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Thread: Gisela Open Registration

  1. #11
    Member
    EXP: 13,642, Level: 3
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    Level completed: 93%,
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    Bleater's Avatar

    Name
    William Steinbock
    Age
    37
    Race
    Capra Nubiana
    Gender
    Male
    Hair Color
    Tan/Black
    Eye Color
    Yellow
    Job
    Engineer

    Steinbock's Brigade

    Registered. Here is the army (1st Draft submission):

    Steinbock's Brigade

    Division I: Behemoth Division
    Behemoth Division are all automatons, similar to golems. They are an amalgamation of Aleraran technology blended with magic to power these "soldiers".

    Behemoth Armor Company (50 Units, Heavy Infantry)
    -Armament: Large Steel Shield
    - Standing 8 ft. tall with 600 lb bodies made of iron and powered internally by a combination of steam machinery and magic, these automatons bear no weapons. As their bodies are metal, they are much more resistant to damage in the field, but damage is harder to "heal" than with organic units. Outside of magi control, they operate purely defensively, using their shields to guard other behemoth division units.
    Skills:
    Shield Weapon - Below Average Skill at using their shields offensively as bashing weapons.
    Steam Vent - Once per 4 posts, the units can open their waste exhaust ports and expel scalding hot water and steam, equivalent to about one gallon. As the exhaust/waste ports are located in the front of the unit (on the abdomen), they can only expel this directly in front of them.
    Steel Body - Having a body made entirely of iron has it's benefits, lending the same resistance to attacks and fire that full plate armor would give. Similarly, they are resistant to magics affecting the mind since they are autonamous and have no mind of their own.
    Steel Weakness - Their unique structure also has distinct weaknesses. When faced with rainy weather, the units are highly suceptable to rust. Additionally, they are extremely weak to lightning and electrical attacks/magic. Also, they are extremely difficult to repair in the field, and most damage that goes with them stays with them.


    Behemoth Hammer Company (25 Units, Heavy Infantry)
    -Armament: Stone Maul [Two-Handed Warhammer]
    -Standing 8 ft. tall, the BHC units are 400 lb. stone automatons. These units are more magically controlled, having a mechanical core (internal organs) but are primarily run by magical energies. Outside of magi control, these units acts purely offensively, and will attack any non-automatons on the battlefield.
    Skills:
    Maul - Each unit has average skill with their mauls.
    Stone Body - Having bodies made of stone, piercing weapons such as arrows and spears do very little damage to them, and they have a minor resistance to slashing weapons and fire magic. They similarly have no minds, and as a result are unaffected by mild-altering magics.
    Stone Weakness - Being made of stone, water and lightning magics affect them with unusual strength, and they are very weak to blunt, smashing, or crushing damage.

    Behemoth Body Company (150 Units, Medium Infantry)
    -Armament: Hardened Clay Broadsword / Hardened Clay Shield
    - Standing 6 ft. tall and weighing 300 lb., these units are clay automatons, their skin made of a hardened, ceramic-like clay, with soft clay inside. Outside of magi control, they will act independantly, defending the others units in the Behemoth division and attacking what they percieve to be enemies.
    Skills:
    Swordsmanship - Average Skill
    Clay Body - Having a body of hardened ceramic, they have a minor resistance to fire and piercing weapons. Additionally, the soft clay inside their ceramic "skin" can harden rapidly when exposed to heat, meaning they are very easy to repair.
    Clay Weakness - They are extremely weak to blunt and smashing attacks, as well as water magic.

    Behemoth Magi Corp (25 Units)
    -Armament: Oak Staff / Linen Robe
    - This division of drow mages are focused on earth magic and used to help control and coordinate the Behemoth Division Units, as well as the Behemoth itself.. They are all novice with their staff, which is usually just a last resort self-defense weapon.
    Skills:
    Staff - Novice Skill
    Elementalism (Earth Magic) - Average Skill
    -Spells:
    ::Meld- Each magi with concentration can heal the automaton "golems" of the Behemoth Divison. A single magi could effectively repair serious wounds on a BBC unit, or minor wounds on a BHC unit. Three working together could heal moderate wounds on a BHC unit, and it takes a minimum of 5 to heal even minor wounds on a BAC unit.
    ::Automaton Control- the Magi Corp can effectively control and direct the automatons in battle magically. While the automatons will function outside of the control of the magi (as directed in their descriptions), the influence of the magi keeps the magical technologies under control and allow them to be directed strategically. They also serve to control the Behemoth of Alerar.

    Hero: The Behemoth of Alerar
    - Unique Hero: Rather than an actual "hero", this is actually a large, colossus-like seige weapon formed by the Behemoth Division. For the Behemoth to appear, members of the Behemoth unit must all work in unison. Through interlocking parts in their construction, the smaller units are able to come together to form the massive Behemoth itself, each company becoming a part of the larger weapon:
    ~The Behemoth Hammer Company combine to form a massive, 5-ton, 60 ft. long warhammer of stone.
    ~The Behemoth Armor Company combine their 15 tons of iron to form a massive armor breastplate for the behemoth, and their shield layer on the beast's legs to form greaves.
    ~Finally, The Behemoth Body Company merge to actually form the 160 foot tall, 45,000 lb. Behemoth itself.

    -The Behemoth can be constructed without the full Behemoth division, however, it requires at least 50% of the units in the division to form each of it's aspects. If there are not enough BAC units, the behemoth will not have its armor, if it is lacking BHC units, it will be unarmed, and if there are less than 75 BBC units, the behemoth cannot form. Note also, only a single behemoth can form at a single time (it cannot make two behemoths with 50% of the forces each), and all available Behemoth Company units MUST be a be a part of the Behemoth when it combines.
    -A minimum of 8 Magi (1/3 of the division's total) are required to control the Behemoth. If less than 8 are present, the behemoth cannot form and will seperate back down to the individual units that comprise it.

    Skills:
    Warhammer - The Behemoth is of average skill with a warhammer.
    Strength/Bulk - Due to it's massive size, this "hero" is effectively a walking siege weapon, and has the attack power of a siege weapon in turn. It's hammer strikes, as well as stomping, punching, kicking, and the like will to equivalent damage for their size and weight. (afterall, a 5-ton hammer will do a bit more damage than the average infantry warhammer would- or even catapult boulder)
    Resistant - The behemoth is almost unaffected by weapons smaller than siege engines. However, concentrated attacks with blunt weapons or with strong elemental magic could still damage it as well.

