Legend of Renalta 2: Reborn

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Should be coming Monday the 22nd, yeah. 2 weeks from the previous GM post is always the expected next GM post date. :P
 
Ouch. So basically I have to see if I have time Sunday. We'll see how that turns out.
 
We have had people come and go since I last put the information out and I figure I might as well put it back out there!

If you would like to add me for additional means of contact, be it to ask for a collab with me with my charactera, inquire further about Tuleria or just chat, I can be reached at...
 
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Non-interactive introspection the post. It is up. On time. Who'd have thought.
 
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: Attacks the magician once more.
    • Magic-Breaker (Item): Blocks one spell.
  • Zinnarath 'Zin' Corsys: Heals Dean.
    • Magic-Breaker (Item): Blocks one spell.
  • Sheriff Cennick "Cen" Greenborough: Issues order to Murderok, kicks at Marcus' left knee, thrusts long sword to Marcus' inner elbow.
    • Angel's Blood (Item): Heals any wound. One use.
    • Books (Item--Unique): Illusion & Swamps of Time. (+Lore knowledge.)
  • Franchine Odessa (NPC): NAT.
    • Haraith: Pet/Companion. Large, four-legged, scaled creature.
  • Abjaar 'Bastille' Korsair: Abjaar moves to flank attack Marcus, issues order to Murderok & Eric.
    • Treated Blood Vial (Item): Used.
  • Mikan: Pinned by wolf. (Behaviour: Independent.)
  • Eric Vadlegarf: Shot through the heart, and it's too late. (Behaviour: Independent.)
Group 2 (Allies)
  • Dean Hansen: Attacks wolf pinning Mikan with Godsplitter.
Group 3 (Enemies)
  • Purple Wizard: Killed Eric, healed Marcus.
  • Illusory Marcus: Down on the ground.
  • Illusory Kouri: Finished charging spells, ready to fight.
Imperium/Amazons - The Dream of Empire

Group 1 (Players)
  • Elrithos "Sand Runner":
    • Large Scroll Case & Extra Waterskin: Player's choice.
  • Sonia: Attempts to fool the Agent of Greed into dispelling her spell by casting it before Veira casts her wind magic spell.
    • Imperial Missive (Item): Used.
    • Treated Blood Vial (Item): Can call forth spirit with personal or ancestral connections to aid you in animal form. One use.
  • Doctor Steven Adian Gremlock: Fires trick shot to wrap a bola at crossbowman.
    • Imperial Missive (Item): Summons 3-5 Imperial Scouts to your location from closest point. One use.
  • Môrgæn 'Crooked Bitch' Minstrol: Charges, throws a dagger.
    • Angel's Blood (Item): Heals any wound. Can only be used once.
  • Armerza Gilkak: Charges her shield and slams it down at the feet of the skeletons.
  • Fahim: (Behaviour: Independent, Defensive.)
  • Veira: Uses wind spell. (Behaviour: Under Orders, Offensive.)
Group 2 (Enemies)
  • Two humanoid enemies still confirmed, protecting Agent of Greed on ceiling: All in light-medium armour, one armed with a crossbow, one armed with sword & shield. The second is weaponless, and has recovered from blindness.
  • Two humanoid enemies unaccounted for, possibly hidden in the dust cloud, possibly buried and dead. One armed with duel axes, the other with a crossbow.
  • Agent of Greed with poisoned throwing knives, lightly armoured, skeletal.

Kingdom of Liveria - Ancestral Bonds

Group 1 (Players)
  • Kasim Amibilus: Brags, moves to assist the princess.
    • Treated Blood Vial (Item): Can call forth spirit with personal or ancestral connections to aid you in animal form. One use.
  • Elrbetrt Westfeld: Attempts to attack an unspecified target, feints.
    • Angel's Blood (Item): Can heal any wound. Can only be used once.
  • Laenaia: Attempting to use shadows as a physical force to blind or bind Kraclaw.
    • Seal of the Trader (Item): Convince merchants and the underbelly of society to side with you instantly.
  • Rayvon Krayvitch: Orders Haruuk to attack, asks Gabriel to assist, moves between Andrea & Kraclaw, lashes out at Kraclaw.
    • Treated Blood Vial (Item): Used.
    • Haruuk: Moves behind Kraclaw, and then attacks.
  • Draza: NAT. (Has left the RP.)
    • Treated Blood Vial (Item): Can call forth spirit with personal or ancestral connections to aid you in animal form. One use.
  • Andrea Llolth'Allin: Attempts to raise the dead, both orcs who strangled each other and the blind knight.
  • Xerois Pallas: Taunts Orc, asks to be freed.
  • Zoe Vasilios: Frees Xerois. (Behaviour: Independent.)
  • Gabriel: Executes Kraclaw. (Behaviour: Independent.)
Group 2 (Allies)
  • Princess Helénē: Possessed whip orc, is weaponless.

