Overlords and Guardians; Age of Antagonism

Status
Not open for further replies.
I heavily considered you, but decided to go with Andrea for one simple reason: Your character would not have let Marik live, even after the mutilation. Andrea's character made a mistake, and only mutilated him, prior to dumping the 'body'
Can't argue with that.
 
Hello.

I've been debating joining this roleplay, 'cuz I've never done an NRP or anything similar before, so I'm not sure how it works.

Basically, my interest boils down to two factors, the first of which I think I can already assume.
  1. What's the posting frequency? I'm assuming no more than once a week, but figured I'd check, because I couldn't find it anywhere.
  2. Who controls the captains IC? Will each interaction with a captain be a collab with the GM, or will the player control them until the GM decides that he wants 'em to turn heel?
 
Say, does anybody who's done this roleplay before have any tips for military? I can't seem to get mine to work out (too much infantry, not enough Cavalry or Archers). Just feels like I'm falling a bit behind in military.
I imagine it's a combination of a lower Wealth stat + more expensive troops. Most of the people with sizeably massive armies (Me, Kad, Andrea, etc) have cheap troops and high wealth. Andrea also has her undead summoning from magic, which makes her actual army stats seem like more than they actually are.
 



  • Preferred Equipment: Her ornamental full plate armour and Foehammer
    Land Types: Mountaineous and Forrest Regions
    Treasury: 13'750

    Special Traits:
    The White Wolves:
    the lands governed by Nadira have always been inhabited by packs of wolves but in a particular region a breed of intelligent wolves, worgs in fact, reside with whom she has made a pact. No man or beast would hunt or take their hunting ground and in return the enormous beasts almost as tall as a horse would serve as mounts for herself and her paladins. To behold a charge of paladins mounted upon white wolves is to inspire the forces of good and justice while striking fear and terror into the hearts of the wicked.

    Foehammer: the hammer Nadira wields is not crafted by herself or by the hands of men, dwarf, elf or other. According to her the gods granted the hammer to her to banish and exterminate evil. Upon contact with the might hammer those of pure evil do not need to worry about broken bones or crushed organs. Contact with the Foehammer to a higher undead being or greater demon 'unmakes' them. Their essence will be destroyed, cast out into the void with no chance of regeneration or return. It does not work on overlords, whose evil are somehow not affected by the powers of the hammer, unlike undead whose souls are simply gone and demons who have no souls to speak off to begin with, overlords still have some shred of humanity. But it is still a warhammer so while not it will not destroy overlords it still really hurts.


    Physical 6: Magic 3: Command 5: Wealth 8: Influence 5: Dedication 3:
    Beautiful Healing Hands Tactical Retreat Iron - 2 I must do this alone Dreaded by Evil
    Voice of Honesty Holy Aura Hero's War Cry Monster Tamers Overseas Hero Incorruptible
    Celestine Summon Faithful Animal Companion Werewolves Bigger Lands - 4 Good Loremasters Border Jumper
    Armour Expert   Ogier Gem Mine Kindness Counts  
    Weapons Master 1   Paladins   Scholar  
    Endurance of the Wolf          
    Biography:
    Nadira was born in the mountains, a small hamlet that was spared many atrocities from marauding bandits, orcs and other horrors that fought over dominion of the region. She was born with hair the colour of pure snow. As she grew older, raised by her father who was the hetman of the village revealed to her that she was the daughter of a angel who had taken fancy to him in his youth. They saw each other sparingly and then one day she left, he believed she had moved on but then several years back she came to him, carrying a bundle in her arms, his daughter, their child, born from man and angel. She was not allowed to keep the child or to return to the mortal realm, except for this one last journey to hand the child to her lover.

    This revelation changed her, she became more serious and concerned, she had celestial blood in her veins, now she understood as she listened to the village elders talking about the turmoil in the region, the injustices done to people. She always felt angry when hearing that and now that she knew she had celestial blood she knew that she had to make a difference, to inspire people. She told her father who saw he could not dissuade her from this path and took it upon himself to teach her how to fight.

    Several years later she set out, feeling... right, about her choice to do this, to set out to help people. She was only traveling for a few days when she came upon a small caravan beset by bandits. Letting out a warcry that made her sound like a wolf, its sound echoing from the rocky slopes of the mountains she charged into the fray. Making short order of the poorly equipped bandits who had not counted upon a warrior when they attacked a caravan of refugees.

    From the people she rescued she heard about a orc tribe which had burned its way through the countryside, enslaving any they could find while heading to a fortified town and was currently besieging it. As she heard this she was eager to march upon that town, in her mindseye liberating it singlehandedly but one of the refugees quickly told her to not be foolish, there were dozens perhaps even a hundred or more orcs, while she was alone. She had thought for a moment and then simply asked where the orcs kept the slaves they had taken and how many orcs were left to guard them. Those numbers proved to be far less and a plan was forged, after she managed to convince the refugees to help her.

