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  1. #1
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    Arden's Avatar

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    Arden Janelle
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    The Knights of Brae

    The Royal Knights of Brae

    For over five centuries, the island nation of Scara Brae has maintained a standing army comprised of three elements.

    The City Guard

    The defensive force of the capital city stands typically at four hundred men, each assigned shift patrolling different districts of their home. They know the island and its inhabitants well, and serve as military police focussed on crime prevention and education, rather than ruling by a heavy hand. They are respected, though often found to be lacking equipment or the resources to effectively do their job. When mobilised, they are a well-drilled infantry force and serve as the mainstay of the rare military conflicts in which Scara Brae finds itself.

    Five Hundred Guardsman:
    men and women well-trained but often lacking large scale experience. They are armed with leather armour and chainmail tunics, steel swords and round shields emblazoned with a bushel of wheat and sickle. Each hundred men is commanded by a sergeant, who is posted to one of the five districts of the capital city. They are commanded in battle by Field Major Judd Rem.

    Ability:

    Close-Quarter Fighting. Used to skirmishes in narrow city streets, the guardsmen are especially effective when fighting in close quarters, when flanked, or when fighting enemies in difficult ground (woods and ruins etc).

    The Knights Brae

    The Knights of Brae are the elite royal guard, commissioned by Queen Valeena’s great great great grandfather as a shining example of Scara Braen diplomacy and volition. In recent years, they have turned to wider tasks as the skill and experience of the City Guard reduces the need of the Knights in the Capital city. They wear heavy armour with swan facias, and carry white banners and elegant light shields which they keep pure white. Their ranks are drawn only from those who display exemplary command or bravery in conflicts or defence of their home, so they are typically late twenties early thirties before taking the rank of Knight-Errant.

    100 Royal Guard: Amongst the most experienced and respected men and women in Scara Braen society, the Royal Guard wear tall winged helmets and are armed with the best masterwork swords and armour available. They serve the Queen herself, and are only to be found outside of the city walls when the flagship Liliana sails to war. They excel at naval combat. Unlike the Knights Brae, their armour is burnt gold and only they of all the non-commissioned members of the Knights are permitted to wear cloaks.

    Ability:

    Focussed Defence. Fighting as a cohesive whole, when pressed, the Royal Guard can take to a formation which makes it all but impossible to penetrate their line. In this formation, they become a wall of stoic steel that only heroes and magic can topple.

    The Concourse Chalant

    The Knights hold a standing reserve of part-time city guard and men and women drawn from across all walks of life. They have earnt the right to own a set of arms and armour but only serve amongst the knights for a season every year. Whilst they are not as skilled as the Royal Guard, whom many equate to the Knights proper, they are placed above the city-guard and levy in terms of skill. Each Concourse Chalant brings to the military force of the island their own skills and experiences, and as such, they are often serving as advisors or teachers to the wider forces and help train and prepare the Duchy Levy for large scale conflicts.

    1000 Knight-Errant. Armed with half-plate and open helmets, the Knight-Errant fight with spear and longsword, which is often a mix of iron and steel and heirlooms passed down from military parents. They only wear insignia on their breastplate, earning their full uniform after serving for two seasons (two years). Whilst not as skilled as the Royal Guard or Navy, a Knight-Errant is still well-purposed with his or her weapons and is unwavering in conflict.

    Ability:

    Standing Military. The Knight-Errant come from all walks of life, and offer experience and proficiency in many disciplines, such as cooking, hunting, merchant pursuits, tailoring, diplomacy, blacksmithing, and professions which ensure a city can sustain itself. Forces supported by the Knight-Errant are considered to have access to such understanding as a level 3 character.

    The Swan Navy

    The Royal Navy of Scara Brae has ten ships. These allow the Knights of Brae to patrol the waters around their home and to move their numbers between the five duchies without the ardent journey across the open plains.

    The Liliana. A warship newly commissioned by the Queen to mourn the death of her sister. Three masted and the size of a standard naval galleon, the low decked ship sacrifices some of it’s offensive potential to have a swifter turn and head speed. It is typically manned by the Royal Guard and some of the finest (if roughest) crew available.

    Eight Cargo Ships. These ships can carry two hundred men a piece, but have no weapons save for those carried by it’s occupants. Each has two masted sails and oars should the need arise.

    The Marling. A small, elite vessel able to hold thirty crew and ten passengers, the Marling’s primary purpose is reconnaissance and infiltration. Able to achieve speeds of twenty knots in good wind, it has a low deck and transparent sails to minimise its visibility on the horizon. For engagement, it is often how commanders and heroes travel to where they are needed most.

    The Duchy Levy

    Each of the five duchy levies a thousand men, specialised with the industry of their home. These levies are seldom brought to conflict, but receive basic training and equipment to ensure that at any given time, Scara Brae can defend itself.

    1000 Fusiliers. Armed with shortswords, leather armour, and bucklers, the levy from the mining duchy can utilise small gunpowder charges to decimate armoured foes. Each only carries a single charge, but it creates a similar effect to a fireball as a level 3 mage.

