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Thread: Gisela Open Registration

  1. #11
    Captain of Curses
    EXP: 2,795, Level: 2
    Level completed: 27%, EXP required for next level: 2,205
    Level completed: 27%,
    EXP required for next level: 2,205
    GP
    740
    Kroom's Avatar

    Name
    Jak Roth Rute
    Age
    26
    Race
    Salvar
    Gender
    Male
    Hair Color
    Black
    Eye Color
    Green
    Build
    Five foot ten; roughly one hundred & eighty pounds.
    Job
    Blacksmith & Armorer

    View Profile
    The Iron Brigade.

    Heroes.

    Kroom M'kralla. Commanding officer. Possibly part Orc; tall and burly, with dark hair and brooding dark eyes. Possesses an astute intellect, and is trained in some magical arts. Wields a long damascus talwar and steel shield, wears medium armor & helm.

    Abilities:
    - Empowering Aura: allied spellcasting is progressively boosted & enemy spellcasting is progressively weakened as the caster approaches Kroom, starting at 50m distance. Within 10m, enemy spellcasting is silenced & allied spellcasting is triply effective.
    - Blazing Saddles: when Kroom orders a full charge, all allied cavalry deal more damage and are harder to repel. This effect lasts for the duration of the charge, until it is successful or stopped.
    - Whirlwind Warrior: when Kroom enters combat personally, his training and fighting style enable him to move at 3x human speed.
    - Cleaving Blade: Kroom's enchanted scimitar will easily cut through armor weaker than dehlar.
    - One-Man Wall: Kroom's shield easily resists most non-magical attacks, and partially protects him from all but the strongest magical assaults.

    Felix Trullath. Adjutant officer. Average height, peak physical condition. White hair, wears a blindfold to hide his absence of eyes. A lifelong soldier, moderate magical training. Wields a long spear, sword, and shield. Wears blackened medium steel armor.

    Abilities:
    - Blind-Sense: To compensate for the wounds which cost him his eyes, Felix has trained himself to have a magical awareness of his surroundings. If he focuses on this (that is, is not actively fighting), he can expand this to a reasonably accurate awareness of everything within a half-mile of his position. When used latently, it is effective up to 20m.
    - Warrior's Boon: soldiers near to Felix benefit from his own prowess, and are more effective.
    - Magic Sight: Felix has practiced a magical perception. While he cannot perceive as do you or I, he can still 'see' much as would a normal person, and magical illusions do not deceive him.
    - Empowered Cast: Felix can hurl his war-spear with the aid of his magic. Magical energy creates a piercing sheath around the weapon, and it strikes with the force of a grenade's explosion. Armor without magical properties will provide no defense.
    - Chosen Weapon: Felix's sword carries a magical aura which empowers its strikes, easily cutting through all but the heaviest non-magical armor.
    - Hero's Stand: if Felix orders a group of soldiers to stand and operate defensively, they become extremely hard to dislodge.

    Sekk'ara. Barbaric warleader and shaman. Very tall (~7ft) and very muscular. Black hair and golden eyes. Magically mutated, his right arm is scaled and clawed. Powerful magician and warrior. Mediocre tactician. Carries a greatsword and flail and can easily dual-wield them both. Wears magically-invested leather armor.

    Abilities:
    - Black Magic: Sekk'ara can conjure magical force (telekinesis) once every other post. This ability may not alternate with Fire Magic.
    - Fire Magic: Sekk'ara can conjure a large amount of magical fire once every other post. This ability may not alternate with Black Magic.
    - Pyre: If killed, Sekk'ara's magical energies will detonate in an incinerating blast. Anything within 100ft of him will die, allied or not.
    - Black Mist: Sekk'ara can craft magical illusions.
    - Ashtareph's Kiss: Wounds inflicted by Sekk'ara's sword empower him in combat, though they do not heal him or empower his magic.
    - Kiramod's Aspect: Sekk'ara's flail radiates an aura of intense dread, likely to dishearten enemy soldiers.
    - Fuel for the Fire: non-lethal wounds inflicted on Sekk'ara empower his magic.

    ________________________________

    Troops.

