NationStates Jolt Archive


OOC Fantasy war RP, anyone?

Old Atlantia
07-10-2006, 22:50
Hey all,

I'd like to RP a fun, character driven fantasy skirmish with five or less people. Perhaps a demonic seige of a castle? Orc raid on a small town? Great Imperial armies meeting on the open field?

I'll get into specifics later, but standard fantasy races (Orcs and goblins, High Elves, Dark Elves, Humans, Dwarves... ect) would apply and the tech level could go as far as muskets/cannons/fantasy steamtech.

Im being intentionally vague, and open ended as your ideas are welcome.

Anyone interested, please post, thanks. Please see my second post for more in depth plot ideas...

CLOSED: unless you have a really creative/fun faction, and want to join, no more RPers will be accepted.
DMG
08-10-2006, 00:55
Interesting even if there is no content to it yet. If I have enough time (and this gets some ideas/discussion), I may well join up.

p.s. Castle siege sounds like a good idea. *2 cents*
Old Atlantia
08-10-2006, 01:09
Here's a tentative plotline... set in the world of the Haven Tales RP.

((Background thread for Haven RP: http://forums.jolt.co.uk/showthread.php?t=498646))

Background: The Dwarven Capital city of Durnham in the Almighty's Crown mountains has long been coveted by the many races of the world. It is an important trade city between the Dwarfs and men, and it's population is a mixture of both races. Many elves, seeking reminders of their glorious past, dwell in the city as well. Spices, gunpowder, silk and gemstones flow in and out of the trading metropolis- West to the human kingdom of Avera or East to the mysterious land of Cathay. It is not Durnham's trade wealth or diversity that make it so desirable, however. Nestled between two mighty peaks, the metropolis is surrounded on three sides by impassible mountains. It is accessable only through a lush, pine forested valley that is easily protected. The city's one "vunerable" side is defended by high Dwarfish walls topped by cannons, bowmen, and handgunners.

Plot: Orc and goblin tribes inhabiting the surrounding moutains are united under a particularly ambitious Warlord and prepare to strike Durnham... while, in the dark reaches of Witchwood, several necromancers and vampires ally to form the Dark Council. They plot to capture the city and use it as a spring board for their invasion of the Dwarven kingdom. Avera, upon learning of the threats to Durnham, compose an army of Elves and men to travel east and defend the city.

Any interested can choose/make up a faction, and customize it as they wish. The Dark Council would be a largely undead army, with perhaps some demonic elements. The humans and elves would use bows, cavalry and longswords while the Dwarves would use cannons, muskets, axes, and crossbows. Perhaps there could be a rouge Dwarf army which seeks to capture the city? A confederation of bandits, brigands, mercenaries and theives who try their own invasion? Maybe mysterious Oriental Cathay could send an army? All up to you. Please elaborate on your army's strengths and weaknesses (IE the Dwarves have advanced technology, and are feirce fighters, but are small in number and have no magic)

Factions:

Rouge Dwarves: The Appalacians

Orcs: DMG

Ravea: Sappara Cavalry (Mercs)

KATG: Dark Council

Daruhjistan: Steppe Elves (from western Cathay)

Dwarves (city defenders): Old Atlantia

Averian Army: Old Atlantia
The Fedral Union
08-10-2006, 01:34
It sounds verry intresting.. im open to it..
The Appalacians
08-10-2006, 01:40
I'm willing to join an rp like this.
Old Atlantia
08-10-2006, 01:43
Cool, see my second post for rules/plot.

Simply pick an army (or make one up) post a bio of it's leader(s), describe its intentions, and state its strengths and weaknesses.
The Appalacians
08-10-2006, 01:48
I think I may take that rouge Dwarven Army, but I'm not too sure of numbers yet. I would really need to see how large everyone else is going before I made a decision on the size of my force.
The Appalacians
08-10-2006, 01:50
Sorry About the amount of posts, I was having slight computer troubles.
Old Atlantia
08-10-2006, 01:57
Sounds good. The largest army will be somewhere in the ten-15 thousand range, but the Dwarven army would be considerably smaller.
The Appalacians
08-10-2006, 02:21
Sounds good. The largest army will be somewhere in the ten-15 thousand range, but the Dwarven army would be considerably smaller.

Leader: Gavram Turkham
Background: Gavram was a member of the Dwarven army protecting Durnham, but was expelled from the guard for plotting to rule the city himself. He was exiled from his home, and in his exile he has gathered a formidable army made up of Dwarves recruited from the surrounding area. They are supplied by somewhat of a military genius, Gavram's Lieutenant, Darius Stonesmith. Darius carries with him the knowledge of such technologies as the musket and cannon. Blacksmiths have been recruited to make muskets, and bellmakers are being taught to cast brass cannon. The Dwarves in the army are angry because the ruling merchant class makes all the money, and they are left with very little to feed themselves and their families. The army has stationed temselves around a bellmaker's factory a few miles south of Durnham. Gavram and his army seek to overthrow the current ruler of Durnham, but will not go as far as to ally with the Dark Council and definitely not the Goblins or orcs.
Troop Strength: Around 3,500
DMG
08-10-2006, 03:04
Ah, damn, lol... I was first going to take the orcs, but then I realized you claimed them, so I read the plot and decided upon taking the dwarves of the stronghold... only to realize they had been claimed.
Old Atlantia
08-10-2006, 03:07
You can have the orcs, Ill take something else.
DMG
08-10-2006, 03:11
You can have the orcs, Ill take something else.

No, no, it is fine. I will think of somebody else (like dark elves or some other orcs (be they friendly or hostile).
Old Atlantia
08-10-2006, 03:14
Lol I insist... I'd rather RP as something else anyway, now that I think about it. Unless you now dont want the orcs, they are all yours
DMG
08-10-2006, 03:26
lol, I guess I will take the orcs then.
Ravea
08-10-2006, 03:44
Would you mind if I created some sort of mercenary group?
King Arthur the Great
08-10-2006, 03:54
KAtG lays down dibs on forming an army of the vile undead (Liches, Vampires, zombies, and maybe a couple of demonic familiars?)
Memnoch de Marbulia
08-10-2006, 04:49
Love the idea. Im in. I wanna be High Elves.
Ravea
08-10-2006, 04:54
Sappara Cavalry
Leader: Imad ad-Din Atabeg Zengi

Background: A thousand years ago existed a great desert empire in a far-away land to the East, world renound for it's incredibly cavalry. Unfortunetly, that particular kingdom was competly obliterated in a cataclysmic war a millenia ago. A small portion of the formentioned legendary cavalry survived, and have wandered for centuries as a mercenary army, looking to create another homeland if the situation should arise.

The Sappara Cavalry is a vast group of mercenary horsemen decended from the ancient and long-gone Sappara empire; the warriors are armed with large lances, large bows, and long shamshir swords; they double as heavy infantry when dismounted. Mystics and Shamans occupy the horsemen's ranks, enchanting weapons and casting spells of luck and protection on the army.

The Sappara Cavalry has heard of the Dwarven city of Durnham, and may wish to fight against it to gain a homeland; Durnham is certianly a suitable start for a new empire. However, being mercenaries, they must side with whomever pays them the most.

Troop Strength: Roughly 7,000
The Fedral Union
08-10-2006, 06:33
I would be open to playing the hummies (humans for non ork speakers)
Old Atlantia
08-10-2006, 13:25
Ravea, accepted.

Fed Union, I dont know which human faction you're talking about

KATG: Post a decription and you're accepted

Memnoch: Im looking for people with a little bit more RP experience, but you're welcome to watch and post suggestions in the OOC thread.
Daruhjistan
08-10-2006, 14:24
If there are still spots open, I would much like to join myself with the following army:

Steppe Elves:
Commander: Samin Akkero

A distant cousin to the woods-dwelling elves, the Steppe Elves have made their home on the open plains. Over the ages, they became a semi-nomadic people that values its freedom abov e all, save perhaps their fine horses.

When the word of a Dark Council force approaching Durham came, the Steppe Elves, despite their utter disdain for those who would dwell in halls of stone, agreed instantly to field a force to engage this incoming threat and fulfill the ancient covenant that the Steppe Elves would never abide the Dark Council, even if it was arrayed against people as despicable as the Dwarves.