    Out of Character:
    Yes, I realize this thing is massive and powerful. But realistically, instead of being someone with an army that has 20 catapults that can fire while their whole army fights, this thing is just one giant siege engine- which I have to give up 1/4 of my army to use.


    Division II: Protective Division

    First Striker Company (300 units, light infantry)
    -Armament: Longbow (20 arrows each) / Iron Shortsword / Padded Cloth Armor
    -Basic drow troops with the Aleraran army.
    Skills:
    Archery - Average Skill
    Swordsmanship - Below Average Skill

    Swarm Company (200 Units, medium infantry)
    -Armament: Steel Longsword / Medium Iron Shield / Leather Armor
    -A "bulk" infantry division of drow troops.
    Skills:
    Swordsmanship - Average Skill
    Defender - They have also learned defensive skills, and can protect not only themselves but another soldier if they focus purely on defense.

    Wall Company (100 Units, heavy infantry)
    -Armament: Oak Longspear with Steel head / Steel Tower Shield / Steel Short Sword / Chainmail
    -A specialized defensive force, these drow troops are used primarily to fend of troop charges and cavalry attacks.
    Skills:
    Spear - Average Skill
    Sword - Average Skill
    Defensive Wall - by working together, the members of this company can form a wall with their tower shields that can repel most physical, non-siege attacks. Additionally, they have learned how to position their shields to allow them to strike with their spears from behind them, making them a defensive force to reckon with.

    Field Medics (10 Units, non-combatant)
    -Armament: Bronze Dagger / Healing Bag
    -Drow priests that specialize in minor healing magics, they also carry a healing bag which carries salves and other acuments to help tend to the wounded on the field (equivalent to their healing magic).
    Skills:
    Dagger - Novice
    Healing Magic - Each medic knows healing magic, and can heal moderate or lower wounds by themselves on a single wounded soldier. Serious wounds will require more than one to tend to the injured to heal them.
    Medical Knowledge - Each medic knows enough about non-magical medicine to do the equivalent healing of their magic if they have the proper medical supplies.

    Hero: Shalacius Krykbirr
    Rank: Corporal
    Armament: Steel Flail / Small Steel Shield / Brigandine Armor
    Race: Drow
    Role: Level 0 Military Leader/Strategist
    Skills: Average skill with his flail, also has below average skill with swords. He has knowledge of horseback riding as well as mounted combat.
    Magic: Inspiration - While he is already a leader among his men, when using this spell, his motivational powers are quite exceptional. Any friendly unit within the sound of his voice will instantly gain positive morale, and will excert themselves harder. These men will fight more zealously and defend more adamantly, giving them a boon to the unit's effective skill of ~25% for 3 posts.
    Magic: Hero's Death- Shalacius is such a leader to his men, that should he fall in battle it will drive them into a frenzy. This is a one time event that only happens at the time of his death. Any friendly unit who can see his corpse or hear his deathcry gets a great boon, approximately three times as powerful as his inspiration spell. This effect will last for the remeinder of the current fight or round (whichever is shorter). [Essentially, if the units are affected by both inspiration and hero's death, they will fight with twice their normal effectiveness]
    Other Equipment: Corporal Krybirr rides a heavy warhorse which has steel barding.

    Division III: Phalanx Division

    Stormtrooper Company
    (35 Units, Heavy Infantry)
    -Armament: Iron Battle Axe / Iron Hand Axe / Medium Oak Shield / Brigandine Armor
    -Elite Drow military units these troopers are fierce warriors who pride themselves on their battle prowess.
    Skills:
    Battle Axe - Average Skill
    Hand/Throwing Axe - Below Average Skill
    Ferocity - Among the fiercest Drow fighters, they are unaffected by magic or abilities that induce fear or despair.

    Shock Troop Division (25 Units, Heavy Infantry)
    -Armament: Iron Maul / Iron Chainmail and Breastplate
    -Stout Kachukian Dwarves who have been commissioned for the battle effort.
    Skills:
    Maul - Average Skill
    -Spell: Shockwave - An exceptional ability, each unit can create a single attack that will emit an earth magic shockwave with their hammer. This will stun any enemy within 5 feet of the point of impact for a few seconds, and leave them deafened for the next few minutes.

    Assault Company (20 Units, Heavy Cavalry)
    -Armament: Steel Lance / Steel Broadsword / Medium Iron Shield / Light Bronze Plate Armor
    -Drow mounted knights, these heavily armed and armored units are among the strongest in this army. They are above average with their swords, below average in skill with their lances, and average at riding.
    Skills:
    Jousting/Lance usage - Below Average Skill
    Swordmanship - Average Skill
    Horseback Riding - Average Skill
    Mounts - The Assault Company, ride medium warhorses; these steeds have padded cloth and leather barding for protection during charging.

    Eyes and Ears Company (10 units, Advanced Scouts)
    -Armament: Elm Shortspear / Iron Shortsword
    -Drow scouts who spy or keep watch for enemy troop movements. They are unarmored.
    Skills:
    Spear - Average Skill
    Swordsmanship - Below Average Skill
    Horseback Riding - Average Skill
    Surreptition/Subterfuge (Stealthy Movement) - Average Skill when on foot.
    Mounts - The Eyes and Ears Company ride light warhorses that are unarmored. They are intended for speed more than combat.

    Hero: Evanthor Lashgiver
    Rank: Captain
    Armament: Barbed Whip, Flay, Carapace Half-Plate Armor
    Race: Dwarven
    Role: Level 0 Interrogator/Detention Officer
    -The Kachukian Lashgiver is among the cruelest of all dwarves. He is highly recognizable not only from his foreboding black armor, but that he uses both a long whip with steel barbs on it and a 9-headed flay. However, his real skill lays in torture and interrogation, rather than combat- often times he will try to get the units under his control to capture the enemy rather than kill them; specifically so he can let them feel the unforgiving touch of his whip.
    Skills:
    Whip use - Average Skill
    Two Handed Fighting - Evanthor can wield both of his whips ambidextrously at the same time.
    Torture - he has learned the skills of torture and interrogation, both physical and psychological. Captured enemy units who are submitted to at least 2 posts of his torture will give information up on the army that they belonged to (number of units, type of weaponry, troop movements, etc.) that could be of strategic importance.



    Transportation

    Airships (2 Units): Aleraran Airships, having no weapons and used solely for troop movement. Each airship can carry 300 units.

    Ships (3 Units): Basic transport ships, unarmed, which can carry roughly 200 units by sea each.

    Supply/Cargo Wagons (5 Units): Basic travelling wagons that carry foodstuffs and everyday supplies for the troops.

    *Note: units of the Behemoth Division must travel on foot and cannot be transported on either Airships, nor Ships.