Goblin Holds - Antiqua Scientiam

Group 1 (Players)
  • Daevon van de Scathis Venderland: Attempts to cut down enemy numbers with six of his telekinetic knives, using them on imps.
    • Seal of the Trader (Item): Convince merchants and the underbelly of society to side with you instantly.
  • Esyllt Boudica: Dismisses undead calico, does as Unamo asks, orders venatrix to guard entrance.
    • Treated Blood Vial (Item): Can call forth spirit with personal or ancestral connections to aid you in animal form. One use.
    • Venatrix: Amazonian Metal Golem.
  • Child: Waits for the enemy to come to her.
  • Maeven Lucre: Continues to examine the console.
    • Fafnir the Father (Mecha-Dragon): Is ordered to help as needed.
    • Angel's Blood (Item): Can heal any wound. Can only be used once.
  • Aslo: Throws two bottles of oil (targets agent of gluttony, imps),
    • Magic-Breaker (Item): Blocks one spell.
  • Nyla Valerius: Guarding Aslo. (Behaviour: Independent, Defensive.)
  • Unamo: Injured. (Behaviour: Independent, Defensive.)
Group 2 (Enemies)
  • Eight Imps: All outside, waiting for the ghouls to go first.
  • Seven Demonic Ghouls: Charging for the entrance.

Kingdom of Tuleria - Unto the Breach

Group 1 (Players)
  • Filomena "Yoloyaotl" "Frankañaño" Peláez: Snip snip.
    • Angel's Blood (Item): Used.
  • Aëyr: Used Imperial Missive to summon scouts. First 3 to scout ahead to portal, the others (if available) to scout main force.
    • Imperial Missive (Item): Summons 3-5 Imperial Scouts to your location from closest point. One use.
  • Yuri Elrivvin: Regroups, offers to help Quar with his wounds.
    • Angel's Blood (Item): Can heal any wound. Can only be used once.
  • Arkos Cernunnos: Suggests using a scout to see what is happening with the battle.
    • Magic-Breaker (Item): Blocks one spell.
  • Toorg: Retrieves his arm, regroups.
  • Otto Kastner: Offers a suggestion about how to proceed. (Behaviour: Independent.)
  • Quar Velathari: Offers a suggestion about how to proceed. (Behaviour: Independent.)
Group 2 (Allies)
  • Eleven Buccaneers. This includes Mas'ud Campos, though he's injured.
  • Three magician-buccaneers, staying back as reserves to ensure at least one of them reaches the demon portal.
  • Four Imperial Scouts, all armed with mechanical bows.

-----------------------------------------------------------------

Army 1 (Allies) (Total Strength: 22,832 Men. Casualties: 4,798) (Overall Morale: Zealous.)
  • Liverian Witch Hunters, Detachment 1 (Crossbows): 82.7% Force Strength (827 men), 93% Morale (Confident). Engaged.
    • Location: Mid-Line.
  • Liverian Witch Hunters, Detachment 2 (Crossbows): 94% Force Strength (940 men), 98% Morale (Confident). Engaged.
    • Location: Mid-Line.
  • Tulerian Buccaneers, Detachment 1 (Light Melee): 80% Force Strength (6,400 men), 110% Morale (Brazen). Engaged.
    • Location: Front-Line.
  • Tulerian Buccaneers, Detachment 2 (Light Melee): 75% Force Strength (6,000 men), 108% Morale (Brazen). 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): 80% Force Strength (3,200 men), 94% Morale (Confident). Engaged.
    • Location: Front-Line.
  • Renaltan Soldiers, Detachment 2 (Heavy Melee): 96% Force Strength (3,840 men), 100% Morale. Engaged.
    • Location: Front-Line.
  • High King Varro's Unit (Hero Unit + Bodyguards): 90% Force Strength (45 men), Unbreakable Morale. Engaged.
    • Location: Front-Line.
  • Archmage Janelle's Unit (Hero Unit + Bodyguards): 88.1% Force Strength (35 men), Unbreakable Morale. Engaged.
    • Location: Mid-Line.
  • Marcela Adriana Otis' Unit (Hero Unit + Bodyguards): 88.1% Force Strength (35 men), Unbreakable Morale. Engaged.
    • Location: Front-Line.
  • Blood Sea Corpse-Hunters (Light Melee + Necromancer): 105% Force Strength (525 men), 100% Morale. Engaged.
    • Location: Mid-Line.
  • Blood Sea Magic-Eaters (Anti-Magic, Light Melee): 97% Force Strength (485 men), 100% Morale. Engaged.
    • Location: Mid-Line.

