addition, Vigor passively bestows Mathias with a healing factor that is greater than the average human's e.g., mending bones, tendons, regrowing lost fingers and even teeth in a matter of days whereas a normal human being would be left crippled and likely unfit for a non-sedentary lifestyle such as his after sustaining injuries of this nature. Due to this power, Mathias does not sport a single mark on his body that would suggest he has ever participated in battle. As a result, among other warriors he is often -at first glance- seen as a young start-up who carries an ego that his larger than his bastard sword which may be true to some extent.

[/fieldbox]

Leader of Mercenary Forces under the command of the Orc army(ERode):

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[fieldbox= The Stray, lightblue, solid, 10, Times New Roman]
"Don't forget. We're mercenaries, not brigands."

Name: Brent Roless, The Stray, The Mutt, The Mongrel

Age: 27

Race: Human

Physical Description: Brent's 6'0, with an even build that makes him look…well, rather average. He has his father's brown hair and his mother's blue eyes, and was apparently named after his grandfather. His hands, like most swordsmen, have calluses, but alongside that, Brent also has the calluses of a blacksmith. Though his face is almost baby-ish, the scars that adorn his body are a testament to his experience, however unwilling, in the realm of battle.

Personality:
Brent Roless is, funnily enough, an idealist. He's a traitor of the Serres Kingdom and the Kaidien Empire who had, without hesitation, cut down people whom had once been his brothers in arm, but, despite this, he still holds the principles of chivalry in his heart. He despises senseless violence, abhors the slaughter of the defenseless and the innocent, and hates to fight unfairly and dishonorably…but he's willing to compromise his ideals regardless. Those that surrender will be treated well, and those that continue fighting will be given a quick death. He has no delusions of how far he has fallen as a person, relying on a power that he doesn't deserve in order to live another day, but at the same time, he honestly believes that his cause, his goal, is righteous. Until he reaches that point, he's willing to crawl through as much mud as necessary, killing his integrity for what should be a better future.

He hasn't been sleeping very well recently.


Occupation: General of the Mercenaries within the Orcish Army

Skills:

Discerning Eyes – His profession and his experiences have made Brent remarkably good at seeing through lies and deception, to the extent that he could probably be considered a human lie detector. His truth-discerning skills are so acute that, eight times out of ten, he can even tell if someone is lying through a letter, as long as he has encountered their writing in the past. Naturally, due to how he knows what to look for, he's also good at making sure that he doesn't display the same telling signs.

The Mongrel's Fangs – Brent may be an idealist who prohibits his men from sacking villages and pillaging stores and doing sketchy, unconsented perverted things to the people who just got their village occupied, but when it comes to strategies themselves, he's not shy about utilizing unorthodox or cowardly tactics. If he can win a battle by holding the lives of a city hostage, he'd do it. If he can win a battle by setting the entire field with pitfall traps after lying about how he wanted an honorable engagement between two opposing forces, yeah, he'd do it. Of course, for things involving torturing individuals or executing them in brutish manners to demoralize the enemy, he'd…not do it. That's what his men are there for.

Know Thy Enemy – Brent has spent most of his life in the Serres Kingdom, and has even served under the illustrious First Sword of Serres in the past. Due to this, he has an extensive knowledge of past tactics and strategies employed by the humans and the kitsune. Chances are, his knowledge is outdated, but it still gives him a decent understanding of how his opponents in this dirty war will now fight.

Blades that Reach the Skies – Though a swordsman at heart, Brent is very well-versed in the usage of long-range weaponry. He believes that a perfect victory can only be attained through two methods: intimidation and long-range weaponry. Bows, crossbows, catapults, all those are things that he had become accustom to in the Iron Cities, the place where new innovative weaponry and technologies were forged. While he thinks of them as cowardly, he considers them useful as well, and usually, they are a keystone in his strategies. Naturally, he employs many highly skilled marksmen in assassination and ambush missions, because, really, why engage directly, when you can drop the vanguard like flies?

