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Thread: Gisela Open Registration

  1. #1
    Screw You, Andy.
    EXP: 233,561, Level: 20
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    Silence Sei's Avatar

    Name
    Sei Orlouge
    Age
    26
    Race
    Mystic
    Gender
    Male
    Hair Color
    Orange
    Eye Color
    Blue
    Build
    5'11'', 172 lbs
    Job
    Protector of Radasanth.

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    Gisela Open Registration

    Registration is now open! Please be sure to review the Rules and Regulations before registering! Also be sure to list the name of your army!

    Happy Hunting!
    2011 Althy winner for Best Comeback, Most Helpful Moderator, and Best IC Odd Couple (With Enigmatic Immortal). 2012 Althie Winner for Mr. Althanas, and best Bromance (also, with Enigmatic Immortal). 2014 Althy Winner Best Battler for Forrals Fortress.

    Gisela Open Winner (First Year), Lornius Cooperate Championship 3rd Place Winner (1/2 of 'Don't Blinke!', 2nd year).

    (21:41:22) Sulla: If you kill god, Nihilism fills the void, you need the ubermensch to take the place of god. Sei is the ubermensch.

  2. #2
    Master of Magnetism
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    Erikar's Avatar

    Name
    Erikar Aodhfionn
    Age
    21
    Race
    Human
    Gender
    Male
    Hair Color
    Flame-Red
    Eye Color
    Green
    Build
    170 lbs., 5'10
    Job
    Assassin

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    The Order of the Crimson Hand ~ Done ~


    Heroes:

    1. Lichensith Ulroke, the Viper of Salvar

    Abilities:
    Master Assassin -Lye has been deemed a master assassin after years of training. He has experienced pain, trauma, and relentless onslaught. The scars given through years of learning through trial and error have built up his senses, stamina, and resilience. Should he ever fail to assassinate a target, he is more than capable of engaging in long term combat.
    • Can endure strain of exertion five times as long as the normal Althanian. Should a man only last 5 minutes in combat before coming fatigued, Lye can last 25 minutes.
    • Has agility six times that of an average Althanian. Blocking and dodging projectiles is as effortless as catching a tossed apple. This also permits him to exercise a flurry of strikes (4-6) in the same time it would take a normal man a single blow (1). It permits split second actions and changes of direction.


    Intimidating Presence - All troops and members of the Crimson Hand's armies know of Lichensith Ulroke. He can take command of any unit(one one unit at a time.) Any unit under his command gains 2x endurance and will not retreat.

    Lay Explosives - Lye has five explosive charges. It takes one post(un-interrupted by enemies) to lay explosives. They detonate the explosives through the use a magical paper rune(activated by touch and willpower combined.) These explode with the force of one stick of dynamite.


    Equipment: Dual Titanium Wakizashi, Berevaran Bear Hide Armor(full body, minus head), Red Vlince Scarf.


    2. Madison Freebird, the Briarheart

    Abilities:
    One tough bitch: Due to a rather extreme endurance regimen and her own stubbornness, Madison can take and shrug off most hand-to-hand blows and strikes from blunt weaponry and still get up to fight back. Several bones need to be broken before she even considers staying down. Also, her stubbornness has granted her additional defenses against psionic intrusions and attacks; any sort of spell, potion, rite, or possession that directly affects her mind (say, in an effort to destroy her sanity, browse for secrets, or control her thoughts and movements) is half as likely to succeed.


    The Briarheart: Over the course of events that she cannot recall for the life of her, her human heart was replaced with a symbiotic, plantlike entity known as a Briarheart. It is the source of her newfound plant-based powers; and as such, it acts very much like a human heart. If it is pierced, torn from her, or otherwise destroyed—it will kill her. On the bright side, however, exposure to sunlight will augment Madison’s speed, strength, agility, and endurance; boosting them by anywhere between ten and twenty percent of her standard capabilities, depending on how much exposure to solar energy she has. One downside of having the Briarheart is she is now slightly more susceptible to fire--it won't make quick work of her, but it will burn her plant-based skin faster than it would normal human flesh.


    Hands of the Puppeteer: Through fungal pods that can be extended from and retracted into the palms of her hands, Madison is able to shoot out three bursts of spores (per day) that contain a special strain of cordyceps fungus named Nemo’s Marionette. The bursts fire simultaneously from both hands in little blue clouds that travel three feet in whatever directions her hands are pointed. When the spores are inhaled or ingested by their new host, they undergo several hours of torturous pain as the fungus begins to take control of their physical form. The process is complete when small stalks with a blue base and oily purple tips start bursting through the skin of the host, usually in and around the neck area, as if they formed a crude collar. Once the fungus is in full control, the host can operate well beyond its normal capabilities (1.5x strength, speed, endurance and agility). However, this bump in ability comes at a cost; the host body will cease to function after several weeks, once the fungus has completed its life cycle and is able to release its spores, the host will drop dead. Due to the biological means of production, Madison is able to give direct orders through telepathy and vocal commands to all infected hosts or single creatures within a one-mile radius. The Nemo’s Marionette that Madison can naturally produce is only able to infect insects, beasts, and lesser kinds of monstrosities such as Fallien harpies, trolls, goblins and ogres at this point in time.

    Equipment: 4 Prevalida Daggers w/ Spidersilk Wrapped Grip, Leather Holster, Black Hooded Sifan Cloak w/ Warmth Enchant, Black Arctic Beast Leather Bodice w/ 2x Durability Enchant

    3. Aurelianus Drak'Shal, the Tiefling Bastard

    Abilities:
    Shahab's Lash - This invocation summons a cone of black flame from the palms or mouth, which Drak'shal can then launch at his enemies. Lately, the warlock has even learned how to form the flames into a roaring cyclone given a few moments to gather the power; the cyclone itself is only six feet by two feet, and due to the inherit difficulty of shaping Hellfire like this, Aurelius can only perform this trick thrice a day.. If any unfortunate is caught in these flames, the white-hot Hellfire will cling like napalm, rather than normal fire- the warlock can extinguish these flames with but a thought. Aurelius himself is almost completely immune to the flames he conjures forth, though the longer he keeps up the blast the harder it becomes to resist their infernal heat, until eventually they will burn his flesh almost as much as those of his foes. He can maintain a full four minutes of sustained fire before his flesh starts to blister and burn, and only one after that before his wounds become crippling. He can still use it to cauterise wounds, etc should the need arise. To those who manage to extinguish the flames in time, Shahab's Lash only causes severe burns. If not, they will continue to burn, causing excessive damage. With understanding of the nature of this Hellfire, Aurelius has learned how to use it to sear not only a body's flesh, but also it's soul. Against those of a good disposition, the effects are incredibly effective, bringing about an agony that can last for much longer than the actual burns. This invocation has become as much a sickness of the soul as it has a tool of brute destruction. Against those of a "good" nature, Shahab's Lash is one-and-a-half times as effective.

    Freki's Shield - This spell allows Aurelius to summon forth a protective wall of magickal heat, which can deflect missiles, blades, and even other spells with a 6 foot width. Aurelius is immune to the heat he creates. He can keep it active long enough to stave off two powerful attacks (roughly triple human strength), three medium attacks (double human strength) or four weak attacks (normal human strength), though a significantly strong one can shatter it in a single blow. (Usable- four times per thread)

    Hellfire Augmentation - Aurelianus is able to augment any fire cast from within a circle he conjures, turning it into destructive Hellfire. Read above for details on Hellfire. The circle's diameter is 50 feet long, and lasts until he places a new one. This can be used three times per battle.

    Equipment: 4 Damascus Daggers, 1 Titanium Cleaver, Black Leather Armor with Trench-coat(Full body, minus head and right arm.)

    Hands of the Blade:

    Cobra Battalion – 2000 Units. Comprised mainly of mercenaries and sellswords, along with many loyal members of the Order, the Cobra Battalion is the main infantry unit of the Crimson Hand’s armies. They are skilled with swords and shields, and have many years of experience in combat.

    Abilities:
    Morale – These units will never unless retreat unless beaten back.

    Rallying Cry – When the Cry is heard, all units rally to the source. Their ability to resist attacks is increased while rallied. This lasts for 3 posts. This can be used once per battle.

    Demoralizing Shout – When they shout their Battle-cry, enemy forces are often intimidated. This has a possibility of causing enemy forces to retreat. This can be used twice per battle.

    Equipment: Steel Longswords, Steel Kite Shields, Iron plate armor(Chest, head, and legs.)

    Viper Battalion – 1500 units. A defensive battalion, the Vipers utilize long polearms and defensive tactics to repel enemy forces. They are lightly-armored and work very well together.

    Abilities:
    Hold the Line – These units can withstand a charge from a superior force unflinchingly.

    Bane of Horses – These units are extremely effective against cavalry.

    Defensive Tactics – The Viper Battalion is extremely skilled at defense, and if they have time to set up, their ability to hold their ground and resist attacks is exponentially.(Takes one post to set up defenses.)

    Equipment: 12-foot Steel Pikes, Steel Dirks, Leather armor(Full-body), Iron Shields

    Basalisk Battalion – 500 units. These are the Shock troops of the Order. Wielding Warhammers, Greatswords, Polearms, and Battleaxes, these humongous warriors wreak havoc among enemy forces. They stride about the battlefield in heavy armor and are abnormally tough.

    Abilities:
    Brute Strength – These units are able to lift large, heavy weapons and swing them around with ease.

    Heavy Load – These units are able to move easily in full-plate armor for long periods of time.

    Wide Sweep – Their attacks have wide arcs, able to hit more than one enemy at once.

    Equipment: Full iron plate armor, Steel Great-weapons.

    Wolf Battalion – 405(x2 due to mounts.) units. These are the cavalry of the Order’s forces. They are vicious, effective, and leave no survivors. Mounted upon armored dire-wolves, they ride among enemy forces using great polearms and curved swords to cause havoc.

    Abilities:
    Heroic Charge – When charging an unsuspecting force, these units gain the ability to trample other enemies and break enemy formations.

    Chilling Howl – The call of the Dire Wolves is a fearsome sound to hear, especially in the heat of battle. It can demoralize troops and possibly cause a retreat.

    Direwolf Fangs – The Dire Wolves are able to bite with extreme force, able to crush iron with great effort and easily tear flesh.

    Equipment: Iron Direwolf Armor, Iron Spears, Steel Falchions, Leather Armor(Full-body), Oak & Hide Shields

    Hands of the Mind:

    Plague Company – 100 units. Hex and Affliction Casters, this force spreads chaos and discord throughout enemy troops by the usage of curses and afflictions. They must all work as one to cast their magic effectively, although losing a few will not severely detriment their performance.

    Abilities:
    Despair Hex – AoE, 25 foot diameter circle on target. Sows feelings of despair and hopelessness among enemy. Lasts for 2 posts. Useable twice.

    Fatigue Affliction – AoE, 25 foot diameter circle on target. Causes slight fatigue and weakness in enemy units, lasts for 3 posts. Useable twice.

    Sickness Hex – AoE, 25 foot diameter circle. Causes feelings of nausea and sickness in enemies, lasts for 1 post. Useable once.

    Equipment: Linen Robes, Iron Daggers

    Hellfire Company – 300 level 3 units(1000 units.) The destructive casters of the Order, these wizards and witches are pyromancers. They can work alone to target specific troops, or combine their efforts to weave great firestorms. They are led by Hero Aurelianus Drak'shal, the Tiefling Bastard.