Army 2 (Enemies)
Unrecognizable horde of humanoids. The Imperial Scout wasn't able to discern a strategy or troop compositions...

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.

@Elendra has left the RP. Informed me over Skype.
 
Erik noooooo. :v
 
RIP Erik. We must kill the robed one to avenge him.
 
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Reactions: Orion
Blood Sea OP, pls no nerf.
They add the dead to their own. So basically, so long as the ratio of the living exceeds the dead, the likelihood of them replenishing numbers mid-battle increases. This is ultimately what makes them so deadly: A small undead force can end up stronger than it was before against a larger living force if they can bottleneck the fight.
 
They add the dead to their own. So basically, so long as the ratio of the living exceeds the dead, the likelihood of them replenishing numbers mid-battle increases. This is ultimately what makes them so deadly: A small undead force can end up stronger than it was before against a larger living force if they can bottleneck the fight.
You're welcome.
 
@Maxim

y u do dis?!

Okay, yes; Armerza did land a fall from 60 feet up with nothing more than some nicks and bruises.

Now you're trying to see if she can live through a fireball?!


Edit:

Beyond that, there's some....other inaccuracies with the post:
First of which is that there is no way for Gremlock to see the Agent of Greed, nor to know that Amerza is targeting him. The dust cloud is too thick. Sonia is only able to vaguely feel the Agent's location, through her ranks in Wells of Power.

Secondly: Both Fahim and Sonia are engaged with the Longsword wielding skeleton, not the Agent of Greed. Viera didn't make an action, so probably safe to presume she is shocked, or is busy choking on dust.

Thirdly: From Gremlock's perspective, there are still three enemies with whereabouts unknown: Axe wielding skeleton, and both of the Crossbowmen.

At Fourth and Last: Please, please, please, PLEASE do not use a fireball near Fahim, who, while seeming invulnerable to most forms of attack, has no defense against fire. Which Gremlock would know of. Gremlock would also know, that Fire of minimal concern to the undead. Especially the skeletons. And even the Agent of Greed would just be turned into a burning effigy, who isn't impaired by it, because....he ain't feeling the pain of it.
 
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  • Thank You
Reactions: Alphakoka and Orion
Sorry, typed that post up in a hurry. I'll have to make a new one later today...assuming I can get it in before Brovo just makes me idle. :(

For reference, I won't be able to get it in for roughly another 10 hours. Joy.
 
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Sorry, typed that post up in a hurry. I'll have to make a new one later today...assuming I can get it in before Brovo just makes me idle. :(

For reference, I won't be able to get it in for roughly another 10 hours. Joy.
You should be okay. LoR is unlikely to get updated today because he still needs to get a post out for Animus Veritas first.
 
Sorry, typed that post up in a hurry. I'll have to make a new one later today...assuming I can get it in before Brovo just makes me idle. :(

For reference, I won't be able to get it in for roughly another 10 hours. Joy.

shamefurdispray2.jpg
 
All right, made a new post to test out whether Fortification magic actually has any use on a weapon. Naturally if I made another logical blunder please tell me and I'll fix it up.
 
  • Thank You
Reactions: Brovo
Alcohol made me lose track of time.

This is my excuse.

Deal with it.


Good thing Brovo is even slower than me. Last minute post up.
 
