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Max Dirks
07-05-07, 05:56 PM
This is the registration thread for the Gisela Open. The Rules and Regulations can be found here (http://www.althanas.com/world/showthread.php?t=6224). Registration for the Gisela Open is simple. Post the word "Registered" as a reply to this thread and detail your army. This includes the type of troop (infantry, etc.) or unit (cannon, rams, rocks, etc.), its weapon and armor, and any special abilities, if applicable. Troop power levels are ¼ of the registration level of the player’s primary character rounded down to the nearest whole number. Level 0-3 characters shall have level 0 troops. Please also use your reply to detail your hero characters. These characters are of equal level to your primary character and can be used in anyway you want.

Replying to this thread with an army guarantees you a position in the tournament. However, each army must be approved by myself or Atzar before you can participate in the tournament. As soon as we are able, we will review your armies and post whether they are accepted or not. If not, we will specify what needs to be changed before the army will be approved.

Here is my entry from last season to use as a template. Please note, your entries don't need to be as detailed as mine. Also, the number of troops for the last Gisela was 5000. Your entry must be limited to 1000.


The Dark Trinity

Heroes:

Name/Position: Drax Piston - General
Weapon(s)/Armor: PSG-1 Sniper Rifle/None
Abilities: Nothing but a niche for survival
Appearance: Appearing much like the antonym of Max Dirks, Drax Piston has long blonde hair that now falls to his upper back. Drax is extremely vain and prefers to wear his hair in a straight ponytail. He is tall, built and a formidable fighter.
Description: Though relatively unknown until the first Gisela Open where he fell under the command of Max Dirks, Drax still had many connections in Radasanth. When rumors of the second Gisela started flooding the city, Drax was approached by a number of high rollers and asked to win the tournament so they could create a casino on the magical island. Drax agreed, but was only able to manage to scrap up an army of scrubs. The people he hated most were the only ones who would follow them. However, deep down, Drax wants to prove that the glory of the original Gisela Open did not belong to the criminal Max Dirks, but to the lieutenant that was forced into the background.
Army Breakdown: 500 Units

Name/Position: Chronos Realm - Lieutenant
Weapon(s): Steele short dagger/Woolen Cloak
Abilities: Level three time mage.
Spell(s): Slowdown - a maneuver that slows down time from his perspective alone to allow him to dodge attacks more efficiently. Revert - a spell that allows him to travel backwards in time five seconds. This spell is very useless but extremely taxing. Speed Up- a maneuver that slows time around him, causing his regular movements to appear faster depending on his opponent’s perspective. Ethereal- This spell has not been “unlocked” yet, but shall be unlocked as the Dark Trinity advances in the tournament. It allows Chronos to stop time so that he can cross into the ethereal plane (others are not effected). From there he summons an army of undead warriors (his own fallen troops) to follow him once again into battle.
Appearance: A weathered mage who seems to appear younger as the days go forward. As his control of time magic heightens he will eventually peak around the age of 32. He is much frailer than Drax but can certainly hold his own in close combat.
Description: Chronos believes himself to be the last remaining descendant of an ancient race that used to control all life on Althanas. He believes the key to unlocking his race’s power lies somewhere on the uncharted island. Over time, Chronos has built a large following and trained them into one of the most formidable armies in history.
Army Breakdown: 1500 Units

Name/Position: Meredith Carter - Lieutenant
Weapon(s)/Armor: Titanium coated Sliver Long Sword and Titanium coated Sliver Plate Armor.
Abilities: Level three cleric
Spells: Heal - a basic healing spell that has been thoroughly mastered. She can cure the weakest cuts to the most life-threatening wounds. However, once the soul has left the body, her curing abilities become null. Thus, she is unable to revive fallen warriors. Shield - albeit only big enough for one person, this shield can block even the most powerful of blows. It is connected to her body like armor; therefore, she can still feel some of the force of the attack the shield is blocking.
Appearance: A beautiful elven princess, Meredith is known for her stunning looks. She has long blonde hair, an uncharacteristic tan body and the most beautiful blue eyes Althanas has ever seen. Though she appears timid, most are not fooled by her looks as her demeanor is very aggressive. She is fit and highly formidable in ground and mounted combat.
Description: Little is known about Meredith, aside from the fact that she is the princess of a very discrete group of elves living in the southern edge of Berevar where the trees still grow before the tundra begins. Observers have noticed that wherever Chronos is, Meredith is usually a few steps behind. Perhaps there is a love interest between the two of them.

Unit Breakdown:

Drax Piston’s Division- Codenamed: Pistons

Unit Name/Number: 50 Covert Operations Officers
Weapons/Armor: none/none
Abilities: Espionage and Demolitions
Description: The Covert Ops Officers joined Drax’s army because they owed him a favor. Being one of the few capable units, they are like the infiltrators from Dirks’ original army. They sneak in and sabotage the opposing army wherever they can.