    Steinbock's Brigade
    Behemoth Division: 250 Units
    Protective Division: 610 Units
    Phalanx Division: 90 Units
    Transport: 10 Units

    Total Units: 955
    Last edited by Bleater; 07-18-07 at 03:01 PM. Reason: clean up
    Level 0
    I do say, my good man, would you happen to have a cigar on you?
    Quests:
    -Hiding In Plain Sight *complete*
    -Venture Into The Dark

  2. #12
    Member
    GP
    1870
    RumpleGrumblePuss's Avatar

    Name
    Kahlina
    Age
    23
    Race
    Chimera
    Gender
    female
    Hair Color
    porcelain white
    Eye Color
    greyish blue
    Build
    6'3"
    Job
    n/a

    History’s Brigade

    Jennifer, now called Kahlina a new arrival to Althanas once lived on Earth where the adventures of Althanas were read from the safety of a computer screen. Upon her decision to enter the Gisela she beseeched the Ai’brone to create an army for her based from her life on Earth and her adventures so far in Althanas.

    Heroes

    Name/Position: General Kelly- Co General
    Weapons: 9 mil, a clip holds 12 shots. Only has one clip on her.
    Abilities: Able to inspire fear and awe in anyone.
    Appearance: Petite, buxom and red headed. Much like a red headed barbie doll, one with a fiery temper. She is dressed in BDUs. (Navy blue dress pants, light blue short sleeved shirt bearing the ribbons won though various means. Black shoes with a high shine and a navy blue service cap.)


    Name/Position: GI Kelly – Lieutenant Commander
    Weapon(s): 9mil, one clip. A shrapnel grenade and a flash grenade, one of each.
    Armor: Kevlar vest
    Abilities: Stealth
    Appearance: A clone of General Kelly in appearance, GI Kelly dresses in camos and combat boots.


    Name/Position: Eddie
    Weapon(s)/Armor: Baseball bat, no armor
    Abilities: Mage/ Bartender
    Spells: Eddie can produce one crate (50 bottles) of liquor per minute. Eddie can also create a vortex that only he has access to store up to 10 crates within it. He is able to access the vortex once per round.
    Appearance: Tall and unnaturally slender Eddie wears dove grey trench coat, a black beret and stylish black sunglasses at all times.

    Equipment: Five large tents. One each for the three heros. One as a base of operations and one for Kahlina herself.

    Troops

    ( The use of Manda as a troop was pre-approved by Manda.)
    Unit Name/Number: LA&C - 500 troops
    Armor: steel chest plates and bracers
    Weapons: 250 cross bows with wooden bolts, 100 brass knuckles, 150 razor embedded paint brushes.
    Abilities: When suitably drunk the LA&C troops become reckless and angry. Troops on vodka become extremely violent. Effects of tequila on the Manda’s will be detailed on the field.
    Description: The LA&C troops consist of 500 clones of Jenn/Kahlina’s friend Manda as she last saw her. Cute and hobbit like in form the Manda’s stand at five and a half feet tall with shoulder length brown hair pulled up in a messy bun. This army is run with a constant supply of tequila and vodka.

    Unit Name/Number: Damned Dirty Pirates - 300 Troops
    Weapons: 300 cutlasses
    Armor: n/a
    Abilities:
    Description: A small army of sailors and pirates with distressing hygiene habits. Irritating, lewd, and moderately disgusting they are the front lines of the infantry.

    Unit Name/Number: Red wolves - 100 Troops
    Weapons: Teeth
    Armor: none
    Abilities: Shape shifting into trees. The wolves when shape shifted look like any other tree from the Red Forest except for the row of teeth ringing the base of the trees.
    Description: Moderately sized wolves, dark in color. The wolves are the infiltration and covert ops for Kahlina’s army.

    Unit Name/Number: Shadows - 100 Troops
    Weapons/Armor: None/none
    Abilities: Ably to travel through the earth at 30 ft per hour. Once they completely absorb the enemy they are able to hold an enemy indefinitely.
    Description: Living shadows, these troops are basically Kahlina’s last line of defense and her shock troops. The shadows look like 5 ft high gobs of black jelly. During the day they have to stay out of direct light in shadows or travel strictly below ground. When moving below ground visible trails are created in the surface. At night movement is not restricted.
    (The Shadows act as the army's supply lines. Enveloping the crates of liquor and food within themselves and hauling them above ground, in the dark or below ground if it is daylight.)

    Transportation
    Very old, once black two door trucks. Prone to breaking down frequently. Occupant capacity per truck four per cabin and eight in the truck bed. Number of trucks 10.
    Last edited by RumpleGrumblePuss; 07-08-07 at 11:56 PM.

  3. #13
    Member
    GP
    0
    Io Beauregard's Avatar

    Name
    Iorwerth "Io" Beauregard
    Age
    22
    Race
    Human
    Gender
    Male
    Hair Color
    Black & Curly
    Eye Color
    Dark Brown
    Build
    5'11 / 140 lbs
    Job
    Artist

    The Giavintine Rosangely Force

    Out of Character:
    I am using my entry into the Region Writer’s Contest as an identity, and foundation for my army. I submitted Giavinta as Chidori Draconid, so I figured since I created the nation I could use it. If any prof of this is needed Zieg dil’ Tulfried is the one to see. Unless stated otherwise all skills and abilities are of level 0 strength.


    Giavintine Rosangely Force

    The Giavingine (jee - ahv - in - teen) Rosangely Force hails from the Theocracy of Giavinta (jee - ahv - in - tah) from across the Great Divide. Giavinta has been a very prosperous nation by inadvertently benefitting from the rest of Althanas' plight, opening its boarders to those who wish to escape the conflicts in the center of the map. Having enough of its own problems, Giavinta has made a mission out of keeping its hand out of the central conflicts of Althanas. But three months ago an unmarked fleet of two hundred ships attacked the Giavintine port of Attilio. After the Holy Navy of Bri was decimated the remaining ships dispatched their soldiers, and instead of taking over the vulnerable port, they headed straight for the country's inland capital, Letizia. The Holy Army of Bri defended its capital so well it left no soul behind to interrogate. Investigations led to the belief that the force came from the other side of the Great Divide. The attacking force's description didn't match any particular nation, but the best of every nation, with Corone's great navy, Raiaera's Bladesingers, Salvar's knights, and even Alerar's firearms. This was interpreted as a united attack on Giavinta from all of Althanas, and for the first time in the nation's history the people cried out for war. The High Priest Persephon IV answered their call by sending Strategos Aldo Rosangely and his force across the Great Divide to enter the Gisela Tournament. The force fronts two flags, the national flag of Giavinta (Violet Thousand Leaf Lotus, Sapphire Background), and the Rosangely family flag (Rose Bud w/ Golden Halo, White Background)

    A Brief Introduction to Glyphs - A glyph is a type of rune that comes in the form of an inscription on any surface whether it be cloth, armor, stone or even skin, and imbues that object with a magical enchantment. The source of the magic does not come from the tools used, but from the mind of the scribe and his/her connection with the divine. These are permanent enchantments. With that said if the inscription is distorted or not exposed to open air it will not work.