    Sway Mages. 30 Sway-approved battle-mages.
    Effective to line-of-sight, ~800m. Little to no proper armor, high mobility, good discipline. Few to no proper weapons. Trained variously in offensive, defensive, healing, or enhancing magic. All capable of communicating instantly with the other mages, a handful (6-10) capable of instantaneously teleporting small groups (10-20) to known locations or within line-of-sight.

    Salvic Iron Guard. 70 elite heavy dragoons. The General's Guard.
    Heavy steel longswords & crossbows (identical to rank-and-file crossbows). Heavy steel armor on men & medium armor on mounts, good mobility, extreme discipline. Extensively trained. Strong against all non-magical targets.

    Salvic Foot. 5,400 infantrymen.
    - 2,700 pikemen. 20 ft pikes, medium armor, good mobility, high discipline. Short weapons (swords, long knives, axes, maces, hammers, etc.) for close fighting. Strong in formation.
    - 1,800 crossbowmen. Steel-ribbed crossbows & steel bolts. Max range of ~375m, max killing range at ~300m, best accuracy up to ~150m. Rate of fire ~2 shots per minute. Medium armor. High mobility, high discipline. Short weapons (swords, long knives, axes, maces, hammers, etc.) for close fighting. Strong behind fortifications or in protective formation.
    - 900 swordsmen. 3 ft steel swords & kite shields. Full armor. Good mobility, good discipline. Strong against disorganized assaults or in organized formations.

    Salvic Horse. 2,100 horsemen.
    - 600 heavy cavalry. 20 ft lances, heavy armor on man & horse, high mobility, good discipline. Heavy weapons (axes, maces, hammers, flails, etc.) for close fighting. Strong against infantry & light cavalry. Nigh-irresistible in a full charge.
    - 1,500 light cavalry. Light armor on man & horse. Extreme mobility, low discipline. Short lances & rough polearms, swords, maces, whips, compound bows & arrows. Strong against light infantry & light cavalry. Very strong in full charge, good at maneuvers & running battles.

    Salvic Irregulars. 1,800 infantrymen.
    - Irregular weapons, both ranged & close-quarters. Maximum range of ~200m, effective against armor up to medium-grade. No to medium armor, extreme mobility, low discipline. Strong stealth capabilities. Extremely effective from ambush, at close-quarters, & in disorganized conflict.

    Salvic Artillery Corps. 600 engineers, sappers & artillerymen, manning 190. war engines.
    - 120 scorpions (highly mobile heavy crossbows). Maximum range of ~400m, accurate range of ~100m. Extreme accuracy, effective against all standard armor grades. Fires heavy bolts/light javelins. Rate of fire 3-4 shots per minute. 1-man operator. (120 personnel allotted.) Strong as precision anti-personnel.
    - 30 light ballistae (low mobility siege crossbows). Maximum range of ~450m, accurate range of ~200m. High accuracy, effective against all standard armor grades. Fires javelins, 6lb shot, grape shot & canister shot. 4-man crew. Rate of fire 1 shot per 2 minutes. 3-man crew. (120 personnel allotted.) Strong as anti-personnel fire & against formations.
    - 30 hwacha (good mobility volley rocket-arrow launcher). Maximum range of ~150m, effective range of ~100m. Low accuracy, effective against all standard armor grades. Fires rocket-propelled long arrows in volleys of 200 per hwacha (6,000 total volley). Rate of fire 1 discharge per 5 minutes. 3-man crew. (90 personnel allotted.) Strong against formations.
    - 10 heavy mangonels (poor mobility torsion catapult). Maximum range of ~200m, effective range of ~150m. Good accuracy, effective against all standard armor grades & fortifications. Fires clusters of stone shot, canister shot, & 30lb solid stone shot. Rate of fire 1 shot per 5 minutes. 6-man crew. (60 personnel allotted.) Strong against formations & fortifications.
    Balance of personnel (210) working supply, maintenance, and guard. Crossbows, shortswords. Medium armor. Good mobility, high discipline.
    Last edited by Kroom; 05-29-14 at 05:03 PM.
    Unbent, unbroken.