    Days later the inhabitants of the besieged town witnessed a miracle, reinforcements had arrived a ragtag force of farmers, woodsmen, women, men old and young wielding looted orc weapons, farm equipment and even simple sticks and stones suddenly attacked the orc encampment, led by a warrior woman with white hair. The town had been liberated and the people were grateful but it was only the first step, the orc leader had made a bold claim that he had been taken orders from a powerful warlock who had a demon at his command.

    Nadira swore to vanquish this warlock and whatever infernal beast he claimed to have under his control. The legend of that encounter with the demon has since been told and retold many times. How Nadira was beaten around by the demon and that moments before she would be killed a white light surrounded her prone form, some eye witnesses insisting they had seen a female winged figure cradling the warrior woman in her arms for just a moment. Nevertheless what happened, as the white light vanished Nadira wore the armour she now wears and in her hands the mighty Foehammer which she managed to obliterate, if not banish the demon.

    In the aftermath of that battle a pack of great white wolves came at the town, thinking the beasts were hungry and preying on human flesh, weakened but determined the transformed Nadira came to deal with the beasts but froze upon seeing them. They had a noble appearance and a intelligent look in their eyes, the pack leader approaching her and... somehow talking to her. Its name was Fenrir and its pack had been told in their dreams by a feminine voice to find Nadira and help her.

    The years that followed saw her founding a small nation, first only her and a pack of white wolves driving off bandits and small tribes of evil races but as she liberated towns and settlements people flocked to her side and a nation was forged.

    After several years of uniting the land, campaigns alternated to times of brief peace and the forming of a paladin order she decided to venture home and tell her father of all her adventures. She took only a small retinue with her, her village had always been spared after all so she thought there would be no combat or danger. Upon approach however there was a distinct lack of smoke from chimneys or cooking fires, not even the sounds of the small herd of mountain goats her village kept for their wool and meat. She was shocked and devastated as they came upon a scene of ruin, her village burned down and in the middle a pile of corpses that were its people, all burned beyond recognition.

    All except one, her cry of anguish and pain was said to be heard in the valleys below miles away as she looked upon the maimed and deviled corpse of her father, like some kind of gruesome trophy or warning. Once she had been calmed down by some of her friends, others already digging graves to give the dead a proper burial she felt brave enough to look upon her father, noticing the 'S' carved in his chest. She placed Foehammer on the ground in front of his body and knelt down, swearing to all the gods that she would find the one responsible and bring him to justice.

    • Located at the base of a mountain the Citadel of the Wolf is a city fortress from where Nadira resides between adventures and quests to cleans the lands under her protection, as well as those lands beyond her borders that call out for aid. Because evil cannot be contained and she does not turn a deaf ear to any in need not from within or beyond her borders.

      Basics: Defenses: Extras & Utilities:
      Pristine Citadel Advanced Siege Engines Theatre
      4 Expanded Barracks Holy Moat Library
      1 Monster Stable   Prison
      2 Wells   Armoured Treasury
      1 Meat Store   4 Armouries
      1 Large Smithy    

    • Walled City Blackgriffin: Named for the Griffins seen soaring in the skies near the mountain peaks at whose base the city is located, this city is a wonder of architecture thanks to the Ogiers who have helped build it, their garden terraces located on the lower slopes where the soil is rich in nutrients for the crops grown there a marvel that feeds the inhabitants of the city and the surrounding mines that are a source of wealth for the region.

      Town of Sunstar: Home out the Griffin Watch tavern, which can claim to sell the ale that knocked down Nadira the She-Wolf on her ass after drinking only two pints.

      Ogier Village Eden: A lush place with buildings that are widely out of proportion compared to human sized buildings, this is due to the Ogier community that thrives here, tending to their surroundings with the utmost care.

      Werewolf Village Howling Winds: The sounds of wolves howling in the surrounding region gave this village its name, it's people a peaceful community happy to help their neighbours. There was fear when it was revealed they were all lycanthropes but that fear was a result of misunderstanding and when it became clear that these werewolves had no intention of harming anyone the fear vanished.

      Paved Roads
      3 Great Mines
      11/10 Advanced Farms
      1 Druidic Stone Circle
      7 Logging Camps
      2 Trappers

    • Walled City Winterhold: There was at first a town called winterhold, it was a hamlet of only 800 innocent souls who just wanted to be left in peace but a warlock who had gained the services of a greater demon and was terrorizing the town. Nadira, only a lone paladin warrior at the time heard of this travelled to this town to release it from the clutches of evil. At her bold claim of a duel the warlock merely laughed and send his pet greater daemon to kill her. She was naive back then and her sword broke against the armoured hide the daemon abomination was made off. Laughing and mocking her the daemon tossed her aside like a ragdoll, her body was broken and she was dying. Desperate she called out to the gods for aids, surprisingly one of them listened. According to the few witnesses that were present that day the daemon had been approaching her body and then recoiled as it was enveloped by a blinding light. As the light vanished Nadira stood tall, wearing ornamental armour she wears to this day and armed with a mighty warhammer with the head of a wolf. As she opened her eyes they glowed. Shouting a cry to the gods for strength she charged the daemon and delivered a mighty strike which upon contact destroyed the daemon entirely. The warlock fled, screaming and Nadira remained to help the town recover. Years have passed and the town had grown into a great city, a safe haven and pilgrimage for many. It even formed a order of paladins, the White Wolves, who follow Nadira to protect the innocent and eradicate evil in all its forms.