Flaws/Weaknesses:

Not A Monster – While his combat ability skyrockets whenever he activates his Echoes of Mercury, Brent is ultimately just an excellent knight. He's talented and well-trained, but beyond that has nothing to distinguish himself from the hordes of other excellent knights that make up the Serres Kingdom. Against the First Blade of Serres, he most likely wouldn't last five seconds.

Division of Labor – With no background in accounting, sailing, and whatnot, Brent doesn't have the know-how to understand much of anything when it comes to the nitty-gritty details of strategy and logistics. He's capable of offering up brilliant, cruel ideas that can eventually be developed into strategies, but when it comes to numbers and calculations, he has no clue. Without his officers and his allies, all he can do is trust in the integrity of the Iron City Mercenaries.

Size Means Many Things – The Iron City Mercenary, numerically, doesn't amount to much, as they are only a portion of the Iron Cities' military strength. While they are exceptionally mobile and equipped with the sort of fancy-smancy gear that most other fodder soldiers could only dream about, they're still, ultimately, lacking in numbers. Quality is better than quantity, but when each of your soldiers need to be equal to three of the enemy…that's a bit of a problem.

Insomniac – Recently, Brent's been having trouble sleeping, often waking up from nightmares or simply being unable to sleep properly. That results in a commander who's more than just a little tired come the next morning. For a person who utilizes creativity and quick thinking in order to see through the day, this mental fatigue is a terrible thing.

Echo:
The Echoes of Mercury. That's the name of the offensive Echo of the Draconic that Brent wields, and it has, time and time again, been the sole reason why he's still breathing to this day. It's an ability that's so flexible that it's almost unfair, as it can turn any metal object in his hand into a 'liquid' metal, capable of taking any shape that Brent imagines, and telekinetically moving in accordance to his desires. From turning a sword into a javelin, or a javelin into twelve needles, or twelve needles into an array of razor wire, the shapes are pretty much limited only to the amount of material he has, and his imagination. They can extend to a maximum range of 50 meters, attain velocities akin to that of an arrow, and after three minutes pass, will return to its original form, whatever it may be.

Misc:
Though he hates the Empire, he doesn't hate the people. His disgust is reserved solely for the royal family, who run their kingdom under the belief that nobles are better than commoners, and that the meritocracy of the orc tribes are simply something that is utterly inane.
His time with the dwarves and the other hardy, alcohol-loving races of the Iron Cities have made him both a skilled mixer of drinks and a proficient blacksmith. And, with such a powerful combination, Brent is naturally also popular with the folks back home. Well, new home.


[/fieldbox]

Leader of Remaining Kitsune Soldiers (Ner0):


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[fieldbox="The Deserter, violet, solid, 10, Times New Roman"]

Name: Solace 'Devil Tongue' Milahn; Shogunness of the Thirteenth Mounted Legion, Oath Breaker and Traitor to the Throne.

Age: 25

Race: Kitsune

Personality: Shogun Solace is confident and opinionated. Her confidence verges on arrogance and ignorance, and her Opinions verge on rude or even defective. Quick to question her superiors and constantly boasting her skills. Even if she is justified in her bragging, most find it abrasive and unsightly. Those under her are respect her skill greatly, however they find her inexperience worrisome.

Skills:

Unmatched wit: Solace is so efficient at breaking down the reasoning behind an order or point of view she does not agree with that she was named for it. A battle of words with her is not one easily won.

Dance of the Mihlan: Her unmounted sword style is one passed down through her family that combines dances native to the Fae Outlands and practiced sword play. It creates a hypnotic and unpredictable style that relies heavily on the users ability to avoid the incoming enemy attack.

Mounted Tactician: Solace is a natural mounted tactician. Her formations are well executed and diverse.

Weaknesses/Flaws:

Personal Trumps Professional - Solace is very prideful. Due to her inexperience she often allows her emotions to get the better of her in combat and cloud her judgement when she needs it most.

Shame In Defeat - Her confidence makes it difficult for her to accept defeat. Solace can become visibly stunned for a few moments when bested by an enemy. This has been known to break her Echo in the past.

Young Leader - She has trouble adapting outside of her planned strategies, due to her inexperience,when things go awry she is known to get somewhat flustered. This causes her to make mistakes and usually worsens the scenario.