The force fielded is commanded by Samin Akkero, a young commander who has been a rising star in military matters. The fact that a man with such limited experience but exquisite training in the arts of war was given this opportunity to lead others into battle is based upon one thing: why waste a senior, experienced commander on such a battlefront? If losses would become a concern, Akkero's orders are to break contact and return home.

Under his orders is a light cavalry force, lightly armoured in mail and boiled leather, armed with the fine short but powerful recurve bows that they can easily fire from horseback, curved swords and spears. Amongst their ranks, they also include several healers and mages, providing a small, highly mobile force that is ideal for skirmishing and harrassment tactics.

Troop Strength: Roughly 1500, plus a 24-man mage/healer cadre.
Old Atlantia
08-10-2006, 15:32
Accepted, Daruhjistan:You will probably be fighting alongside the Averian (human/elf) forces as allies.

@Ravea: You will most likely fight for the rouge dwarves, the defenders of Durnham, or the Averian army. We'll see which side hires you in the RP, okay?

This is now closed, all participants please post an indepth description of your force (including types of soldiers, troop #s) and a bio of the leader and any major characters:

Name:
Race:
Phys Desc:
Skills/Spells:
Weapons/Equiptment:
Bio:
DMG
08-10-2006, 18:10
Will get around to detailing the orcs sometime today.
Daruhjistan
08-10-2006, 18:23
Well, let's get this ball rolling...

Commander:
Name: Samin Akkero
Race: Steppes Elf
Phys Desc: Samin stands a lofty six feet and four inches, and his lean, willowy frame is one that is corded with lean, taut muscles. His skin is remarkably tanned by most elven standards and is a deep bronze in colour. His angular face is lit up by a pair of amber eyes, and the whole of his head is framed by a mane blacker than night.
Skills/Spells: Samin was educated in the arts of war since childhood and has studied some of the greatest military minds in history, as well as trained in personal and ranged combat since he was able to life a sword or bend a bow. Like all of his people, he is an exquisite rider and can fight as well from horseback as he can on foot. However, he is an untested commander, assigned to his first major deployment.
Weapons/Equiptment: His horse, Savatte, is a tall roan stallion bred by the Steppes Elves for speed, endurance and strength. His curved swords, both of them made of fine pattern-welded elven steel. The blades are unadorned save for the telltale wave pattern of this particular sort of steel. His spear is, however, a purely utilitarian weapon with an ash shaft and a bronze head. His bow, though, is remarkably fine, even by elven standards. While it is quite short, it is capable of delivering power and range comparable to that of a woodlands elves' longbows. He is also armoured, wearing a shirt of chain mail, over which he wear a sleeveless coat of leather reinforced by hundreds of small metal plates. On his head he bears an open-faced helm, and from his saddlehorn hangs a small round shield.
Bio: Samin Akkero was born and raised to command in battle and was educated in the arts of war, as his father before him and so forth. Throughout the century and a half of his life, he has studied everything that would allow him to become a commander on the field. His whole life being dedicated to martial pursuits, never had he time to consider founding a family or learning a craft. And finally, he is given a command larger than a raiding company and has a chance to prove his true mettle at war.


The Steppes Elves Forces:

Overview: The force fielded by the Steppes Elves is a versatile, flexible, expertly trained and highly disciplined and highly cohesive light cavalry force. With their mage cadre and support column, they are an integrated, largely self-supporting force. While not exactly suited for siege warfare, speed and maneouverability should give the allies an edge against a static enemy.

However, that superior mobility and speed comes at a price. First, the Steppes Elves have only fielded a small force. Second, theyare ill-suited for pitched battle and need room to maneouver. Also, the only reason they are involved in this war is that they despise Dwarves and other people who dwell within walls of stone only slightly less than they hate the Dark Council.


Numbers 1500 light cavalry, 24 mages, 300 support staff
Breakdown:

1500 light cavalry:
Mounts: Elven horses bred for speed and endurance, trained and raised for light cavalry warfare. Lightly armoured with mail and boiled leather.
Weapons: Each man carries a minimum for the following: Recurved horsebow of elven make able to match or even outrang and outpower traditionnal longbows, two sheafs of 24 arrows; two curved swords; one spear.
Armour: Light. Mail shirt and coat of plates; open-faced helm; small round shield.
Capabilities: Skirmishers and harrassing forces, meant to outmaneouver and outflank the enemy, attack swiftly and withdraw. Suitable for light to medium intensity melees. Unsuitable for head-on charges.

24-man mage cadre:
Mounts: Same as the light cavalry
Weapons: Lightly armed with a single sword and a bow for emergency self-defence only.
Armour: Minimal
Spells: Offensive and defensive, specializing in taking out high-value units and individual commanders as well as screening and covering mage support for the cavalry.

Support Column:
Mounts: Vary. Remounts for the cavalry and the mages, wains for supplies.
Weapons: Minimal. Last-resort self-defence only.
Armour: See Weapons.
Capabilities: Healer and surgeons, bowyers and fletchers, armourers, bladesmiths, farriers, saddlemakers, cooks.
Total numbers: 300 various trades.

So, where/when do we start?
Old Atlantia
08-10-2006, 20:16
Nice bio, we'll start once everyone gets their army descriptions up.
Freed Civilians
08-10-2006, 21:53
okay, so you said i could join in as a princess person.

so.

i would like to be the princess in the city that is being attacked. i guess i would be high elf, maybe?

Name: Princess Zarinia Jinomi
Born and raise in the glorious Durnham. A beautiful young girl of 16. She was been trained in the arts of social graces and the learnings of any elven royal. She can bend natural elements as all women of the royal line are able to do. Her mother was kidnapped and murdered by rogues when she was a young child, and has primarily been raised by her nanny. She seems frail and shy, but really is very strong-willed and powerful. She is coveted by all races as the pinnacle of female beauty and has had several marriage proposals. But she has turned them down because she doesn't want a royal life; she would rather study magic with Goeffhas, the Master Enchanter, and become the Master Enchantress of the Almighty's Crown.

Appearance: long black hair, usually adorned with a laurel crown; alabaster skin; piercing blue eyes; usually wears rich gowns of velvet, silk, and lace.

skills: can control the natural elements air, earth, fire, and water. has dabbled in magic and other abilities. has been thought to be the Master Enchantress, the most powerful women in history, but the rumors are still unconfirmed, though Zarinia believes it.
Old Atlantia
08-10-2006, 21:55
Good, but the king of Durnham is a Dwarf, so she would probly be a noble's daughter, not an actual princess.
Freed Civilians
08-10-2006, 22:06
okay. i didn't know that. then she is a noble's daughter, but everyhting alse still applies, except anything dealing with her being a princess.
Old Atlantia
08-10-2006, 22:14
good stuff
Old Atlantia
08-10-2006, 23:27
http://media.pc.gamespy.com/media/748/748723/img_3471730.html

The entrance to Durnham, please note that the wall in the picture is broken and ruined- Durnham's wall will be new, in good repair, and bristling with cannons. Behind the wall the massive city stretches back into the rocky canyon.
Ravea
09-10-2006, 00:28
Commander
Name:Imad ad-Din Atabeg Zengi
Race: Human
Phys Desc: A 5'11, sixty-year-old, slender horseman, who looks little different than any of his kinsmen. His skin has a red tint to it, absorbed from the many years he spent wandering the deserts and plains of the world.
Skills/Spells: An experianced commander with decades of battle under his belt, Zengi was raised in the saddle, as all Sappara are. He is a superb horseman and an even better tactician who fully understands the way to utilize his horsemen to full effect. Dispite his age, he shows no signs of slowing down.
Weapons/Equiptment: Zengi carries an unusually large silver spear and a huge bronze shield on the battlefield, as well as ornate silver armor for protection against any foes. His black horse Serunia is the decendant of an ancient and royal line of horses. He also carries a nine-tailed barbed whip, an unusual weapon for a Sappara.
Bio: Zengi was born in the saddle, a decendent of the Sappara royal family which has wandered the land for a millenia. He has a rather large family, as to ensure the survival of his line.