  2. #12
    Member
    EXP: 31,824, Level: 7
    Level completed: 61%, EXP required for next level: 3,176
    Level completed: 61%,
    EXP required for next level: 3,176
    GP
    2,036
    matthewkuch's Avatar

    Name
    Gavner Nahs
    Age
    38 (20 human equivalent)
    Race
    Full blooded vampire
    Gender
    male
    Hair Color
    Red
    Eye Color
    Red
    Build
    6 feet tall, weight unknown
    Job
    Vampire general

    Army exceeds 100,000 characters--- posting army at the end of forum in multiple posts
    Last edited by matthewkuch; 09-03-14 at 06:41 AM.
    "Even in death may you be triumphant"
    -Larten Crepsley

    "The world hurts us all in one way or another, but we can hurt ourselves to. If you follow your destiny, you stand a chance of knowing true happiness. If you hide from it, you will never be content."
    -Brother Lawrence

  3. #13
    Member
    EXP: 49,568, Level: 9
    Level completed: 56%, EXP required for next level: 4,432
    Level completed: 56%,
    EXP required for next level: 4,432
    GP
    727
    Abomination's Avatar

    Name
    Draug Remi
    Gender
    Male
    Hair Color
    Blonde
    Eye Color
    Bright yellow surrounded by black
    Build
    6'3 / Muscular

    View Profile
    EDIT: I AM DROPPING OUT OF THIS COMPETITION.

    Team Draug

    Units -

    1 Draug.

    10,000 Gibbering Ghouls - Grotesque, armored by mere scraps of cloth, bestial former humans whose only redeeming feature is their ability to ignore pain. They have enhanced strength, endurance, and don't suffer from the effects of fatigue.

    Heroes -

    3 Flesh Factories - A putrid pile of undulating flesh that can replenish half of Draug's blood supply and all of his abilities before melting into a pile of bloody goop. They are usually kept hidden or slithering behind Draug.
    Last edited by Abomination; 09-16-14 at 10:41 PM.

  4. #14
    Member
    EXP: 41,265, Level: 8
    Level completed: 70%, EXP required for next level: 2,735
    Level completed: 70%,
    EXP required for next level: 2,735
    GP
    3,831
    Warpath's Avatar

    Name
    Flint Skovik
    Age
    31
    Race
    Human
    Gender
    Male
    Hair Color
    Black
    Eye Color
    Hazel
    Build
    6'4"/330 lbs

    View Profile
    What? Registered! Army later.

  5. #15
    Sexy Immortal
    EXP: 149,516, Level: 16
    Level completed: 86%, EXP required for next level: 2,484
    Level completed: 86%,
    EXP required for next level: 2,484
    GP
    34,339
    Enigmatic Immortal's Avatar

    Name
    Jensen Ambrose
    Race
    Human
    Gender
    Male
    Hair Color
    Black Red Tips
    Eye Color
    Brown
    Build
    5'11, 154
    Job
    Senior Knight of the Apocalypse

    Illegal army entry: edited to withdraw.
    I could laugh...
    ...Till I die!

    Avatar Edited to Look AMAZING by Sagequeen

  6. #16
    Like a Caterpillar
    EXP: 19,347, Level: 5
    Level completed: 90%, EXP required for next level: 653
    Level completed: 90%,
    EXP required for next level: 653
    GP
    120
    Ioder's Avatar

    Name
    Ioder (Haven)
    Age
    28 (Appearance)
    Race
    Human
    Gender
    Male
    Hair Color
    Blonde
    Eye Color
    Green
    Build
    5'8
    Job
    Just a regular guy

    Registered, army list pending.

    Platoon One- Aurial Army Main Unit

    Commandant Kamile Oltorain- (HERO) Medium armored unit wearing Steel and leather armor, he wields the powerful sword Fultragier a prevalidin dagger and the Elk's Hair his prized long bow.
    -Abilities- Enduring Aura- Simply being in the presence of other fighters he gives of a aura of confidence. This Aura boosts the endurance of those around him by 10x making them able to fight through rougher conditions. (Passive)
    The Eye of a Sniper- Through Kamile's training he has honed his eye sight to near super human levels and with his almost perfect eyes he can easily snipe enemies with his bow from great distances. (Passive)

    1,000- Light Armored Aurial Rangers- These specialized elven rangers are specked to wear full leather armor, and are more than sufficient with their yew bows and steel blades. A single ranger is capable of stalking prey up to 50 miles from where he first spots it. (Level 1)

    1,000- Heavy armored Aurial Infantry- As the rangers are to light armor the Infantry are to heavy. Specked to wear steel breast and back plates, wielding anything from steel long swords and shields too two handed steel weapons. (Level 1)