Echo: Dance of the Doppelganger - While reciting her chant, Solace delays her image, her true position becoming invisible. The delay is one second, and gives her an edge in close combat. She hits her opponent moments before they see it happen, and is in a slightly different spot than her opponent perceives her to be.




[/fieldbox]

Rough Rider of the Orc Forces (Cowboy):

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[fieldbox= The Renegade, Brown, solid, 10, Times New Roman"]

Name: Bane Lorkhan, the Original Rough Rider, the Sadist

Age: 30

Race: Orc

Personality: Loved yet feared among his own people, Bane captures the essence of tribal orc culture. Survival. Originally persecuted as a heretic, Bane was assigned to a suicide squad known as the 'Rough Riders' as punishment and a way to redeem himself by dying honorably in battle. The problem is that he survived the missions he was sent one. The other problem is that he kept asking for more.

He does not worship any Draconic Ancestors or Celestials, and instead worships Death itself. He only lives for the battlefield, and is by all definitions of the word a sadist. It is unknown what tragic past caused him to become this way, as his extreme ferocity and bloodlust is disturbing, even among the Orcs.

Occupation: The de facto captain of the Rough Riders, a platoon compromised of only convicts and the mentally ill. Locked up safely in prison during times of peace, given keys and a saddle during times of war.

Skills:
  • Mentally Deranged: Bane has been known to plunge headfirst into both fire and steel. His mental condition gives him some benefits, as many scare tactics that work on others have no effect on him nor his troops. Despite the fact that he is often the first in the battle and the last to leave, he also doesn't wear any armor typically associated with a heavy cavalry unit as he says it 'slows the bloodletting'.
  • Freak of Nature: All orcs are built tough compared to other races, even when compared to humans. Bane is a freak of nature however when it comes to pure physical anatomy. Despite his smaller stature, Bane has an amazing immune system that allows him to eat what would kill or, at the very least, cause other orcs to grow seriously ill such as uncooked flesh. His body also repairs itself at an astounding rate, allowing him to walk off most injuries that would maim and kill others.
  • Rough Rider: Bane's specialty is mounted guerrilla warfare. His riders act similarly to a Mongolian horde. Torching, pillaging, and raping is all customary. There is no sense of honor, and Bane is not above sacrificing great numbers if it means creating an opening.
  • Notorious: After a career based off of taking suicide missions, the sound of the Rough Rider regiment approaching is enough to give most forces a reason to pause. Bane's name carries weight by itself, and merely speaking it is seen as taboo among most orc households.
Flaws:
  • Mentally Deranged: Bane often utilizes tactics that put himself and his regiment at risk, and isn't exactly the type to plan an assault before commencing it. Bane leaps in first and thinks second, and it causes a lot of high risk situations.
  • Freak of Nature: Due to his strange appearance and even stranger abilities, Bane is highly ostracized and resented by most orcs. Even among his own troops, Bane is hated. The only thing that keeps them in line is the fear of disobeying Bane's orders.
  • Rough Rider: Bane specializes in horse and ground warfare. He has no other skills and is essentially useless at sea or in a diplomatic situation. He was also never properly trained in the ways of horse and lance, thus if he was to ever honorably duel a skilled rider captain he would most likely lose.
  • Notorious: Bane is notorious even among his own kin, and many orc villages refuse to give the Rough Riders food or shelter due to their savage and animalistic culture. The only reason that that the military funds Bane's exploits is because they don't want Bane to switch sides and find someone who is willing to fund him.
Echo:

Rider's Rage: By impaling himself with his own lance, Bane is able to banish any and all pain and fatigue from his body to keep fighting. While this does not make him immune to getting wounded, it allows him to keep fighting well past the body's natural limits.
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Lower Ranking Soldiers/Support Characters:

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Name: Lokire Glakos, "Witchman, The Ice that Burns, Bronzeskin"

Age: 34

Race: Goliath

Physical Description: A bit shorter than the average Goliath, Lokire still towers over most other races at 7'10 and weighs surprisingly heavy even amongst his kind despite his leaner body. White hair cuts a sharp contrast to the dull bronze metallic coloration of his skin while his eyes are a lighter red.