    Abilities:
    Gravity-affected Fireballs: These basketball-sized Fireballs can be fired quickly and arch downward after casting due to gravity. Can cause second degree burns on hit. 3 casts per unit.

    Fire Pillar: A circular pillar of fire, 5 feet in diameter, is cast upon a location up to 25 feet away. It lasts for 10 seconds, and causes increasingly severe burns depending on the length of the time an enemy stands it it. Can be cast once per unit.

    Fire-stoker: The Hellfire Company is able to stoke existing, non-magical fires to new heights. They can turn a small bonfire into a huge conflagration, and if working in unison, could turn the beginnings of a forest fire into a full-blown blazing cataclysm.

    Fallen Star: If at least 250 of the Firestorm Company work perfectly in unison, they are able to conjure a fireball 30 feet in diameter. This takes two posts uninterrupted to charge, and is cast on the third post. Can be used once per thread, and causes heavy devastation to any force caught in the blast. This can destroy a few siege engines, large monsters, or many soldiers at once.

    Fire-Sense: Firestorm Company can sense any fire from up to 333 yards away.

    Equipment: Linen Robes, Iron Daggers

    Earthshaker Company – 1000 units. The defensive casters of the Order, these magi are skilled in Earth Manipulation and use it to create defensive positions for the Order’s armies. They work together with Firestorm company for maximum effect.

    Abilities:
    Rock Wall: A Wall made of Earth is raised from the ground. It is 5 feet high by 8 feet long. It can withstand 1 round of artillery fire. 1 cast per unit.

    Combined Rock Wall: The Earthshaker Casters are able to stack their walls atop one another and in front of or behind other walls to increase structural strength and stability.

    Equipment: Linen Robes, Steel Shields

    Spore Company – 500 units. The Spore Company contains Cordyceps-controlled beasts, led telepathically by the Hero Madison Freebird, the Briarheart. There are 499 Cordyceps-infected Fallieni Harpies, and 1 Cordyceps-infected Salvarian Bear named Boris(mounted by Madison.)

    Abilities:
    Harpies~
    Flight – Normal, Running-speed flight.

    Swoop – The Fallieni Harpies swoop down upon Madison’s command, attacking enemy soldiers’ eyes and heads with sharp talons.

    Screech - The Harpies can scream loudly, demoralizing and instilling fear in enemy troops.

    Boris~
    Bite – Boris has an extremely painful and powerful bite. It can easily gouge iron and tear flesh.

    Scary Roar – Boris the Bear has a horrifying visage, and if he roars, the possibility of demoralization is great.

    Cordyceps Infection - Upon death, Cordyceps-infected monsters explode(not with enough force to injure,) and release Cordyceps spores which can infect enemy units. These units will quickly grow Cordyceps fungus protrusions and succumb to Madison’s control. It takes 3 turns for Cordyceps spores to grow, and newly-infected hosts die after 2 posts.

    Hands of the Forge:

    Blood Company – 500 units. Users of healing magic and restorative alchemy, these are the medics of the Order. They stay behind the front lines, healing the wounded where they can.

    Abilities:
    Healing Touch – If a member of Blood Company is able to touch a wounded soldier, they are able to heal minor wounds. This can be used 3 times per unit.

    Lay on Hands – If at least 250 Blood Company Casters combine their efforts, one unit can be raised from near-death back to full life. They cannot raise the dead. This can be used once per thread.

    Equipment: Linen Robes, Bandages

    Gore Company – 100(2 men, 1 cannon per unit) units. The artillerymen of the Order. They use Alerarian Fire-spitters(large, rolling cannons with a variable-height barrel) to rain hell upon opposing armies.

    Abilities:
    Fire Cannon Round – The normal attack ability of the Gore Company. Fires a 24” diameter cannon ball at its target.

    Fire Whatever~ - Shoots off whatever is placed into the barrel. Pretty self-explanatory, really.

    Equipment: 100(100 in use, 50 in reserve) Alerarian Fire-spitters, 1500 lead cannon balls, replacements for wheels, frames, barrels, etc.

    Anvil Company - 200 Units. These are the armorers, Fletchers, carpenters, masons, and blacksmiths of the Army. They keep the Order's armies stocked with weapons, ammunition, armor and fortifications. All of them are loyal, hardworking members of the Order, and very well-paid.

    Hands of the Word:

    Quartermasters - 250 units. These are the men in charge of logistics for the Order's armies. They ensure the army is kept fed, supplied, and hopefully alive. Without them, the Order's forces would not get very far.

    Transmitters – 250 units. These casters are able to telepathically relay information immediately among each other. Any information that one learns is instantly transmitted to all others. They are unskilled in combat and have no defenses. They are dispersed evenly throughout the army so no unit is cut off from communication.

    Abilities:
    Telepathic Relay - Any and all information received by a Transmitter is immediately relayed to all other Transmitters.

    Hands of the Shadow:

    Crimson Squad – 11 units(including Lye, Erikar, and a transmitter.) A small group of assassins and spies, all whom excel in operations of reconnaissance, infiltration, subterfuge and sabotage. They are hand-picked by Lichensith Ulroke for their skills, and are some of the deadliest men and women in the Order. Led by Hero Lichensith Ulroke, the Viper of Salvar.

    Abilities:
    Shadow Meld - When hiding in shadow, the Crimson Squad is practically invisible until about 5 feet away.

    Lay Explosives - Each unit(minus Lye, Erikar, and a transmitter) has three explosive charges, which detonate with the force of a grenade. It takes one post(un-interrupted by enemies) to lay explosives. They detonate the explosives through the use a magical paper rune(activated by touch and willpower combined.) These explode with the force of one stick of dynamite.

    Assassin’s Speed - Each unit has 2x footspeed.

    Equipment – Leather Armor(chest and legs only), Hand-Held Crossbows(15 bolts each), and Steel Daggers.

    Scarlet Platoon – 80 units. Archers, infiltrators, and assassins. These are the Wetwork division of the Order’s armies. They kill from hiding and run, trying to inflict as much damage as possible with as little casualties. They often split up into smaller squads.

    Abilities:
    Camouflage Cloaks – All eighty of the Scarlet Platoon are equipped with magical cloaks, which change to the color of their surroundings. This does not equate to invisibility, and only works as well as normal camouflage.

    Superb Accuracy – The members of the Scarlet Platoon are all highly-trained with longbows, and use them to great effect. They are able to hit man-sized targets in the center of mass 8/10 times, up to 100 yards.

    Darkvision – The members of the Scarlet Platoon have been given the ability to see in low-light conditions through the use of dark magic. They can see up to 50 meters away in low-light conditions.

    Equipment: Yew longbows, Quivers of 20 Steel-tipped arrows, Leather Armor(Chest only), Camouflage cloaks.
    Last edited by Erikar; 07-02-14 at 04:25 PM.
    “Call a jack a jack. Call a spade a spade. But always call a whore a lady. Their lives are hard enough, and it never hurts to be polite.”

    “Only priests and fools are fearless and I've never been on the best of terms with God.”
    ― Patrick Rothfuss, The Name of the Wind

  3. #3
    The Most Interesting Man On Althanas
    EXP: 5,673, Level: 3
    Level completed: 17%, EXP required for next level: 3,327
    Level completed: 17%,
    EXP required for next level: 3,327
    GP
    673
    Quentin Boone's Avatar

    Name
    Quentin Boone
    Age
    34
    Race
    Human
    Gender
    Male
    Hair Color
    Brown
    Eye Color
    Green
    Build
    6' 3" 250lbs

    View Profile
    Registered. Army list forthcoming.

  4. #4
    Member
    GP
    200
    Underbunny's Avatar

    Name
    Binky Wetburrow
    Age
    15 (human mid-twenties)
    Race
    Leporidae
    Gender
    Male
    Hair Color
    golden brown
    Eye Color
    brown
    Build
    6', 290lbs

    Registered. None shall stand against the might of...

    Her Majesty's Royal Hare Forces

    Racial Traits: “Tell me about the rabbits.”

    Offence – Rabbits have short claws (though many file them) and can kick a man hard enough to send him sprawling.
    Mobility – A rabbit can jump one and a half meters straight up and can keep pace with any standard breed of horse. Reaching top speed takes some time, though.
    Durability – Their fur provides little more protection than human skin would.
    Endurance – Due to their high metabolism, even the fit members of the Hare Forces will become exhausted more quickly than an average human. Extreme exertion, such as a lengthy run, will require a big meal beforehand.
    Immunity (or lack thereof) – Rabbits are highly susceptible to poisons. They will feel the effects twice as strongly as a human, but will burn through the poison twice as quickly.
    Hearing – Rabbits have far better hearing than a human. They can hear a pin drop in the next room or a horse rising over the next hill.
    Sight – They have excellent range of vision, but difficulty focusing on distant objects.
    Smell – A rabbit can detect delicious greenery (or other things) from dozens of meters away. They are poor trackers, though.

    Her Majesty's Royal Hare Forces are comprised of three divisions:


    The Eternal Forthwit Vanguard
    1 hero and 5000 troops (equivalent)

    Commander Puddles Butterworth - “The greatest hare that ever lived!”

    The commander is the bravest and sturdiest hare in Her Majesty's Forces. (Sturdiness may or may not be a function of his girth. Was the uniform always this snug?) He has led countless expeditions, spearheaded innumerable battles, and conquered entire landmasses on their home world. Is Althanas next?

    Yes. Yes, it is.

    Equipment
    Starfallen cinderite spear and shield ~ Starfallen cinderite looks like Althanas gold with streaks of blue. It's as strong as prevalida (tier 5) and shares similar properties. This set is capable of taking energy (magical or technological) into the shield and firing it from the spear with equal destructiveness. The shape of the energy is dependant on the wielder's spearhandling. It can increase in power if multiple shots of the same energy are collected before discharging. Capturing different forms of energy at once can get messy... sometimes explodey.

    Folded cinderite plate ~ Appears golden. Strong as steel and covers his torso, shoulders, forearms, and lower legs.

    Skills
    Exceptional prowess with spear and shield. Though age has slowed him, he can still hold a defensive position even in the midst of enemy forces.

    Abilities

    Rallying 'Wot wot' ~ His speeches are so grand that he can move nearby rabbits to fight despite grievous injuries, provided they have enough blood left to do so. Truly inspiring!

    Spot o' Tea ~ With a little polite banter, he can summon all manner of tea related objects. Knives, spoons, forks, butter, scones, hot or cold tea, and all manner of jams and jellies; in child or giant size, though the later takes the wind from his sails, at worst leaving him unconscious. It’s perfect for slicking slopes, dumping scalding doom upon foes, and the post-victory social.

    Under his direct command:

    300 Royal Guardhares ~ Exceptional defenders who are willing to take a bullet, arrow, or snarky quip for him. They wear folded cinderite plate in the same style as their leader and wield folded cinderite spears with starfallen cinderite shields that can disperse weak energy attacks. (They are level three, equivalent to 1000 troops.)

    2000 Spearhares ~ Standard melee fighters with plate, spears, and shields all in folded cinderite.

    2000 Crossbowhares ~ Standard ranged fighters. They use large crossbows that can punch into iron plate at ten (rabbit) paces and have so much recoil that they bound back upon firing. Their armor only covers their torso. Each has a quiver of 24 long bolts made from folded cinderite.


    The Eminent Pallbearers of Mournsberry
    1 hero and 2000 troops (equivalent)

    Spymaster Chancy Mournsberry - “Bringing the mortician right onto the battlefield. That's efficiency right there!”

