Legend of Renalta 2: Reborn

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A jungle. We meet again.

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I just thought of something, does the special item have to be mentioned in the IC somewhere or is an OOC post and putting it into the character's profile enough?
Put it into your cs and mention it in the ooc ~_~
 
Ok, I've done that already so I should be fine then. I just didn't know since Rain put his in the IC. :/
 
Updated the following post with a Rayvon x Gabriel collab for the Liveria mission.

A Maeven x Unamo collab will go up ASAP and will update and post a message in the OOC when this happens.
 
    • Armerza Gilkak
      Name: Armerza Gilkak
      Age: 57
      Race: Dwarf
      Sex: Female




      Appearance: Standing a stout 4'1" tall, and weighing 212 lbs, Armerza is a powerfully built Dwarven woman. She keeps her honey-wheat toned hair long, to just below her shoulder blades, frequently decorated with braids, and leather thongs to add to it. Her groomed facial hair is restricted to following her lower jaw-line, starting just at the connection with her ear, and finishing three-quarters of the way to her chin. She actively shaves and trims to maintain this appearance. Her facial features are strong and defined, giving her a commanding presence. She has a few noticeable scars, including the most prominent one, just above her left cheekbone.
      Image Credit

      Rank: Veteran
      Homeland: The Dwarven Meritocracy
      Motivation: Armerza seeks strength, glory, coin, and above all, a good fight. When the Dwarven hold she was living in heard of the Demonic invasion, they decided, like most of the Dwarven cities and holds, to protect themselves defensively. While she may be a defensive fighting specialist, Armerza couldn't abide waiting for the fight to come to her. She would seek out the demons, and take the fight to them. Hearing of the Queen's Blades, they seemed to offer everything she could want, a grand fight against strong enemies with the glory that goes with it, and to be paid handsomely for her skills. Fighting alongside some of the best from Liveria to the Freeholds.


      History: Armerza was born to a woman who was damn near a legend, Ruvna Gilkak, and her wife, Gandolir, a woman known for her smithing. To bear Armerza, Ruvna and Gandolir selected a man who had a strong physicality to, in crude terms, sire her. She is the middle child of three, with one older brother, and one younger brother by three days. The eldest was named Hildin, and was born to Gandolir. Her younger brother, Vorn, was also born to Gandolir.
      From a young age, Armerza proved to be quite strong, graceful, and quick to learn. Ruvna began training her daughter nearly from the day Armerza could walk. As she grew, the training became more intensive, and the pressure to succeed, suffocating. Armerza began to resent her mother, and fantasized about a different life after having witnessed the power and abilities of powerful mages. She abandoned her family to seek magical training.


      Magic however, was far harder for Armerza to understand and gain access to. It took years of constant failure to progress just a little. Frustration gave way to despair, after an attempt at suicide, she found herself back under the care of her mothers.


      It took her a while to recover, but Ruvna and her daughter were able to reconcile, and resume Armerza's training. After her struggles with magic, the ease of physical combat was invigorating, and rewarding. She found peace in weight training, and this showed in her ever growing strength. On missions, she was finding herself coming out from her mother's shadow, finally, establishing a name for herself, for her strength was surpassing that of her mother's. While she was not quite as skilled, yet, her strength gave her abilities that few could match.


      In defense of her home, she became a leader of a platoon of guards. She oversaw their training, and worked to improve them, like her mother had helped her. As the invasion began, she was content with working to defend the city. They would come, and they would fall at the walls. They would fall to their blades and hammers, however things were becoming more dire. The demons were far more devious, and it wasn't long, before Armerza saw the need of an offensive campaign to push back against the demonic invasion, as necessary. Living in a siege only lasted so long. Attrition could only sustain you for a limited time. The leaders of the city disagreed.


      Frustrating with their shortsightedness, Armerza took interest of a Queen's Blade emissary, saying she would think on it. After another failed plea to the leaders of the city, she resigned from the guards, and left. Swearing to her mother that she would return when the demon threat was dealt with.