    300- Aurial Cavalry- Light armored cavalry units specked like the rangers with addition to knowledge of horse riding. (Level 1)

    300- Aurial Steeds- Magnificent elven horse thoroughbreds capable of running up to 45mph over a distance of more than a mile. They carry few Iron plates to protect them from arrows or blades. (Level 1)

    650- Aurial Engineers- These are elves that spend most of their time working the artillery of their respected units. They run the catapults, artillery, siege weapons and more. If carrying weapons it would be basic steel swords and light armor. (Level 1)

    600- Aurial Siege weapons- This will be defined later. (Level 1)

    90- Aurial Priests- Worshipers of the Elven gods, they dawn robes and carry powerful staff that emit healing light. Capable of healing non fatal wounds over a vast amount of people. (Level1)

    Platoon Two- Seaside Cliff Dwellers
    Rosie
    Abilities- Spear of Destruction- Mythril Spear- Enchanted to once per thread disintegrate any matter within a 10 foot radius of the spears tip, excluding the spear itself.
    Battle Cry- twice per thread Falcor can let out a huge battle shout. This boosts the endurance of his forces by 3x for the length of two posts.

    500- Giant Condor Riders- (Level 1) These Units wear leather armor and wield 5 steel spears. There are expert Condor riders.

    500- Cliffside Giant Condors- (Level 2) The Giant Birds of the eastern seaboard. They make their homes in the tall Cliffs over looking the water. The are the size of a small biplane 15 feet in length and 20 in wingspan. These birds are strong enough to fly at speeds up to 40mpg wile carrying their riders and being equipped with thin iron plate armor.

    Navel Platoon- Fish head's Pirate Forces
    Fish head McKraken, Pirate King (Hero) This Northern seas pirate and his gang of marauding and blood thirsty pirates sail the snowy seas of the north. He is one of the few to have an abundance of rifles and canons at his disposal. He himself is a brutish and cruel leader who has killed his own crew to get the job done. He wields a pair of formidable Auto-Reloading Flintstone hand canons. On his waist he bares and Italian style stellate he has more than capable with and he bares his fangs with his Mythril Rapier.
    -Abilities- Winds of the north- Anytime twice per battle Fish Head can summon the winds of the snowy north to boost his and his armada's sails. Navel Speed Boost 3x.

    30- Pirate Long Boats- 45ft Wooden long boats, armored with iron shield along the exterior. On these ships are plethora of rifles and other weaponry. Each ship is equipped with a heavy battering ram and four canons on each side. Each carries 35 pirate units.

    900- McKraken Pirates- Bloody thirst pirates trained to ransack villages and board other ships easily. Each unit is armored like typical pirates would be, but they all also posses basic rifles able to fire one shot before reload with a 45 second reload time.(Level 1)

    10- Krakens- These gigantic deep sea dwelling monsters can bring down boats with their huge tentacles. Most resemble huge octopods whilst are un recognizable at all. Still they can be killed if attacked enough. (Level 3)

    Platoon Three- Aurial Army Secondary Unit

    1,100- Light armored Infantry-

    900- Light armored Bowmen-

    900- Heavy armored Knights- Specked to wear steel breast and back plates, wielding anything from steel long swords and shields too two handed steel weapons.(Level 1)

    1,000- Supporters- These are random mercenaries who wished to aid this army. Nothing special other than the total number. Specked to wear anything up to Iron armor and Iron weapons. (Level 1)
    Incomplete
    Last edited by Ioder; 07-03-14 at 10:10 AM.
    There will be blood.

    (09:19:09) Max_Dirks: (whispers) nah I've read your stuff, you're trash like an emerald isn't a ruby

  7. #17
    Member
    EXP: 41,265, Level: 8
    Level completed: 70%, EXP required for next level: 2,735
    Level completed: 70%,
    EXP required for next level: 2,735
    GP
    3,831
    Warpath's Avatar

    Name
    Flint Skovik
    Age
    31
    Race
    Human
    Gender
    Male
    Hair Color
    Black
    Eye Color
    Hazel
    Build
    6'4"/330 lbs

    View Profile
    I've been waffling about this since I first posted, but yeah, I'm going to withdraw and give somebody else a chance. I've just got too much on my plate. It's lame because I've always wanted to do one of these but it is what it is.