Commander
Name:Zyergi Zyerga
Race: Human
Phys Desc: A 5'5, 30 year old slender man, Zyergi was horrificlly burned in a childhood accident, and wears heavy bandages to hide his maimed skin. Large goggles cover his eyes, and he wears a long coat over his bandages.
Skills/Spells: The one and only Sappara "Battle Mage." While most Sappara Shaman do not phisiclly combat regular enemy soldiers, preferring rather to fight mages and cast enchantments of protection, Zyergi, who has travled the world learning different magical arts, can fully confront anyone who gets in his way. He has a keen knowlage of offensive magic, and prefers to use electrial spells to stun and kill his opponents. He is also very skilled at shifting shadows and bending light to appear invisable, making him an excellant assassian.
Weapons/Equiptment: Zyergi carries a long enchanted saber and a belt of knives as well as many vials of deadly poisons in his coat. His brown horse is extremely fast, but he uses it only as a getaway and for transportation, prefering to fight on foot rather than horseback.
Bio: A Shaman who was burned as a child, Zyergi left the horsemen for a time at the age of twenty to travle the world and learn all he could of magic; he returned ten years later as the most powerful magician of the Sappara.

Commander
Name:Oreus Alodru
Race: Human
Phys Desc: A 5'8, 28 year old woman with white eyes and long red hair. Oreus was born blind.
Skills/Spells: A blind sniper, and the only woman in the Sappara cavalry. Although she was born without sight, she trained her sense of hearing; this skill is augmented by several enchantments Zyergi put on her. A talented engineer who believes that technology is more effective than magic.
Weapons/Equiptment: Oreus uses a greatly modified Dwarven musket; it is much longer and lighter than a regular firearm, but can shoot farther and has less recoil. The smaller bullets the gun uses means that a more precise shot is needed for an effective kill. Oreus also carries a pair of short-ranged but deadly Falchions for self-defense. Like Zyergi, her small horse is used only for travel.
Bio: A blind sniper who Zyergi befriended on his travels, Oreus's incredible hearing can target the hearbeats of individual soldiers, even over the clamor of a battle. This makes her an excellant assassian, especially during a fight. She is rumored to be Zyergi's lover, and fights with him as a support element in battle. She co-commands the Shamans.

The Sappara Cavalry:

Overview: A large, wandering force of ancient cavalrymen, the The Sappara Cavalry rents itself out as a mercenary force, using it's large numbers and supreme speed to outmanuver slower, less agile armies. The force doubles as a huge mass of heavy infantry.

Numbers 2,500 light cavalry, 1,500 cavalry archers, 1,500 Cavaliers, 500 Malmuke, 50 Shaman
Breakdown:

2,500 light cavalry:
Mounts: Fast and tough horses used for light skermishing and scouting.
Weapons: Scimitars and axes; some light bows.
Armour: Light. Leather and chainmail, as well as a medium-sized round shield.
Capabilities: Skirmishers and harrassing forces, meant to outmaneouver and outflank the enemy, attack swiftly and withdraw. Suitable for light to medium intensity melees. Unsuitable for head-on charges.

1,500 cavalry archers:
Mounts: Fast and tough horses used to stay out of enemy pike and bow range.
Weapons: Large and heavy composite bows and scimitars.
Armour: Light. Leather and chainmail.
Capabilities: Skirmishers who use thier huge bows to pepper enemy troops out of range of most projectile and all hand weapons. Can be converted to light cavalry without bows, but still unsuitable for heavy charges.

1,500 Cavaliers
Mounts:Tough warhorses armored for charges, but slower than light cavalry.
Weapons: Shamshirs, spears, small composite bows and large throwing axes
Armour: Heavy suits of armor. Closed helms and huge square shields.
Capabilities: Heavy troopers meant to break through walls of spearmen and directly engage the enemy for long periods of time. Suitible for heavy engagements.

500 Malmukes:
Mounts:Massive warhorses armored for charges, but slower than light cavalry.
Weapons: Shamshirs, Lances, Spears, and long Saifs.
Armour: Very heavy and thick suits of armor.
Capabilities: The king's personal bodyguards; Heavy troopers meant to break through walls of spearmen and directly engage the enemy for long periods of time. Suitible for heavy engagements.

50 Shamans:
Mounts: Enchanted(And mostly stolen) elven mounts
Weapons: None, save for staffs.
Armour: None
Spells: Almost purely defensive, the Shamans of Sappara spend thier time enchanting weapons, soldiers, and leaders with protection charms, fighting enemy mages, and acting as bodyguards for the most important members of the group. Shamans cannot fight directly against enemy soldiers or mages, but can summon a variety of demons, genies, and other creatures and unleash them onto the battlefield. They can also set up defensive shields around large areas and can enchant and bless weapons.
Old Atlantia
09-10-2006, 00:48
Great Ravea. I think it would be best, unless you or the Appalacians object, if you fought for the rouge dwarves, since they are probably the smallest faction and lack a cavalry force.
Ravea
09-10-2006, 00:52
Great Ravea. I think it would be best, unless you or the Appalacians object, if you fought for the rouge dwarves, since they are probably the smallest faction and lack a cavalry force.

Sure thing. Let's just arrange the Sappara to get hired by the dwarves.
The Appalacians
09-10-2006, 01:35
I'll have my detailed info up tomorrow, but is my post right now should suffice.
DMG
09-10-2006, 01:39
Hey OA, I am about to start detailing the Orcs (not sure if Goblins are going to be included or not). What should I know about them in advance?

Army size? 10k-12k or what?
No magic I assume?
Brute strength and tough bodies opposed to skill?
King Arthur the Great
09-10-2006, 02:14
The Vile Army of Gerthsaw the Lich.

Commander: Gerthsaw
Race: Lich
Age: About 3,000 years
Powers: Dark arts of necromancy, is physically stronger and faster than many living things, wields considerable power even amongst the Lich-kind. Many resiliences, including those against physical damage. Undead healing.
Weaknesses: Holy magic, and Holy Water. Blessed blades deal major damage, and any damage done by the afore-mentioned weaknesses is not easily healed by Gerthsaw's power. Also, a significant wound can retard his ability to heal other damage, and weakens him physically.
Equipment: a silver longsword of good worksmanship but unadorned, studded ringmail armor.
Bio: A general while human, Gerthsaw was a skilled battle-mage until his army was defeated by a rising power in the East. Left for dead, a lich wlaking the battle-field to feast on the remanants of life seeping into the ground found Gerthsaw, and offered him lichdom. Accepting, Gerthsaw joined the undead, and after a complex ritual, and a long and drawn out journey, he reclaimed his soul, ascending to full lichdom. He gathered a small band of followers, and has used them to raise and lead many armies of their nefarious career.
Appearance: Wlaking, talking, red-eyes glowing skeleton about 5'9", or, at his choice, a well dressed man with pale, somewhat grayish skin and red eyes, standing at about 5'10"

Vampire Lieutenant Commander: Feldecar Berdris
Race: Vampire
Age: 1,500 years
Powers: Traditional Vampire Powers: Turning into smoke, flight, ability to summon "darker" animals, Blood rejuvination, strength, speed, stamina, hypnotic and mental-destruction powers.
Weaknesses: Variance-Sunlight. Recent blood (within a week) maintains him him with only an itch, after that it becomes painful and then destructive.
Holy symbols repel him, holy magic hurts him, garlic is poison, Rose vines make an unescapable garrot, need to drink blood, Inability to enter a occupied home without invitation. Getting the heart is a bitch, as is decapitation.
Epuipment: same as Gerthsaw
Bio: Turned by failing, albeit ancient vampire lord, Feldecar slew his master and Sire with the help of Gerthsaw. Since then, he has been serving as one of Gerthsaw's advisors and a core member of their cabal.
Appearance: Slender, about 6'1", dressed impeccably, eyes and hair are both a sleek black color. Pale skin.

Werewolf Lieutenant Commander: Lyrkam Von Wolfhaussen.
Age: Bout 1300 years
Powers: Vastly increased speed and strength, healing factor, acute sensory abilities, increased stamina, communication with canines, ability to shapeshift between one of five different forms. Human, feral human, hybrid war-skin, Intelligent wolf, full wolf.
Weaknesses: Silver. Wolfsbane is poisonous. Rose vines make a nifty garrot for Lyrkam as well.
Equipment: notmuch, he relies on his claws when in battle.
Bio: a born werewolf, and therefore a Lycanthrope, Lyrkam was bitten by his father under the full moon, and hence he experienced his first change then. Until that time, he was not known for his savagery, but rather for his reasoning, hence, even amongst those transforming when the moon is full, he is a cunning leader, but still shows the savage side of those bitten at the height of the cycle. After his transformation, he was out hunting when he encountered Gerthsaw. Gerthsaw had to use the full force of his powers to beat Lyrkam, who had trained to a near mystic degree in the arts of his kind. For the first time since regaining his soul, Gerthsaw showed respect for Lyrkam, and a significant measure at that. Hence, he was offered a position to serve with Gerthsaw, and now leads the other werewolves that have joined or been impressed into Gerthsaw's army.