    • Stats

      Heavy Stat: 26.
      • Perseverance: 60.
      • Defender: 70.
      • Heavy Hitter: 20.
      • Combat Senses: 60.
      • Repositioning: 50.
      Light Stat: 11.
      • Reflexes: 60.
      • Cloak of Innocence: 0.
      • Rapid Blows: 0.
      • Sharp: 30.
      • Dancer: 20.
      Magic Stat: 3
      • Raw Talent: 0.
      • Mastery: 0.
      • Wells of Power: 0.
      • Pattern Weaving: 0.
      • Fortitude: 30.

      Unique Traits

      Skills:
      • Vital Protection; Through training and sparring in her armour, Armerza is experienced in using her armour to deflect blows that should kill her (Bonus against critical hits).
      • Tunnels and Shields; Trained in conjunction with others, and in the deep Dwarven tunnels, Armerza is at her best, when she has assistance at her side, or is in a narrow passage. (Bonus to defense, and offense, when in close quarters, or with allies to her sides)
      • Shield Technique: Advanced Shield Training; While every warrior knows what a shield is, and most know the basics of how to use it, Armerza has studied the use of the shield to deflect, and block attacks in depth
        • Shield Technique: 20lb Tazer; Armerza really knows how to strike with a shield (Substantially increased chance to daze, or stun a target when struck by her shield).

      Abilities:
      • Race: Dwarven; Dwarves enjoy the benefits of an increased tolerance to alcohol, and a certain sure-footedness, derived from their short and stocky forms.
        • Racial: Dwarven Strength; Whether by design, or random chance, Armerza was born strong. She is heavier than average, but it is all muscle.
        • Racial: Dwarven Strength II; Building upon the foundation of a naturally strong body, Armerza has spent years doing training to increase her strength.
        • Racial: Dwarven Toughness; From constant training, both strength and combat, Armerza's body is simply more durable than that of other people.

      Special Equipment:
      • Pellucid: Armerza is equipped with a very unique helm, in that it is fitted, with a single plate of Haragzum, a light weight, ultra hard alloy, that is near perfectly transparent. This gives her unparalleled visual awareness, with increased protection.
      • Obdurite Shield: She carries an enchanted shield, that is very durable, and enchanted with a semi-active magical effect, that helps absorb the energy of an impact, and stores that energy for later, repulsive-force based uses.

      Story Traits:



      Equipment List:
      Weapons:
      Rosh – A spear similar to a shorter human Spetum or Ranseur. The weapon is six feet, two inches in length, with a primary, double edge blade that is ten inches in length. From the base of the primary blade, sprout two, gently forward curved spurs, each five inches in length. These spurs are sharpened on the inside edge, greatly increasing the chance of hitting an enemy with a thrust, and causing severe damage. With their blunt spines, they can be used to trip an enemy. The weapon is exceedingly versatile and efficient in its use. Rosh is simply Dwarven for Spear.


      Axepick – Very similar to what is, in naval useage, called a boarding axe, the axepick features a regular, thin profile axe head, backed with a thick, armour penetrating spike where the poll usually is. Forgewelded to the head, are a set of langettes, to add extra protection to the wood handle, and makes it impossible for the head to work loose under heavy impacts.


      Francescas – She carries four, fairly normal, throwing axes. Wood hafted.


      Dagger – She carries with her an ornate dagger, with gilding on the blade the whole of it gleamingly polished. The gilding of the blade is script, writing of her position, while the sheath bears her family crest. It is a symbol of office, but none of the ornamentation interferes with its function.