    1000 Hasta Spearmen. Hailing from the rugged north, the levy from the agricultural district specialise in infantry scouts, each armed with throwing spears and short bows. They carry iron tipped arrows fletched with green and white feathers. They specialise in harrying enemy frontlines before withdrawing behind a main defensive line to provide archery support.

    1000 Cavalry. From the duchy at the heart of Scara Brae, come a thousand lightly armoured cavalry armed with spears and sword and shield. After a lightning initial charge, they can reform or dismount and create a shield wall. Their arms and armour are made of iron or leather.

    1000 Hoplites. From the wealthiest of the duchy come a levy of hoplites, armed with ring and steel platemail, they form the bulwark of a defensive line and wield heavy spears and large shields. They often serve as the anvil to the hammer of the Hasta or the cavalry.

    1000 Duellists. From the low land duchy, a levy of swordsman drawn from the lowest echelons of noble society. They are experts with their rapiers or short swords, and fight with one or two blades and speed and wits. They are an excellent shock troupe against light to medium armoured foes, but falter against armour or cavalry.


    The White Hand

    Experts at subterfuge and master assassins, the members of the White Hand work from within the enemy ranks. Whilst only a few in number, Arden has brought to the fore the ten most trusted and loyal of the Royal Household’s retainers. They do not operate on the field strictly speaking, but can use the following abilities once per encounter.

    100 men. Cut Supply Lines: For the remainder of the encounter, up to 2000 enemy troops fight fight on without access to supply lines. This does not prevent the men from foraging or finding alternative sources of sustenance.

    50 men. Sow Disloyalty: One unit up to 1000 strong are delayed by two posts at the start of the battle as rumours turn the men and the officers must get their ranks in order.

    100 men. Intercept Communications: Once per battle spies can plant intel in the heirarchy of the enemy army. This comes as an OOC comment about the intended actions of units in the above army - it is up to both parties to utilise this information as they see fit.

    Heroes

    Arden Janelle – as current profile.

    Leopold Winchester -

    Raven Flock - can fire a flock of 3 energy ravens which are X3 strength of Leopold's own physical strength, implode like non-elemental fire. Three times per thread.

    Master Logistician - the unit lead by Leopold is harder to disrupt, well supplied and somehow always knows where it's meant to be.

    Armed with flintlock pistol, cavalry sabre/spear, and a hunting rifle. These guns cost 10gp per shot. Spear sabre has the same enchantment as profile - does greater damage to winged enemies.
    Last edited by Arden; 01-23-2018 at 04:52 PM.

  2. #2
    Administrator

    EXP: 87,404, Level: 12
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    Level completed: 81%,
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    Lye's Avatar

    GP
    3,226

    Name
    Lichensith Ulroke
    Age
    32
    Race
    Human
    Gender
    Male
    Location
    Corone
    Heroes

    Arden Janelle – as current profile.

    Leopold Winchester - as current profile.

    Knight Commander Hanzou – Level 9.
    Only one hero, preferably the one assigned to the account, may play as their profile level/abilities.

    All others, despite being player characters, must conform to the level 9 cap and three ability cap. These can be profile abilities or Gisela abilities made specifically for the tournament.

    1000 Knight-Errant. Armed with half-plate and open helmets, the Knight-Errant fight with spear and longsword, which is often a mix of iron and steel and heirlooms passed down from military parents. They only wear insignia on their breastplate, earning their full uniform after serving for two seasons (two years). Whilst not as skilled as the Royal Guard or Navy, a Knight-Errant is still well-purposed with his or her weapons and is unwavering in conflict.

    Ability:

    Standing Military. The Knight-Errant come from all walks of life, and offer experience and proficiency in many disciplines, such as cooking, hunting, merchant pursuits, tailoring, diplomacy, blacksmithing, and professions which ensure a city can sustain itself. Forces supported by the Knight-Errant are considered to have access to such understanding as a level 3 character.
    So let me get this correct. This ability grants the army "skills" as in non-ability related IC fluff? That's exceptionally interesting and a smart tactical choice. So long as i understand that correctly, this is approved.

    The Swan Navy

    The Royal Navy of Scara Brae has ten ships. These allow the Knights of Brae to patrol the waters around their home and to move their numbers between the five duchies without the ardent journey across the open plains. The Flagship and three warships are the only militarised aspect, with five cargo galleys and a specialised scout ship making up the rest of the fleet.

    The Liliana. A warship newly commissioned by the Queen to mourn the death of her sister. Three masted and the size of a standard naval galleon, the low decked ship sacrifices some of it’s offensive potential to have a swifter turn and head speed. It is typically manned by the Royal Guard and some of the finest (if roughest) crew available. It has two ballistae at prow and keel, and three heavy cannons along each side but these require great effort to utilise and the crew prefer to take evasive action or boarding actions over engaging typically heavier ships.

    Three Warships. The same length but twice as bulky as the Liliana, the three warships boast four cannons along each flank and serve as firing platforms to protect the troop transports and the Liliana. Each has a crew of a hundred men, but none has cargo space for military units.