Force:

The undead armies of Gerthsaw consist of a zombie infantry, a lich-vampire mage cadre, and a werewolf anti-calvary unit.

Zombie infantry:
commanders consist of liches and zombies that have retained their intelligence. The majority of the forces are controlled by these officers. Given the right circumstances, this force is self-propogating, however, the tendency of corpses to become mutilated makes them unsuitable for use. Approximate strength: 8,000.

Mage Unit:
Led by Feldecar, this unit uses dark magic and vampiric powers to wage magical war. They consist of a number of vampires and liches, creating some internal rivalry, though they feel that a bigger rival for "glory" is the anti-calvary unit. Strength: 400

Werewolf Anti-Calvary:
Led by Lyrkam, the officers in this unit are the sentient Lycanthrope werewolves. Enslaved to their will are the feral Lupine Werewolves, those that are werewolf by infection, and not by descent. Strength: 900
Old Atlantia
09-10-2006, 03:58
Federation of Stone Royal Army, Durnham Garrison:

Commander: King Moric "Trollbane" Grimfoot
Race: Dwarf
Country of Origin: Federation of Stone
Age: 87
Physical Description: 5ft, broad shouldered, with iron grey hair and eyes, deep wrinkles but not frail in the least.
Skills: Unrivaled hammer fighter
Equipment: Ornate, heavy dwarfish armor, open faced helm; Obsidian warhammer with golden runes etched along the handle
Bio:
As a gruff young recruit in the Federation army, Grimfoot fought as a Hammerer against a cunning tribe of goblins which seized control of an important Dwarfish mine. In one of the countless battles waged in the depths of the mine, Moric saved the life of the army's commander by killing a rampaging troll with a well placed hammer stroke. Dwarves never forget a debt, and the commander promoted Grimfoot immediately. The young soldier quickly rose the ranks in the military, before retiring to public life. He ran for the Monarchy (yes, the Federation is democratic) at 68, and has held his place as king through many wars, revolutions, and trials. The old king was enraged at hearing that revolutionaries had broke from the Federation army, but unfortunately the bulk of his forces were deployed far in the south reaches of the Almighty's Crown, reclaiming ancient mines from lizardmen and dragons. He senses trouble coming to Durnham, but since his main army is so far from home he is unable to meet his foes in open battle and has ordered the city's garrison to prepare for a seige. His hope lies in the legendary fortitude of his people, and in the Federation's ancient friendship with distant Averia.

Arch-Bishop Guillame Delacroix:
Race: Human
Country of Origin: Averia
Age: 45
Appearance: medium height, with short brown hair
Skills: Accomplished user of white magic
Equipment: Brown, wooden staff curled at the top
Dress: Simple, off-white robes of his Order, wooden crucifix hanging around his neck
Bio:
Guillame came to Durnham as a missionary of the Church, and under his guidance the True religion has prospered. He is responsible for the conversion of many Dwarves from paganism, and is a close friend and advisor to the king. He also serves to facilitate relations between Durnham'slarge human minority and the often xenophobic dwarves.

Army:

Men-at-Arms:
A mixed group of men and Dwarves, they are the highly trained and well equipt grunts of the Federation army. They weild a mixture of axes, hammers, and shortswords, wear medium armor, and use bucklers or medium sheilds. (2500)

Musketeers:
Ranged fighters of the Federation who utilize the much coveted Dwarven musket. The unit is composed entirely of dwarves, because the recoil of the heavy dwarf gun could knock all but the strongest men from their feet. Musketeers are expertly trained, can fire off several rounds per minute, and reload cooly even when the enemy is right on top of them. (1000)

Dragon Hunters:
A group of lightly armored, mobile, elite musketeers composed of men and dwarves. (200)

Artillery Brigade:
Squads of Dwarves and men trained to operate the Dwarven cannons which line the walls of Durnham. There are two types of cannon used, the powerful single shot, and the dangerous triple barrel range artillery.

(100 triple shot guns, 200 cannons total in the city. 25 single shots and 15 triple shots on the walls.)


Stonebreakers:
Composed of Dwarven nobility, Stonebreakers are heavily armored, axe and hammer weilding Dwarven infantry. They are legendary in their skill on the battlefeild, and are perhaps the worlds finest footmen. Their slow mobility is a liability on the open feild, but a non-issue in a seige situation. They serve as shock troops and as the king's guard. (500)

Total troops: 5,000
DMG
09-10-2006, 16:40
The United Orcish Rock Clans

Name: Ezrâd Grimme-Skull
Race: Orc
Phys Desc: As goes in Orcish society, Ezrâd is the largest and strongest of all the Orcs, standing at eight foot seven and four hundred twenty pounds. Like all Orcs, he is solid muscle and can literally crush a human with his bare hands.
Skills/Spells: A mighty warrior and intelligent for an Orc
Weapons/Equipment: He is lightly armored (though it is thick armor where he is protected) as most Orcs are, instead allowing his thick muscular body to take the brunt of the blows. Ezrâd wields a deadly sword known as the Flesh-Reaver for which it is aptly named.
Bio:


Army:
Brutes: (http://www.worldofwarcraft.com/downloads/wallpapers/images/orccin2/orc2-cinematic-1600x.jpg) These average infantrymen are anything but average. Standing over seven feet and three hundred fifty pounds, Orcs are the perfect specimens for battle, unparalleled in brute strength and pain capacity. Unmatched on the field of battle, Orcs use their impressive strength to turn any common object into a deadly instrument of war or simply crush the enemy with their muscles. They are armored in various places and most often wield large axes to easily slice through bone and armor alike.
Weakness: Orcs aren't the most intelligent of creatures and nor are they highly organized as a cohesive army.
Number: (8000)
Special: Bloodlust

Wolf Riders: (http://www.worldofwarcraft.com/downloads/wallpapers/images/orc/orc-1600x.jpg) Wolf Riders are the Orcish equivalent of an opposing force's cavalry. Every bit as impressive as the Brutes, Wolf Riders are ruthless warriors that ride into battle on the backs of Blood Wolves. As physical specimens, Blood Wolves are equally as impressive as their Orcish riders; they are even larger than Orcs and comparable in size to horses, however, they have a massive advantage as they too fight on the battlefield. Using their powerful legs and shredding jaws, the Blood Wolves can perform impressive displays of agility and carnage, shredding enemy foes as the riders wield their axes and clubs.
Weakness: None truly, but the best defense against them is a massive artillery and arrow barrage (though both the beast and rider can survive an arrow).
Number: (2000)
Special: Bloodlust, Feral Wolf

Crossbowmen: As Orcs aren't known to be the most dexterous of creatures, wielding a true bow at long distances is a nigh impossible task, not to mention that they would frequently break the delicate weapon; however, a contingent of Orcs has been equipped with crossbows in order to match the ranks of enemy archers. Though not as skilled in aim or distance with a crossbow, the bolt fired is much faster and thus can penetrate armor better than a normal arrow. The one major advantage that the Orcish Crossbowmen have over regular archers is that they are still brutish Orcs... The Crossbowmen can fight nearly as well as any Brute and most likely better than most enemies. In but a moment's time, the ranks of archers can become a reinforcement of infantry.
Weakness: They are slightly better in organization and intelligence than the average Brute, but still not comparable to an elf or even human.
Number: (2000)
Special: Bloodlust

Shamans: Half-Goblin, half-Orc, Shamans are cultish and spiritual members of the clans that supposedly have some cultish powers. Some doubt that they have actual powers, but it is obvious that they inspire the Orcish armies in battle.
Weakness: They are poor warriors that remain in the back ranks and hardly ever actually enter the fray, however, they are quite a bit smarter than Orcs and are comparable to the average human.
Number: (400)
Special: Inspiration