    Heroes

    Strategos Aldo Rosangely
    Weapons / Armor / Items: Steel Longsword / Steel Plate Armor / War Steed Mount (also armored)
    Appearance: (age: 28) Aldo is a human with uncanny masculine Giavintine features, including the signature giant curling locks of onyx hair. His eyes are fairly narrow and almost match his hair. His skin is slightly tanned but still has a rosy flushness to it. His body has developed the muscular frame necessary for the suit of armor he always wears to battle.
    Abilities: Vigorous Atmosphere – This is a passive ability. All allies within Aldo's hearing range are highly motivated. Strength is temporarily doubled, and magic stores are replenished.
    Communication Glyph – A tattoo has been inked behind Aldo's left ear that grants telepathic communication with all of his officers (not limited to the other Heroes). They too can communicate to him, but not with each other.
    Skills: Longsword Tech – Aldo is accustomed to being in the middle of a battlefield where there are several enemies from all sides, so he's well adept to multiple opponents. Instead of wasting his time on complicated and flashy maneuvers he focuses on simple and straight forward blocks and attacks so he can quickly eliminate one enemy and go to another.
    Description: Aldo is a descendant of the legendary Itormo Rosangely, who saved the Elves from genocide in Giavinta more than six thousand years ago. After generations of civilian life he decided to revive the family name's military honor, and joined the ranks of the Holy Army of Bri. He has still not yet become an outstanding fighter, but his eye for strategy made him a favorite among his superiors and he quickly rose through the ranks. It was his flexible but fundamental strategic genius that saved Letizia from certain destruction, and hopefully it will lead to his force's success in Gisela.

    Lady Giada de Capri
    Weapons / Armor / Items: Steel Katana w/ Elemental Glyph – upon the owners command the blade will be imbued with a level 0 elemental enchantment of one of the classical elements which will last one turn. / Heavy Silk Tunic & Pants / Mid Weight War Steed
    Appearance: (age 24) This human female with a baby face never has and never will look like the type to do battle, but perhaps that's why she's been so successful. She is always clad in jewelry even on the battlefield, and her figure is so light one would never believe she could handle a katana until it is seen.
    Abilities: Vision Cloak – Giada is completely invisible for one turn. This can only be done once per thread. If she touches another or strikes she becomes visible again, and she can still be heard.
    Skills: Acrobatics – Lady Giada is above average in terms of agility especially on her horse.
    Kendo – Lady Giada is very quick with the draw when it comes to her katana. She prefers swinging cuts knowing that her small stature and feathered weight don't make well for stabbing/thrusting attacks.
    Description: The Holy Army drafted Giada and several other girls from an orphanage in Porfirio, Giavinta when a few soldiers witnessed a street fight in which she and her gang of ten year old girls prevailed. They were the perfect candidates for a new training program reaching out to the women of Giavinta. Instead of attempting to have a woman train and fight like a man, they took advantage of the average woman's small size and flexibility training her for stealth and special guerrilla tactics. The program was an immense success, and Giada was its poster child. She and the original graduates of the program have gone on to form their own task forces within the Holy Army.

    Scribe Master Vitale Vincenza
    Weapons / Armor / Items: Oak Staff / Hammer & Chisel / Calligraphy Pen / Heavy Silk Tunic & Pants
    Appearance: (age 329) This Half Elf has the ears and face of an Elf, the figure of a well toned Human, and the hair of a true Giavintine. He is a bit taller than the average member of this force, which makes him easier to spot.
    Abilities: Healing Touch – A curative glyph has been tattooed on his right forearm, so all he must do is lay his hand on any living thing and minor cuts and bruises are immediately healed. He cannot revive the dead, and the more severe the wound the longer it takes.
    Skills:Glyph Inscription – Vitale can inscribe any surface with a glyphic rune, enchanting the intended item with a spell equal in strength to the time it takes to complete the inscription. The glyph must be exposed to the open air to work and it will not work if it is too distorted.
    Description: Vitale was born and raised in Letizia, Giavinta to an Elf and a Human, who both came from other regions in Althanas and converted to the state religion. They were devout followers changing their entire way of life and even their last name to match that of Giavinta's etymology. This was likely to contribute to Vitale's desire to become a scribe. They also probably contributed to his wanderlust telling him of the turbulent but beautiful world across the Great Divide. Knowing how much Vitale wanted to see the world, Aldo invited the Half Elf to join the assault.

    Units

    Unit Name / Number: 150 Giavintine Legion (Heavy Infantry)
    Weapons / Armor / Items: Cinquedea Sword / Steel Legion Armor Suit, Magic Resistant Scutum - This tower shield is mostly wooden except for the iron boss in the middle, which has a resistance glyph. At the owner’s will the shield can deflect an onslaught of magical attacks for one turn. It takes two turns to replenish.
    Skills / Abilities: Cinquedea & Scutum Proficiency
    Description: The Legion is the base infantry unit for the Roseangely force and perhaps all of Giavinta’s Holy Army. Usually the first seen by the enemy, the rectangular tower shields are replicas of the nation’s flag.

    Unit Name / Number: 150 Thunder Pikemen (Heavy Infantry)
    Weapons / Armor / Items: Thunder Pike - The four meter long pole made of well seasoned ash is topped with a long spearhead made of iron. The shaft near the head is reinforced with copper strips called langets. On the langets is an electricity glyph that, at owner’s will, can send an electric charge through the iron spearhead. This electric charge lasts for one turn, and takes four turns to replenish. / Steel Cuirass, Steel Skull Protector under a decorative hat. / Dagger
    Skills / Abilities: Pike Proficiency
    Description: In large numbers this group of men holding impossibly long weapons can be intimidating, especially to cavalry, but in addition to that their lack of armor allows them to be quick on their feet.