      Armour:
      Armerza is used to wearing a heavy set of full plate armour, which, as always, is a layered defense. Starting with her quilted gambeson, with goussets of chainmaille anchored into place in areas least protected by the plate. From there, she has system of armour that is attached in pieces, giving her great flexibility in how she wears her protection. For field marches, she will typically wear a chain hauberk with the cuirass, right hand pauldron, rerebrace, and vambrace, leaving her left arm, her shield arm, free. Depending on length of the march, or expected resistance, she may attach her greaves, and cuisses. To protect her head and neck, she wears a coif, under what seems like an open faced helm, except for the flange around the opening, that holds a transparent metal, known as Haragzum. This metal is an alloy of several different rare metals, that becomes transparent through a long, and complicated process of refining, that yields only small quantities. It is extremely hard, but not exceedingly durable, and is significantly lighter than steel. Its qualities make it extremely hard to work with, being unweldable, and it can only be cast into the shape required. The benefit however, is that she has superlative visual awareness compared to anyone else wearing a normal helm, while ridding her helm of the weakness of eye slits. From the base of the helm, is an articulated gorget. Over all, her concept of lightly armoured, is still much more heavily armoured than the average infantry, or highwayman, and with her skill in arms, she is not to be taken lightly.
      When knowingly going into combat, she will take the time to put on her full set of plate armour, which almost fully encases her in steel plating. The steel is high quality, well forged and hardened.


      Further defense, is granted by her shield. It is a 28" round shield, made four plies of wood, all at forty five degrees to one another. A thin, surface ply of hardened Obdurite, a dark blue-ish grey metal that is harder, and stronger than steel, but weighs a third more, is adhered with glue and rivets. At the edge of the shield, the Obdurite layer has been peened over to the reverse side, and riveted. At the center, is the domed boss, further made of Obdurite. A spar of light hardwood spans the diameter of the shield on the back, providing a grip and additional bracing. The metal is enameled a dark gray, protecting it from corrosion.
      Yet, for all of the shield's stout construction, leading it to weigh twenty-two pounds, its most important aspect is the enchantment laid upon it. In the hands of a user who has magical power to draw from, the shield's ability will become active; absorbing a significant amount of energy from every strike it receives, and storing that energy for offensive use. Currently, the shield has two energy discharge states; the first being a contact release concussive blast, typically used when making a strike with the shield, to amplify the power of the attack, while the second is a area-blast. Of course, the shield must have energy stored for these abilities to work. This is hampered, as the shield will lose this stored energy when it is not wielded.


      Gear:
      Shaving kit
      Hair supplies (Beads, leather laces, straps and thongs)
      Gear maintenance tools
      Travelling rations
      Armour Rack: A light, wheeled truck that can contain all of her armour, with added sections for containing other, various gear.

  • Romance: If it happens, it happens.
    Does the Kouri Plushie exist?: Yes
    Signature: I, Goldmarble, hereby agree to the rules of the roleplay and that my characters may be killed off at any time.
 
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I have updated this post here with a collab between Unamo and Maeven for the Goblin Holds Mission.
 
Biographical Section

Name: Toorg
Age: 435 (To a Treeant, Toorg is essentially the equivalent of an eight year old)
Race: Treeant (Vine Tree Variant)
Sex: Your character's biological gender.
Appearance:

Picture reference, "Undying Guardian" By Fang Wanglin on DeviantART
Toorg stands at ten feet and seven inches tall. A large, green, fairly burly build for a Treeant his age and variant. Whilst he may look just like an ordinary Treeant, his body is actually compromised of strong, tought vines that are attached to a larger mass, giving him the look of a tree. At first it might seem hard to make out his facial features, you will first notice his yellow eyes, his goofy grin of a mouth, and no nose.
Homeland: Kingdom of Renalta, specifically the outskirts, deep within the forest.


History:

As a young seedling within a Treeant Clan of Vine Trees, Toorg had a naive curiosity and fascination with humans. Often told by his elders and parents that humans would not accept him due to his rather intimidating and strange appearance, he didn't pay no mind to them. This lead to his clan avoiding human contact by moving deeper into the forests of Renalta, deeper into the Darkforest. Toorg was afraid of the dark, but didn't voice this to his kin, knowing that if they were with him, he can at least cope with it. It was then news spread even out to the Darkforest, of demons and their followers marching upon the human's lands and cities, to throw the world into chaos and mayhem. Toorg did not understand what demons were, or why they looked so scary, but he did know that his home, his kin, and the plant life surrounding the world would be at risk to this frightening horror. At first, Toorg tried to rally his clan as best as he could, to some how help the other mortal races in fighting back this threat. His clan were too afraid, choosing to move far away from the coming storm into safer, more isolated lands. He didn't like this attitude one bit, but he gritted his teeth and chose to follow them.