    While he does look the part of a mortician (saggy old whiskers, greying fur, frail form), he is actually the Royal Hare Forces' premier expert on gathering battlefield intelligence. Yes, he also does funerals on the side. They come with the territory.

    Equipment
    Ceremonial battlerobe with hood ~ There are folded cinderite rings hidden under the fabric. It offers the same protection as draped steel chainmail would.

    Skills
    Don't Interrupt the Eulogy ~ Chancy has an uncanny habit of being just out of the way of ranged fire. A wall of projectiles, however... well, he's not that uncanny.

    Abilities
    The Dead Can Talk ~ Using a form of puppetry absolutely unsuitable for kits' parties, he can interrogate the fresh corpses of fallen troops. They will reveal to him all that they know, provided he asks the right questions. Vague questions will often return only snark as the yet-to-depart soul resists.

    And Walk, Kinda ~ Same puppetry; just as kit-unfriendly. If a fresh corpse isn't too damaged, it can be sent shambling on its way, moaning and staggering as if grievously wounded. Once released, it can only go in a straight line and will continue to do so until it falls apart. He can only set a few dead a-walkin' per post. But, give him enough time to prepare, and the trick is all the more impressive. His funerals are the only ones with post-mortem dance numbers.

    Under his direct command:

    1000 Assassins of the Lopped Ear ~ (AKA Soon-to-be Clients) These hares were initially chosen to be nondescript attendants at funerals. However, this group proved to be nearly silent and so discrete in their movements that they would remain unnoticed even in one's peripheral vision. This led to a terrible habit of popping up beside unsuspecting mourners. They meant to offer condolences. Instead, they bestowed fatal heart terrors. More funerals ensued. Chancy, wise old hare that he is, saw potential. The assassins all have lopped ears (limp instead of standing) and are nearly as thin in the haunches as an average human. Their heights vary from 4' to 6', all the better to don enemy armor and slip among the ranks. It goes without saying that a full helmet is preferable, what with the whiskers and all. Aside from the weapons and armor they gather from the fallen, they only wield daggers of mundane cinderite (iron strength).

    500 Former Clients ~ Souls of hares that resisted shuffling off this mortal coil (or so he tells it). They appear as hovering, long-eared shadows. They can manifest around him in a semi-corporeal form and advance into the enemy ranks to do his bidding. (They are level two, equivalent to 1000 troops.)

    Bidding options:
    1) Frighten one troop near them, sending the weak-willed running from the battlefield.
    2) Manipulate the troop. This only works in the disorientation of intense combat. It causes incidences of ineptitude, forgetfulness, and friendly-fire. Requires 10 Clients per level of the enemy troop.
    3) Possession. This requires 98 Clients per troop level. It can be used on heroes. The enemy must resist by strength of will, or the Clients will gain control of their bodies. They can then use the body overtly (smashin' heads) or covertly (letting the body go about its business until an opportunity arises). A possessed troop, left to its own devices, will act remarkably normal even in high-level activities such as strategy meetings or combat.

    Former Clients are limited in their movement. They can only advance upon the enemy if its perception (even subconscious perception) is redirected, such as in the midst of battle or an argument. On their own, they move slowly, but they can meld into the shadow of a living troop, friend or foe, to travel with them. (Said shadow gains rabbit ears if it doesn't already have them.) Up to 50 Clients can travel in one troop's shadow, but the shadow becomes noticeably darker, almost pitch black when at full capacity.

    In daylight, they will dematerialize after a few seconds. In torchlight, they are deterred and will dematerialize if too close to it. (Only possession or melding with a shadow will protect them from light sources.) They can also be dematerialized with a direct application of force upon the center of their shadow-form. If they are less than thirty paces from a living rabbit when they dematerialize, they will return to Chancy. If they are more than thirty paces from one at that time, they will forget who/what they are and cease to exist for the rest of the battle.


    Thesis on Redemption
    1 hero, 3000 troops and 1 underwhelming main character

    Ex-Professor Davium Sumpter - “Formerly the Astounding Relativologist, now lacking both title and tenure.”

    Davium is the former academic who brought his students on a “field trip” into the heart of the last Gisela. It ended in disgrace all around. Minor disgrace for the army: losing to a goat. Major disgrace to him, personally: losing his career, his standing, and even the blessing of the higher being his people call Father Brain, at whose behest he had arranged the field trip/experiment. This time, he is determined to succeed and prove his associates wrong, even if he only has the help of “low IQ rabbits”.

    Equipment
    Folded cinderite chest plate ~ It's somewhere underneath his belts full of scanners and cryptic blinking lights.

    Hodgepodge pulse ray ~ Using what he could find in the rabbits' world, he assembled a ray gun. The rabbits were amazed. It does not fire bullets, but pulses of energy that move as quickly as an arrow. The ray can be dialed to fire narrow beams (4”), capable of damaging/piercing armor*, or wide pulses (10') that can set a line of men falling backward. The weapon can only be fired twice per post sustainably. In an emergency, it can be fired four times, but will be unusable for the entire next post.

    *Damage to armor is equivalent to the loss of 2 tiers per shot. Reduction to tier 0 will pierce it. Damage to flesh after breaching armor can be superficial or heavy (strikes vital organs) depending on how much of the charge's power was expended on the armor.

    Abilities
    World Door (AKA Take that Canunbriam University! AKA Eureka Hole, I swear if one more rabbit calls it that...) ~ The World Door is opened by one of the devices on his belts (probably) at up to twenty meters away from him, even unsupported in the air. It appears as a large circular doorway that can admit five rabbits side-by-side. On the other side of it is the Gisela Command Center on the rabbits' home world, where troops and supplies are stored. The door can be opened as many times as he wishes, however...

    Five-percent margin of error ~ Bridging the space between worlds is dangerous. You never know what might hitch a ride. Each time the World Door is activated, there is a chance that the horrors of The Between will be unleashed. Example: writhing tentacles, sentient garden gnomes, all those socks that get lost in the dryer. No matter what actually comes through, the effect will be the same. The door will be locked in place, spreading its flavor-of-the-minute devastation outward. Troops and structures caught within will be crushed or immobilized. The rate of progression is fifty meters of quick expansion, then a slower advance at half the running speed of a human. It will continue expanding until it collapses or is forced closed by Davium's frantic button-pushing. Upon closing, any matter that came through will cease to be a threat. (The chances of these happenings will be determined by a d20 roll with witnesses in chat. A 1 opens the door to The Between. A subsequent 16-20, attempted during each following post, will determine if it closes.)

    Under his direct command:

    1501 Technology Specialists ~ Specialists might be a strong word, as their motto is, “This button kills things, right?” Regardless, they are the troops with the dangerous equipment (and a death wish). Their armor is folded cinderite plate, but only consists of torso and arm protection. Their main weapons are swords in mundane cinderite (iron strength). On their wrists are devices that will charge their swords with electricity for one jolting attack per post that can incapacitate a limb. To avoid incapacitating themselves, they are the only hares to wear insulating footwear. They also each carry a dozen variable-timer grenades (adjustable from 5 seconds to 300) that can turn a horse into glue at zero-range and stun troops as far as six (human) paces away from the blast point. (Our main character is within this group. Wave to the good people, Binky-boy!)

    500 Scientists and Support Staff ~ These are all the rabbits on the other side of the World Door. They keep it operational from their end and arrange the delivery of troops and supplies. Should the enemy forces breach the door, they are the last line of defence. If the “Five-percent margin of error” occurs, they will also receive a hiccup of hellish nightmares on their end. You'd think it's the safest place to be in the army. It's really not.

    1000 Grabber-Stompers of War ~ These pedal-powered cinderite exoskeletons are twice the size of a hare and equipped with big smashy fists. On the home world, they are used for construction and harvesting. As such, their movement speed cannot exceed the pace of a typical human jogging. They have been armored for combat, leaving only gaps on the side of the driver capsule and a window at whisker-level. Technology Specialists are trained to pilot them in combat.
    Last edited by Underbunny; 08-06-14 at 06:04 AM.

  5. #5
    Lyre-Bearer
    EXP: 57,929, Level: 10
    Level completed: 36%, EXP required for next level: 7,071
    Level completed: 36%,
    EXP required for next level: 7,071
    GP
    6,755
    Philomel's Avatar

    Name
    Philomel van der Aart (+ Veridian)
    Age
    28
    Race
    faun
    Gender
    female
    Hair Color
    violet (dyed)
    Eye Color
    grey
    Build
    6ft / 156kg
    Job
    Matriarch (Gilded Lily, Feminist Guild)

    View Profile
    Registered:

    Loquitur Bestiis Exercitus - The Speaking Animals Army

    Aka The Narwhal Army (Narnia-Redwall, as named by Althanas Community Radio cast)

    This army is made up of creatures from the Magnus Bestiis Empire, from a land far south, beyond what is known. This is a land entirely populated by speaking animals, who tend to be larger than their dumber counterparts and speak a language similar to the Earth tongue of Latin. They were originally all small countries, which were evenutally overtaken by the Great Elk Du'Rekavor and his army of Stags and Hinds. The current list of animals stands at Mice, Elk, Roe Deer, Wildcats, Rats, Badgers, Bears, Dark Wolves, Foxes, White Wolves, Goats, various Birdkind and Horses.

    Army Made up of the following:
    2,500 Royal Rodents (infantry)
    1,750 Wildcat Shock Troops
    2,500 Elk Cavalry (1,500 lone and 1,000 mounted)
    1,000 Rat Archers
    1,500 Goat Wardens
    500 Strike Eagles
    75 Freeze-Lord Armoured Bears

    All warriors are level one, excepting the Armoured Bears. I substituted 250 ordinary soldiers for 75 of these (original offer was 1000 level 1s for 300 level 3s).


    Platoon One: The Royal Rodents - 2,500 troops
    (made of 2,400 infantry Mice Footmen and 100 Ground Troupe Moles)

    Mice:
    Appearance: Concept Art
    Each Mouse stands at just about two foot when at attention. Speaking Mice favour to walk on their hindlegs as to better be able to communicate with the other Speaking Animals (rats are the same).

    Abilities:
    Agility - Mice are able to climb almost vertical walls, as long as the wall is not flat. Climbing in general is never a challenge to them, so long as their are places to put feet. They are also as nimble on two feet as they are on four.
    Balance - with a tail the same length as their body Mice are experts at fighting on walls, wires - almost any awkward surface.
    Ambidextrous - though each favours a side, Mice can naturally fight with any hand, or indeed tail, to the same efficiency. Some favour fighting with two rapiers at one time, some with one.

    Equipment:
    Two thin iron rapiers (fighting with both or one spare).
    Leather breastplate and backplate

    Moles:
    Appearance:
    Concept Art
    Black and 3 feet in height, these are very similar to the Mice except their specialist manouvre. They are included as part as the Royal Rodents, and fight along side the Mice until their specialism is called into play.

    Abilities:
    Agile - they are as agile with the sword as Mice, but lack the balance skill.
    Diggers - The Moles are expert diggers at when commanded can dig tunnels of up to 100 metres per minute.

    Equipment:
    One steel rapier.

    Platoon Two: The Wildcat Shock Troops - 1,750 troops

    Appearance:
    Concept Art
    From nose tip to tail tip the average Wildcat is 2 and a half foot in length. They are small and nifty. Colour varies from brown to black.