      Coastal Walled City Summerhold: As Winterhold grew in size to become a city a second settlement which had been a moderate sitzed fishing town grew along with it, trading between these two settlements made also turn its sistertown into a city upon itself, naming itself Summerhold for the gentle summers the region around the city experiences. It also houses the biggest community of Ogiers who tend to most of the farmland in the surrounding forests.

      Town Westrock: In the middle of this town is a statue of a man wielding a farming tool standing tall, a unremarkable statue at first sight but then people would notice that the mans arms and legs have manacles, the important aspect would be that the chains that would normally connect them are broken. Westrock used to be raided by orcs seeking slaves. The one day one of the slaves, taken from Westrock, rebelled against the orcs and fought back. He died but his rebellion continued and succeeded as Nadira and her newly formed paladins of the White Wolves joined the slaves seeking freedom and drove the orcs off. The statue in the likeness of the nameless slave who started the rebellion was constructed shortly afterwards.

      Ogier Village Gardenstadt: Ogier settlers were given land by Nadira after freeing a number of their kind on her travels abroad. Witnessing a slave auction were the Ogiers were being sold to the highest bidder, she could not strike down the slavers for the law was on their side of that land but she could buy the freedom of the gentle giants and offer them a new life in lands that were under her protection which they happily accepted.

      Paved Roads
      14/12 Advanced Farms
      2 Druidic Stone Circles
      1 Great Mine
      3 Mines
      3 Trappers
      5 Logging Camps



    • Not wanting to see a desolate wasteland caused by too much deforestation Nadira created a position within her lands of a Protector who would have some authoritative power to make sure the forests and surrounding wilds would not be harmed too much by the growing towns and villages. Seeing how the Ogier she had liberated and granted to settle in her lands were so in tune with land it felt natural to grant such a position to one of their kind. The current protector being Shamnun who with his wise council and calm, friendly demeanor is also a good friend of Nadira.

      Being a protector also forces him to fight at times, there have been beasts that harm the lands so he deals with them at a regular basis if attempts to relocate them fail.

      Weapon Mastery 2
      Might of the Bear
      Voic of Honesty
      Beastmaster, in his role as protector of the wilds he has indeed faced many a beast or monster and has also been able to tame them. Giving Shamnun a working experience to know what weaknesses beasts and monsters have and how to take them down.



    • One of the most gentle souls Nadira ever met, Hannah remembers Nadira when she bought the freedom of herself and her fellow Ogier in a distant land and then brought them to her homeland, giving them lands to settle. A elder and voice of reason but ready to protect the life of herself, her fellow Ogier and the other races of the lands under Nadira's protection.

      She can wield a weapon but prefers a role where she can perhaps heal the wounded and mend what is broken.

      Weapon Mastery 1
      Survivor
      Herbalist, Hannah knows many plants and herbs with medical properties and can create many cures with such materials for various ailments. It is not as fast acting as magic but does not rely on her energy to administer.
      Healing Hands Magic



    • Nadira met Karhn as he was in wolf form and protecting his cubs from a wild griffin who thought wolf cubs would make a easy meal, not realizing they were werewolves who were not able to transform as easily as adults. Nadira watched Karhn defend his young fiercely but at the same time, had been granted and given himself plenty of opportunities to severely wound or even kill the great beast. When finally the Griffin retreated and Karhn transformed into his human form and was asked why he spared the beast, his answer was simple. 'It only wanted to feed, it was not trying to kill my young out of malice, all life has value. From the lowest ant to the high soaring Griffins.'

      Moved by those words and the honesty he said them with she asked him to join her inner circle which he agreed to and has been a valued member off ever since.

      Weapons Mastery 2
      Leader 2
      Tactician 1



    • Kathlin can hardly be found within the confines of a city, she and her White Wolf are often found patrolling the borders of the She-Wolfs realm. Though when she finds a danger she is unable to confront herself she is swift to return and warn a garrison, rallying troops to confront the threat.

      Weapon Mastery 1
      Holy Aura Magic
      Banish Undead Magic




    • The things Orcs do to their captives are many and vile, from some such acts halfblood Orcs are born, in a region where several smaller Orc tribes who had banded together to raid and enslave humans many such mixed bloodlines were created and after the rebellion and liberated many took offensive and acted with aggression to these poor souls.