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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: Takes Eric's crossbow and fires at the robed woman, then unsheathes spear & kopesh and charges it.
    • Magic-Breaker (Item): Blocks one spell.
  • Zinnarath 'Zin' Corsys: Attempts to use illusion magic to summon a terribly painful and awful visage into the opposing mage's mind, uses tunnel vision trait, overcharges...
    • Magic-Breaker (Item): Blocks one spell.
  • Sheriff Cennick "Cen" Greenborough: Moving to decapitate and finish off Marcus.
    • Angel's Blood (Item): Heals any wound. One use.
    • Books (Item--Unique): Illusion & Swamps of Time. (+Lore knowledge.)
  • Franchine Odessa (NPC): NAT.
    • Haraith: Pet/Companion. Large, four-legged, scaled creature.
  • Abjaar 'Bastille' Korsair: Swinging a chain toward Illusory Kouri.
    • Treated Blood Vial (Item): Used.
  • Mikan: Does as told by Dean. (Behaviour: Under Orders, Offensive.)
  • Eric Vadlegarf: Shot through the heart, and it's too late. (Behaviour: Independent.)
Group 2 (Allies)
  • Dean Hansen: Feints attacking Marcus, then charges for Kouri.

Imperium/Amazons - The Dream of Empire

Group 1 (Players)
  • Elrithos "Sand Runner":
    • Large Scroll Case & Extra Waterskin: Player's choice.
  • Sonia: Attempts to stab an undead through its chin.
    • Imperial Missive (Item): Used.
    • Treated Blood Vial (Item): Can call forth spirit with personal or ancestral connections to aid you in animal form. One use.
  • Doctor Steven Adian Gremlock: Attempts to fortify a dagger to make it sharper?
    • Imperial Missive (Item): Summons 3-5 Imperial Scouts to your location from closest point. One use.
  • Môrgæn 'Crooked Bitch' Minstrol: Fell down the stairs.
    • Angel's Blood (Item): Heals any wound. Can only be used once.
  • Armerza Gilkak: Goes for the killing blow, attempting to sneak attack from behind the Agent of Greed & his minion.
  • Fahim: Remaining protective of Gremlock & Sonia. (Behaviour: Independent, Defensive.)
  • Veira: Holding back and resting. (Behaviour: Independent, Defensive.)
Group 2 (Enemies)
  • Two humanoid enemies unaccounted for, possibly hidden in the dust cloud, possibly buried and dead. One armed with duel axes, the other with a crossbow.
  • Agent of Greed with poisoned throwing knives, lightly armoured, skeletal.
Kingdom of Liveria - Ancestral Bonds

Group 1 (Players)
  • Kasim Amibilus: Reads the orc's mind, attempting to find information via interrogation after tying it down with bow string and a belt.
    • Treated Blood Vial (Item): Can call forth spirit with personal or ancestral connections to aid you in animal form. One use.
  • Elrbetrt Westfeld: Attempts to attack an unspecified target, feints.
    • Angel's Blood (Item): Can heal any wound. Can only be used once.
  • Laenaia:
    • Seal of the Trader (Item): Convince merchants and the underbelly of society to side with you instantly.
  • Rayvon Krayvitch: Going to treasury room.
    • Treated Blood Vial (Item): Used.
    • Haruuk: Is a wolf. Woof!
  • Draza: NAT. (Has left the RP.)
  • Andrea Llolth'Allin: Going to treasury room.
    • Minion (Undead Orc): Unarmed, holding down prisoner as last ordered.
  • Xerois Pallas: Going to treasury room.
  • Zoe Vasilios: Guarding trio at the treasury room. (Behaviour: Independent.)
  • Gabriel: Freed prisoners, sent them away with Draza. (Behaviour: Independent.)
    • Treated Blood Vial (Item): Can call forth spirit with personal or ancestral connections to aid you in animal form. One use.
Group 2 (Allies)
  • Princess Helénē: Is free, standing by and keeping herself out of harm's way.
Group 3 (Prisoners)
  • Orc: An orc prisoner with a particularly voracious set of thoughts.
Goblin Holds - Antiqua Scientiam