    Have fun guys!

  8. #18
    Wide eyed & bushy tailed
    EXP: 59,008, Level: 10
    Level completed: 46%, EXP required for next level: 5,992
    Level completed: 46%,
    EXP required for next level: 5,992
    GP
    1,545
    Hysteria's Avatar

    Name
    Remedy Blue

    Edited some typos.

    Fallen Army Make-up:

    Grand General: 1
    • Talen


    Hero / General: 4
    • Xel the Silent
    • Yol the Horned
    • Tarth the Demon
    • Salt the Prince


    Level 3s: 300
    • Fire Lancers x1 50
    • Earth Crackers x100
    • Shadows x50


    Level 2s: 500
    • 250 Resurrected Beasts
    • 250 Giant Zombies


    Level 1s: 7000
    • 1000 Lightning Skeleton Archers
    • 1000 Explosive Skeleton Archers
    • 1000 Ghouls
    • 1000 Zombie Knights
    • 1000 Zombie Steeds
    • 500 Zombie Sappers
    • 500 Cultists
    • 500 Zombie Ogre Artillery
    • 500 Zombie Ogre Support



    Generals

    Xel the Silent
    Image

    Description:
    Xel is more animal than man. He carries within him not a shred of empathy towards his fellow humans. Long ago he cast off the shackles of both his human frailties and his emotions. What little he feels now could be described as hate.

    Abilities:

    Sweet Silence – For a kilometre around him silence descends for 15 minutes. Five uses a day.

    From the Grave – Xel comes back to life 5 minutes after he dies, two uses a day.

    From the Shadows – Creates a shadow portal (ten by ten wide) allowing two way movement for 10 minutes. Xel can only create a portal to a position another general is. Two uses a day.

    Creepy Crawly – The ground around him bursts open with hundreds of crawling, biting insects. Lasts for a minute, irritating but doesn't do lasting physical damage. Perhaps leaving anyone effected slightly itchy.

    Feel my pain – Xel tears off the ties from his mouth and screams, passing on any pain he is feeling to all those within ear shot.

    Endurance 10x – Xel can withstand huge amounts of pain, far greater than that of a normal person. Torn limbs slow him, stabs and hacks will too, but only fatal strikes will stop him. Otherwise you have to wait for him to bleed out.

    Sounds of Dead – Xel can communicate with the other generals via a strong telepathic link.

    Weapons:
    The Twisted Soul – A long barbed steel whip.


    Yol the Horned
    Image

    Description:
    Yol was a woman once. She was beautiful and surrounded herself with things of beauty. It was her search for endless beauty that was her undoing, taking her sight and her looks. What she once thought was important is now a fleeting memory.

    Abilities:

    From the Deep – Yol can move through the ground like it was second nature. She can travel underground at the speed of a fast horse, bursting out and diving it as if it was water.

    From the Grave – Yol comes back to life 5 minutes after she dies, uses twice a day.

    Crush the Clean – Yol can turn into a beast of fury for five minutes three times a day. During that time her body oozes energy, increasing her speed and strength to 10x that of a normal person. During this period she can move fast enough to chase down a horse and strong enough to lift and throw one with little effort.

    See without eyes – Yol uses a sort of echolocation to perceive those things around her. She can perceive everything within 100 metres of herself. The louder they are, the clearer everything is.

    Through your eyes – Yol can, if needed, see through the eyes of someone she is touching. It is not as effective as normal sight.

    Sounds of Dead – Yol can communicate with the other generals via a strong telepathic link.

    Weapons:
    The Final Rose – An ornatly carved steel mace.
    Claws – The short claws on the end of her hands are steel strength


    Tarth the Demon
    Image

    Description:
    Tarth long ago set his sights on gaining power through the summoning of undead and demons. His original reason has since long been forgotten. He is now a trapped on an ever going cycle of hate and death.

    Abilities:

    Crack the Sky – Tarth summons a deadly wind that fills the air with blades of darkness the strength of steel. This ability effects everyone within 50 metres of the target point of Tarth's choosing for a minute. Usable five times a day.

    Call the Demons – Tarth summons a dozen daemonic illusions. The creature spread out around Tarth, sowing a feeling of dread to all that lay eyes on their forms. Visually they are frightening, but their true power comes from a subtle magical field projected outwards that trains people's resolve. Four uses a day.