      Nadira put a stop to it, placing the children under her protection. One such child, Brienne grew up, wanting to be a paladin. She was still scorned for it but stubbornly refused to give up on her dream. When Nadira herself came to the town she lived at to select candidates for squires for the paladins of the White Wolves she did her best to show her abilities and willingness. She was not the best, above average really and during every trial some of her tormentors continued to hurl abuse at her. She ignored it all, remaining calm and suppressing her anger. She was surprised the most that Nadira selected only one candidate and that it was her. Addressing the failed contestants she told them that unlike Brienne they all showed unchivalrous and dishonourable conduct with the way they had tried the human-orc halfblood who had shown only kindness and courtesy in reply to their abuse.

      Now a full fledged paladin she has recently entered Nadira's inner circle of commanders and couldn't be more happy with her life in the service and protection of others.

      Weapon Mastery 1
      Armour Expert
      Leader 1



    • A humble man who, Jon was born among the lower classes but he had always been fascinated by nature and when the Ogiers came and they seemed quite in tune with nature themselves he sought to learn from them. They accepted this young human and taught him the ways of the forest and how to remain unseen. Becoming a journeyman protector, a ranger who answered to the Protector of the Wilds, Shamnun. Who was impressed with the human on several occasions and introduced him to Nadira who in turn took the young human in and made him a captain seeing a great purpose for him in the future.

      Befriending and mastering the Griffon Kanna, John flies upon her back into battle or soars through the skies to reach the furthest corners of the protectorate at a moments notice.

      Weapon Mastery 2
      Beast Rider, John has spend years familiarizing with his Griffon Kanna and both knows and trusts her with his life, so used to each other that Kanna will know how to fly as he aims and fires a bow. In simplest terms he and Khanna simple act as one organism, moving in unison.



    • She hailed from a land in the west, arriving by ship she went straight to Nadiras citadel and requested a audience'. Once before her she curtsied, saying she was mage in training who had to flee her homeland because a infamous but sadly popular cult of her homelands region had gained prominence and saw all those who used magic, even blessed priests, as sinners and heretics. She fled the pogrom, having heard of the exploits of the Wolf Paladin she hoped to gain refuge in return of her service.

      Her offer was granted and since then she has made herself useful with whatever magics she has at her disposal or in the future from her studies. Taming and befriending the griffon Tarmelijn she uses as a mount.

      Water Magic
      Air Magic
      Fire Magic


  • Monsters: Humans: Werewolves: Ogiers:
    Griffon Tarmelijn 400 White Wolf Paladins 260 Lycanthropes 220 Gardeners
    Griffon Kanna 200 Horse Archers   150 Longbellows
      40 Knights    
      200 Cavalry    
      400 Polearm Infantry    
      400 Pikemen    
      200 Swordsmen    
      200 Axemem    
      800 Crossbowmen    
 
Last edited:
I heavily considered you, but decided to go with Andrea for one simple reason: Your character would not have let Marik live, even after the mutilation. Andrea's character made a mistake, and only mutilated him, prior to dumping the 'body'
Hate to break it to you, but that not how Andi works, She'd be more likely to leave you alive deliberately in order to watch you suffer. :p
 
I've been debating joining this roleplay, 'cuz I've never done an NRP or anything similar before, so I'm not sure how it works.
Basically, my interest boils down to two factors, the first of which I think I can already assume.
  1. What's the posting frequency? I'm assuming no more than once a week, but figured I'd check, because I couldn't find it anywhere.
  2. Who controls the captains IC? Will each interaction with a captain be a collab with the GM, or will the player control them until the GM decides that he wants 'em to turn heel?
Actually, the frequency varies. I've seen it anywhere from once a week to as slow as once every other month depending on how fickle life is being in our star wars RP. There's no real set in stone time or real rounds, its when you can get around to it and can get ahold of a GM to do events or a player to collaborate or etc. We're pretty laid back in Kad RPs. Uhm, the only real hard line is that they encourage you to let 3 posts between yours before posting again and if they notice you've posted several times before other players, they might encourage you to take a step back and let others to catch up before posting again.

And Captains, as far as I've seen it in any other RP done by Kad are controlled by the player. You also give commands to your troops and typically they are followed through, though GM rolls can be taken into account to see if they are followed through or if anything interferes with them or if something happens, etc. It tends to be the no names that things are lesser controlled by you, but you still give them instructions.

Does that help you any, mate?
 
Just be careful with the zealots if you find yourself unable to give orders to your people for some reason.... they could do anything then, right temp :p
 
Just be careful with the zealots if you find yourself unable to give orders to your people for some reason.... they could do anything then, right temp :p

I for one love my zealots. hahaha. So what if they were the equivalent of gnats trying to kamikaze bomb a giant. They were -my- gnats trying to kamikaze bomb a giant.
 
I for one love my zealots. hahaha. So what if they were the equivalent of gnats trying to kamikaze bomb a giant. They were -my- gnats trying to kamikaze bomb a giant.
My life for Aiur Tempest!
 