    Abilities:
    Scratch - a Wildcat has five (sharpened) claws an inch large on each foot. A good swipe will cause major cuts with minor bleeding.
    Bite - with slight sabre fangs, if a Wildcat is able to get its teeth on a victim it will cause a wound two inches in diameter, taking away two layers of skin down to flesh.
    Nifty - Wildcats are one of the fastest animals in the Bestiis Empire. Full sprint they can last 70mph for 100 metres, and change course at a moments notice.

    Equipment:
    An iron helm each.

    Joint Platoon Three: Great Elk Cavalry - 2,500 troops (1,500 lone, 1000 mounted) and 1000 Rat Archers (can be mounted or dismounted)

    Elk:
    Appearance:
    Concept Art
    Each Elk is around 1.3 metres to the shoulder, and all are male. They average from 10 points on their antlers to 14.

    Abilties:

    Speed - Elks can run at 40mph for an unknown length of time.
    Antler pierce - Each point of the antler is sharpened before battle, and is the equivolent to being shot with an average arrow.
    Endurance - Elks have the ability to endure more pain and wounds than the average warrior. They can endure up to one serious and three minor injuries before having to withdraw from the fight.

    Rats: Concept Art
    Those that are mounted are mounted by a Rat (4 feet in height) who share the same abilities and fighting as a Mouse (see Platoon One) except for "Ambidextrous" is removed and replaced with the following:
    Archery - The average Rat can shoot a knot in a tree at 50 metres, or throw a javelin.
    Their skills in agility and balance allow them to stay on board a bare back Elk at full gallop. A Rat can fight alone - the Mounted Elk can act as a lone solider, in which case Elk stats apply.

    Equipment:
    One bow and a quiver of a dozen iron-tipped arrows
    Three arrows, each bound with fabric and dipped in a dry pitch to be lit on fire
    One javelin of iron strength
    Leather armour (torso)

    Platoon Four: Goat Wardens - 1,500 troops

    Appearance: Freaky Concept Art (close as I can get)
    Standing around 1 metre at the shoulder the Goat Wardens are the rocks of the army. They are a mottled brown-black in appearance and have great curling horns upon their heads.

    Abilities:
    Rock - the Goats create a firm form of a shield wall, due to their horns and thick skulls. In groups of up to 500 they can create a wall behind which, for instance, Rats can fire from. They also are used to protect the Wildcat Shock Troops until the enemy is within range.
    Headbutt - each Goat has one main weapon and that is their headbutt with horns that can land an average man on his rear end.
    Strength - each Goat is strong enough to fend against an average bear (not an Armoured Bear) and thus able to bare the weight of the heavy armour each one of them have.

    Equipment:

    Full iron-level body armour.

    Platoon Five: Strike Eagles - 500 troops

    Appearance: Concept Art
    Each has a wingspan around 3 feet, and are grey in colour.

    Abilities:
    Eyesight - Eagles have eyesight that can perceive twice as better as any other animal or average soldier. In this way they act as scouts.
    Swift Wing - An eagle can descend at around 50mph onto an enemy, and then swerve away with little effort.
    Sharp Attack - Eagles use a combination of claws and beak to give an attack that is similar to a sword strike.

    Platoon Six: Freeze-Lord Armour Bears - 75 troops - elite

    Appearance: Concept Art
    Large white Bears, roughly half a ton each and around three metres from tip to tail. They come from the coldest region, aka Freeze, of Bestiis Empire, from the mountains, where Kar'Kar'Akkus is King.

    Abilities:
    Strength - Bears are alarmingly strong and can knock over a tree easily with a shove of their mighty paws.
    Fire Resistance - Being beasts of the cold Armoured Bears favour the ice. Their bodies are so cold that fire or heat cannot harm them unless that fire is above a level three status. In this way they are not harmed by flaming arrows, but would be in danger if under severe dragon-kind fire (over level three).
    Ice Shard - Within ten metres of a being Bears can send an ice shard, much like an arrow, by essentially spitting straight forwards. Their cold breath freezes the spit and turns it into a bolt able to pierce steel armour.
    Ice Breath - Using the power of the Freeze, once per four posts a Bear can use this Breath to freeze the very air around them, including that around beings. This breath expands a radius of a metre in a 45 degree angle, to a length of two metres, and lasts until the ice naturally melts/is melted (dependent on setting).
    Claws and Teeth - With enormous paws and three inch claws, a bash from a Bear will cause concussion. Their strong jaws have around twenty sharp teeth which can bite and cause a major wound.
    Independence - The Bears are experts at war, hence they are elite. They more or less are the free-forms of the army, who command themselves, although they are undyingly loyal to Akkus, the King of the Freeze. They usually act as support to the infantry.

    Equipment:

    Fully covered in steel armour, to paws, and underbelly, leaving only lower jaw unprotected to bite and snap.

    The Generals - "Heroes":

    Lord Re'Kevron - Commander of the Cavalry


    Appearance: Concept Art
    "Give me a song to bell about, to send the dancing hinds to spring. Give me a war to trimuph in, for the Elk Lord to reign as King."
    Lord Re'Kevron is a direct descendent of Du'Rekavor, the First Elk-Lord Emperor of Loquitor Bestiis, and is an Irish Elk. He stands at an impressive 3 metres to the shoulder, with an antler range of 4 metres from tip to tip and is a twenty pointer. He is chestnut in colour and commands the Elk Cavalry as well as the Rat Archers when they are mounted.
    His antlers have the strength of Damacus metal and are sharpened before battle in similarity to a double edged sword.

    Abilities:
    Sparring and Strength - because of his great size Lord Re'Kevron can take on five ordinary infantry or one hero and two infantry at a time, and keep them surrounded and distracted. He has immense strength, and this comes into play with his Sparring ability and also holding off a beast more than three times his size. His antlers cannot be broken unless they are directly hit with something tougher than Damascus.
    Antlers - using his great antlers of superior strength, Lord Ru'Kevron can give a wound with a successful pierce that is equivolent to a major cut with a Damascus blade.
    Intellect - Lord Ru'Kevron is a master of strategy and planning. His vast intellect is only doubled with his skill as a master sparrer.
    Hoof-strike - using his hooves this Elk can knock a man unconcious with one blow of his hoof, if a strike is successful.
    Sprint Charge - With a speed of up to 60mph for 300 metres he can charge straight at a man. Other sprinting is similar to a normal Elk (see Elk Cavalry).
    The Clarion Call - As the ambassador for the Elk Lord Emperor, Re'Kevron can once per battle bellow as loud as can be heard across the army, causing all his warriors within earshot and alive to receive an extra boost of endurance. This will give any dying a boost of energy, making them able to keep going despite pain and demoralisation.

    Equipment:
    He is fully armoured (steel) akin to a war horse - covered with a helm, on the flanks and major muscle, but legs are free for sprinting.

    Master Kinder - Most Noble Mouse

    Appearance: Concept Art
    "I shall never forget my foes, when the illusionist brings me peace; yet still I shall not put myself to rest, 'til does Deception cease."
    Small for a mouse Master Kinder stands at 1 and a half feet, and is vaguely copper in colour. He commands both the Royal Infantry Mice and the Wildcat Shock Troops. Master Kinder rides a dumb (non-Speaking) roe deer.

    Abilities:
    Kindle - Kinder is a rare Bestiis magic-wielder. Though he cannot directly instill the thought he can give any being a subconcious feeling. This feeling can be hope, despair, or loyalty. In this way he can try to give the impression to an enemy soldier to change sides. It takes three posts for him to firmly implant this idea, however. Hope, on the other hand, can be directly instilled into his Mice and Wildcats up to three times in a battle, giving them a surge of passion for fighting.
    Loyalty - without his magic Kinder is a symbol of hope for many of the Mice. They are undyingly loyal to him and he is to them, and they will obey every command he says and protect him until the last man.
    Illusion - Kinder can create an environment-based illusion, that lasts until the start of the next post. It spans around ten metres in length and height and can be used to hide a squadron of men or weapon etc.
    Heal - Once per three posts Master Kinder can heal two major wounds.
    Speed - Upon his roe deer Master Kinder can run at 30mph.
    Fighting - If attacked directly Kinder has the same ability as a normal mouse in Ambidextrous, however he can fight with 2x the speed of a normal being and uses a Mithril blade.

    Equipment:
    One mithril rapier.
    One roe deer mount.

    Kar'Kar'Akkus - King of the Freeze

    Appearance: Concept Art
    "Far flung the frozen stars, far flung, flung far. Snows fall to the ice, snows fall, fall snows. See! Kar'Kar appears, see Kar', Kar' see."
    Kar'Kar'Akkus (aka Akkus) is a Raven with a wingspan of ten feet, a legend from the far south of the Bestiis Empire. He is albino, with feathers as white as snow and dark black eyes, and has a thin, haggard appearance. He commands the Strike Eagles and acts as overall liason with the rest of the platoons. His title Kar'Kar means he is equivolent to a King. The elite Freeze-Lord Bears owe direct loyalty to him.

    Abilities:
    Sight - Akkus can see further and more precisely than any other of the army, even an Eagle. He can see clearly up to twenty miles and his sight is 3x better that of an average man.
    Frost - once per five posts Akkus can make it hail, calling upon the winds of his people. This causes a severe hailstorm that lasts up to the beginning of the next post, which covers a circular area of quarter of a mile.
    Mist - once per thread Akkus can call up a mist that covers an area of a third of a mile and lasts until the start of the next post. It is thick, allowing viewing for only 10 metres ahead when inside.
    The Freeze - Being the King of the Freeze Akkus has immense power over the ice itself. Once per battle he can freeze the ground of an entire area, whether ground or the air itself for a quarter mile radius. Air becomes chill, to the affect of it being around -25 degrees. This area expands directly from him, in a circle. The only ones unaffected by this in the Bestiis army would be the Armoured Bears. This will put out most fires in the region.
    Call - Akkus has a loud voice that can be heard over the entire breadth of the whole of the Bestiis army.
    Wings - this raven can fly in the same velocity and speed of a falcon at 100 mph at a dive.
    Claw - Akkus can use his three inch long talons as an attack, striking at an enemy to give major wound(s).

    Equipment:
    Each of Kar'Kar'Akkus' claws is covered in a Damascus-strength half-foot spike. He also has a steel-strength breastplate and helm.

    Notes:
    When it says "until the start of next post" it means until the start of my next written post. Posts are also numbered by when I write them (5 for 5 posts I write).
    Philomel commands the Goat Wardens.
    Kinder is the brains behind the army, as well as the general camp manager. Because of his minor size he stays behind the lines whilst the other armies fight. Working with the Strike Eagles he is swift at carrying the entire armies supplies from place to place by air, and is an expert in regards to provisions. His Mice, when not fighting, work as provision collectors - discovering seeds and wheat and so on and taking as they travel. Much of the army relies purely on grasses and fresh water for supplies. They also sleep outside and need not much sustinence. Those extra ones that they need are collected by the Mice.
    Last edited by Philomel; 07-15-14 at 09:39 AM. Reason: spelling.
    "Tol. Mela. Othor." "Versh. Sai. Memnae." Come. Love. Conquer. - Philomel in Tolkein Sindarin, Faunish and Tradespeak

    Very grateful winner of 2015 Althies Awards: Friendliest Member, Mrs Althanas, Best IC Rivalry (with Doge), Best Judge and Most Helpful/Friendly Mod and Admin Award of Moderator of the Year.