Goblin "Engineers": The smartest of the Orcish armies, Goblin "Engineers" are responsible for all of the 'technology' that the clans employ from crossbows to the new explosives. Their experiments, however, often result in self-injury. As well as being the engineers and explosives experts of the Orcs, the goblins also wield spears that they can stab enemies with or throw as javelins into the enemy ranks.
Weakness: Smaller and weaker than any Orc, the goblins are not the best of warriors.
Number: (1200)
Special: Explosives, Javelin

Berzerkers: (http://www.worldofwarcraft.com/downloads/wallpapers/images/orccin/orc-1600x.jpg) Crazier the craziest Brute, Berzerkers are the deadliest warriors on any battlefield. Without any regard for themselves, Berzerkers work themselves up into a rage so far beyond any bloodlust that they feel no pain and won't be stopped until there is no breath left in them. When the enemy sees them barreling into the battle, chaos erupts and they run in fear. The strongest and most far gone of the Orcs, Berzerkers will destroy anything and everything in their path.
Weakness: None
Number: (500)
Special: Bloodlust, Chaos, Berzerk

RockGuard: The elite warriors of the Orcs, they are tasked to defend the Warlord whether it be behind the ranks or in the thick of battle. They never leave his side, creating a deadly circle of warriors when the Warlord enters the fray.
Weakness: None
Number: (100)
Special: Skill

Total: 14,200

*Bloodlust: An enraged state caused by battle in which Orcs become more ferocious, deadly, ruthless, and powerful.
*Feral Wolf: A state of uncontrollable beast fury.
*Inspiration: The ability to simply be seen or heard, causing inspiration in the ranks of Orcs.
*Explosives: A new technology developed by the Goblin "Engineers."
*Javelin: The ability of the Goblins to become ranged units by tossing their weapons into the enemy ranks.
*Chaos: The state of enemy organization when the Berzerkers are seen on the field of battle.
*Berzerk: Unparalleled abilities and the uncontrollable urge to wreak havoc.
*Skill: Orcs with the ability to use both their natural abilities as well as those used by other species like dexterity and the ability to wield a sword as well as any.
Daruhjistan
09-10-2006, 19:39
Well, I can see how things might be itneresting for the good guys. But then again, we haven't heard from the Rogue Dwarves or the Averian Army yet. But I'm getting the feeling that there will be lots and lots of hard fighting to go around for everyone.

OA, a question for you. Would you be adverse to my Steppes Cavalry being attached to the Averian Army as auxilliaries and that both are camped in a fortified location nearby as opposed to crammed in the city as well? It would allow for good open-field fighting as well as the siege-work. Also, it would give more RP opportunities to everyone.

But please, tell me that the Averian include heavy infantry/pikemen and fully armoured knights... Light cavalry without either of the two can run in a lot of trouble real quick-like.

Just a thought.
Old Atlantia
09-10-2006, 19:45
@ Daruhjistan: Averians will be mostly infantry- elven spearmen (phalanx formations) and longbows complemented by heavily armored human longswords-men and halbediers. The Avarian army will not be in the city, but will be heading towards Durnham from the West... they wont have a fortification, and will be an open feild army. I think it's a good idea that the Steppes cavalry be with the Avarians instead of the Dwarves.
Memnoch de Marbulia
09-10-2006, 20:18
Name: Azrael
Age: 10000(old but looks 25)
Gender: Male
Race: Elf
Languages: Multilingual mostly Elvish and english
Occupation: King of High Elves
Skills: Dancing,Fighting,Magician,Very Intelligent
Weapons: Any edged weapon


Bio:Born during the fabled Dragon Wars he grew up around destruction. Having to become king at a young age because of the early death of his father, he was wise very early on. His people trust him and will do anything for him. Their only threat is the Dark Elves whose queen is his sister.
Old Atlantia
09-10-2006, 20:59
Memnoch, this RP is closed
Memnoch de Marbulia
09-10-2006, 21:14
i joined before you closed it
Daruhjistan
09-10-2006, 21:39
@ OA

I can definitely live with that. I guess we can arrange the relationship between the Averian army and the Steppes Elves, as well as chain of command details once you'll have something posted for those guys.

And I got a few tactics that might work against something as stupid as Orcs...
DMG
09-10-2006, 21:41
And I got a few tactics that might work against something as stupid as Orcs...

:D
Old Atlantia
09-10-2006, 21:42
Memnoch: Im looking for people with a little bit more RP experience, but you're welcome to watch and post suggestions in the OOC thread.

@Memnoch: Firstly read the above, secondly your char does not fit in at all with the story line, thirdly this is not a character RP

@Daruhjistan: i should have something posted tonight, we can work it out later.
King Arthur the Great
09-10-2006, 23:06
Are the undead armies acceptable?
DMG
09-10-2006, 23:12
Are the undead armies acceptable?

Aye, same with my orcs (in number and diversity/power)
Old Atlantia
09-10-2006, 23:18
Yes they are both great, sorry for not replying. You guys may want seige works though too... (towers, catapults, ladders, some creative undead machines)
DMG
09-10-2006, 23:21
Aye, they definately have ladders... a bit on the siege works... and then explosives...
Old Atlantia
10-10-2006, 01:17
Grand Averian Army, Western Expedition Force

Commander: General Maurice DeGrasse
Race: Half Elf
Country of Origin: the Baronies
Age: 50
Appearance: Tall, thin, well muscled with long black hair, a gaunt, hard looking face and cold blue eyes. He wears a royal blue General's uniform, with a steel breatplate.
Skills: Expert tactician, skill swordsman
Equipment: thin silver longsword, ornate Dwarven flintlock pistol
Bio:
The son of the infamous Baronian mercenary, 'Bloodgutter' DeGrasse, and an elvish whore, Maurice's life has been grim and violent from the very beginning. Once old enough he enlisted in the local militia, where his tactical brilliance was recognized by an Averian military governor. The governor enrolled him in the famous "Academie de Guerre" in Delain (Averia's capital), where he excelled. General DeGrasse has a spotless battle record, and is well known for his pragmatic, uncompromising tactics and ruthlessness. Because of his combative, blunt personality, he is considered dishonorable by his more conservative, aristocratic colleagues. Nonetheless, he was hand picked by the king of Averia to lead an relief force to Durnham when His Majesty learned from the famed witch hunter Lief the Redhand that the Dark Council was amassing it's unholy forces for an invasion. DeGrasse, ever ambitious, may have other motives besides saving Durnham... the King has instructed him to make the city an 'Averian Protectorate' once the undead have been put down.

Mage Lord: Cardinal Pierre Vaisseau
Country of Origin: Averia
Age: 2000+
Race: High Elf
Appearance: Tall, thin, noble, with greying hair and a pointed beard. Wears flowing silk red robes for official purposes, travels in black cloak with white collar
Skills: Expert fencer, Master of white magic
Equipment: Anuir, Sword of the Church- angelic blade which is extremely effective against the undead- which he keeps hidden among his robes. ( http://www.jaestudio.com/BladeofLostGods.jpg )
Bio:
Cardinal Vaisseau is an influential and powerful member of the Universal Church, and Head of the Averian Order of Witch Hunters. His history is long, and his powers wide... suffice it to say he is a wise, noble wizard who is perhaps a touch arrogant. He insisted on accompanying DeGrasse when he heard that the Lich King was preparing an invasion.

Army:

Halbediers:
Medium armored humans weilding halbediers and short swords, they are effective against cavalry, light infantry, and monsters such as trolls and bezerk orcs because their weapon allows them to strike while staying out their foe's range.

Swordsmen:
Medium armored, standard imperial troops armed with well crafted swords and meduim sheilds, swordsmen are solid, if not exceptional, infantry that can stand toe to toe with most foes. Their strenght lies in their superb organization and co-operation with other units like halbediers and archers.

Swordsmen and Halbediers: 2500

Longbowmen (1000):
Medium armored human archers armed with the powerful Averian longbow. Effective against almost all troop types and capable of deadly barrages, they are also armed with short swords for close encounters with the enemy. Their main strength lies in the massive volleys they can fire at moving enemies.

Elven Footmen(500), Royal Guard:
Well amored, well trained high elves who bring centuries of combat training to the battle feild. They are armed with anti-cavalry spears, longswords, and tower shields and can form phalanxes deadly to enemy horsemen and charging infantry mobs. Once the enemy closes with their ranks, the elves fight with longswords and are equally, if not more, effective.