    Unit Name / Number: 100 Fiameta Fighters (Light Infantry)
    Weapons / Armor / Items: Fiameta Xiphos Sword - This is a steel double edged, single handed sword with a curved 65cm blade that resembles a leaf. There is a fire glyph on the blade near the guard which can coat the blade in an orange flame for one turn. / Silk Tunic & Pants, Steel Buckler Shield
    Skills / Abilities: Xiphos & Buckler Proficiency
    Description: These deadly fighters are the more mobile counterpart to the previously mentioned units, using evasive dodges and tricky maneuvers that seem almost comical. They are not to be underestimated though since they know how to use both the blade and the shield as weapons, and are almost always the fastest foot soldiers on the battlefield.

    Unit Name / Number: 50 Luminous Archers (Ranged Infantry)
    Weapons / Armor / Items: Illuminating Recurved Bow - This special composite bow has an illumination glyph on the belly. At the owner’s will it will cue the arrow shot to emit a blinding light upon descent. / Leather Armor, Wooden Pavise Shield / Arrows
    Skills / Abilities: Long Range Bow Proficiency
    Description: It’s hard to imagine that the same cloud of arrows that can block a sun can also become the sun. These leather clad archers are a well disciplined group of soldiers who tend to stay in one or two clusters.

    Unit Name / Number: 75 Glyphic Scribes (Special)
    Weapons / Armor / Items: Oak Staff / Hammer & Chisel / Calligraphy Pen / Heavy Silk Tunic & Pants
    Skills / Abilities:Healing Touch – A curative glyph has been tattooed on the right forearm, so all one must do is lay his hand on any living thing and minor cuts and bruises are immediately healed. The cannot revive the dead, and the more severe the wound the longer it takes to heal.
    Glyph Inscription – can inscribe any surface with a glyphic rune, enchanting the intended item with a spell equal in strength to the time it takes to complete the inscription. The glyph must be exposed to the open air to work and it will not work if it is too distorted.
    Elemental Magic - Can summon the classical elements and use them as projectiles or otherwise, but not to gratuitous amounts.
    Description: These men and women of Bri are a surprisingly dangerous element in the force that is Giavinta. This unit usually acts free of Aldo’s command, and is led by Vitale Vencenza. Io Beauregard will be joining this team as Vitale’s apprentice.

    Unit Name / Number: 50 Watermace Dwarves (Heavy Infantry)
    Weapons / Armor / Items: Watermace - This heavy flanged battle mace has a blackened steel head on a hexagonal shaft. The leather wrapped handle provides a good grip. Near the lotus shaped flange piercings are water glyphs that form a highly pressurized layer of water, which doubles the velocity of every swing. The enchantment lasts for two turns and ends in a chaotic splash. / Heavy Steel Plate Armor
    Skills / Abilities: Mace Proficiency
    Description: The strength in these Giavintine Dwarves’ arms are as great as their strong will. They are a strong blunt supplement for the cutting infantry. However, their slow movement is further hindered by their armor although it leaves little vulnerability.


    Unit Name / Number: 150 Giavintine Cataphracts (Heavy Cavalry)
    Weapons / Armor / Items: Primary: Water Lance - Consists of a wooden shaft with a socketed steel head attached. It is supported by a chain attached to the horse’s neck, and at the end by a fastening attached to the horse’s hind leg. This horseman’s spear has a wooden handguard, on which a water glyph is inscribed. The enchantment works exactly the same as that of the Dwarven watermace above. Secondary: battle mace (identical to the Dwarven mace just without the glyph) / Heavy Steel Scale Armor, Magic Resistant Teardrop Shield -(wooden) Its formal name is the kite shield, but it is typically referred to as the teardrop shield because it is shaped like an upside down teardrop. A resistance glyph allows the shield to deflect an onslaught of magical attacks at the owner’s will. It lasts for one turn and takes two turns to replenish. / War Steed Mount (also armored)
    Skills / Abilities: Mounted Combat Proficiency
    Description: Imagine a spiked wall made of stainless steel reflecting the sun’s merciless glare at you. Now imagine that wall hurling towards you. Your arrows fail and your projectile magic is thrown back at you. Then your frontline men are either crushed by the wall, swallowed by the wall or stabbed by the wall making a soldier shish-kabob. Then you come to find out it’s no wall, just a well disciplined charge of the Giavintine Cataphracts.

    Unit Name / Number: 100 Dragoons of The Lotus (Light Cavalry)
    Weapons / Armor / Items: Primary: Lotus Saber - This steel blade as a guard shaped like the divine lotus bud. Inside the bud is a psionic glyph. Secondary: Crossbow / Dragoon Lotus Uniform (Steel Mail Shirt, Silk Vest, Silk Pants) / Mare Mount w/ Psionic Tattoo
    Skills / Abilities: Close Range Combat Proficiency
    Bloom Call - Once per thread, at the dragoon’s will, the Lotus Saber’s bud guard will bloom. This is a psionic beacon for that individual’s mare, and she will come running to that exact location. Of course whether or not the mount makes it there is highly dependant on her pathfinding and the obstacles in between. If the path to her owner is too complicated she will either give up or get lost.
    Description: The Dragoons are the mobile units of the mobile unit. Their light mare mounts (female horses) and even lighter armor gives them an unmatched speed within the Rosangely force, and their training allows them to fight effectively on horseback and on foot.

    Unit Name / Number: 100 Lightning Archery (Ranged Cavalry)
    Weapons / Armor / Items: Lightning Recurved Bow - This special composite bow has an electricity glyph on the belly. At the owner’s will it will cue the arrow to spark and electric charge upon descent. / Leather Armor / Arrows & Mare Mount
    Skills / Abilities: Long Range Archery & Equestrian Arts
    Description: These archers are so comfortable on their horses that they can leave their hands free for shooting as their horses charge at full speed. Adversaries express the most frustration over this unit as it is a slippery foe to catch and defend against.

    Unit Name / Number: 25 Majestic Cavalry (Special Cavalry)
    Weapons / Armor / Items: Oak Wizard’s Staff w/ White Sapphire Orb / Silk Robe / Mare Mount
    Skills / Abilities: Elemental Magic - Can summon the classical elements and use them as projectiles or otherwise, but not to gratuitous amounts.
    Description: Instead of relying on Giavinta’s signature glyph magic, these mounted mages rely on a more quickly applied from of magic in the chaos of the front line. Their most common form of fighting is hit and run tactics, where they quickly approach, attack, and withdraw.