    From the Shadows – Creates a shadow portal (ten by ten wide) allowing two way movement for 10 minutes. Tarth can only create a portal to a position another general is. Two uses a day.

    Demon Door – Creates a demonic portal that only undead or demons may travel through. To create the portal Tarth entered from the starting point, then appears at his target destination. Two uses a day, lasts for 10 minutes each time.

    Sounds of Dead – Tarth can communicate with the other generals via a strong telepathic link.

    Endurance 10x – Tarth can withstand huge amounts of pain, far greater than that of a normal person. Torn limbs slow him, stabs and hacks will too, but only fatal strikes will stop him. Otherwise you have to wait for him to bleed out.

    Strength 10x – Tarth is a exceptionally strong. He can hurl boulders up to 100kg a hundred metres.

    Iron Hands – Tarth trained for many years in martial arts. Long ago he learned that via magic he could increase the level had had reached. His hands and forearms are the strength of steel.


    Salt the Prince
    Image

    Fury (Speed 10x) – Salt moves with tremendous speed, striking and slashing five times a second without much effort.

    Not of this earth – Salt does not breath

    Eyes of Night – Salt can see normally, as well as with heat and night vision. This functions underwater.

    Perception 10x – Salt's eyes are as keen as an eagles. He can see up to a kilometre away in high detail.

    Tiny Thoughts – Salt can attach a blob of black energy from his hand to something six times a day and remotely detonate it from any distance. The damage is enough to shatter wood, and leave a person a gross mess.

    Without Resistance – Salt can travel through ground, water and the air as if he was flying.

    From the shadows – Creates a shadow portal (ten by ten wide) allowing two way movement for 10 minutes. Salt can only create a portal to a position another general is. Two uses a day.

    From the Grave – Salt comes back to life 5 minutes after he dies, uses twice a day.

    Sounds of Dead – Salt can communicate with the other generals via a strong telepathic link.

    Weapons:
    Black Arms – Each arm is encases in a black wrap as strong as iron.


    Elite Troops (level 3)

    Fire Lancers x150
    These creations are a concoction of man and winged beast. They can move through the air like birds, bringing their vengeance from above. Each one has two arms, two legs and wings. From what creature they came from is a bit more uncertain.

    Abilities:
    Fire Lance – As their name suggests, these creatures can form balls of molten fire. Each blast is the size of a watermelon, relying on gravity to carry them towards the direction of their target. Each blast when it strikes something covers the surrounding area in burning sticky liquid. Usable three times a day.

    Flying – Each Lancer is an expert flyer with whatever type of wings they were given. They can fly for long periods of time (hours) without rest.

    Undead Regeneration – Each Lancer can revive once after it is killed.

    Final Tactic – As a suicide attack the Lancers can dive towards an enemy, exploding on impact to deal enough damage to crack and shatter steel armour.

    Speed – 5x – Lancers move with great speed when flying, travelling as fast as horse.

    Strength – 3x – Lancers are strong enough to carry about 50kg for long periods of time.

    Perception – 2x – Lancer's can see roughly twice as well as a normal person. This allows them better targeting of troops on the ground.

    Weapons:
    Angular Stones – A sort of iron wedge, this heavy (5kg) item is designed to right itself so the point is facing down when it is dropped. It's descent generates the speed needed to smash through most armour.


    Earth Crackers x100
    Earth Crackers are large gorilla sized creatures made from ogres, orcs and the like. Each has a pair of large metal claws surgical attached to their arms that allows them to dig with impressive speed.

    Abilities:
    Earth Cracking – Crackers can dig with great speed underground. By itself a Cracker can did at about a metre a second, however when working with others it can be as fast as a run.

    Strength – 5x – Crackers need to be strong to cut through the ground. Their natural strength allows them to throw attacks enough to know a normal person to the ground.

    Speed – 5x – Crackers on land use their powerful legs and arms to launch themselves forward, closing 10 metres in one bound.

    Weapons:
    Steel Claws – Each Cracker has large curved claws attached to their arms.


    Shadows x50
    Shadows are constructs of dark energy and bones. Each one is little more than a skeleton shrouded in wreaths of shadow.