Group 1 (Players)
  • Daevon van de Scathis Venderland: Redirects his knives to attempt critical hits on arteries in the throat on ghouls.
    • Seal of the Trader (Item): Convince merchants and the underbelly of society to side with you instantly.
  • Esyllt Boudica: Uses Maeven's angel's blood vial on Unamo.
    • Treated Blood Vial (Item): Can call forth spirit with personal or ancestral connections to aid you in animal form. One use.
    • Venatrix: Amazonian Metal Golem. Guarding entrance.
  • Child: Drags Nyla away from the fight deeper into the room.
  • Maeven Lucre: Continues working on console, tells someone to get angel's blood from her and treat Unamo.
    • Fafnir the Father (Mecha-Dragon): Guards doorway, will use scream to try and intimidate approaching enemies.
    • Angel's Blood (Item): Can heal any wound. Can only be used once.
  • Aslo: Uses throwing knife toward nearest Ghoul. Uses poisonous smoke capsules, flees with Nyla towards Mechanist building.
    • Magic-Breaker (Item): Blocks one spell.
  • Nyla Valerius: Failing to hold doorway. (Behaviour: Independent, Defensive.)
  • Unamo: Charging a spell. (Behaviour: Independent, Offensive.)
Group 2 (Enemies)
  • Eight Imps: All outside, about to flood the room.
  • Six Demonic Ghouls: Two going after Nyla, one going after Daevon, one going after Child, one going after Maeven, one going after Venatrix.

Kingdom of Tuleria - Unto the Breach

Group 1 (Players)
  • Filomena "Yoloyaotl" "Frankañaño" Peláez: Snip snip.
    • Angel's Blood (Item): Used.
  • Aëyr: Agrees to Otto's plan, expresses concern for burrowing creature.
    • Imperial Missive (Item): USED.
  • Yuri Elrivvin: Suggests sending second group in Otto's plan underground.
    • Angel's Blood (Item): Can heal any wound. Can only be used once.
  • Arkos Cernunnos: Proposes that he create a sandstorm over a large area instead of using an underground tunnel.
    • Magic-Breaker (Item): Blocks one spell.
  • Toorg: Also agrees to Otto's plan, volunteers to bait/battle the burrowing creature.
  • Otto Kastner: Going with the larger, distraction group. (Behaviour: Independent.)
  • Quar Velathari: Going with the smaller, stealth group. (Behaviour: Independent.)
Group 2 (Allies)
  • Eleven Buccaneers. This includes Mas'ud Campos, though he's injured.
  • Three magician-buccaneers, staying back as reserves to ensure at least one of them reaches the demon portal.
  • Four Imperial Scouts, all armed with mechanical bows.

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Army 1 (Allies) (Total Strength: 22,832 Men. Casualties: 4,798) (Overall Morale: Zealous.)
  • Liverian Witch Hunters, Detachment 1 (Crossbows): 82.7% Force Strength (827 men), 93% Morale (Confident). Engaged.
    • Location: Mid-Line.
  • Liverian Witch Hunters, Detachment 2 (Crossbows): 94% Force Strength (940 men), 98% Morale (Confident). Engaged.
    • Location: Mid-Line.
  • Tulerian Buccaneers, Detachment 1 (Light Melee): 80% Force Strength (6,400 men), 110% Morale (Brazen). Engaged.
    • Location: Front-Line.
  • Tulerian Buccaneers, Detachment 2 (Light Melee): 75% Force Strength (6,000 men), 108% Morale (Brazen). 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): 80% Force Strength (3,200 men), 94% Morale (Confident). Engaged.
    • Location: Front-Line.
  • Renaltan Soldiers, Detachment 2 (Heavy Melee): 96% Force Strength (3,840 men), 100% Morale. Engaged.
    • Location: Front-Line.
  • High King Varro's Unit (Hero Unit + Bodyguards): 90% Force Strength (45 men), Unbreakable Morale. Engaged.
    • Location: Front-Line.
  • Archmage Janelle's Unit (Hero Unit + Bodyguards): 88.1% Force Strength (35 men), Unbreakable Morale. Engaged.
    • Location: Mid-Line.
  • Marcela Adriana Otis' Unit (Hero Unit + Bodyguards): 88.1% Force Strength (35 men), Unbreakable Morale. Engaged.
    • Location: Front-Line.
  • Blood Sea Corpse-Hunters (Light Melee + Necromancer): 105% Force Strength (525 men), 100% Morale. Engaged.
    • Location: Mid-Line.
  • Blood Sea Magic-Eaters (Anti-Magic, Light Melee): 97% Force Strength (485 men), 100% Morale. Engaged.
    • Location: Mid-Line.

Army 2 (Enemies)
Unrecognizable horde of humanoids. The Imperial Scout wasn't able to discern a strategy or troop compositions...
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.

Next Post: Thursday 23rd
 
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