It was disheartening for Toorg to find out, that as he slept for so long, his clan had left him all alone in the Darkforest. Toorg panicked, and ran as fast as he could to the borders of the outskirts. It was here, he decided to travel into human territory, hopefully they wouldn't think of him as a demon. Along his way, he has tried his best to help the people of Renalta with simple tasks as best as he can, which mostly includes using his strength to lift up and carry things around for the common folk. He has since heard of the "Queen's Blades" not knowing exactly who or what they are, he's curious to find out.

Motivation: Toorg is attuned to nature and so believes it is his duty to save them from the incoming demonic hordes of hell.

Traits & Equipment

Heavy Stat: 40.
  • Perseverance: 80.
  • Defender: 80.
  • Heavy Hitter: 80.
  • Combat Senses: 80.
  • Repositioning: 80.
Light Stat: 0.
  • Reflexes: 0.
  • Cloak of Innocence: 0.
  • Rapid Blows: 0.
  • Sharp: 0.
  • Dancer: 0.
Magic Stat:
  • Raw Talent: 0.
  • Mastery: 0.
  • Wells of Power: 0.
  • Pattern Weaving: 0.




  • Unique Traits
    • -- Photosynthesis (Rank 1) - Treeants loves to bathe in the sun's rays, it is an essential trait to Toorg's clan in particular. This effects the rate of his regenerative healing, speeding up the process of healing minor wounds and blows.
    "Evolved" Photosynthesis (Rank 2) - His own healing ability has evolved which allows him to heal from major wounds, although not faster than he would from minor ones. He can also reattach limbs if he manages to get a hold of whatever is missing.
    • -- "Living Weapon" (Rank 1) - Toorg does not know how to weild and use conventional weaponry, and so he opts to use his fists and feet to fight his foes. His inhuman size and strength gives him that additional power to cause nasty damage to his attackers.
    "TOORG TOUGH!" (Rank 2) - Toorg's vine like body is covered in hardened bark, making him more resistant to damage, and tougher to take down.
    "Four Corners Style" (Rank 3) - Adopting the fighting style of his clan's elders, Toorg can now grapple with his attackers. He's able to use his might and strength and slam down his attackers with sheer power.
    • -- "Move, bitch! get out the way!"(Rank 1) - Unleashing a mighty roar, Toorg grabs the nearest attacker, swinging him about like makeshift bat against a group if possible.
    "Fastball Special" (Rank 2) - Whilst in mid swing, Toorg can choose to throw whomever he is holding at that point, either away or into the attackers around him. This can also be used for allies, if they so choose.
  • -- Treeant Hornet Hive (Rank 1) - Toorg has developed a particular hive, attracting a swarm of Blackjacket Hornets, or "Blackjack Bees" as they are often called. A particular symbiotic relationship exists between them, thus Toorg can command them to irritate would be hostile foes
  • "NO NOT THE BEES! NOT BEES!"(Rank 2) - the hive has become more protective of their home, Toorg that is, and will act even more hostile to foes that challenge Toorg, their stings much sharper and more prominent than ever before.
Equipment List
He's a Giant Tree Man. He only carries the leaves on his body :p.

Personal Section

Romance: Maybe down the line, but Toorg isn't exactly the kind of guy to be getting all the ladies. Unless they are plant folk too...
Does the Kouri Plushie exist?: "Toorg know not what Plushie be...but Kouri is like cub in Toorg's hands"


Signature: I, Darog do solemnly vow, that Toorg's fate is the hands of Brovo. May god have mercy on this poor Treeant's soul.
 