Upon use of his echo, his eyes begin to glow and his skin shifts to a vibrant azure color. A layer of ice covers his body, shattering with every movement and adding to the shroud of frost that swirls around him.

Personality: A rather straight forward individual that is good at his job and ill-suited for others. While unafraid to speak his mind, he's not particularly confrontational and doesn't often find reason to butt head with others. With that said, if challenged it's unlikely that Lokire will budge on a position he strongly believes in without a truly charismatic or eloquent individual. Despite never being much of a speaker, he's far from a dumb brute and listens fairly well, allowing others to ply him with convincing arguments and reasoning.

Not particularly ambitious, Lokire is simply satisfied at being able to find a battlefield where he can fight as much as he wants. He enjoys violence, but at the same time isn't one to abuse his capacity for it; outside of his occupation it's not too common for Lokire to involve himself in fights.

Occupation: Iron City Mercenary

Skills/Traits:

Metal Skinned: Even amongst the hardy Goliath, Lokire is an outlier and anomaly. The reasoning is clear enough given a simple glance at the man. His skin is the color of dull bronze and remarkably tougher when compared to others of his kind. Blows that might wind other Goliaths are turned aside, and to bleed Lokire is an effort in itself.

Nothing Stands in my Way: Given his body, Lokire's fighting style is not designed to protect himself, but simply crush his enemies as brutally as possible. He wields a halberd of impressive size and is fond of wide sweeps that can smash through many foes at once. Not a one trick pony though, he also carries what would be considered a zweihander to humans should he lose his favoured weapon.

First Light, Fifth Day: While he may not be particularly charismatic, there's just something that's damned inspiring about seeing a gleaming Goliath step forward and smash apart the enemy's lines. His reputation is quite good amongst the Iron Mercenaries and his mere presence can rally and spur on the troops.

War does not Stop: A sound mind resides in a sound body, and Lokire's physical form is certainly sound. While not immune to "weak" feelings such as fear, he's also not easily susceptible to their effects. His morale and will is just as hard to break as his body, if not more so.

Flaws and Weaknesses:

You lead, I'll follow: While of fair intellect, Lokire has never been charismatic or one to see the big picture. Give him a few good fighters and he'll be fine, but show him a map with lines drawn and you'll have lost him. There's a reason he tends to work alone, he works best when it's him, an objective, and obstacles in the way.

Watch that Echo: While his Echo is frightening to behold, its effects do not discriminate. Enemies and allies alike will be burnt and trapped in hoarfrost by the activation and end of his "blessing". And given he does care about those he fights alongside, it'd take quite the situation for him to use it amongst allies.

Oh, Shiny: As if being a Goliath wasn't a bad enough check on the stealth department, Lokire's unique appearance makes it practically impossible to hide unless literally painted over. The metallic tinge of his skin actually does a fair job at reflecting light and his body refuses to be silent while in motion.

A Warrior Through and Through: While he might have once knew more than how to carve his way through a battlefield, many years of serving as a Mercenary have robbed Lokire of any other noteworthy skill. Still, in a world as such it's not likely that he'll ever run out of work.

Echo:
"You will learn that ice burns just as well as fire."
A physical transformation that turns Lokire into a Goliath of walking hoarfrost, the Frostbeard's Oath allows him to wreak even greater havoc. Initially the area around him is almost lit aflame as his body heat escapes into the surroundings. Ice coats his body, his steps spread frost over the ground, and his very touch is death to the living if it lingers for long enough. Sweeps of his weapon buffet his enemy with freezing winds, and his very presence robs them of warmth, winter given physical form. When the Echo fades, the surroundings are covered in a layer of frost as his body absorbs the ambient heat to return his form to normal. The two blasts reach on average about 10m away from Lokire with effects diminishing at maximum range. Due to the raw power behind it though, Lokire has only ever been able to use his Echo once daily.