    Abilities:
    Fear not the Reaper – Shadows have a strong resistance to magic, allowing them to withstand or be less effected by magic and illusions. This does not include physically damaging magic like a fire ball.

    Through the Shadows – Shadows can teleport to a location or person of their choice twice a day.

    From the Darkness – Shadows can communicate with other shadows, what one knows the others do.

    Stealth – Shadows are unnaturally good at stealth. They bend shadows to themselves to better hide their movements.


    Experienced Troops (level 2)
    500 Level 2s
    (Standard ability for the undead Immunity to mind altering magic.)

    250 Resurrected Beasts – A mixture of larger animals, oxen, elephants, bulls, etc. These beasts have three times the strength, endurance and speed of a normal person. Each has steel plates surgically attached to their bodies.

    250 Giant Zombies – Made out of giants, or enough people to make a giant, these creature's abilities include being huge, three times the strength of a normal person and the ability to regenerate major wounds twice a day. They carry giant clubs, or torn out trees as weapons. They also have scraps of iron bolted to there body in a sort of makeshift armour.


    Standard Troops (level 3)
    (Standard ability for the undead (not including cultists) Immunity to mind altering magic.)

    1000 Lightning Skeleton Archers – Skeleton archers armed with bows and short swords. They have the ability to fire an arrow charged with electricity three times a day, enough to significantly burn someone.

    1000 Explosive Skeleton Archers – Skeleton archers armed with bows and short swords. They have the ability to fire an arrow that explodes on impact three times a day, enough to significantly damage exposed flesh.

    1000 Ghouls – Stinky and slightly rotting creatures. Armed with bones and clubs, they can also heal themselves by eating the flesh of the living.

    1000 Zombie Knights – Strong knights armed with a shield and sword and armour (all iron).

    1000 Zombie Steeds – Still with the trappings of their armour attached, these horses don't mind biting or trampling people. Fast (compared to a human) and pretty durable.

    500 Zombie Sappers – These zombies are bloated husks, ready to explode just given the chance. They do large amounts of damage in an explosion, sending bits and pieces of themselves in every direction. The radius of damage is about two metres.

    500 Cultists – The few humans in the group, these guys heal the zombies. Each cultist can restore a moderate amount of damage from a zombie (say a lost arm) using magic, or just a needle and thread. They have iron daggers if need be.

    500 Zombie Ogre Artillery – Made big and ugly, these guys have huge strength that allows them to throw stones and boulders several hundred metres. They are however very slow, half that of a normal person.

    500 Zombie Ogre Support – These zombies are twice as strong and fast as a normal person and tasked with ensuring their larger counterparts have things to throw. Rocks, trees, enemies, other zombies, etc. They have iron maces should the need arise to protect their slower counterparts.
    Last edited by Hysteria; 06-06-14 at 08:18 AM.

  9. #19
    God of Bards
    EXP: 99,783, Level: 13
    Level completed: 70%, EXP required for next level: 4,217
    Level completed: 70%,
    EXP required for next level: 4,217
    GP
    282
    Duffy's Avatar

    Name
    Duffy
    Age
    540
    Race
    Thayne
    Gender
    Male
    Hair Color
    Red
    Eye Color
    Green
    Build
    5'8"/160lbs
    Job
    Bladesinger

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    I would like to withdraw my army and bow out.

  10. #20
    Member
    EXP: 28,434, Level: 7
    Level completed: 18%, EXP required for next level: 6,566
    Level completed: 18%,
    EXP required for next level: 6,566
    GP
    818
    Cydnar's Avatar

    Name
    Cydnar Yrene
    Age
    960
    Race
    Hummel
    Gender
    Male
    Hair Color
    Grey
    Eye Color
    Grey
    Build
    6'2"/159lbs
    Job
    Politician

    The Yadira Yggdrassil
    (Army of the White Tree)

    The Yadira Yggdrassil is the last gathering of military might of the Hummel. After centuries of fighting the Umber Hulks beneath Althanas’ surface, they have abandoned their homes and risen to the sunlight. It is a small, highly mobile organisation bolstered by simalcuurms and geomantic creatures (in the face of a rapidly declining population).