Actually, the frequency varies. I've seen it anywhere from once a week to as slow as once every other month depending on how fickle life is being in our star wars RP. There's no real set in stone time or real rounds, its when you can get around to it and can get ahold of a GM to do events or a player to collaborate or etc. We're pretty laid back in Kad RPs. Uhm, the only real hard line is that they encourage you to let 3 posts between yours before posting again and if they notice you've posted several times before other players, they might encourage you to take a step back and let others to catch up before posting again.
And Captains, as far as I've seen it in any other RP done by Kad are controlled by the player. You also give commands to your troops and typically they are followed through, though GM rolls can be taken into account to see if they are followed through or if anything interferes with them or if something happens, etc. It tends to be the no names that things are lesser controlled by you, but you still give them instructions.
Does that help you any, mate?
This is all correct and yeah usually preferred 2-3 other people posting before you post again with your character.

I for one love my zealots. hahaha. So what if they were the equivalent of gnats trying to kamikaze bomb a giant. They were -my- gnats trying to kamikaze bomb a giant.
That or dedicated zeolots who perceive allies as enemies too and attack them while you didnt mean them to :p
 
This is all correct and yeah usually preferred 2-3 other people posting before you post again with your character.
That or dedicated zeolots who perceive allies as enemies too and attack them while you didnt mean them to :p

For all my character knew at the time, Selvi was being a traitorous bit-- not nice person. I mean, they only met just earlier that day. And instead of shaking hands, she posed as a prisoner and tried to blast her with a destruction thingy. What would you think, huh?
 
Does that help you any, mate?
That helps a lot, thanks! It's pretty much exactly what I was hoping for.


    • Traits: 0 Extra Traits.
      • Physical: 4.
        • Grace of the Panther.
        • Arms of Justice.
        • Eye of the Eagle.
        • Animal Magnetism.
      • Magic: 3.
        • Healing Hands.
        • Revive.
        • Heroic Sacrifice.
      • Command: 4.
        • Tactical Retreat.
        • Wise Tactician.
        • Each Has a Place.
        • Glamredhel.
      • Wealth: 8.
        • Leather.
        • Iron.
        • Steel.
        • Damascus Steel.
        • Gold Mine.
        • Small Lands.
        • Normal Lands.
        • Monster Tamers.
      • Influence: 3.
        • Always Rewarded.
        • Call to Arms.
        • Scholar.
      • Dedication: 8.
        • Incorruptible.
        • Karma Coordinator.
        • Self-Sufficient.
        • Wisdom before Impetuosity.
        • Hero Worship.
        • Legacy Builder.
        • Determinator.
        • Righteous Power.
      • Special: 2.
        • Griffon-Riders: After years of training, Sinercus has mastered the taming of griffons, and can now easily render them mounts for either himself or his troops, should he be able to get his hand on one. In addition, he can train his troops themselves to be just as proficient on griffon-back as if on horse-back.
        • A Few Good Men: In his first campaign to regain control of Iolaus, hundreds died in the offensive. Now, Sinercus has mastered the defensive, and can hold off large forces with surprisingly few men of his own when in such protected locations as his Sanctuary.

    • Sanctuary: 0 Extra Points. (1000p Total)
      • Mountain Fortress. (100p)
        • Excellent. (150p)
      • Monster Stables: Griffon. (100p)
      • Meat Stores. (75p)
      • Wells. (50p)
      • Expanded Barracks. (25p)
      • Large Smithy. (50p)
      • Library. (25p)
      • Armoury. (25p)
      • Siege Engines. (100p)
        • Advanced Siege Engines. (100p)
      • Holy Prisons. (200p)
      Lands: 0 Extra Points. (400p Total)
      • Plains and Mountainous.
      • Walled City: 1. (150p)
      • Advanced Farms: 6. (180p)
      • Foresters: 1. (10p)
      • Dirt Roads. (10p)
        • Cobblestone Roads. (10p)
      • Great Mines: 1. (40p)

    • Armies: 0 Extra Gold. (14800g Total)
      • Glamredhel Horse Griffon Archers: 30. (450g)
        • Captains: 2. (200g)
        • Griffons: 32. (12800g)
      • Glamredhel Skirmishers: 50. (200g)
        • Captains: 2. (200g)
      • Human Siege Engineers: 40. (80g)
        • Captains: 1. (50g)
      • Human Archers: 50. (100g)
        • Captains: 1. (50g)
      • Human Pikemen: 20. (20g)
      • Human Swordsmen: 70. (70g)
        • Captains: 2. (100g)
      • Human Axemen: 30. (30g)
        • Captains: 1. (50g)
      • Griffon Mount: 1. (400g)