  6. #6
    Member
    EXP: 46,429, Level: 9
    Level completed: 25%, EXP required for next level: 7,571
    Level completed: 25%,
    EXP required for next level: 7,571
    GP
    196
    Tobias Stalt's Avatar

    Name
    Tobias Ebericht Stalt
    Age
    23
    Race
    Human
    Gender
    Male
    Hair Color
    Brown
    Eye Color
    Gold
    Build
    5'8" 138 lbs.
    Job
    Lost.

    View Profile
    Registered: The Merchant Army of the Republic of Corone.

    First Merchant Army

    2,000 Regulars. The Bread and Butter of the Army's force. They have combat training at a competent level, but primarily function best under direct command. What they lack in self-sufficient behavior, they make up for with supreme discipline. They are equipped with iron spears and leather armor. They are typically split into smaller, more manageable units for easier mobilization. (Level 1)

    100 Heavy Infantry. What happens when the enemy comes in numbers? You send the specialists who squash them like bugs. Outfitted with Heavy Iron armor and Glaives or Heavy Spears, these units are meant to take a beating while cutting a swath through the enemy force. They are especially good at holding the line in a pinch. (Level 1)

    250 Mounted Cavalry. Shock troops in every sense of the word. While not heavily armored, these knights move at staggering speed to capitalize on the cracks in an enemy's strategy. They are skilled in flanking maneuvers, outriding to capture choke points, and driving a wedge in enemy formations. They use lances. (Level 1)

    150 Cataphracts. A nightmare on any battlefield, the Cataphract is a heavily armored specialized mobile troop. The armor protects both mount and rider, rendering them slower than normal cavalry, but faster than foot soldiers. Their true strength comes not from speed, but from brutal efficiency. Their armor and weapons are steel, and they employ lances. (Level 1)

    500 Longbowmen. Lightly armored, swift units who specialize in taking down enemies from a distance. They have an affinity for taking down flighted units when they have the misfortune of crossing a Longbowman's path. They have daggers as a close range option, but are not meant for close quarters combat. (Level 1)

    1,000 Elites The First Army's specialist corps. These units are highly trained and meant to be deployed very specifically. Deemed "the Black Legion" by those not brave enough to endure indoctrination, these men fear no pain nor death. It is rumored that they are extremely sadistic and abhorrently cruel. Light armor, usually dyed black, is their armor of choice. The weapon depends on the soldier- generally, they use a longsword. The strength of these units is their ability to work independently or in small groups. They are extremely hard to detect when working in cells, and excel in surprise assaults. (Level 1)

    1,000 Auxiliaries. The lesser forces of the first are by no means the weakest. Their training is on part with that of regulars, though their discipline is less cultivated. To compensate for their ragtag ways, these units excel under direct command of a General- but are less efficient when left to their own devices. (Level 1)

    Leading the First is Tobias Stalt, former Tactician of the 908th Division of Alerar. (Hero Unit)
    Tobias wields the wicked blade, "Blackheart," which has been inducted at an almost religious level into the Cult of the Black Legion.
    While it gives them no bonuses, they rally behind it with wild abandon, making them immensely ferocious.
    Command- When attached to a unit, Tobias' commands bolster their efficiency immensely. He can issue orders at will, and that unit will respond immediately. Nearby units do not benefit from this modifier. This lasts for one round per use (until the beginning of my next post), and requires a five post wait to be used again.
    Heavy Burdens- Tobias has suffered long and not well. His body is extremely hearty, and he is hard to kill as a result.

    The Second

    300 Coronian Rangers. You've heard the stories. Legendary for their peerless skills in the forest Concordia, these men number among the world's best warriors. Fleet of foot and skilled in both close quarters and at range, these men can strike and disappear into the brush without a trace. Their weapons, while only steel, are no less feared than Mithril- it's the man holding the blade, not the blade at your neck, they say. (Level 3)

    250 Bladesworn. Elite warriors bound by blood to do battle. Wise on the battlefield and in the Command tent, these troops are seasoned veterans from Coronian conflict. They wield masterfully forged blades and wear medium armor, relying more on their skill to protect them. (Level 2)

    250 Combat Mages. Trained both in war and trials at the Citadel, these are some of the most skilled Magi Corone has to its name. While not of a level with some of Raiaera's most renown, they can deal immense damage without ever closing on the enemy. (Level 2)

    2,000 Regulars.

    1,000 Auxiliaries.

    Leading the Second is Edwyn Stormcrow of the Corone Rangers. (Hero Unit)
    His wisdom in combat is paralleled by few. He inspires heroism in those around him. Kind to his allies, he brings swift justice to his enemies.
    Morale Boost- Allies within shouting range of Edwyn are immune to fear effects and rally to him when spurred. This increases their swiftness and power by 2x. (Can be used once per 5 posts, last one round of combat).
    Dead Aim- Edwyn makes an aimed shot against a called target. This shot is piercing and difficult to dodge within 300 feet.

    The twin armies are accompanied into this battle by the Terramancer known as Obsidia. (Hero Unit)
    She is stern and focused, but passionate about her craft. Those who warm to her are like her children- she protects them fiercely.
    Terraforming Once per thread, Obsidia can call forth the Tap's anger to rattle and break the land. If she focuses for two posts, she can shape it to her will. (She must go uninterrupted). If she does this for only one post, the earth splits several hundred yards in front of her and creates a chasm. (30 yards across, 90 yards long, undefined depth.)
    Tremor Sense- Twice per thread, she can read the direction and distance of a concentrated march relative to her own position.
    Gaea's Cradle- Drawing on the Tap, Obsidia can wreathe up to 10 friendly units (Or a single Hero) in a cocoon of restorative magic. While in this state, they can neither attack or be attacked. This heals moderate wounds, but only stops the bleeding of severe ones. This can be used 2 times per thread.
    Last edited by Tobias Stalt; 05-27-14 at 09:09 PM.
    Even a well-lit place can hide salvation
    A map to a one-man maze that never sees the sun
    Where the lost are the heroes
    And the thieves are left to drown

    Calm and Cold, and how they became Mithril.

  7. #7
    Name: Party Starters

    Units-

    1,000 Keg Carriers - These units are nearly identical to one another. Their weapons include the kegs that each one carries, full with various alcoholic beverages and beers. This also serves at their defense, but only defends their front. Their skills include asking "Bro, do you even lift!?", keg stands that defy physics, and psyching one another up to get ready to throw down. None of these skills have any effect on the opponent.

    1,000 Apathy Makers - These units honestly don't care what goes on around them. Honestly, battles are so 'War of the Tap'. They're ability to not give two damns about anything spreads through enemy units quickly, and can convince said enemy units to just go ahead and listen to the songs the Apathy Makers wrote that's circulating taverns you've probably never heard of from bards that only travel the indie circuit. No weapons besides their tongues, and their only defenses are the ability to drink hot things and not be phased, as well as wearing all organic clothes while not being itchy.

    500 Hot Drunk Chicks - These beauts have mastered the art of still looking good even when drunk, and even when they're doing duckface. They're sole ability to to try and convert units over to party with them and maybe they'll get to 5th base if they're lucky (They're drunk, they don't know what the hell they're saying). The next morning, don't be shocked if you wake up in bed with them. Also don't be shocked if you're accused of taking advantage of them hours later. No armor or weapons. Just low cut tops and Alerar Bottom Jeans. Sometimes boots with the fur.

    500 Underage Drunk Girls That Think They're Hot - Wait? Who invited them?! Dude! We're going to get so arrested! The UDGTTTH are teenagers who snuck into the party, usually with an older sibling, and then got completely blasted. They think they're clever, but they came to the war in their pajamas and boy shorts when they have no ass. They're not fooling anybody. They're ability is to go and annoy the crap out of the units until they pass out, are killed, or the enemy decides to take them home, fraught with embarrassment. Oh yeah, did I mention these girls are all directly related to the unnamed units of the enemy forces? Probably shoulda mentioned that earlier. No weapons or armor.

    1,000 Members From That Big Ass Band - They will give you an instrument just because you said you like music. The self-proclaimed 'Biggest Band In The World' changes its name every round, and manages to keep on rocking through the long hours of the night. Music is their weapon, and if you've ever been hit with a literal steel guitar, then you should know its a powerful one. These guys aren't afraid to smash their instruments over their foes. After all, what's one drum set when your group has 200 different drummers?

    1,000 Streakers - These guys were waster before they even got to the party. They just kept drinking until they finally decided it would be a great idea for them to take their clothes off. Nobody ever stopped to think that absolutely nobody wants to see them naked. Ever. They run across the field causing temporary blindness via their genitals waving all over the place. They have nothing as far as weapons and armor goes, but they always are in a full naked sprint down the field, able to tackle down the most heavily armored guy.

    1,000 Introverts - They don't know why they're here, and don't know anybody around. Their friends ditched them at the first chance they got in hopes they'd mingle. They don't mingle. They stand out like sore thumbs in a crowd, almost as if they have giant signs that say 'Don't associate with me!' in the party environment, such things are ok, but in a war, they may as well serve as huge targets. Wait. They do. That's all they are; decoy units so the others can attack if need be. They have no weapons, armor, or skills.

    2,000 Awkwards, half female, half male - Take they're glasses off, and they're dynamite. They're true strength lies in their strategic minds. They've spent years playing Bards & Basements with their buddies, and even made a couple of more popular friends. They're there to advise how to get maximum party potential out of this bash. They could also be used for war planning, but who the hell would want that? No weapons or armor, but they can piece together new items out of scrap left behind on the field of battle, so that's cool.

    1,000 Gingers - THEY HAVE NO SOUL AND THEY WANT YOURS! The Gingers are the kids who were told to go to bed, but still somehow got into the party due to everyone thinking they were the home owners kids. They don't have much in ways of weapons and armor, but they don't need to, because they take the enemies. A moment of weakness for you is a moment of opportunity for them. These thieves in training will strip you down bare bones, even take your soul if you let them. Probably the most vicious members of the party.

    999 Bitches - They wouldn't even let us show you their faces, they're so mean. The Bitches primary goal is to antagonize enemy units via spreading nasty rumors, commenting on fashion choices, or making out with their significant others right in front of them. They will stop at nothing to fill their foes with rage, even if they sacrifice they're own allies to do so. The are mean, dastardly, pieces of trash and they won't stop until they have everything you ever could give them because ten years of MY LIFE WASN'T ENOUGH FOR YOU, LAUREN!!!!!!!! No weapons or armor.

    1 Guy (Or Girl) Making the Beer Run - How the hell did I get stuck on this job? Have you ever tried to buy beer for 10,000 and 4 people? They better make sure I'm reimbursed No weapons and armor, and the ability to not ever be present.


    Heroes

    Masked Killer - The Masked Killer Wields a Titanium Machete, a body that is impervious to pain (He goes down eventually, but it takes a lot to take him out) and super quick speed if you're not looking at him and/or you trip. He is a vicious beast who doesn't appear until you least expect it, and he doesn't mind killing his own units either, so long as he accomplishes his goal of slaughter. 5 x strength (Can cut the head off of a regular unit member with very little effort, able to lift a seeping bag with someone in it and beat someone else to death with it like it's a sock full of pennies) 5 x Endurance (Can take 2-3 bullets without stopping, 4th would down him) and the ability to appear behind his foes if nobody is looking at him. BEWARE!