    Unit Name / Number: 50 Giavintine Engineering Corps
    Weapons / Armor / Items: none / Silk Suits / (one of the following) Hatchet, Saw, Mining Pick, Hammer, Nails, Square, Measuring Tools, Torch
    Skills / Abilities: Engineering Skills, Salvaging Skills
    Description: These are the carpenters, blacksmiths, lumberjacks, miners, architects, and the calculators of the force. In addition to other things they are charged with building temporary camps repairing, minor damage to the weapons, aiming and shooting the onagers, ballistas, scorpions, and trebuchets. They use the resources of the land to build other siege weapons like battering rams and siege towers.

    100 River Rocks
    1000 lbs of Fresh Cut Oak
    Replacement Equipment
    Small Fleet Offshore (incapable of river travel)
    Last edited by Io Beauregard; 07-09-07 at 09:50 PM.

  4. #14
    Member
    EXP: 25,487, Level: 6
    Level completed: 79%, EXP required for next level: 1,513
    Level completed: 79%,
    EXP required for next level: 1,513
    GP
    498
    grim137's Avatar

    Name
    Xanbata Grim
    Age
    Irrelevant
    Race
    Vampire
    Gender
    Male

    View Profile
    I'm dropping out since I just found out that starting the 29th I'm going to be gone for several weeks.

  5. #15
    Hypocrite and Bitch
    EXP: 17,330, Level: 5
    Level completed: 56%, EXP required for next level: 2,670
    Level completed: 56%,
    EXP required for next level: 2,670
    GP
    86326
    Serilliant's Avatar

    Name
    Serilliant
    Age
    27
    Race
    Human
    Gender
    Male
    Hair Color
    Dark Brown
    Eye Color
    Green
    Build
    1.75 meters / 70 kilograms
    Job
    Merchant

    The Psionic Nonpareils

    Heroes

    Name: Shallot
    Occupation: Geneal/"Mother Brain"
    Weapon/Armor: None
    Abilities: Hive Mind - Shallot has the unique ability not only to communicate telepathically over great distances, but also to network the minds of many individuals so that they may also communicate. This has earned her the nickname "Mother Brain" as she can almost instantly direct and control the actions of a large battalion. Thanks to her ability, armies she has led rarely fall into confusion or havoc and can act with alarming unity and precision, even if the units have never trained together.

    Name: Lastra
    Occupation: Scout/Spy
    Weapon/Armor: None
    Abilities: Far Sight - Lastra has the ability to, through mediation, project her sight to a far location. She is unable to hear any sounds, but can see the location as if she were actually standing there. During the projection, she loses contact with her physical body. Attempts to wake her from her trance will fail. As a result, she is extremely vulnerable when using this ability. With no battle or other magical talent at her disposal, it is necessary to keep protection around her at all times.

    Name: Vellos
    Occupation: Strategist
    Weapon/Armor: None
    Abilities: Tactical Retreat - Using his psychic energies, Vellos has the ability to project images of his allies on the battlefield. If a retreat is necessary, this psychic skill can be used to create a second, duplicate army to draw an enemy's attacks while the real army retreats. He is only able to duplicate deployed units and only in the same quantity that exist. As dead units cannot be duplicated, it is necessary to use this skill early while the army is still numerous enough to provide sufficient coverage while the units retreat.

    Units

    Unit Name: Psychic Warriors
    Count: 200
    Weapon/Armor: 2 Blue Steel swords/Blue steel breastplate
    Abilities: Psychic Swordsmanship - Though wielding two blades is often a feat reserved for the most talented of swordsmen, the psychic warriors can utilize their mental energies to more easily control the swords' movements. Because they have not achieved the typical requisite skill to use an off-hand weapon, the psychic warriors are often regarded as lesser swordsmen. While their skill with combat is equal to that of a basic fighter, their use of two swords makes them unusually potent.
    Psionic blast - This skill can be used to push/pull an object with equal strength to an average human physically pushing or pulling something. The attack causes no damage to the target (unless, say, pushed into a ravine). It works on both animate and inanimate objects, but organic targets can resist the skill's effect if they are in tune with their own psychic energies.
    Create Companion - Each psychic warrior is trained to project his or her psychic energies into a cohesive shape. This shape is usually in the form of an animal pet, as outlined below.

    Unit Name: Psychic pet
    Count: 200
    Weapon/Armor: Claws, fangs/Fur
    Abilities: Summoned pet - These units are the summoned pets of the psychic warriors. Naturally, if their summoner is killed, they are also killed. While more skilled psionics could reasonably conjure any sort of creature, the psychic warriors are limited to simple animals such as bears, dogs, lions, and other simpler creatures. More mischievous psychic warriors have experimented with creating psychic squirrels to spy on females during undress, but due to the distinctive blue glow of psychic pets, no one was fooled. The psychic pet, if killed, will stun their summoner for several seconds, rendering him or her unable to act. Through several minutes of deep meditation, a psychic warrior's pet can be resummoned if killed.
    Howl/Roar - Other than attacking with their claws or fangs, this is a psychic pet's only real offensive ability. By howling/roaring, a pet can inspire fear in an opponent. This fear can manifest itself in a number of different ways in the target depending on his or her typical reaction to fear and animals. Most commonly the effect will cause the target to enter a fight or flight mentality, either wishing to slaughter the pet above any other threat, or flee from the pet for self-preservation. Obviously, strong-willed opponents or those familiar and comfortable with animals will be far less effected by the howling/roaring. A horde of psychic pets all howling in unison can be very discontenting given their ghastly bluish glow.

    Unit Name: Ground Cavalry
    Count: 100
    Weapon/Armor: Steel partisan/Steel chestplate
    Abilities: Mounted - These humans are mounted on trained warhorses. This gives them added speed and mobility. The horses have no special skills to speak of above or beyond those of a typical standard trained warhorse.
    Spear training - The ground cavalry is trained solely in the use of his or her spear. Separation from his weapon makes him or her extremely vulnerable. While an extremely potent foe while mounted, a dismounted cavalryman can still hope to do some damage on foot as well.

    Unit Name: Air Cavalry
    Count: 100
    Weapon/Armor: Steel partisan, shortbow/Leather vest
    Abilities: Mounted - These humans are mounted on trained hippogryphs (half horse, half eagle). This gives them added speed and the ability to fly. The hippogryphs have no special skills to speak of beyond those of a typical standard trained flying mount. Unlike the ground cavalry's horses, the air cavalry's hippogryphs tire from extended flight and must rest periodically, making this an ideal unit for quick strikes or emergency support, but not particularly useful for long battles.
    Spear and shortbow training - The air cavalry, unlike the ground cavalry, has trained in the use of both the spear and the shortbow. As a result, air cavalryman are less proficient in the use of both. A typical strategy for an air cavalrymen will be to stay in flight and rain arrows from above. Sometimes, these units may also engage in air combat with their partisans, or even hover low enough to do the same with ground units. Also unlike the ground cavalry, a dismounted air cavalryman is very vulnerable, as their battle skills while dismounted are not particularly noteworthy. In addition, a cavalryman, if dismounted from great height, will likely perish upon falling. Their crude leather armor also provides only scant protection.