      • Aerite Uriel
        • Weapon Mastery 1.
        • Leader 1.
        • Couragious Presence. Aerite inspires courage with her presence among the troops alone, spurring them on to keep fighting no matter the odds standing against them. She just has to make sure she is not seen falling in battle.
      • Irena Haddock
        • Weapon Mastery 1.
        • Tactician 2.
      • Ysldor Jenréif
        • Weapon Mastery 1.
          Armour Expert.
          The Unkillable. Everything she has faced, experienced and fought with, coming from all of that alive has indeed left a lasting impression on Ysldor, manifesting itself into a almost palpable aura around her, enemies she faces in combat will feel reluctant to challenge her, as if knowing that even if they land a blow on her she will just survive and keep on fighting.
      • Nessia Ayhiel
        • Weapon Mastery 2.
        • Magic - Bestow Penance.
      • Thean Refhin
        • Weapon Mastery 1.
          Leader 1.
          Eye of the Eagle .
      • Shrakleer Kirrisk
        • Weapon Mastery 2.
        • Magic - Evil Exorcism.
      • Tahlie Wrenn
        • Weapon Mastery 1.
        • Survivor.
        • Eye of the Eagle.
      • Simeon Levi
        • Weapon Mastery 1.
        • Leader 1.
        • Tactician 1.
      • Hurgekk Fillbutr
        • Weapon Mastery 1.
        • Leader 1.
        • Might of the Bear.


    • ©KateMaxpaint

      Name: Graim Sinercus.
      Gender: Male.
      Bio:
      The son of a separated human woman and Glamredhel father, Graim grew up wondering with which race he belonged. In the end, he could never choose between the proud skill or his father's people and the caring devotion of his mother's. Instead, he chose to leave his home—Vallo Cippus—and fight. Alongside human soldiers, Graim made combat against the encroaching threat of evil, mastering the art of war. As time wore on, however, he came to realize that these young men were no match for the monsters they face.

      As such, he left the military behind and traveled Iolaus on his own for many years, helping where he could, and always searching for a means to defeat the great evils of the world. It was during these travels that he came across the griffons. Majestic and powerful, they seemed the perfect tool to bolster his might. After many failed attempts, he managed to tame one as his mount.

      Returning to his homeland, he sought out others of sufficient skill to ride the beasts, as well as tamers for the beasts themselves. These were the days of the first five Griffon-Riders, amongst them Thean and Graim himself. With this elite force, he banded together loyal men and women to repel the beasts that had almost reached their great city itself. Alongside Hurgekk and Nessia and other heroes, they defeated the majority of the invasion, returning Iolaus to the forces of good. It was then that Graim was declared Guardian, and was since referred to as Sinercus, his father's name.

      As his power grew, the city and surrounding lands pledged their allegiance to him, and he began work on repairing the largely decrepit ancient castle of Coelum Vigil. His forces grew, and he took on new talent, even bolstering his griffon-riders to a formidable thirty-three, with himself at the head.

      Sinercus is a warrior at heart, always ready to lead his forces to battle and to put himself in danger to protect his men. Devout to the ideals of valour, justice, and sacrifice, he strives keep his pacifist nation alive despite its meagre army.

      Preferred Equipment: Heavy Damascus-steel breastplate and chainmail armour. Powerful Yumi bow, bastard sword and short sword when needed. Griffon Mount.

    • Compared to many lands of both Guardians and Overlords alike, Iolaus, may not be particularly big, though neither is it insignificant.

      Along the centre of the region runs the Gaftkor mountain range, alongside which can be found the majority of the population. Surrounding these mountains are vaste expanses of flat plains where the people toil the soil to make food.

      • Sinercus's Sanctuary, Coelum Vigil, rests halfway up and in the middle of the large Gaftkor mountain range that forms the heart of his domain. With ample defenses, various utilities, and a small garrison, it has formed a trustworthy and powerful base of operations for Sinercus since he had it repaired during his advancement towards Guardianship.

        It is here that his army awaits deployment. Within these walls he raised and trained his elite force: the griffon-riders.


        ©MadSpartan013

      • The largest and indeed single city loyal to Sinercus, Vallo Cippus is both immense and ancient, with most of the architecture between its walls dating back multiple centuries. With both humans and elves having taken residence within, many consider it the soul of the area, where all come from and where all hope to end their days. A true pinnacle of culture, lying at the base of the Gaftkor mountains.


        ©eWKn


      • ©i-Guyjin-i

        Aerite Uriel, Glemredhel Skirmisher. (40 men.)​
        Rash and violent, Aerite is one of Sinercus's most trusted followers, and she is considered by many to be the head of the ground troops. She is both skilled with the blade and in leadership, and her bravery inspires the like of her troops.

        Irena Haddock, Human Swordsman. (40 men.)​
        Compared to her blades-sister, Irena is far more level-headed and cunning. She makes sure that Aerite never causes undue reckless harm by coordinating their efforts.

        Despite the differences in age and race, the two women were both great leaders in the fight against evil. In the early days, the two formed a sort of minor rivalry, always trying to outdo one another—and usually succeeding. Eventually, this rivalry evolved into a friendship, and now the two can only rarely be seen not at the other's side. Recognizing their prowess, Sinercus was quick to give them positions of power within his forces, and has continued to have great faith in their abilities.