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Guidelines
  • Post once per round. A "round" is established each time the GM (me) posts. This is a soft rule: It can be ignored if the situation permits and it is appropriate, such as for collaborative posts.
  • The more actions you take in a single round, the less chance of success all actions overall will have. This is especially true in combat: If you focus everything into avoiding an attack, odds are good you'll succeed. Your character will have to split their concentration over multiple tasks if you do more than that, so if you plan on a counter-attack after avoiding an attack, your odds of evading the initial attack will drop a little. Not substantially, but a little. This is how I counter godmoders: If you try to do everything at once, you will fail at everything.
  • Conversely: If you intentionally attempt to support team mates, or team mates support you, your odds of success increase a little. Ergo, boss monsters or difficult puzzles which may overwhelm you individually can be taken care of with team work, and coming to the defense of an ally or attacking an enemy already engaged with an ally increases odds of success without self-injury as well.
  • You must select a special item during your first round or else forfeit having one. You can find the item list here: (Scroll down to Requisitions List.)
  • Below these guidelines, and with each proceeding GM post, you'll see something called an "Action Log" posted in the OOC. This details what actions the GM perceives your character to have done, so you can see directly what I saw from your post. Ergo if I missed something, you can point it out. If I get grumpy about it, remember I'm probably not angry at you, I'm probably angry at myself.

Action Log

This may be expanded from time to time if people find certain things vague. Consider this a reference to any strange terminology you may encounter in the log.

NAT: No Actions Taken. Will behave as though character hesitated. While not defenseless, it is highly recommended you avoid this. At the start of missions, since you've had no opportunity to commit to any actions yet, don't worry about it.

Pinned/Disabled: Character in question is unable to escape the grasp of a spell or creature and requires allied assistance immediately. If left to their own devices, they may escape, so long as no other enemies interfere.

NPC Behaviours: These are behaviours that NPC's can be assigned to. They can do a mix of behaviours.
  • Independent: Character will behave independently of the PC's, and depending on their personality, and established relationships, may or may not prefer to support player actions or act alone.
  • Under Orders: Character is doing as a player requested of them. If the order seems suicidal or the NPC dislikes you enough, they may bawk at given orders and behave independently instead.
  • Aggressive: (During Combat) If character is engaged in combat, they'll be on the front line, attempting to punish enemies from afar with magic or ranged weapons or up close and personal with melee weapons.
  • Defensive: (During Combat) If character is engaged in combat, they'll be focused on keeping allies out of harms way through magic and keeping enemies from causing them harm.
  • Passive: (During Combat) Character will not engage in combat and will actively attempt to keep themselves safe from harm. If possible, they'll support allies at minimal risk, if any.

Army Behaviours: Players do not currently have access to armies, but the players in the Kingdom of Tuleria mission are exposed to their behaviours and can make requests of them via messenger. Keep in mind that casualties aren't deaths. A casualty is simply a person too incapacitated to commit to competently violent acts, so casualties do include those broken from morale, those with severe but not fatal injuries, and so on. Ergo, 50% casualty does not equate to 50% loss. It is impossible to tell how much of a casualty figure is losses until the fighting is over.