    K. W Werdna - K. W. Is the lead singer of the band, known for his hit single 'Party Be Goin On'. His tunes have the ability to get people hyped up and in the mood to dance. He also raises the morale of all members of his army while he sings, making them not fear death as they (probably) die. He has 3 x Strength (Able to lift his own bands equipment with little to no effort) and a voice that echoes across the entire battle field. He rocks a prevalida guitar as a weapon and lifts up an amp as a shield. He also likes to eat raw meat

    That Guy With Herpes - FREAKING GROSS MAN! The Guy with Herpes is avoided like the plague, as if herpes is an airborne disease. In his case, it is. If he sneezes on you, you get herpes. If he coughs on you, you get herpes, if he's with in 10 feet of you, you better freaking -believe- he's gonna herpes the shit out of you. He has no extraordinary strength or weapons of any kind, but isn't herpes enough? By the way, he probably has other STDs, the herpes is the only one you can see/contract....as long as you don't sleep with him.

  8. #8
    Innocence & Instincts
    EXP: 14,804, Level: 5
    Level completed: 14%, EXP required for next level: 5,196
    Level completed: 14%,
    EXP required for next level: 5,196
    GP
    918
    black shadow's Avatar

    Name
    Black Shadow
    Age
    27
    Race
    Human
    Gender
    Male
    Hair Color
    black
    Eye Color
    black
    Build
    6'3" / 147lbs
    Job
    N/A

    Oh what the heck, Registered!

    3,000 foot soldiers - Each one of these men have been handpicked from a selection of men. They all range from 6' to 6'5" tall. The heaviest weighs 250lbs and the lightest weighs 180 lbs. Each soldier wears steel armor from head to toe overtop of chain mail. The steel armor is a solid black with a bright red trim. They all wield a steel longsword and a black steel Shield with red trim. They all have strength enough to lift 400 lbs deadlift, agility to move better than normal, andspeed for quicker attacks.

    1,000 Archers - These archers are the same as the soldiers except they have a bow and arrows and fire from the distance. Same abilities and armor type. If needed to, they also have a short sword and dagger.

    250 Cavalry - 500 men like the foot soldiers except they ride black horses. Same abilities and armor type.

    500 Pikemen - 500 men like the foot soldiers except they use pikes for a longer reach. Same abilities and armor type. When surrounded, they will form a circle with pike sticking out. This gives them great defense against charging the enemy.

    50 Riders - A rider is a special troop that come from a small village in the outlands. These people are taught to tame and ride a "Rider". A rider is a giant flying bird like creature. These creature can grow up to a 60 foot wingspan. These creatures allow for heavy air assault. The riders wield bows to fire at their enemy below. One famous rider is "Black Wing" who is known as the best of the best. His skill alone can take down 5 others at a time. his skill though don't make him more powerful than others.

    900 Fire Drakes - These beasts are like giant lizards that breath fire. usually used for breaking up armies into smaller groups. A fire drake can also be used to ride into battle, causing them to be especially deadly.

    1,000 Wizards - These wizards specialize in all things destruction. If they want to, they can shoot a fireball, or water, or control wind. their possibilities are endless.

    1,000 Bombers - A bomber is deadly. These men sacrifice themselves for the rest of their army. These men attach to themselves explosives and run into a group of the enemy. He wears little to no armor but will take multiple arrows to kill him. At a time, it may take 15 or even twenty to the chest to knock him down.

    1,000 Tunnelers - a tunneler can dig as if he is a mole, digging 10 feet of tunnels every second. They can easily dig underneath their enemy, collapse the tunnels to make them fall, or come up behind them.

    1,000 Wraiths - These men are almost undetectable at night. Their skills in stealth make them a force to be reckoned with when it gets dark out, and often times puts the enemy on high alert at night after a raid. It is easy for me to get very little sleep in a war while these men are known to be about.

    Heroes

    1) Name: Ashla Rose Icebreaker
    Abilities:
    Natural Abilities:
    (Abilities that rely on Ashla’s physical condition and are not related to her Icebreaker bloodline)

    Ashla also inherited the elvish trait of fitness and is now six times more agile than the average human meaning she can bend a lot without breaking a bone or misplacing a muscle, she can fit through rather tight places, and she isvery good at acrobatics.


    Average Icebreaker Abilities:
    (Icebreaker bloodline abilities that any member of the family can use)

    Frost Armor: Ashla covers herself in a thick sheet of ice which can protect her from seven average attacks or two really strong attacks and one average attack. Also, by weakening an area in the armor, depending on the environment, she can form up to three ice sickles that can spear a close by enemy while still in her frost armor. The longest ice sickle can reach out to the length of a large dirk.

    Particle Restriction:
    She touches any average sized object and either numbs or freezes them other with a thin sheet of ice. The numbing is similar to that in a strong snow storm in low degrees in which your hands may feel so cold it feels hot. The ice limits body movement. This goes for when she touches a part of a person's body like an entire arm.

    Crystalline Spear: A spear made of ice forms in Ashla’s hand(s) that has the strength of delyr; she then throws it at any target. It afflicts the damage of any other spear with the usual numbness of ice cold temperatures as well. Right after the target is hit or missed and the damage is done to whatever it hits, the spear melts into water and is then completely useless. The spear can only be used five times in a battle thread, six in a quest thread.

    Ice Doves: Ashla forms up to six doves in her hands and sends them flying towards an enemy or target. Once the doves hit anything, they "explode", with the ice they are made of flying in all directions, along with Ashla's highest particle restriction damage. This ability can be used once for six doves, two times for five doves, three times for four doves, etc. Every dove can track a moving object.

    Numb: Ashla has inherited another type of ability from her kin. This isn’t an ability that relies on ice, but rather is a pass-me-down of emotions. Ashla is officially numb. This gives Ashla 5x willpower. By willpower, Ashla is able to shrug off harsh emotions and even push herself past physical pain to accomplish her goals for an extremely short time. Please do not mistake this for endurance, as Ashla still feels the pain and it takes its tole, however Ashla is able to will herself past some of the pain of wounds for an extremely short duration. More importantly though, Ashla is able to resist abilities that effect the eyes/ mind from people from levels 1-5 with a 70% chance of being successful. For anybody level 5 or above she has 50% chance of resisting.

    Spirit Abilities:
    (Abilites that require the soul and training by Adam Icebreaker to unlock. They come at the prize of a physical or internal exhaustion.)
    Spirit Ability - Frozen Step: Ashla's bloodline "bursts out" whenever Ashla chooses and she gains six times her normal speed for a limited time. For two posts she can literally zoom around an enemy, leaving many trails of frost and ice everywhere in the process, which does make it possible for an enemy to track her movements. After the usage of this ability, Ashla has the side effect of becoming literally exhausted to the point of falling to her knees. Ashla can only use this once per thread, battle and quest alike.

    Spirit Ability - Healing: Once per thread Ashla unlocks her bloodline to heal her own wounds. She can heal any small scratches or bruises immediately; she can heal up to five average wounds (serious cuts, any burns, strained muscles, dislocated bones); and one intermediate wound (organ damage; killer death blows.) She cannot use this ability on broken bones, dislocated limbs (like being cut off), or poison (yet...) This ability comes at the cost of feelings of weakness and nausea for any average and major wounds healed for the next two posts and the temporary loss of her willpower from her ability "numb" for the same amount of posts.

    2) Name: Sorish Mon Larsh

    Age: 100

    Race: Coralian

    Gender: Male

    Hair Color: None

    Eye Color: Pure Pink Reflective Eyes.

    Height:8'7

    Weight:300 lb

    Appearance:Coral Complexion, Blue with Green in the cracks of his Coral Body, a 5' tall Coralian Crown. He wears a white scaled hooded robe over his Blue and Green Coralian Armor. He is muscular without his robe and armor. His neck looks like his veins are popping out due to Roxi. His ears are like coral rings and he has a beard shaped coral under his chin. His crown has been cut to look like a king’s crown due to him being named King of the Seas. The crown plus his true height brings him to 13'7. The crown is never considered in a Coralian's true height. His arm length reaches his knees. His fingers are long and boney.

    History: Sorish Mon Larsh was born in the Northern Sea. He had grown up with both his parents who were ex-adventurers. They would tell him stories of many of the adventures they had in the open sea. The one place that they never visited but wish they had been the land. Few Coralaians have set foot on dry land. There have been stories of the beings that lived above the waves but nothing more. After his 30th birthday he had his Adult Ceremony. His ceremonial challenge was to find a Coral Worm who would bond with him. It took him three weeks to find a Coral Worm willing to bond with him. He was about to give up when he found Roxi. him and this coral worm soon found out that they made a great team. Roxi was one of the wisest Coral Worms of her class. She also loved adventures. As soon as Roxi bonded with Sorish she discovered that he was going to be an adventurer and agreed to be his companion. After a few more weeks to really get to know each other, Sorish and Roxi headed back to the ring of adulthood where Sorish's family and friends were waiting. As soon as he got into the ring it started to glow. It was yellow at first but then turned green. After it turned green his father stepped forward and asked him what profession he was going to choose. After telling his father that he was going to be an adventurer, which didn't need any form of higher education his father smiled and handed him his Coralian Necklace which had a walking stick and a pair of boots carved into it. After he told his parents goodbye he headed off to have adventures of his own.

    Sorish ran into trouble upon exiting the water in Fallien. He first ran into a warlord who challenged him but, was the warlord subdued by a fairy with control over plants. This fairy then gave Sorish the Sea Tree in order to clean up the pollution in the sea. After planting the Sea Trees, Sorish returned on his adventure.

    Two years later, his parents dropped his sister, Sanderia, off for him to take care of while they went to fight a war.

    Two years after that, Sorish helped close the Lando Ruins and became a keeper of one of the keys to the ruins. Four year later he reopened the Ruins and destroyed the King’s Soul

    About two years after destroying the King’s Soul, Sorish entered the Adventure’s Crown Tournament and made it through the second round.

    When Sanderia was ten, he met up with Korra in a forest in the outlands. Five years later, he took her on a date and proposed to her. The wedding date hasn’t been decided yet.

    A year after the proposal, he joined the Cell, but lost in the first round.


    Sorish has been officially crowned King of the Seas.




    Skills:
    Tracking – Can track most animals easily especially in the water.

    Leadership – Due to Sorish being King of the Seas for 30 years Sorish has grown to learn the way of leadership. This means he knows the way of politics as well as how to rally a group of people to his cause.

    Master Swordsman

    Abilities:
    Water magic:
    Aurora Awakened - Aurora, the spirit of water, has chosen Sorish as one of her hosts. She has recent awakened and because of this Sorish no longer needs to chant in order to use his magic. He just has to think of the spell and it happens.

    Water Bubble - A 5 cubic meter bubble of water appears for 4 minute and can be used three times per hour. It can be moved around but is not really usable as a weapon.

    Water Gun - When used in water makes a strong current but when used on land requires Water Bubble and shoots it out at the enemy inflicting heavy damage, about as much as an extremely strong punch. He can sustain it for 20 seconds, and can use it 5 times per hour.

    Breathing Bubbles - 2 Bubbles that he places around his gills when he leaves the water, sustainable till he enters water. No attack or defense Stat Change. Just makes him able to breath.

    Rain Dance - Requires Water Bubble. When used the Water bubble changes into a creature which dances around Sorish protecting him from fire and small projectiles for 5 seconds. After this time it returns to being a bubble and it begins to rain in 1/2 mile radius. Rain lasts for an hour. Creature does not have a brain.