      • ©liyart

        Ysldor Jenréif, Human Swordsman. (30 men.)​
        A legend amongst the troops, Ysldor has fought many battles against seemingly impossible odds. If there's one thing that defines her, it is her apparent immunity to death. Countless times she has returned as the sole survivor of a grueling combat that cost her all of her men's lives, many times with gruesome wounds of her own. And yet, she endures, for better or for worse. In some sense, this reputation does more harm than gain—her troops are often somewhat anxious to fight alongside a women who is renowned for her ability to outlast those loyal to her.

        Her past is mostly left as a mystery, as she rarely—if ever—discusses it. All that is known is that after being found alone and alive, Sinercus determined that she was far more valuable than a mere soldier.


      • ©GreyHues

        Tahlie Wrenn, Human Archer. (50 men.)​
        Tahlie may be younger than any of the other human Captains in Sinercus's service, and certainly far younger than any of the elves, but she has shown her usefulness in sneak attacks and tactical sniping. She is always first to sense trouble, and first to react to it.

        Born a farm-girl, she hunted in the woods for supplementary sustenance and it is there that she gained her proficiency with the bow. Like many youths, when she heard of Sinercus's efforts against encroaching evil, she was instantly smitten, and made it her mission to be the best, fighting until she could fight by his side.


      • ©Eddy-Shinjuku

        Nessia Ayhiel, Glamredhel Skirmisher. (10 men.)​
        A firm believer in good and redemption, Nessia has made it her purpose to save as many as she can. Her skill with the blade is formidable—some even say unparalleled—and she commands an unwavering loyalty from the men who fight by her side. Pure to the core, she is said to be a virgin who has never even considered taking on a lover, instead devoting herself to her task.

        When she was young, her home was raided by beasts of evil, and she only barely managed to flee to safety, the rest of her kin lying dead behind her. Nessia was quick to enlist so as to fight back, and has led many a glorious charge into battle. Some say the gods are never appeased. Nessia has set out to appease them, once and for all.

        Sinercus has always admired Nessia, and some say his admiration extends past that of the soldier—though these rumours tend to be quickly hushed either by Sinercus or by Nessia herself.


      • ©EVentrue

        Simeon Levi, Human Siege Engineer. (40 men.)​
        Though he may look a little grim when you pass him by, it is but an act to cover up a friendly and easy-going interior. Simeon is always implicating himself in the affairs of his men, seen less as a leader than as a comrade who knows best. He is particularly astute in battle tactics, be it for siege or for defense against siege, making him far more useful in the command tent or with his men at the siege weapons than fighting along the front lines.

        Raised as the son of an architect, Simeon turned his gaze elsewhere and studied the art of war. However, he had little skill with the blade, and far more with the mind, which led to his recruitment into a group of siege engineers. After a few game-changing suggestions on the battlefield, his talent was recognized from above and he was bestowed more control over the working of his men. He now still spends more time with his men then with the leadership.


      • ©Fluxen

        Thean Refhin, Glamredhel Griffon Archer. (30 men.)​
        He can be described as haughty, but not arrogant. He knows he holds power over the other Griffon-Riders, and he sure as hell uses it. By the way he acts, you'd think he knows exactly the right course of action for any possible outcome, and yet he can barely deign to reveal it to you. In short, he may be an ass, but he is a decent leader.

        Thean was one of the first selected to join Sinercus's Griffon-Riders, and rose up to be his second-in-command due to his readiness to impress and his excellence in tasks given.


      • ©CoupleOfKooks

        Shrakleer Kirrisk, Glemredhel Griffon Archer. (0 men.)​
        A somewhat snarky man who carries himself like he'll never die, Shrakleer is not exactly thought of warmly by the men. Though like all the Griffon-Riders, he is trusted as family by his brothers-in-arms, his regular jibes have a way of getting on people's nerves. Using magic to bolster his fellows, he rarely gives orders of his own, preferring to leave such decisions to Sinercus or Thean.

        He spent some time as a young squire in Sinercus's army, learning the art of war amongst greater men, but his true ambitions always lay in the art of magic. Through decades of training, he acquired great skill and knowledge in that doman before returning to fight on the front lines again. Selected among others for his magical prowess, he trained day and night to become part of the elite Griffon-Riders, and now flies alongside them into battle.


      • ©Grosnez

        Hurgekk Fillbutr, Human Axe/Pikeman. (50 men.)​
        A veteran of many battles, some lost and some won, Hurgekk is a brutal warrior and a fierce leader. This means that unlike some of his fellow Captains, Hurgekk is just as capable of properly handling a botched mission as a successful one, and can get as many of his men out alive as he can.