    Five Cargo Ships. These ships can carry two hundred men a piece, but have no weapons save for those carried by it’s occupants. Each has two masted sails and oars should the need arise.

    The Marling. A small, elite vessel able to hold thirty crew and ten passengers, the Marling’s primary purpose is reconnaissance and infiltration. Able to achieve speeds of twenty knots in good wind, it has a low deck and transparent sails to minimise its visibility on the horizon. For engagement, it is often how commanders and heroes travel to where they are needed most. It cannot evade magical or extra sensory perception.
    Ships and airships were not permitted in this Gisela due to the difficulty in assessing their worth to an army. Ships may be used as a transit system but not naval combat or to siege land. I do apologize for this, but I will permit the ships of their combat capabilities are stripped.

    The White Hand

    Experts at subterfuge and master assassins, the members of the White Hand work from within the enemy ranks. Whilst only a few in number, Arden has brought to the fore the ten most trusted and loyal of the Royal Household’s retainers. They do not operate on the field strictly speaking, but can use the following abilities once per encounter.

    Cut Supply Lines: For the remainder of the encounter, up to 2000 enemy troops fight without food and water. Decreases morale and ability to regroup after being routed.

    Sow Disloyalty: For three opponent posts, one selected unit up to 2000 in number cannot participate in the battle as morale and rumours turn the men and the officers must get their ranks in order.

    Intercept Communications: For three opponent posts, commands are mislaid and misheard as runners turn up dead and telepaths are interfered with. This will not prevent communication entirely, but may turn the tide of battle.
    I don't see a unit count here and am not sure what these abilities apply to.

  3. #3
    Member

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    Arden's Avatar

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    Arden Janelle
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    For ease of simplicity I'll only be using Arden as a hero during the tournament.

    Any other 'named' characters will be for story purposes only.

    I've kept the ships for IC justification of the Scara Braen army being elsewhere and they have no combat abilities.

    You understand correctly about the 'IC ability' of the Knights.

    100 White Hand. I was hoping to apply writing restrictions to sections of enemy forces but I'd wager this isn't permitted. Please advise!

  4. #4
    Administrator

    EXP: 87,404, Level: 12
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    Lye's Avatar

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    Name
    Lichensith Ulroke
    Age
    32
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    Human
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    Male
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    The writing restrictions are fine, but you need to establish that in-thread. Otherwise, you're gaining an automatic tactical advantage. So if you want to work some of these into troop abilities or a hero ability, I could work with you on that. Otherwise, you'll need to take them down.

  5. #5
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    EXP: 3,250, Level: 2
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    Arden's Avatar

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    If I have three sets of 100 spies with one of the abilities assigned to each and write it correctly, is that acceptable?

  6. #6
    Administrator

    EXP: 87,404, Level: 12
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    Lye's Avatar

    GP
    3,226

    Name
    Lichensith Ulroke
    Age
    32
    Race
    Human
    Gender
    Male
    Location
    Corone
    The food and water one would be fine as a unit ability but they only can cut off water and supply routes. It can't force the men not to forage or find alternate methods of sustenance.

    The disloyalty one is a bit strong since you're knocking out 1/5th of the enemy army for arguably half the encounter. I'd say 1,000 units are disabled for two posts at the start of battle.

    The interrupt communications was somewhat of an autohit which I had to correct in Shin's army. So I'd be okay with you intercepting and learning enemy intel, but not manipulating their intel. Perhaps you could add a clause where you can suggest a piece of intel per post in an OOC tag and your opponent can choose what to do with said intel? It'd have to be one or the other though since they'd be separate abilities. Essentially stealing intel or planting intel.

  7. #7
    Administrator

    EXP: 87,404, Level: 12
    Level completed: 81%, EXP required for next Level: 2,596
    Level completed: 81%,
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    Lye's Avatar

    GP
    3,226

    Name
    Lichensith Ulroke
    Age
    32
    Race
    Human
    Gender
    Male
    Location
    Corone
    Actually, the food and supply line one is okay since its not so much an auto hit to the army itself.

    The Disabling men due to morale is an auto hit. So that needs to be changed. Perhaps the ability is the units can disguise themselves as enemy soldiers. By doing so, they are able to sow disloyalty in the enemy forces. They blend so well that they cannot be discerned from ally soldiers for up to three posts. Any assassination attempts or turncoat actions would break the camouflage. Keep the group at or under 100 men though.

    The intel one as my previous post is okay.

  8. #8
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    Arden's Avatar

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    Think that's about right. How much manpower do I have left ish? Want the army to smaller by default given it's historical setting but might add a few pikemen.

  9. #9
    Administrator

    EXP: 87,404, Level: 12
    Level completed: 81%, EXP required for next Level: 2,596
    Level completed: 81%,
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    Lye's Avatar

    GP
    3,226

    Name
    Lichensith Ulroke
    Age
    32
    Race
    Human
    Gender
    Male
    Location
    Corone
    I have the count at 8,850.

  10. #10
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    EXP: 3,250, Level: 2
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    Arden's Avatar

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    Arden Janelle
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    Added Leopold back in and that should be good to go?

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