    Needle Rain – Sorish can manipulate the rain in 3’ radius from him to turn into needles for about 5 seconds. This ability takes 30 minutes before it can be used again. Needles only cause heavy pain, bleeding, and maybe cripple due to hitting muscle. It will not kill the victim.

    Gills - For breathing under water

    Coral Regeneration- While wet Sorish heals at 1 mm every ten seconds via Coral Regeneration lasts as long as he is wet. While dry it takes about the same amount of times it would any normal human. While active, ability absorbs water at 2x normal rate drying him five seconds after water source stops.

    Sea Creature - Due to being born and raised in the water, Sorish isn't as easily affected by it. The only way water affects him is if there is a really strong current in the water. However, the flip side is that he is slower on land due to his slime hardening constantly.

    Coldblooded - Coralians are cold blooded so they are extremely slow in the cold, however, they will not hibernate.

    No Groin Shot - Coralians do not reproduce from the groin so they are not sensitive in the groin area

    Combat Stances:
    No Kamaes - Five stances that are used in Japan.
    Jodan - The sword is raised above the head with the tip pointing back and the blade facing up, in readiness to strike. Sorish doesn't usually use this style often as it has a low defense

    Chuden - The left foot is slightly behind the right with the left heel slightly raised, both feet are parallel, the hips are straight forward, shoulders are relaxed, spine is perpendicular to the floor at all times. The center of gravity should be centered between both feet. The Sword is held with the hands in front of the waist, with the tip of the weapon pointed at the opponent's throat. As a basic sword stance Sorish uses this one when he has to both defend and attack.

    Geden - The sword is held out in front of the body pointing at the waist in kendo, or at the knee or sometimes the ankle. They are crouched down to help stabilize themselves looking almost like a rock. This is Sorish's favorite stance as it is good at defense and whenever he finishes a block it becomes an offence.

    Hasso - The left foot is forward, and the sword is held pointing upright with the hilt in front of the right shoulder. The blade slopes slightly to the rear. When cutting, the sword is raised above the head. Sorish only uses this stance when he is surrounded.

    Waki - The length of one’s own blade is hidden behind their body only exposing the pommel to the opponent. That is the only requirement, how you stand and strike is up to you. This is Sorish's third favorite stance as it makes it impossible for others to tell how long your sword is or where you are going to strike.

    Sorish's Special Stance - Sorish has his own stance as well. He lowers his body like Geden but keeps on his toes so that he can move quickly. He also has a spinning motion where he angles the sword horizontally and spins cutting all his enemies around him down.

    Sorish's Normal Style - Sorish doesn't like to just charge into battle. Instead, he strategize then enacts the strategy.

    Red Death - A disease that changes Sorish's fighting style to pure aggression. It appears when someone angers immensely. His eyes change from Reflective Pink to Reflective Red, thus the name. It has no effect on his stats or strength. All it does is send him on a rampage which is deadly to both friend and foe alike. He just constantly slashes at any creature he sees until there is no one left or someone can calm him down.


    Equipment: All equipment steel grade
    Coralian Short Sword - A 6' sword made out of hardened coral

    Coralian Knife - A 3' knife made out of hardened coral

    Coralian Battle Armor - A set of plated Body Armor that is made out of hardened coral

    A Coralian shield - A 7' diameter Shield that is made out of hardened coral

    Coralian Water Magic Book

    Armor Information: The Scale Robes are like Studded Armor but due to the fact that they are made to be flexible they can't protect against blunt weapons. The armor underneath does that for him. His Hardened Coral Armor is as strong as steel.

    Familiars:
    Roxi
    Age: 100

    Species: Coral Worm

    Gender: Female

    Eye color: Black Eyes

    Height: Varies

    Weight: 5lbs

    Skills:
    Tracking

    Grabbing Things
    Abilities:
    Stretching Body

    Enhancing Sorish's abilities / skills to 150%. Lasts 30 seconds. After 30 seconds they both are left winded. Can only be activated if she is connected to Sorish.

    Royal Guards – Two Coralians that protect Sorish at all costs. They both wear a blood red fish scale robes that is the symbol of their blood oath to the King of the Seas.
    Last edited by black shadow; 06-03-14 at 06:36 AM.
    "The lives of others are more important than my own."
    ~Black Shadow~

    "I live with the choices I have made. And though I may not be proud of what I have done, the consequences are with me every day."
    ~Black Shadow~

    "Your family is still your family, no matter what they do to you. They may make you angry, push you away, or even try to kill you, but in the end, they are still your family."
    ~Black Shadow~

  9. #9
    Member
    EXP: 1,446, Level: 1
    Level completed: 73%, EXP required for next level: 554
    Level completed: 73%,
    EXP required for next level: 554
    GP
    0
    Dead & Walking's Avatar

    Name
    Grond The Zombie
    Age
    35
    Race
    Zombie
    Gender
    Male
    Hair Color
    Grey
    Eye Color
    yellow eye whites with blue iris
    Build
    Height: Originally: 6’2 Current: 5’4 Weight: 135 lbs.
    Job
    Leader of the Zombie Army

    View Profile
    Registered

    Zombie Army: There is no armor on any of the animals. The humans only wear what they had on when they were infected. Notice all Zombies can transmit the disease. The disease will only take effect upon the death of the human. so even if you save the life of the man. He will turn in the next battle if he dies. And don't think he will be partial to you and the enemy.

    26 Zombie Canines - A pack of Zombie Canines. These canines are the second fastest group in the zombie army at an average speed of 30 MPH (48 Km/h). They also hunt in a pack so don't expect them to be easy to fight. They can run and jump and will use normal wolf tactics.

    30 Zombie Cats - They are not as fast as the Canines but are more likely to get to you due to their agility. Plus they can climb. A scratch from a Zombie Cat is all you need to be infected.

    6836 Zombie Rodents - The infiltrators of the army, the Zombie Rodents go practically unnoticed as they bite the animals and people in their sleep. They also infect the food source to spread the virus undetected This is one of Grond's favorite tactic when it come to attacking large cities. Included in this group are mice, rats, and squirrels.

    2052 Zombie Rabbits - The fastest group in the army, Zombie Rabbits can run long distances at a whopping 45 MPH (72 Km/h). Not only that they also have the ability to jump up to 6'. They are also the most agile creatures as they can make extremely sharp turns making it hard to hit with a bow or sword. Their main tactic is to come at you, divert to the side when you swing then turn back and jump to clamp down on your neck. It has been extremely effective for years. Oh and they can hide in extremely small spaces so, yeah good luck catching them before they dart into a hole to hide.

    85 Zombie Bears - The brutes of the army, these undead bears have their claws dripping with the disease, one swipe is all it takes to change you.

    136 Zombie Cows - Zombie Cows are known to stampede. They charge any opponent in hopes of trampling them underneath. their hooves are covered in the virus so that anyone they get will be changed upon their death. The stampede is known to go at 40 MPH (64 Km/h).

    6 Zombie Bulls - Zombie Bulls usually go out on their own and charge anyone who gets close in order to skewer them on their horns. The skewered mammal will then start to change into undead zombies. A he will charge at you at 35 MPH (56 km/h).

    154 Zombie Moose - Zombie Moose are extremely Dangerous. They can run at 35 MPH (56 Km/h), weight 1450 lbs (680 Kg), and will continue to stomp on you till they know you are good and dead.

    341 Zombie Raccoon - The Zombie Raccoons are spies, they watch from the trees and then sends details back to the Zombie Generals

    170 Zombie Skunks - The Zombie Skunks release it's stinky smell onto a person to not only distract them but to spread the virus. Anyone who touches the victim will also receive the virus.

    147 Zombie Humans - The Zombie Humans is the group that is thought to be the most deadly considering that unlike past Zombie Viruses, this zombie virus lets them keep human intellect. However, the zombies don't think themselves as humans and are pushed to procreate. And the only way for a zombie to procreate is to kill a mammal and spread the virus. The only downside to having this intellect is that they can't spend any extra energy in movement so zombie humans can not run.

    15 Zombie Children - The unlucky children from the first town attacked. They are the only group that has not grown since the start. These children tug at the heartstring of the enemy then bite them in order to infect the soldier. This group also has the imagination of a child so you never know how they will go about getting into mischief. They also are the only zombies able to use tools.


    3 Heros:

    Zam The Zombie Bat - The only bat of the army (For the time being) Zam is kind of like their "eyes" in the sky. Of course, it is a night time only job.
    Abilities:
    Flight - As a bat, Zam can fly around above the battlefields. However, he only does so at night.

    Echolocation - Zan uses sound to discover where everything is on the field below it. This sound is on a very specific frequency which only Zan can make and hear. When listening for said frequency no other sound is heard.

    Venom - Unlike other zombies, Zam has a venom that actually turns the victim crazy until they die turn into a zombie. This makes it impossible to do research on the virus.

    General Sam - The leader of the Human Army, General Sam was the commander of an army that fought Grond before. Because of this, he has heavy military tactic.

    Abilities:
    2X human strength - he can lift twice his bodyweight

    1/2 speed - because he is a zombie, his speed is half that of a regular human

    Commander - He has control over all the non child humans. He decides when they attack and how.
    Child General Michael:

    Abilities:
    2X human strength - he can lift twice his bodyweight

    1/2 speed - because he is a zombie, his speed is half that of a regular human

    Weaponization - He has the ability to build a weapon on the spot, using the limbs of any zombie that is already taken out. He gives these weapons to the other zombie children to be used against the enemy.
    Last edited by Dead & Walking; 08-15-14 at 08:33 AM.
    The time of the zombies have come ~ Grond The Zombie

    Able to infect:
    Mammals

    Familiars: 1
    Zan the Zombie Hound

    NPC Army Roster: 2925
    2879 Animals
    5 wolves; 9 cats; 3 dogs; 1,500 mice, 600 rabbits, 25 bears, 40 cows, 2 bulls, 45 moose, 500 squirrels, 100 raccoon, 50 skunks
    46 Human
    15 men, 15 women, 8 boys, 8 girls

    Marked people: 4
    0 men, 0 women, 2 Boys, 2 Girls

  10. #10
    Loremaster
    EXP: 72,114, Level: 11
    Level completed: 60%, EXP required for next level: 4,886
    Level completed: 60%,
    EXP required for next level: 4,886
    GP
    8423
    Christoph's Avatar

    Name
    Elijah Belov
    Age
    26
    Race
    Human
    Gender
    Male
    Hair Color
    Brown
    Eye Color
    Brown
    Build
    6' / 175 pounds
    Job
    Former chef, aimless wanderer, Pagoda Master, and self-professed Salvic Rebel Leader ™.

    Registered.

    Crusading Army of the Ethereal Sway


    Specialist Detachments


    The Choir of Ice and Sky
    “Together, we sing with the voice of the gods.”

    150 Empowered Priests (Level 3) – The Empowered Priests are the arcane arm of the Ethereal Sway, elite holy agents trained in magic. They carry solid iron spears etched with scriptures. Each has learned four of the Ten Holy Cants, lyrical prayers charged with the magical energies of holy Salvar. The Cant of Storms calls forth a bolt of lightning to smite their foes from a great distance (100 yards). The Cant of Gales blasts a target with a gust of wind strong enough to knock grown men back ten feet (range of 30 yards, with increased power at closer distances – can strike up to three closely grouped targets at once). The Cant of Winter assaults a close enemies with ice and cold, freezing them within seconds (range is 5 feet, covering a 90 degree arc). The Cant of Warding conjures an invisible barrier with a ten foot diameter that deflects arrows and other small projectiles. Multiple Empowered Priests can combine their efforts, chanting in unison, increasing the range, area of effect, and/or power of their spells with each participant. They may also mix different cants together, creating maelstroms of destruction. The greater the number, the longer it takes the priests to synchronize their powers, but the entire Choir chanting in unison is a beautiful and terrifying thing.