    Unit Name: Psychic Archers
    Count: 100
    Weapon/Armor: Longbow/Leather Vest
    Abilities: Psychic Bowmanship - Though accuracy with arrows is something typically only reserved for the highly trained, some psychic warriors are used as archers due to their ability to more accurately manipulate the path of an arrow with their energies. While not more skilled than any other average archer, a psychic archer, due to needing less training in bow use, has more time to develop other talents such as weaving or smithing. However, due to the mental strain innate in controlling the flight path of arrows, psychic archers cannot summon animals as psychic warriors can, leaving them sans protection and thus requiring added support.
    Psionic blast - This skill can be used to push/pull an object with equal strength to an average human physically pushing or pulling something. The attack causes no damage to the target (unless, say, pushed into a ravine). It works on both animate and inanimate objects, but organic targets can resist the skill's effect if they are in tune with their own psychic energies.

    Unit Name: Psionics
    Count: 50
    Weapon/Armor: None/Cloth Robe
    Abilities: Psionic focus - These psychic mages can manipulate a non-living object in an unrestricted, three-dimensional plane provided an average person would have the strength to do so. In addition, their energies can be turned toward living entities and provide a touchless push equal in strength to a standard, physical push. With great concentration, their energies may also be focused down to an arrow-like projectile of psionic force that can be directed at opponents and offer the equivalent piercing power of a plynt-headed bolt fired from a standard crossbow of 150 pound draw.

    Unit Name: Cobras
    Count: 50
    Weapon/Armor: Catapult
    Abilities: Catapult - The Cobras are so named for their firing of catapults like a cobra spits its venom. Imbued with psychic ability, the engineers can fire their weapon long and straight (ideal for siege activity) or short and broad (ideal for attacking enemy troops). The catapults themselves are slow to load, and slow to move. While devastating against a horde of ground units, this slowness makes them incredibly vulnerable after a volley.

  6. #16
    Member
    EXP: 58,871, Level: 10
    Level completed: 45%, EXP required for next level: 6,129
    Level completed: 45%,
    EXP required for next level: 6,129
    GP
    1090
    Slayer of the Rot's Avatar

    Name
    Dan Lagh'ratham
    Age
    36
    Race
    Rock guy
    Gender
    Male
    Hair Color
    Black
    Eye Color
    Ice Blue/Gray
    Build
    6'4"/215lbs
    Job
    Slayer

    The Bloody
    Dan, in an attempt to trick the Ai'Brone monks, approached them like many previous others for an army for the Gisela. However, he intended on using them to create for him the new base of the Saraelian race, crafted of only the Terrans, whom he viewed as superior to the other three. Sensing his malign intent, the monks never the less created him an army, though all were nothing more than soulless, imperfect clones of himself. Enraged, Dan nevertheless took his army, vowing to consume the competition like so much dead meat.

    "Heroes"

    Siid'hartha Guitarma
    Weapons / Armor / Items: N/A
    Appearance: Siid'hartha is an aging Fallienite, marked with the common dark brown skin, with a flowing white beard that covers most of his chest. His white hair is tucked beneath a modest white turban. His arms are long and skinny, taut with slight, wiry muscles, and his ribs show just ever so slightly above a minorly paunched stomach. His hands are always folded in his lap, and his legs are always folded beneath him. He is simple to spot; as he would be the one hovering in mid-air.
    Abilities: Levitation - Guitarma is able to hold himself aloft for an indefinite amount of time, and may rise a total of twenty feet in the air. Complex movements cause him to lose his focus, as well as his altitude.
    Mind's Web - Casts a psionic web of mental influence across the entire battlefield, affecting only those in his army. It allows him to rely commands within seconds, and Dan Lagh'ratham may even converse with him freely in his mind if he would so wish.
    Hellish Winds - Guitarma is able to incite cyclical movement and collide masses of hot and cold air in order to create tornadoes with which to rip enemy units from the ground and send them crashing back to earth with lethal results. He can form one of these at a time and may not use any other magic.
    Heaven's Wrath - This spell polarizes molecules in gathered, overhead clouds to release a blast of lightning, directed as Guitarma wishes. The gathering of clouds influences the power of the bolt.
    Summons - Calls forth the leviathan, Vheissu. When it is present, he may not use any other spells, save for Mind's Web.
    Skills: Sharp Mind - With age comes wisdom. Guitarma is capable of recognizing all basic strategies and tactics, and knows a method on how to counter them.
    Description: Once a simple priest in the Cult of Mitra, Siid'hartha Guitarma was given the blessing of demon blood and soon after discovered a distaste for the members. After killing many of his personal followers, the aging shaman fled out into the middle of the desert, dazed and confused. In the great stretch of hellish waste, he ran into a being that was more beast than man, he helped align the blood lust that clenched his body. The man introduced himself as Renuanupadin, and then later Dan Lagh'ratham, happily revealing his own disgust at the people that breathed all about him. Counting an ally, Dan returned years later and recruited Siid'hartha for the Gisela.

    Vheissu
    Weapons / Armor / Items: N/A
    Appearance: An enormous supernatural being composed chiefly of water, it is snake like in appearance with two curious yellow lantern like eyes at the top of it's head. In total, it is at least sixty feet long and about thirty feet in diameter. Within it's aquatic bulk, a small snake swims, the true body of Vheissu.
    Abilities: Prison - Vheissu may absorb enemies into it's body and drown them within. Unless sufficient force is applied, or the beast's true body is destroyed, it's hide from within is nearly impossible to press through, similar to trying to push away from a riptide.
    Neptune's Blade - Vheissu condenses a powerful, pressurized stream of water into a mere thread. Working under the principles of erosion, this water bolt is capable of slicing flesh, wood, and metals of comparative strength of damascus.
    Description: A large construct of water, the true Vheissu was once nothing but a mere sea snake before being fished out of the sea by a wizard too curious for his own good health. Infusing it with a strange mist he'd come across in a previously undiscovered valley, the serpent vanished one night, leaving the wizard distressed and disappointed that he hadn't seen the results of his test. Discovering it could form a body of water, and thus become far more mobile than what it had been, the snake aimlessly slithered through rivers and streams until it was found by Siid'hartha. Bonding with the old dhaman, and receiving the name Vheissu, the snake became loyal to him, and followed him into the new reincarnation of the Gisela.