Misc:
Blue-Ice Weaponry: Given the fact that frost seeps through whatever Lokire holds while his Echo is active, mundane weaponry would simply shatter from the drop in temperature after the first minute. As such his weapons are forged from a particular type of ore that sits below freezing normally. Their sheathes trap the sub-zero temperatures they radiate normally, and his skin is thick enough to hold them without issue.
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Important Gm Announcements:

I am planning on re posting this Ic soon.

If you have any ideas for things I can add to the OP/things that need cleaning up please let me know! I already plan to add my breakdown of each of the races to it so anything else you have for me too put in would be super helpful!
 
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Interested and reserved. Btw, are players allowed to play minor roles in the RP like soldiers of the Onyx Wolves Mercenaries, Human forces, Kitsune forces, etc? I know that the Onyx Wolves are desperately in need of a strategist.
 
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I was wondering about the minor role thing as well, mainly because I enjoy the segmentation of duty and conscience...which is harder to do when you're high up on the ladder.
 
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Interested and reserved. Btw, are players allowed to play minor roles in the RP like soldiers of the Onyx Wolves Mercenaries, Human forces , Kitsune forces, etc? I know that the Onyx Wolves are desperately in need of a strategist.
I was wondering about the minor role thing as well, mainly because I enjoy the segmentation of duty and conscience...which is harder to do when you're high up on the ladder.
Yes!

Actually, we only need two more high ranking officials

A high ranking officer on the orc side and a leader for the merc's on the Orc side.

Everyone else will rank low, and I am flexible with both combatant and non combatant characters. Every army needs support troops such as medics, runners, and flag bearers. I really do want to see a diversity so that we can get a look at this conflict from as many angles as we can.

At the end of the day all of that is up to the players and characters we get :). So for now just know that I am able to incorporate any type of character rather easily!

Edit: For clarification, I would like to say that I am hoping to get a good amount of low ranking characters on both sides.
 
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Hm...another question then. Is this RP going to be centered mainly around the war? How exactly are you going to handle large-scale combat?

Another semi-concern of mine is this: practically every leader/character is both a genius and unparalleled at combat. Personally, that sets off Gary Stu alarms for me. So yeah...is that also the norm that we're going for here?

Third off, if I were to make a Merc Leader for the Orcs, and if the other side was to offer me a greater reward for my services, can I just switch sides?

And finally, would an Echo that turned a sword into a liquid metal that can be telekinetically controlled be considered Draconic or Celestial or simply not a thing?
 
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Hm...another question then. Is this RP going to be centered mainly around the war? How exactly are you going to handle large-scale combat?

Another semi-concern of mine is this: practically every leader/character is both a genius and unparalleled at combat. Personally, that sets off Gary Stu alarms for me. So yeah...is that also the norm that we're going for here?

Third off, if I were to make a Merc Leader for the Orcs, and if the other side was to offer me a greater reward for my services, can I just switch sides?

And finally, would an Echo that turned a sword into a liquid metal that can be telekinetically controlled be considered Draconic or Celestial or simply not a thing?
1, I'll let Nero answer that

2. They are exceptional leaders chosen to kick off the biggest war in centuries. They are going to be pretty damn good at what they do. And trust me, Gromak is not a genius, he just has a knack for war and killing shit. Orc culture is very much based around strength and skill in combat, so high ranking officials are often kickass motherfuckers. Warrior cultures dude, warrior cultures. If you want to make a merc leader that is neither good at combat nor a good tactician, go ahead, but be careful because leaders like that don't live long...

And here is a point that I neglected, people who are really good at single combat, can still die very very quickly in a big battle. Even the best warrior can't do much if they are caught alone against 3 or more basic infantry with spears.

3. You could... but betraying the Orcs would come with some pretty hefty consequences. Not saying you shouldn't, but your character better be smart about it.
 
@Ner0 Speaking of, I'm changing the human general character entirely.
Alright... Then I am definitely not changing anything. Its not my fault you made you character so similar to mine... Not that its your fault either...
 
@Ner0 Speaking of, I'm changing the human general character entirely.
Aza, Please do not do anything brash.
1, I'll let Nero answer that

2. They are exceptional leaders chosen to kick off the biggest war in centuries. They are going to be pretty damn good at what they do. And trust me, Gromak is not a genius, he just has a knack for war and killing shit. Orc culture is very much based around strength and skill in combat, so high ranking officials are often kickass motherfuckers. Warrior cultures dude, warrior cultures. If you want to make a merc leader that is neither good at combat nor a good tactician, go ahead, but be careful because leaders like that don't live long...