    The South Swain

    Commander:
    Dalasi Yrene (Level 5)

    A capable swordsman who wields a large, two-handed blade forged in ice and crystal. It is capable of freezing on contact and augments strength by +1.5. When fighting a single opponent, they are half their level, rounded up, in terms of combat skill.

    Politis Battalion (999)

    The mainstay of the Hummel force is a strong infantry backbone. This is a citizen levy, whereby the last remnants of the Hummel’s society train to defend themselves. They are average skill, wear haematite (steel) armour, and carry swords and kite shields.

    Politis Phalanx (1000)

    Supporting the flanks of a Politis Battalion, the spear phalanx can quickly reposition itself to cover against cavalry outmanoeuvring and rival pole-arm units. Their crystal spears hook, much like halberds, and can cut through wooden shafts.

    Politis Phalanx (1000)

    Supporting the flanks of a Politis Battalion, the spear phalanx can quickly reposition itself to cover against cavalry outmanoeuvring and rival pole-arm units. Their crystal spears hook, much like halberds, and can cut through wooden shafts.

    The North Swain

    Commander: Cydnar Yrene (Level 5)

    A potent geomancer who can conjure quartz in a variety of offense related ways. He can project +3 strength missiles, dispel weaker spells, and detect magic in an 80ft radius. He wields twin sword canes that glow when evil aligned magic is near.

    Salthias (499) (Level 2)


    The Salthias are potent anti-mages trained from birth and twinned to the powers of geomancy themselves. They arm themselves with a variety of specialist weapons, each a unique fighter and each with minor magic skills. They are irreplaceable.

    Torstein Phalanx (250)


    The Torstein are Salthias who have been shamed, and to repent, they fight not with the blades and arts of their kin, but with brute force. They are 6-8 feet tall bodies of rock and half crystal ogre sized simalcuurms. Slow, but immense strength blows.

    Torstein Phalanx (250)


    The Torstein are Salthias who have been shamed, and to repent, they fight not with the blades and arts of their kin, but with brute force. They are 6-8 feet tall bodies of rock and half crystal ogre sized simalcuurms. Slow, but immense strength blows.

    The East Swain

    Commander:
    Manira Glas (Level 5)

    A potent ice mage and crystal shaper. Whilst offensively weak, she can quickly heal and fuse golems into larger entities given time. Amongst the simalcuurms ranks, she is a reckoning force, though she cannot heal organic creatures.

    Crystal Golems (999)


    These rapidly created constructs are six foot tall, the build of a condition soldier, and made out of rock, quartz, and glass. They strike at +2 strength, and have average hand-to-hand skill but are easily outwitted. They scatter rubble when they die.

    Crystal Golems (1000)


    These rapidly created constructs are six foot tall, the build of a condition soldier, and made out of rock, quartz, and glass. They strike at +2 strength, and have average hand-to-hand skill but are easily outwitted. They scatter rubble when they die.

    Crystal Eyrie (500)


    Elegant and deadly great eagle shaped creatures made entirely out of crystal shards. Their talons are razor sharp, their wings capable of jettisoning a scattering of arrowheads, and their cries piercing. They are very fragile, however.

    Crystal Eyrie (500)


    Elegant and deadly great eagle shaped creatures made entirely out of crystal shards. Their talons are razor sharp, their wings capable of jettisoning a scattering of arrowheads, and their cries piercing. They are very fragile, however.

    The West Swain

    The World Eaters (300) (Level 3)

    A group of mages who sing and conjure crystal to life as a choir. They are unarmoured, and fight only when necessary. They can conjure crystalline constructs as below, acting as engineers, sappers, and siege specialists.

    Tower: A hundred foot tower, which can house 250 troops on its peak. It is destructible by anything that could affect against mundane quartz. Only one tower can exist at any given time.

    Trench: Dividing rock as though it were butter, the choir can create trenches up to ten feet wide at the rate of twenty feet per minute. These trenches are 10 feet deep at maximum. They close at half the creation rate.

    Trebuchet: The choir can create one crystalline trebuchet per post of singing. These are operable by conventional troops. They fire half-ton boulders of quartz, which erupt when they land into a flurry of razor sharp shards.

    The Nihjar (1000)

    A force of spider worshipping Hummel who vow to protect the World Eaters in battle. They fight with bows, spears, and swords, and can operate as one unit of four smaller units of 250. They can reposition quickly, and are X2 speed and agility.

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