    Units

    Unit Name/Number: 500 Saraelian Berserkers
    Weapons/Armor: Enormous Dehlar Chopping Cleavers // Steel & Vlince Half Plate
    Abilities:
    Soulless: These demons were created with the absence of souls, on incident. Thus, attacks or defenses of the spirit do not affect them.
    Body of the Giant: Possessing only a quarter of Dan's original strength, the berserkers are still nothing to take lightly. Additionally, these troops are constantly ravaged with a ravenous hunger, and often consume their enemies.
    Fearless: Born incomplete, no berserker has eyes, and operates and sound and smell alone, as most predators do. For this reason, these troops cannot be turned back or dissuaded.
    Description: Incomplete genetic clones of Dan Lagh'ratham; the berserkers were born without eyes and thus wear helms which cover every inch of their head, save for their mouth and nostrils. They are incapable of speech and have only one driving goal; to satisfy their creator. They lunge into the middle of the enemy ranks and go ballistic, ripping and cutting with little aim. They are a fearful lot; an unrestrained blow from their choppers can cleave a full grown horse in two with little effort.

    Unit Name/Number: 300 Saraelian Terramancers
    Weapons/Armor: Fists // Flesh
    Abilities:
    Soulless: These demons were created with the absence of souls, on incident. Thus, attacks or defenses of the spirit do not affect them.
    Body of the Giant: Two and a half times stronger than the average man, the terramancers are quite capable of splintering weak woods, buckling weak metals, and crushing bone with their bare hands.
    Terramancy: These troops are proficient in the magical manipulation of stone and dirt. Their creations typically have the tensile strength of dehlar.
    Tetts'Kabe: A Saraelian word of unspecified origin, this is the terramancer's ultimate form of defense. Striking the ground with their foot, they draw up the iron deposits sleeping in the earth to form a ten foot wall. This ability cannot be used again unless the wall is destroyed.
    Close combat: The terramancer's are skilled in fighting only with their fists.
    Saraelian Form: A weaker version of the form Dan Lagh'ratham will eventually be able to take; the terramancer's skin is a lead grey with cracks speckling it, pulsing with an inner, green light. Sharp carapace forms on the backs of their hands and knuckles, and their skin is roughly the strength of iron.
    Description: Incomplete genetic clones of Dan Lagh'ratham; the terramancer's were born with a plate of bone and a stretch of flesh over their mouths, and thus follow orders without question. Capable of using the earth magic Dan may one day be able to access, they act more as support units than anything else, replacing berserker's lost limbs with new stone ones , or blocking incoming swarms of troops or projectiles with walls of dirt or spikes of rock.

    Unit Name/Number: 200 Saraelian Zephyrs
    Weapons/Armor: Talymer Longbows // Chitin and Arctic Hide Longcoats
    Abilities:
    Soulless: These demons were created with the absence of souls, on incident. Thus, attacks or defenses of the spirit do not affect them.
    Body of the Giant: The Zephyrs possess all five senses, unlike the other two creations, and they rival even an elves own. Unfortunately, they did not inherit their father's trademark strength, though are twice as fast and agile than the regular man.
    Marksmanship: These troops, with their enhanced senses, are excellent marksmen.
    Red Dust: A toxin employed by the Zephyrs which cause a person who breathes it in to temporarily lose their sense of logic and reason, and begin attacking without direction.
    Description: Incomplete genetic clones of Dan Lagh'ratham; the Zephyrs found themselves without the strength their brothers had, but instead possessing a full range of enhanced senses. Given longbows, and scores of arrows, the zephyrs never fire clouds of arrows, hoping they'll strike; they shoot to kill.
    [hr]
    Three dozen two and a half ton boulders
    One iron longship, for aquatic transport.
    Bastards never die.

  7. #17
    Member
    EXP: 17,010, Level: 5
    Level completed: 51%, EXP required for next level: 2,990
    Level completed: 51%,
    EXP required for next level: 2,990
    GP
    3225
    Atzar's Avatar

    Name
    Atzar Kellon
    Age
    20
    Race
    Human
    Gender
    Male
    Hair Color
    Long Black
    Eye Color
    Blue
    Build
    6'1" 180 lbs.
    Job
    Mage

    Alright. Approvals!

    Renjiro is approved.

    Saxon is not approved. Guns are way, way too powerful to be allowed for a level zero, even for a hero. Come up with replacements, please. Please make the necessary modifications to your army and then post here saying that you have done so. Thank you in advance for your cooperation.

    Twisted Infinitum is approved.

    Amaril Torrun is approved.

    Streak101 is approved. However, I will say this: I'm allowing the airships on the grounds that there are only two of them, and that they shouldn't have very good accuracy given their location with respect to the battlefield (so no sniping another army's heroes). Remember that powergaming will not be tolerated.

    Thoracis is approved.

    Tiberius is approved.

    Zade is approved.

    Bleater is approved.

    RumpleGrumblePuss is approved.

    Io Beauregard is approved.

    Serilliant is approved.

    Slayer of the Rot is approved.


    ...and that's all of them. Dirks will get back to you soon with information regarding the first round.

    Thank you!

  8. #18
    Member
    GP
    680
    Saxon's Avatar

    Name
    Thomas Saxon
    Age
    37
    Race
    Human
    Gender
    Male
    Hair Color
    Black
    Eye Color
    Blue
    Build
    6'1''/201 lbs.
    Job
    Hunter

    Changes made.
    HEY! If you are judging or adding experience to a quest of mine, READ THIS!

    ~~Fibonacci's Tales ~~
    To Trump A Bluff.. (Best Quest of 2007)
    Almost Heroes

    "To be evil is easy. It is far easier to destroy the light inside of someone then the darkness all around you." -The Night Watch

  9. #19
    Member
    EXP: 17,010, Level: 5
    Level completed: 51%, EXP required for next level: 2,990
    Level completed: 51%,
    EXP required for next level: 2,990
    GP
    3225
    Atzar's Avatar

    Name
    Atzar Kellon
    Age
    20
    Race
    Human
    Gender
    Male
    Hair Color
    Long Black
    Eye Color
    Blue
    Build
    6'1" 180 lbs.
    Job
    Mage

    Saxon is approved.

    Alright, you're all ready to go. I leave you for now with the following warning: many (if not all) of you can very easily powergame using the abilities that you have been given. If Max Dirks, myself, or any future judge decides that you have used your powers unfairly, it will be dealt with accordingly.

    That being said... thanks for the cooperation, and enjoy the tournament!

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