Elven Skirmishers (300), Slayers:
Lightly armored, elite bowmen whose purpose is to target enemy officers and monsters. Very mobile 'snipers,' deadly in forest situations.

Shri'vraen Mages (50): Skilled elven mages who have mastered the elements- frost, fire, mist, lightning. They ride unique mounts into battle (bears, elf-steeds, or noble wolves). Serve both as ranged units and anti-officer cavalry.

Witch Hunters (100):
Heavily armored crusader knights fighting directly under Cardinal Vaisseau, use both conventional weapons- longswords, warhammers, maces, or axes- and white magic against their foes. Armored mounted units extremely effective against the undead.
King Arthur the Great
10-10-2006, 01:30
the famed witch hunter Lief the Redhand

I didn't know I made my character famous!

Undead siege? Easy. Lob some walking corpses into the city (a varient on the medival practice of lobbing inanimate corpses into a city). Presto, instant, self-replicating force located to strike from behind the gates.
Old Atlantia
10-10-2006, 02:18
A better entrance to Durnham: http://www.personal.utulsa.edu/~huntae/LOTR%20images/HelmsDeep_Hildebrandt.jpg

The city rests in the canyon behind the wall with the river running through it. Instead of brown rockwalls, however, the sides of the valley should be huge granite peaks.
DMG
10-10-2006, 02:46
Is the gate those doors beteween the two spires (just under the large tower)?

Why wouldn't people just run (swim/create a wooden bridge) through the hole where the river is?
Old Atlantia
10-10-2006, 03:06
Well, its a rapid river, and there are cannons, muskets, and the like atop the walls... making it hard for an enemy build anything or swim anywhere. And yes, the gate is by the tower.

If someone could sketch a rough map of the city and valley and post it on imageshack I'd appreciate it. You dont have to base it on the picture above... I'm trying to find a really good map and can't find one.
Daruhjistan
10-10-2006, 03:28
Why am I suddenly reminded of Helm's Deep, but guarding a whole city instead of just an ancient keep?

Hey, DMG, sounds like you can get a couple Bezerker suicide bombers going :p

Oh, would you also mind contacting me privately so we can discuss a few things that might make life difficult for your troops?
Old Atlantia
10-10-2006, 03:34
Well Durnham is supposed to be a Helm's Deep meets Minas Tirith sort of thing, but I cant find a picture or map that gets that idea across. I think we may have to stick to simply describing the locations, which is cool too.
King Arthur the Great
10-10-2006, 03:34
*Whistling, then singing*

"Oh, just raise a couple of zombies, zombies, zombies;
Raise a couple o' zombies, and hurl them over a wall.
Raise and undead army, army, army;
Raise an undead army, and watch the city fall."

Gerthsaw takes a hammer, some nails, and some planks, and builds a catapult, then launches some zomibes into the city. Then he sits back, orders a Heinekin, and watches the show.
Daruhjistan
10-10-2006, 03:43
Well, I guess that hurling zombies towards the wall means that the defending musketeers get to go skeet shooting.

Hey, KAtG, didn't know that you had it in you to entertain the defenders while waging a war. Nicely done and how nice of you. :P
DMG
10-10-2006, 04:41
Hey, DMG, sounds like you can get a couple Bezerker suicide bombers going :p

Oh, would you also mind contacting me privately so we can discuss a few things that might make life difficult for your troops?

Hehe...

Sure... actually it would be easier for you to contact me sometime tomorrow. I am almost always logged in on MSN (account name is on the left under my name here), and if I don't respond I will contact you when I return to my computer.
The Appalacians
10-10-2006, 21:34
Unfortunately, right now I'm working on an 1854 rp and I won't be able to do this. I tought I could when I signed up, but I can't. Sorry, I just wanted to back out before the IC thread actually started.
Freed Civilians
10-10-2006, 22:43
Old Alantia, am I still a part of this?

Should I post a super detailed bio? And where should my character fit in? I don't want to do anything without your input. Maybe somehow related to one of your elf characters, preferably the magic one. Just asking. :]
Old Atlantia
11-10-2006, 01:24
@Appalacians: No problem, thanks for letting me know

@Ravea: Is it possible you could attach your riders to another faction, or create a faction for them to serve? Perhaps an alliance of bandits and mercenaries sensing Durnham's weakness and wanting plunder?

@Freed Civilians: My original plan was to have your character inside the city reacting to the battles outside. I suppose your char could be Cardinal Vaisseau's neice or something, if you like. A more in depth bio would be nice, but it's not necessary if you want to leave room for your char to develope. Please realize, however, that since your character is not leading an army she will have a somewhat minor role.
Ravea
11-10-2006, 02:13
@Ravea: Is it possible you could attach your riders to another faction, or create a faction for them to serve? Perhaps an alliance of bandits and mercenaries sensing Durnham's weakness and wanting plunder?

Hmmm...I suppose I could create some kind of raider or bandit army united under a single banner. I'll see what I can do.
Old Atlantia
11-10-2006, 02:27
I appreciate it, cause i think another 'human/dwarf/elf' army would help the story, even if they arent goodguys.
King Arthur the Great
11-10-2006, 03:27
(Raises a severed leg to get attention) How soon till the undead armies march to victory and rotting corpses? (Severed leg proceeds to kick holder in the face as it struggles to get free.)
Old Atlantia
11-10-2006, 03:36
I'll post the thread tomorrow, sorry for the delay but I was waiting for the Appalacians
Daruhjistan
11-10-2006, 03:53
Well, this is going to be very interesting, to say the least. The undead can self-replicate to some instant, the orcs are tougher than nails. And combined, they outnumber the defenders/relief force/would-be invaders combined by almost 2 to 1.

Where I'm from, we have a word for this sort of situation: grim. :p

So, do I take it that in general, the defenders and company would have a qualitative advantage to match the numbers of the attackers, or the reports from the scouts were a little off, or the allies and whatnot had already been bled dry of warm bodies to fight this war? Any ideas? OA? Anyone?
Old Atlantia
11-10-2006, 03:59
Well you must take into account that: A) The goodguys have generally better quality troops than either the orcs or zombies, and fight with organization B) the Dwarves have muskets, cannons, suberb troops, and giant fortifications C) The badguys are fighting each other AND the good guys while the goodguys are all allied... because of this I would accept it if KATG and DMG raised their troop numbers a bit
King Arthur the Great
11-10-2006, 14:52
Not going to double my troops, just going to rapidly evacuate all the living wounded from the field. Then Gerthsaw visits each personally...
Ravea
11-10-2006, 19:48
The Confederation
A loose "nation" of bandits, exiles, and raiders collected from around the world, the group simply known as the Condfederation was founded by a large group of gangs from Averia and Durnham who were disenchanted with thier governments. Durnham Dwarves, Averian humans, and even Cathay Elves have since joined the large group. The confederation has grown so big, in fact, that it has even recruited it's own army on top of it's criminal activities. Sensing Durnham's sudden weaknesses impending by the approaching Orcish and Undead armies, the Confederation has allied itself with the Sappara mercenaries, and are preparing to strike Durnham in it's hour of need.

Commander
Name:Guadalupe Monahan
Race: Human
Appearance: 6 feet tall, 45 years old, with long black hair and blue eyes. A stong man who only a red tunic in battle.
Skills/Spells: A master of the Martial Arts as well as an extremely skilled commander. Monahan managed to gather groups and gangs from all over the world and unite them under a single flag; he has an incredible understanding of infantry warfare.
Weapons/Equiptment: Monahan wears a pair of studded and bladed gauntlets in battle to protect against swords in combat, as well as a pair of bladed shoes called Greave Edges; other than that, he is unarmored and unarmed. He has mastered many different forms of unarmed combat that suprisingly make him deadly in close combat, even against fully armored foes carrying swords.
Bio: A charasmatic leader with a largely unknown past, Monahan founded and has led the Confederation for years, using terror tactics and raiding to get what he needs. He loves combat, and could care less about any of the people he kills. That said, he is a shrewd commander and well-loved by his men.