Depending on how missions go, Kingdom of Renalta and Kingdom of Liveria may also get smaller scale tastes of army behaviour combat.
  • Abstained: Forces are not currently engaged in any assault.
  • Engaged: Forces are presently engaged in combat and are both incurring and sustaining losses.
  • Front Line: Forces are located at the front line, locked in melee combat.
  • Mid Line: Forces are very close to the front line, providing support through magic or ranged weaponry. They incur more losses than they sustain so long as they're properly equipped and trained for the task.
  • Back Line: Forces are preoccupied with ancillary tasks, such as mending the wounded, recovering from a fight, or handling siege equipment.
  • Defensive Stance: Force is set to hold an enemy, which reduces casualties, but prevents them from stopping a force from rearranging itself, falling back, or fleeing.
  • Aggressive Stance: Force is set to push into an enemy, gaining ground and inflicting large numbers of casualties at the price of their own. This is typically done to break a weakened enemy, or prevent an enemy from rearranging its forces such as in sending reinforcements.
Army Composition: These are the tags that tell you what composition armies have.
  • Melee-Light: Light melee units. Generally toting chain mail and hardened leather, armed with vicious armour piercing weaponry. In general, they inflict great volumes of casualties so long as their morale remains solvent. Concentrated effort on them generally reduces them to ashes if they don't have proper protection, either from support in the mid line, or from heavy melee on the front line.
  • Melee-Heavy: Heavy melee units. Generally toting plate mail and other such materials, and armed with two handed weapons or one handed weapons in combination with shields. They're slow but terrifying tanks that set a line and hold it. That being said, magic, artillery, and armour piercing ranged weapons generally rip through them, but they typically have resilient morale in comparison to their light melee counterparts.
  • Super-heavy: This unit is terrifyingly powerful and likely extremely large in size. (In excess of 20 square feet or more.) Vulnerable to artillery due to being barn-sized or bigger, but can typically slaughter multiple men in a single blow.
  • Crossbows/Bows: Heavy piercing weaponry. Crossbows are a mid-line weapon with more armour piercing, whereas bows are a back line weapon with a greater rate of fire. Both are vulnerable to artillery and stealth units.
  • Rifles: Can pierce nearly any defense magic or otherwise, but at the cost of extreme reloading times where they are quite vulnerable.
  • Anti-Magic: Unit dispels magic. They actively destroy magical spells wherever they go.
  • Magic-Resistant: Unit resists magic. They aren't affected by magic. Different from anti-magic, in that they're unlikely to actually stop a spell so much as they will simply ignore it themselves.
  • Hero: A valiant hero of the land, be it a leader of a nation, or one of their champions. They fight with utmost capacity, but at generally severely limited numbers. Most, if not all bodyguards will die before they will allow their leader to perish. Injuries, on the other hand, are completely possible to sustain regardless of the number of bodyguards they have. Typically, they can prevent morale breaks to men nearby them.
  • Artillery: Either old fashioned artillery (ballista, trebuchet, catapult, et cetera) or new age artillery (cannons, elemental cannons, certain kinds of mages, et cetera) that is used to pound enemy lines with red hot death. Causes more morale penalties than actual casualties in either case, though extremely large targets can be dealt with.
  • Monstrosity: Something so terrifying to face it causes morale penalties merely by existing. While usually applied to literal monsters, there are sometimes men who have reputations so villainous and so disturbing as to win this trait themselves.

Pet/Item: Your selected item from the Requisitions List will be displayed in your character action list, indented beneath your character. Currently active pets and summons are also here, so it should be clear who owns what on the battlefield. Pets and summons without names will be assigned names if necessary to differentiate them from opposing creatures with similar descriptions.

Kingdom of Renalta - Heart of Madness

Group 1 (Players)
  • Murderok: Propositions Mikan, following behind.
    • Magic-Breaker (Item): Blocks one spell.
  • Zinnarath 'Zin' Corsys: Speaks to Mikan, following.
    • Magic-Breaker (Item): Blocks one spell.
  • Sheriff Cennick "Cen" Greenborough: Speaks to the group, moves into the swamp.
    • Angel's Blood (Item): Heals any wound. One use.
    • Books (Item--Unique): Illusion & Swamps of Time. (+Lore knowledge.)
  • Valkyujra: NAT. (Failed to post this round.)
    • Raven: NAT. (Failed to post this round.)
  • Abjaar 'Bastille' Korsair: Uses his blood vial to summon a spiritual animal guide.
    • Treated Blood Vial (Item): Used.
  • Mikan: Waiting for confirmation on a plan. (Behaviour: Independent.)
  • Eric Vadlegarf: Waiting for others to lead. (Behaviour: Independent.)