        Starting his military career as a young mercenary, Hurgekk rose through the ranks not through any particular effort of his own, but rather but rather because his superiors slowly died away. Leading many raids and attacks against a variety of enemies, he eventually came to be hired alongside the forces of the newly risen Guardian Sinercus. After a successful campaign and a gracious sum of money, Hurgekk set down his mercenary roots and pledged his allegiance to Sinercus. Since then, he's discovered the benefits of fighting for a cause in the stead of for one's own survival. Though not the most amicable of men, Sinercus does consider him a friend.
 
Last edited:
Okay, now my CS is ready for review and commander trait rolls.
 
Wait, do I need to put the Summons in my army section? Or do I not need to and can just summon them IC?
 
The basics of my Character Sheet have been redone using the tabs but I still have a lot of things to put back into place and a lot of refining to do on top of that. So expect a better Character sheet in the next few days.
 

  • domain_of_mystery_by_rambled-d4m0tu4.jpg

    (Credit: rambled)​
    • 1 Great Mine (40)
    • 1 Mine (20)
    • 1 Small Mine (10)
    • 2 Oasis Town (80)
    • 7 Oasis Farms (140)
    • Silk Road (30)
    • Dirt Roads (10)
    The Blighted Fields of Tyragad
    Once lush farmland and inhabited by a friendly populace of various cultures, the fields of Tyragad were later the backdrop to Grattan's first official conquest. Being as drunk on power and overconfident as he had been he had felt compelled to completely destroy the land. salting the earth and forcing all its residents away. After his troops had proven victorious he stood upon the fields and ordered his lair to be raised upon them. The lands have stood as his realm ever since, and recently have caused him great regret.

    Though now primarily desert land due to the poor worksmanship of those under his employ, there are several Oasis to be found scattered through his realm. These Oasis are where those under Grattan's watch reside. On the outskirts of Tyragad there are many mountains which provide a welath of metal to Grattan's forces. (Desert/Mountainous)

    watchers__tower_by_narholt-d5yrqux.png

    (Credit: Narholt)
    • Citadel of Excellent Condition (350)
    • Monster Stables (100)
    • 3 Extended Barracks (75)
    • Advanced Siege Engines (200)
    • Armoury (25)
    • Large Smithy (50)
    • 2 Wells (100)
    • 2 Meat Stores (150)
    • Sanctuary Portal Heart
    The Keep of Cairn
    Once the village of Cairn was a bustling city packed with commerce and industry. It stood proudly in the center of Tyragad and had merchants and traders travelling from all over to visit and do business. At the end of Grattan's conquest the city lied in rubble around him, and its bones were used to build his current castle. As a sick twist of humor on his part, and to ensure no one would forget his triumph he kept the name of the village as a trophy.

 
Last edited by a moderator:
Okay, now my CS is ready for review and commander trait rolls.
Traits & Army in order.

Lands, hmm yeah it might not be clear but Great Mines says it requires a couple (2) of farms, so you would need 10 advanced farms max. So you need a tenth advanced farm.

Captain Traits:
Sejuli:
  • Magic - SMITE EVIL!
  • Leader 1
  • Tactician 1

Boros:
  • Weapon Mastery 2
  • Iron Stomach, perhaps it's been all the drinking he has done but Boros can drink as much as he wants and barely get any ill effects from drinking. More resistant to poisons is just a side bonus, he accidentally downed a small vial of poison once, in his words, it tasted 'funny but not a bad funny'.
Kara:
  • Weapon Mastery 1
  • Survivor
  • Beautiful

Aeneth:
  • Weapon Mastery 1
  • Armour Expert
  • Flurry of Blades, if Aeneth gets her momentum going she can carve a literal path through a army of foes, killing any in her path. This has a profound effect, because not many mortal soldiers liek to see a fury of destruction killing their fellow soldiers like that. The downside is that Aeneth can leave behind her own troops at times and cut herself off from reinforcements.

Rawel:
  • Tactician 1
  • Weapon Mastery 2

Laerent:
  • Weapon Mastery 2
  • Leader 2
  • Respected Elder, Laerent's exploits have indeed reached far and wide and when dealing with internal squabbles in the Falthos Highlands he is a voise of reason everyone respects and listens to, able to uplift people's moods with just a few calm words of wisdom.
Julom:
  • Weapon Mastery 1
  • Tactician 2
  • Survivor
  • Selfless Example, Julom may believe he does not have much charisma in leading people but it is by what he does that makes people wish to follow him. Despite his rank moving down a train caravan and push a cart out of the mud it hadb een stuck to and be in the middle of combat with his troops, fighting side by side. Pulling too wounded warriors back out of harms way while he remains despite his wounds.

Courdan:
  • Weapon Mastery 1
  • Leader 2
  • Siege Engineer
  • Eye of the Eagle


___________________________________________________________________

Wait, do I need to put the Summons in my army section? Or do I not need to and can just summon them IC?
Up to you, but I think its best that you put them undr the army tab and summon them IC when you can get more or when you lose some of your current cadre of demons.
 
With this sudden influx of Guardians, I suddenly wish I rolled my Overlord.
 
Status
Not open for further replies.