Commander
Name:Belthero the Huge
Race: Human
Appearance: Eight feet tall, 34 years old, with red hair and black eyes. Well over three hundred pounds.
Skills/Spells: Dispite his troll-like appearance, Belthero a suprisingly effective anad intelligent commander. He keeps the Irregular mercinaries in thier place, and also leads the dwarven gunners into battle.
Weapons/Equiptment: Belthero carries a massive looted dwarven cannon that he carries on his back; it requires a gang of four dwarves to carry extra ammo and reaload it, but it is absolutely devestating on the field. A equally gigantic Zanbatō greatsword is wrapped around his belt; it serves as an excellant close-quaters weapon. Belthero wears a massive Iron suit of armor that encloses his entire body in battle.
Bio: A sort of right-hand man to Guadalupe Monahan, Belthero has been at his friend's side for over a decade. He proved to be a good artilleryman-especially with his cannon-and skilled at moralizing his men. He is a nearly unstoppable force on the battlefield.

Commander
Name:Shao Shou
Race: Elvish
Appearance: Slender, 6'2, blue eyes, blond hair.
Skills/Spells: An elvish exile from Cathay, Shao leads the elf archers with great efficiancy. She is also a skilled grey mage who studies both white and black magic, and uses them with equal efficiancy in battle. This makes her a deadly and unpredictable opponent.
Weapons/Equiptment: Shao carries a exquisite elvish longbow into battle(with it's obvious uses) as well as a curious Averian weapon she has taken a liking too:She uses a giant pair of sissors that can cut through even heavy armor to cleave off arms and heads in battle. It is especially useful against cavalrymen. Her armor consists of light chainmail and arm and leg guards.
Bio: A mysterious elf who was exiled from Cathay for murder. She saved Monahan's life five years ago and has tagged along ever since as a powerful mage and commander. Shao has come into contact with Zyergi Zyerga several times in the past; the two are not on good terms.

The Confederation Army
Irregulars: The vast majority of the Army, Irregulars are simply individual warriors and mercenaries of all races under various banners and leaders; they come from every corner of the world. This can lead to problems in combat, but a collection of able leaders can galvanize these dubious soldiers to powerful heights. All footmen, armed with various weapons and armor.

Numbers:4,600

Durnham Dwarves:A small group of disenfranchised Riflemen from Durnham who joined the Confederation becuase they disagreed with the leadership of Durnham. Although they mostly act as raiders and snipers, they still rely on effective and age-old Dwarven tactics in large-scale combat.

Numbers:200

Averian Footmen: Defectors and Rouges from the Averian army. The Averians make up a solid line of offense in open combat, and suprisingly can hold off numerous enemies at once, making a formidable defense. Armed with spears, swords, and halbediers.

Numbers:800

Elvish Archers:Exiles from Cathay and Averia, these archers have the same range and accuracy that all elves share; they are used as a support group and sometimes an axilluary infantry unit. Armed with longbows, light armor, and swords.

Numbers:400

TOTAL ARMY:6,000
Old Atlantia
11-10-2006, 23:49
Excellent Ravea, I'll try to get up the thread tonight, or tomorrow by the latest.
Ravea
12-10-2006, 00:18
Excellent Ravea, I'll try to get up the thread tonight, or tomorrow by the latest.

All right.

The confederation is a work in progress; I'll add leaders and such to it later tonight.
DMG
12-10-2006, 02:20
Gotta wonder how the orcs and undead are going to interact also... remember that they might not get along so well...

However, OA, I wouldn't say that the defenders are 'better quality troops' than the undead and orcs. Perhaps they are better than some zombies or skeletons, but think of the physical specimens that orcs are... ruthless, bloodlusting, tanks with axes... Better organized, more skillful...? Certainly. Overall, maybe not.


Just an alert, I will be gone after tomorrow night until sometime late Sunday (at which point I will be doing a bunch of work and studying for Monday... so I will be out basically all of Friday to Sunday).
King Arthur the Great
12-10-2006, 03:58
Not to mention that a pack of werewolves is pretty badass. Imagine a cohort of werewolves.

Now factor in the vampires and liches. Another cohort.
Daruhjistan
12-10-2006, 10:57
Well, quality of troops is generally something that has to do with training and discipline, not raw power and savagery.

That is the only real edge that the allies have over the incoming hordes:

Training and discipline for the individual soldiers, except maybe for the Confederation Irregulars. Other than this, it would be just the general cooperation between all of the allies as opposed to a shambling mass of zombies, or various orckish tribes being cobbled together as an army, right?
Old Atlantia
12-10-2006, 11:48
Yes, and the fact that the Dwarves have fortifications... and cannons...

To be clear, I am looking for an RP that is fun for everyone, not dominated by a superpowerful army. I expect all sides to take losses, to have a hard time on the battlefeild... this RP shouldn't be motivated by a desire to 'win,' cause then it'll be terrible, we should just want to tell a good, FUN story.
Daruhjistan
13-10-2006, 10:52
I can definitely live with that.
Old Atlantia
14-10-2006, 00:50
Well I finally posted the intro... http://forums.jolt.co.uk/showthread.php?p=11804988#post11804988

Daruhjistan- you can post your calvalry force coming east through a pass in the Almighty's Crown mountains and heading east after you reach the plains beyond to link up with the Averian forces. You will know about the Averians (by an oracle? or crystal ball or w/e) but they wont know you are coming. You can end your post by seeing the infantry columns in the distance, but please dont interact with them yet. Note: your journey from the Northeastern steppes to the plains beyond the mountains would take weeks, so post accordingly. Sorry to dictate your first post, but i think this makes the most sense.

The rest of you- post your forces readying to march on Durnham, or if you are far away, marching on Durnham... but please do not yet arrive at the city yet, or be anywhere really near it.
Daruhjistan
14-10-2006, 01:56
I posted in. Not my best bit of writing, but not too bad all things considered.
DMG
14-10-2006, 15:34
The rest of you- post your forces readying to march on Durnham, or if you are far away, marching on Durnham... but please do not yet arrive at the city yet, or be anywhere really near it.

Won't be able to post until maybe Tuesday...
Old Atlantia
15-10-2006, 02:51
Okay, Ive posted a thread with all the armies for quick reference: http://forums.jolt.co.uk/showthread.php?p=11809926&posted=1#post11809926

@Daruhjistan: since the allies are vastly outnumbered, Im going to create a small army of mercenaries that will be fighting for them, that both you and I will control. My idea is flamboyant riflemen, mounted pistoliers, and light swordsmen from a large island full of city states west of Averia (Italian/English type cultures)... unless you would rather the mercs be something else, or if you would like to create soldiers for the allies that are not mercs, please let me know.


@Ravea: Im not sure what you want the numbers to be for the Seppara Cavalry since you now have the Confederation. If its the same Ill just post Seppara's description as its written here.
Ravea
15-10-2006, 03:04
I suppose it's the same. The Confederation and the Sappara cavalry are two different entities, remember; They'll probably turn on each other and fight once or twice mid-RP.
Old Atlantia
15-10-2006, 03:10
Sounds good.
Breitenburg
15-10-2006, 03:28
I see the thread is closed, but I also see if I can make a creative army I may get in. May I give it a try?
Old Atlantia
15-10-2006, 03:36
Yep! post the bio here. See my second post in this thread for a link which gives background on the world.
Breitenburg
15-10-2006, 03:51
Hmm... I think I have an idea, but it'll take me a little while Do you want me to post my character and race? Can I make a race? Sorry for all the questions, I'm tired and not thinking straight tonight.
Old Atlantia
15-10-2006, 04:29
You can make a race, but dont count on it necessarily being accepted. Id like you to post the commander as well...
Daruhjistan
15-10-2006, 16:11
Well, I think it might make firearms look a little too... commonplace, since so far only the Dwarves and a few senior officers carry them.

Perhaps dragoons, or something similar? Heavy mounted infantry, useable as medium cavalry until they dismount, where they'd be used as heavy infantry, armed with long spears, war picks and swords?

Barring of course that Breitenburg comes up with a force of allies instead of bad guys. In this case, maybe upping my numbers could be a way to even out the odds a bit.
Old Atlantia
15-10-2006, 16:48
maybe upping my numbers could be a way to even out the odds a bit.

I actually think that idea is best...
Daruhjistan
15-10-2006, 17:49
Well, since upping the numbers seems to be something we both agree on, could you please edit this information in for the Steppes Elves for me?