Imperium/Amazons - The Dream of Empire

Group 1 (Players)
  • Elrithos "Sand Runner": Takes the lead.
    • Treated Blood Vial (Item): Can call forth spirit with personal or ancestral connections to aid you in animal form. One use.
    • Large Scroll Case & Extra Waterskin: Player's choice.
  • Sonia: Casts Cat's Eye Charm on Elrithos. (Night-vision.)
    • Imperial Missive (Item): Summons 3-5 Imperial Scouts to your location from closest point. One use.
  • Doctor Steven Adian Gremlock: Proceeds.
    • Imperial Missive (Item): Summons 3-5 Imperial Scouts to your location from closest point. One use.
  • Môrgæn 'Crooked Bitch' Minstrol: Proceeds.
    • Angel's Blood (Item): Heals any wound. Can only be used once.
  • Empty Slot.
    • N/A.
  • Fahim: Ruled out western passages. (Behaviour: Independent.)
  • Veira: Ruled out southern passages. (Behaviour: Independent.)

Kingdom of Liveria - Ancestral Bonds

Group 1 (Players)
  • Kasim Amibilus: Agrees with Zoe's plan, takes a position.
    • Treated Blood Vial (Item): Can call forth spirit with personal or ancestral connections to aid you in animal form. One use.
  • Elrbetrt Westfeld: NAT.
    • Angel's Blood (Item): Can heal any wound. Can only be used once.
  • Laenaia: Overly cautious, agrees with Zoe.
    • Seal of the Trader (Item): Convince merchants and the underbelly of society to side with you instantly.
  • Rayvon Krayvitch: Talks to Zoe & Gabriel.
    • Treated Blood Vial (Item): Can call forth spirit with personal or ancestral connections to aid you in animal form. One use.
    • Haruuk: Wolf companion. Loyal to her. Has puppies at home.
  • Draza: Agrees with Zoe.
    • Treated Blood Vial (Item): Can call forth spirit with personal or ancestral connections to aid you in animal form. One use.
  • Zoe Vasilios: Making a case for cautious pragmatism. (Behaviour: Independent.)
  • Gabriel: Making a case for brave optimism. (Behaviour: Independent.)

Goblin Holds - Antiqua Scientiam

Group 1 (Players)
  • Daevon van de Scathis Venderland: Descends into the pit, speaks to Aslo/Nyla Valerius.
    • Seal of the Trader (Item): Convince merchants and the underbelly of society to side with you instantly.
  • Esyllt Boudica: Descended into the pit, spoke with group.
    • Treated Blood Vial (Item): Can call forth spirit with personal or ancestral connections to aid you in animal form. One use.
  • Child: Talks with Unamo.
  • Maeven Lucre: Comforts Unamo, descends into pit.
    • Fafnir the Father (Mecha-Dragon): Glides down into the pit.
    • Angel's Blood (Item): Can heal any wound. Can only be used once.
  • Aslo: Descends into the pit, speaks to Nyla Valerius.
    • Magic-Breaker (Item): Blocks one spell.
  • Nyla Valerius: Taking command of the situation. (Behaviour: Independent.)
  • Unamo: Taken injuries due to character naivety weakness. (Behaviour: Independent.)

Kingdom of Tuleria - Unto the Breach

Group 1 (Players)
  • Filomena "Yoloyaotl" "Frankañaño" Peláez: Reassures ally.
    • Angel's Blood (Item): Can heal any wound. Can only be used once.
  • Aëyr: Reassures ally.
    • Imperial Missive (Item): Summons 3-5 Imperial Scouts to your location from closest point. One use.
  • Yuri Elrivvin: Gives orders to NPC's to stay back.
    • Angel's Blood (Item): Can heal any wound. Can only be used once.
  • Arkos Cernunnos: Issues a counterman to Yuri's orders.
    • Magic-Breaker (Item): Blocks one spell.
  • Empty Slot.
    • N/A.
  • Otto Kastner: Leading allied forces, can be ordered away. (Behaviour: Independent, Aggressive.)
  • Quar Velathari: Introductions/Initial Relations Established. (Behaviour: Independent, Defensive.)
Group 2 (Allies)
  • Fifteen Buccaneers in melee combat. This includes Mas'ud Campos.
  • Three magician-buccaneers, staying back as reserves to ensure at least one of them reaches the demon portal.
Group 3 (Enemies)
  • Eighteen humanoid demons, on par to regular foot soldiers, though with fairly poor morale.
  • Corrupted Magician Vampire, name unknown, is casting a spell...
  • Corrupted Assassin Vampire, name unknown, is attempting to find vulnerable prey...
-----------------------------------------------------------------