    100 Initiates (Level 2) – These are the new members of the Empowered Priest ranks. Typically, one will serve as an apprentice under a full-fledged Empowered Priest, aiding his master both on and off the battlefield. They also carry iron spears, but only know the Cant of Storm and the Cant of Warding (see above).

    Nicholai Chzov, Master of the Choir (Hero) – Chzov is a veteran of five different wars and has served the Ethereal Sway for fifteen years, rising rapidly through the ranks. His power is nearly unrivaled among Empowered Priests, especially for his age – some would say to a dangerous degree. At the age of 33, he has already mastered seven of the Ten Holy Cants. He knows the Cants of Gales, Storms, Winter, and Warding (see above), and is able to manifest their effects twice as powerfully. The Cant of Blades unleashes a flurry of invisible force blades that drastically reduce the effectiveness of armor and cut flesh and bone. With the Cant of Whispers, Chzov can listen to the thoughts of others within twenty feet. The Cant of Sundering channels the forces of unmaking and entropy through his spear, allowing him to temporarily shatter magical effects at close range, including active spells and enchantments. It can also enhance a melee attack, allowing it to banish summoned outsiders or destroy magical constructs or elementals. He carries an iron spear like his followers, but his contains a core of prevalida laced with powerful blessings that enhance the accuracy and casting speed of his Cants.


    Beastcallers of Kalev
    “Rise, savage one! I who named you command you!”

    30 Beastcallers (Level 2) – They command wild beasts, even the largest and mightiest, using mysterious shamanistic powers. These ten invoke the name of the Ethereal Sway, thus earning sanction for their powers. They control the beasts brought with the crusading army, and can also use their powers to instill terror in other animals. They wear leather armor and wield whips and spears, which they are experts with. They possess above average strength and toughness.

    200 Beast Handlers (Level 1) – They serve the Beastcallers and assist in wrangling the war beasts. They too wield spears and whips and possess combat prowess similar to that of Beastcallers. They simply lack their superiors’ supernatural abilities.

    400 Beast Riders (Level 1) – These warriors hail from the more savage reaches of Salvar, but they serve under the Ethereal Sway for coin and the chance to win glory in battle. These men (and women) ride the various war beasts into battle, armed with bows and spears and armored in thick animal hides. Many carry shields of thick oak wood.

    400 Tiger-back Outriders (Level 1) – These warriors ride giant saber-tooth tigers into battle. Wielding cavalry spears, short swords, and bows, these troops serve as both fast scouts, flankers, and in dire situations, deadly suicide assault troops. They wear chain mail.

    20 Manticores (Level 3) – These huge, ferocious beasts hail from the highest peaks of Salvar. There, they reign supreme as apex predators in environments already crawling with bears and saber-tooth tigers. They have the bodies of lions, only twice as large and with tough, leathery skin, giant bat-like wings, and a venomous barbed tail. It is dangerously strong and fast and can crash into ranks of soldiers from above. Unfortunately, they are extremely difficult to control, requiring the powers of the Beastcallers as well as handler assistants to direct these terrible beasts at the -enemy-, rather than friendly troops.

    30 Wyverns (Level 2) – Did someone cross a giant bat with an alligator? No, that’s just a Wyvern. Native to the Kachuk Mountains, these leather-skinned flying beasts are thought of as distant, smaller cousins of manticores. They lack the feline agility and barbed tail, but their claws and teeth allow them to sew terror from the skies.

    40 Woolly Mammoths (Level 2) – Massive, lumbering animals trained for war, the mammoths hail from the northern wilds of Salvar. Beastcallers capture them and transform these usually peaceful creatures into beasts of war. They require proper coaxing to lead them into battle, but once they start rampaging, they can smash through enemy lines. They carry five Beast Riders.

    100 Woolly Rhinos (Level 1) – Large, furry beasts with horns and thick skin used to break enemy lines. They are strong and tough, though lack the speed, agility, and endurance of horses. Each carries two Beast Riders.

    400 Giant Saber-tooth Tigers (Level 1) – Tamed and trained by the Beastcallers of Kalev and ridden into battle by skilled Outriders, these huge cats are fast and strong, with sharp teeth and claws and tough, leathery skin.


    Order of the Black Rose
    “The heathen enemy will wilt beneath our blades.”

    100 Paladins (Level 3) – Ordained champions of the Ethereal Sway, they are knights of peerless prowess. Paladins of the Black Rose are known for their ruthlessness and tenacity on and off the battlefield. Clad in heavy articulated steel plate armor, they ride into battle atop large, muscular warhorses covered in steel barding. They wield lances, swords, and maces and carry shields warded against enemy attacks and magic (cutting elemental and magical damage by half). Veterans of a dozen or more campaigns, Paladins are strong, tough, fearless, and surprisingly quick, capable of fighting fearsomely both from horseback and on foot. Each has the ability 'Smite', which infuses their attacks with holy energy that burns servants of darkness. This translates into their attacks dealing double damage to undead, demons, and those otherwise tainted by dark energy.

    200 Crusader Knights (Level 2) – The lesser but still effective counterparts to the paladins, crusaders strive to achieve their superior comrades’ glory. They lack the warded shields, but are otherwise similarly armed and armored as the paladins. They are mighty in battle, but not quite as strong and skilled as the paladins. They also possess the Smite ability, but it only deals half again more damage rather than double.

    700 Sworn Swords (Level 1) – These knights only recently joined the Order of the Black Rose. They are strong and eager to prove themselves. Despite their inexperience, they are still true knights, brave and disciplined. They are deadly on the charge and skilled with sword and lance. They wear steel reinforced breastplates, helmets, gauntlets, and chain mail.

    1,001 Barded Salvic Warhorses (Level 1) – These bulky beasts carry knights into battle. Bred for generations in the harsh lands of Salvar, they stand 17 hands tall and weigh over 160 stone, with the bulk, muscle, and nerve to carry fully armored knights into the thick of battle. Their chest-sized hooves can trample foes and crush their bones. They wear sturdy steel barding to protect them from attacks.

    1,000 Squires (Level 1) – Every knight needs a squire. These knights-to-be serve their knight masters on and off the battlefield. They help the knights don their armor and mount their steeds, and then march to war alongside them. They wield swords and shields, which they are very skilled with, and wear breastplates and half-helms. Their intense training has made them strong and quick.

    Ser Anton Timko, First Paladin of the Black Rose (Hero) – They say Ser Timko will someday become Grandmaster of the Black Rose, but until then he leads their host to battle as First Paladin. He is known as a man of immensities – immense in size, immense in charisma and presence. His massive strength allows him to wear extra heavy steel plate armor lined with bands of magic-resistant Delhar. His lance is tipped with mithril and his shield holds the same enchantments as the paladins. He carries a mace with a delyn core wrapped in steel with mithril spikes. Its blessing makes it strike with a burst of lightning. His great strength does not render him dim-witted, however. Anton is an excellent military leader with dozens of victories under his belt. His Smite ability (see above) triples the damage of his attacks against servants of darkness.


    The Witch Hunters
    “You’re a clever witch, hiding in the shadows, but the Eye of the Sway sees all.”

    30 Assassin-Priests (Level 3) – These deadly agents stalk the shadows, killing witches and heretics in the Sway’s name. Known for their black leather armor and cloaks that seem to melt into the darkness, even rumor of an Assassin-Priest strikes fear into the heathens’ hearts. They are terrifyingly stealthy and impressively fast and agile. They wield hand crossbows, swords, and daggers, as well as collections of deadly poisons, and each carries a vial of alchemical wildfire that spreads a fiery inferno with a 20-yard radius. Their cloaks are woven with shadowy enchantments, enhancing their stealth, and their All-Seeing Eye amulets allow them to see in perfect darkness. They tattoo themselves with various holy blessings that protects them from unnatural mental influence and disrupts the flow of magic within ten yards, making magic twice as difficult. The Cants of the Empowered Priests are immune to this effect.

    100 Witch Hunters (Level 2) – Witch hunters are lesser agents, often serving a deadlier Assassin-Priest and aspiring to become one (though few survive late enough into their careers). They wear the same armor and and cloaks and wield the same weapons as Assassin-Priests, but lack the tattoos and amulets. Their fighting prowess is similar, but they lack the canny experience of their masters.

    High Inquisitor Heinrich Reichter (Hero) – An assassin without peer and without mercy, Heinrich Reichter is like a ghost story across Salvar. His skill with a rapier is legendary, as his victory in twenty-five duels proves. More frightening are the countless heretics and suspected sorcerers who simply vanish, with naught but a rumor of the High Inquisitor’s involvement. He wears light leather armor to allow flexibility, as well as the traditional cloaks of the Assassin-Priests. His is far more effective, however. It allows him to not only fade into shadow, but to -become- shadow for short periods of time, slipping between cracks, up walls, and under locked doors. His rapier is mithril with a core of delhar banded with steel in the hilt. He carries a brace of hand crossbows and a dozen poisoned daggers. He is also marked with the Assassin-Priest tattoos.

    *

    Main Army

    (All Level 1)

    2,000 Hanslev Pikemen – These professional soldiers from the Hanselv region form the immovable backbone of any army they join. When the Ethereal Sway calls a crusade, they fight with zealous fervor. They wear steel breastplates and helmets with padded chainmail gloves and leaver boots. They carry short swords as secondary weapons. They use their long pikes in tightly packed formations to blunt cavalry charges and break enemy infantry against their wall of sharp steel points. Unlike average militia pikemen, the Hanslev regulars are well-drilled and can freely maneuver the battlefield in blocks of 100, splitting apart and combining as needed.

    1,000 Halberdiers – These soldiers serve as melee support for the pikemen, reinforcing weak points and marching in front of pike blocks. They wear the same armor as the pikemen, but carry shorter halberds designed to fight heavily armored foes.

    1,650 Longbowmen – Lightly armored infantry wielding longbows and short swords.

    500 Skirmishers – Lightly armored infantry with shields, javelins, and short swords. They support the main infantry clusters, guard flanks, and cover retreats.

    19 Hunting Horses – Quick, strong steeds to serve various needs in the army.

    300 Siege Engineers – Lightly armored, these personnel are capable of direct combat but not designed for it. Instead, they focus on battlefield control, digging trenches, building barricades or siege rams, and manning war machines. They are also trained as sappers, and each one carries a single crude gunpowder explosive and a flask of highly flammable oil.

    100 Bolt Throwers – These light but powerful war machines are essentially smaller ballistae designed to accurately pick off armored targets from a distance. Enhanced with Alerian spring steel, these deadly contraptions can fire spear-sized bolts at ranges up to 500 yards, with precision up to 200. It can fire four full range shots per minute, or six short range shots (under 200 yards). Each requires two trained crew members to move and operate it effectively. If fired by only one person, its rate is cut down to 1/3.

    230 Fanatics – Though unarmored and wielding a random assortment of weapons, these religious zealots form the moral core of the army. As they whip themselves into a frenzy, shouting sermons and other encouragement, they help put the army into the proper mindset for battle. They are also the last to retreat, even if the battle is lost.
    Last edited by Christoph; 06-05-14 at 08:23 PM.

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