Light Cavalry: 3000

Mages: 50

Support staff: 450

It should even out the odds a bit, though the numbers can be upped even further, but I'd think it should be enough...
Breitenburg
16-10-2006, 00:50
As cool as this looks, I'm going to stay out. I've been really busy lately. Too bad though.
Daruhjistan
16-10-2006, 02:50
DeGrasse really knows how to make friends, doesn't he?

OA, if you want DeGrasse to live, or if you don't care if he dies, please let me know. I'm not feeling like stepping on someone else's toes this early in the RP.
Old Atlantia
16-10-2006, 03:03
Posted :). I just wanted to establish early on that DeGrasse is a madman.
Daruhjistan
16-10-2006, 03:22
Duly noted. Please, tell me that at some point, I can have Akkero knock him out. Please?

After all, the Cardinal did say that there will be no more duels, but he said nothing about cracking him in the side of the head with the shaft of a spear if he acts like a lunatic again. :p
Old Atlantia
16-10-2006, 03:33
It's up to you, but DeGrasse is a powerful fighter in his own right... dont underestimate him. He's also a murderous madman with over 5,000 troops at his command... so plan accordingly.
Daruhjistan
16-10-2006, 03:38
Well, Akkero is one to always maximize his odds. He's swing that spear from behind. And only if he's doing something really, really stupid. Like ordering a mindless, total charge against the whole of the orcish forces.

You know, the kind of thing a madman would do?
King Arthur the Great
16-10-2006, 03:38
And the Undead Armies March On!

Seriously, I'm a little bored. At least some recognition of Gerthsaw's movements (OA, read: Tell me where the F&^% I'm suppossed to be traveling through) would be nice (OA, again, read: I have no idea how far away Gerthsaw would be to come to Durnham after the Goat Herders and Stonedwellers arrive).
DMG
16-10-2006, 03:43
Alright guys, I just arrived back in town, but I am tired from my travel and need to go to bed soon... tomorrow is an extremely busy day for me, thus I will almost certainly not be posting. On tuesday, I will not be getting home until about 6:30 and I will be trying to go to be around 9:00, so most likely no posting then either... :(

Wednesday (sorry for taking so long), I will try to catch up on all my threads.
Old Atlantia
16-10-2006, 03:49
And the Undead Armies March On!

Seriously, I'm a little bored. At least some recognition of Gerthsaw's movements (OA, read: Tell me where the F&^% I'm suppossed to be traveling through) would be nice (OA, again, read: I have no idea how far away Gerthsaw would be to come to Durnham after the Goat Herders and Stonedwellers arrive).

Really sorry KATG!

Okay, your army would be marching from central witchwood, which stretches from the ocean to the Almighty's Crown... so it'll take you awhile to get to Durnham. You would probably be traveling through the Northern Baronies- raid some villages, slaughter innocents, increase troop #s- then on into the Territories, which is basically open plains and pine forests, with some elf camps littered about, and then to the rocky foothills of the Almighty's Crown, and then to Durnham!

If you want to have a skirmish btwn a Barony militia and part of your army in the North Baronies, I'm game...
Old Atlantia
16-10-2006, 03:49
@DMG: there's no rush man, post when you can.
King Arthur the Great
16-10-2006, 03:52
Skirmish would be good. My boy Lief showing up again, or are you holding him off until the final battle, OA?
Old Atlantia
16-10-2006, 04:16
Ya know, I never really considered it...

Attn All:

If you like, you can RP as a soldier/officer in other peoples armies provided that you use this character purely for fun, and not to undermine the other players. If you wish to do this, ask the faction leader for permission and post a bio of your char here.

@KATG: Lief can be captain of Vaisseau's witch hunter's if you wish. Just post a bio here. This stuff will take place before the events of the Haven Tales.

@DMG: I'd like to RP as an orc or goblin commander, can I?
King Arthur the Great
16-10-2006, 22:32
Before? O.K. I was just wondering if he was going to show up in the skirmish (i.e. protecting his hometown) but I didn't want him joining the witch hunters (he'd be disciplined for insubordination). I was actually hoping he'd only be referenced as their source of info until the final, climactic battle. Then feel free to bring him in.
Old Atlantia
17-10-2006, 02:11
KATG, Ill wait for you to post before I post next. That way the RP doesnt turn into a boring convo between Vaisseau and Samin.
King Arthur the Great
17-10-2006, 02:23
Getting to it!
Old Atlantia
17-10-2006, 03:19
Nice Posts Ravea and KAGT.

Just to clarify, here's where everyone is...

Undead:
Current location: North Baronies, heading Southwest.
Terrain: Hilly, dry pastureland. Small ranching villages

Confederation/Seppara Cavalry:
(Ravea, unless you have objections, Im going to place the confeds- just to establish where they are and where they'll be heading)
Current location: South Territories, heading slightly north and West.
Terrain: Tall pine forests. Scattered logging camps. If you wish to take over a logging camp near Durnham but to the south to make your base of opps, I think that'd be a good idea.

Orcs:
Current Location: Northern Almighty's Crown Mountains, heading due south.
Terrain: Mountainous, rocky, barren, with scattered orc, goblin, wild Dwarf camps, abandoned mines

Avera/Steppe Elves:
Current Location: Central Territories, heading due west.
Terrain: Open plains, scattered clumps of trees (African Savanah, American West.).
DMG
19-10-2006, 00:59
@DMG: I'd like to RP as an orc or goblin commander, can I?

Certainly.
Old Atlantia
19-10-2006, 01:04
Okay, cool. I got a question for ya though... can the orc shamans actually practice orky magic or do they just pretend to?
DMG
19-10-2006, 01:20
Okay, cool. I got a question for ya though... can the orc shamans actually practice orky magic or do they just pretend to?

lol, I dunno. I haven't thought about it yet...

It depends on what is allowed I guess. Perhaps bits of magic.
Old Atlantia
19-10-2006, 01:39
I dont care, they can have their own version of magic if you want. The reason I asked is cause I wanted to RP as a crazy shaman advisor to the orc leader.
DMG
19-10-2006, 01:54
Sounds good to me... feel free to make him any way you want - I don't have a set definition of how they should be.
Old Atlantia
19-10-2006, 02:34
Okay thanks

Here's the bio, if you have a problem with it say so & I'll fix it:

Name: Gorhaz Grinskull
Race: Hob-goblin (half orc, half goblin)
Age: ?
Appearance: Thin, lanky orc with mean, narrow features, red eyes, long black hair, and whip cord muscles. Clad in a filthy, dark red robe taken from the corpse of a Dwarf noble. Has innumerable trinkets and trophies hanging off of his robes- dwarf beards, skulls, 'speshul' rocks.
Weapons: Cat-o-nine tails, cleaver, crooked staff (made of troll thigh bone)
Spells/Abilities: Fireball, voodoo powder (poisonous powder, blinding when thrown in someone's face), potions (various purposes)
Bio:
Grinskull is a brilliant lunatic who uses his skill at alchemy to create potions which help his orcish fighters. His 'fightin' jooce!' is a foul liquid composed of rat guts and mushrooms which, when ingested, will drive an orc into a frightening frenzy... creating a berzerker. He uses other wild concoctions for various purposes, and his 'lab' (a mountainside cave) is filled with the results of his psychotic experiments- giant rats, three headed orcs, orc/troll cross breeds, mutant wolves, ect ect. Because of his skill at magic, and his tendency to 'prophesize' when under the influence of some of his mushrooms, Grinskull is an advisor and 'friend' to warboss Ezrad Grimme-skull.

... The bio is shit, but you get an idea for his character.
DMG
20-10-2006, 00:06
I like it. A mad scientist...

Approved.
Theao
25-10-2006, 02:33
KATG is going to be absent for an indetermainate timeframe, no word yet on what he wants done with his character.
Theao
27-10-2006, 19:57
King Arthur the Great will be gone for a week or two and wishes the GMs to take over his character.
DMG
27-10-2006, 23:30
Sorry for not entering yet - I will try to get it up tonight.
DMG
10-11-2006, 16:59
Hmm... I still haven't posted... but... OA hasn't been on in over two weeks.
DMG
18-11-2006, 15:53
This seems to be dead... I am removing it from my subscription list so if it gets going again, someone please TG me and alert me.

[Removed from Subscriptions]