Army 1 (Allies) (Total Strength: 27,630 Men.) (Overall Morale: Zealous.)
  • Liverian Witch Hunters, Detachment 1 (Crossbows): 100% Force Strength (1,000 men), 100% Morale. Engaged.
    • Location: Mid-Line.
  • Liverian Witch Hunters, Detachment 2 (Crossbows): 100% Force Strength (1,000 men), 100% Morale. Engaged.
    • Location: Mid-Line.
  • Tulerian Buccaneers, Detachment 1 (Light Melee): 100% Force Strength (8,000 men), 100% Morale. Engaged.
    • Location: Front-Line.
  • Tulerian Buccaneers, Detachment 2 (Light Melee): 100% Force Strength (8,000 men), 100% Morale. Engaged.
    • Location: Front-Line.
  • Tulerian Buccaneers, Detachment 3 (Artillery, Cannons): 100% Force Strength (500 men), 100% Morale. Engaged.
    • Location: Back-Line.
  • Renaltan Soldiers, Detachment 1 (Heavy Melee): 100% Force Strength (4,000 men), 100% Morale. Engaged.
    • Location: Front-Line.
  • Renaltan Soldiers, Detachment 2 (Heavy Melee): 100% Force Strength (4,000 men), 100% Morale. Engaged.
    • Location: Front-Line.
  • High King Varro's Unit (Hero Unit + Bodyguards): 100% Force Strength (50 men), Unbreakable Morale. Engaged.
    • Location: Front-Line.
  • Archmage Janelle's Unit (Hero Unit + Bodyguards): 100% Force Strength (40 men), Unbreakable Morale. Engaged.
    • Location: Mid-Line.
  • Marcela Adriana Otis' Unit (Hero Unit + Bodyguards): 100% Force Strength (40 men), 100% Morale. Engaged.
    • Location: Front-Line.
  • Blood Sea Corpse-Hunters (Light Melee + Necromancer): 100% Force Strength (500 men), 100% Morale. Engaged.
    • Location: Mid-Line.
  • Blood Sea Magic-Eaters (Anti-Magic, Light Melee): 100% Force Strength (500 men), 100% Morale. Engaged.
    • Location: Mid-Line.

Army 2 (Enemies)
? (No players able to see the battle.)
Intel Report: Somewhere in the realm of 20,000-25,000, mixed light-heavy melee. If there are any hero units, they haven't been spotted yet, though mages detect the presence of at least two, and one superheavy monstrosity. The area around the portal is poorly guarded, with only a few light infantry there, though when the fighting begins the commanding unit may fall back there.

@Fijoli has failed to post this round. She has one more round to post before her character goes to the inactive status.

Gold Marble & Darog will have character reviews done tomorrow. I need to eat and sleep. :ferret:
 
Damnit briov, now I have to choose whether to choose compassion by going to free prisoners, or loyalty by going with the assassin's plans. Its like Ultima all over again. :C
 
hey someone authoritative in tuleria should tell filomena which target she should go after so she can get her bonuses hint hint nudge nudge
 
@Goldmarble Approved.

@Darog Approved.

As it just so happens, there are two free slots--one for each mission--in missions right now: The Imperium/Amazons, and Tuleria. Go pick among yourselves and post in the IC this round. You've got two weeks, don't waste time now. :ferret:
 
Hey, I have a lippy grandfather to deal with. Be nice to Umamo!
 
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Dear Umamo, Do not die. If you do, Child will be sad.

Sad Child is something NOBODY wants. Not even the demons. Scary Child is scary.
 
Dear Umamo, Do not die. If you do, Child will be sad.

Sad Child is something NOBODY wants. Not even the demons. Scary Child is scary.
Keep her safe then, hero. If you can... :ferret:
 
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