And here is a point that I neglected, people who are really good at single combat, can still die very very quickly in a big battle. Even the best warrior can't do much if they are caught alone against 3 or more basic infantry with spears.

3. You could... but betraying the Orcs would come with some pretty hefty consequences. Not saying you shouldn't, but your character better be smart about it.
What tater is trying to say is that I will address your issues in pm :) So that we can keep this Public page uncluttered :).
 
Aza, Please do not do anything brash.

What tater is trying to say is that I will address your issues in pm :) So that we can keep this Public page uncluttered :).
Uh, yeah.... That's what I was doing.... Not being super defensive and hurt at the accusations of Gary Stuing my character..... *Cough*
 
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2. They are exceptional leaders chosen to kick off the biggest war in centuries. They are going to be pretty damn good at what they do. And trust me, Gromak is not a genius, he just has a knack for war and killing shit. Orc culture is very much based around strength and skill in combat, so high ranking officials are often kickass motherfuckers. Warrior cultures dude, warrior cultures. If you want to make a merc leader that is neither good at combat nor a good tactician, go ahead, but be careful because leaders like that don't live long...
When it comes to fighting wars, he is no less than a genius. He is an expert tactician that knows how to power down the opposition and to destroy enemy lines.

Being a genius at fighting wars is still 'being a genius'. So...what?

But hey, sure, they can be once-in-a-millenia leaders, I guess. Doesn't exactly change how it feels like they're flawless, and I sorta doubt that you'd actually let your badass orc general die against three basic infantry peeps, but k. I can run with that and make an expert strategist, commander, and swordsman fuse together to form a merc leader that could stand alongside such people.

And I guess I should apologize for being sorta abrasive. I just don't want to go into a RP where everyone's making perfect decisions and being invincible and unchallenged.
 
Being a genius at fighting wars is still 'being a genius'. So...what?

But hey, sure, they can be once-in-a-millenia leaders, I guess. Doesn't exactly change how it feels like they're flawless, and I sorta doubt that you'd actually let your badass orc general die against three basic infantry peeps, but k. I can run with that and make an expert strategist, commander, and swordsman fuse together to form a merc leader that could stand alongside such people.

And I guess I should apologize for being sorta abrasive. I just don't want to go into a RP where everyone's making perfect decisions and being invincible and unchallenged.
Okay, yes that is sort of true I guess.

And yes, if my badass orc general gets into a fight with him alone against a handful of spearmen or something, and he can't or won't flee, he will most likely die.

Go ahead and make him a good leader, but a crummy fighter. Do that. Please, add some variety. We do already have the fantastic fighter, but crummy leader guy.

And now, that last part.... Ouch... I wrote in a few of my character's flaws, and if you didn't feel the need to read of perceive them before making such claims... this whole opening situation is going to be an example of Gromak fucking up.

But as Nero said, let's not clutter this thread with this. If you want pm me to talk more about this.
 
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Being a genius at fighting wars is still 'being a genius'. So...what?

But hey, sure, they can be once-in-a-millenia leaders, I guess. Doesn't exactly change how it feels like they're flawless, and I sorta doubt that you'd actually let your badass orc general die against three basic infantry peeps, but k. I can run with that and make an expert strategist, commander, and swordsman fuse together to form a merc leader that could stand alongside such people.

And I guess I should apologize for being sorta abrasive. I just don't want to go into a RP where everyone's making perfect decisions and being invincible and unchallenged.
You raise some very good points ERode, I thank you for them :) It seems my Cs Template was Missing a much needed Weaknesses/Flaws Section xD.

Well, we live and learn.
 
Interested, I'll get a CS up soon-ish.
 
I have arrived.

May the pillaging and inappropriate jokes commence.
 
Yargh me matey! How 'bout ye be joinin' the Orcs? Lots of pillagin' and plunderin' to be had!
 
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