Unit Name/Number: 100 Spies
Weapons/Armor: Iron Daggers/none
Abilities: none
Description: These are the street informants from Radasanth. They joined Drax’s army after he promised them that he would give them legitimate jobs at the casino. Drax plans to continue to use them as informants at the casino, to keep him tuned into who plans on betting what and where. The spies act as the scouts in Drax’s division

Unit Name/Number: 200 Radasanthian Rouges
Weapons/Armor: Pitchforks and Daggers/ none
Abilities: none
Description: These are street junkies from Radasanth who admired Drax’s charisma. Even though they would follow their leader to the end of the world, Drax usually puts them on the front line and considers them expendable.

Unit Name/Number: 50 Gun Collectors
Weapons/Armor: Flintlock Pistols/ none
Abilities: none
Description: These are Drax’s best friends. They usually don’t fight, but they do have a strange ability to excite the troops. Perhaps it is because of the guns that they flash around the area when they do so. Drax would do anything to see these fellows make it through to the end.

Unit Name/Number: 20 High Rollers
Weapons/Armor: Dice/None
Abilities: Random Dice Spells
Description: These twenty people are the ones that hired Drax to win the tournament. They are the ones who come off with the greatest profit margin with the creation of the casino. However, little does Drax know that they are using him in some greater game. They hardly ever fight, but when they do it is to clean up Drax’s mistakes extremely quickly.

Chronos Realm’s Division: Codenamed: Dravidians

(The second Unit Name refers to what they become once Chronos summons the dead army)

Unit Name/Number: 100 Hunters / Vampires
Weapons/Armor: Long Bows/ Ranger Equipment
Abilities: The hunters have an uncanny ability to focus their minds to make for more accurate shots with their bows.
Description: The hunters are one of Chronos’ most called upon support divisions. They usually attack from afar, but are very aggressive in their attack patterns. They tend to press their enemies into corners and use sheer number advantage to bring them down. They are the epitome of teamwork.

Unit Name/Number: 20 Gryphons / Skeletal Gryphons
Weapons/Armor: Teeth and Claws
Abilities: They can fly great distances without feeling fatigued in the air. However, when they return to the ground, their attack power is greatly diminished.
Description: These beasts of burden (half lion, half horse hybrids) have been domesticated by Chronos and his follows and thusly will follow any order that Chronos gives them. They are few in number but provide necessary air support.

Unit Name/Number: 200 Dark Mages / Lichen
Weapons/Armor: Oak Staffs/ Long Robes
Abilities: These dark mages have limited control over the darker of the elements including fire, earth, gravity and time. Because of the complexity of the elemental magic they perform, each mage can only focus on one element. They are divided equally among the listed elements. Their spells are mostly projectiles meant to do damage aside from the time mages who only have the speed up ability listed for Chronos. The time mages are practically useless.
Description: The mages are a major portion of Chronos’ division. They have been each personally trained by the time mage himself. However, their training had yet to take off before the island was introduced and news of the new Gisela Open spread. Individually they are weak, but together they are a formidable force.

Unit Name/Number: 12 Dragons, 12 Dark Riders / Skeletal Dragons, Wraiths
Weapons/Armor: Claws, Iron Swords/Plate Armor
Abilities: Intensive Battle Training and the Dragons can spit bursts of fire at their enemies.
Description: Probably the most powerful pairs in all of the Dark Trinity, the dragons and their riders are actually Chronos’ lieutenants. They are his most devoted followers. To the rest of his army, the riders have been compared to the twelve disciples. When Chronos is finally able to beat time and live forever, they will be the next to follow.

Unit Name/Number: 100 Warriors / Ghosts
Weapons/Armor: Steel Long swords / none
Abilities: none
Description: The warriors are the best close combat unit in Chronos’ division. They have been well trained in the art of guerilla warfare. They attack from bushes and trees. Some say the warriors’ minds have been tainted by some unknown force because they have been known to disregard their own allies in a battle. Their only objective seems to be taking out as many people as they can before they fall themselves. In their ethereal form, the ghosts can cause no physical harm, nor can they take it. They are suspect to magic attacks and can attack at the souls of the opponents.

Unit Name/Number: 300 Knights / Skeletons
Weapons/Armor: Iron Swords/ Iron Breastplates, Iron Helmets, Iron Shields
Abilities: none
Description: This is the core of Chronos’ division. These are the units that are always put on the front lines. They are slow, but very formidable in close combat situations. Their armor also protects them from poorly aimed long distance attacks as well. They easy fall to lightning magic however. Usually Chronos forms phalanxes with his knights to scare his opponents into falling back into the visage of his unseen hunters and warriors.

Unit Name/Number: 100 Dark Elf Scouts / Orcs
Weapons/Armor: Long Bows, Iron Daggers / None
Abilities: Immortal unless killed and extremely quick and nimble
Description: Though they undoubtedly possessed magic at one point in history, these dark elves have been corrupted by Chronos’ dream of revealing his race to the world. They no longer sport any magic, but can fight if need be. Usually Chronos sends them ahead in battle to scout out the area. Their speed allows them to return without getting harmed and often times the scouts aren’t even noticed at all.

Unit Name/Number: 56 Dogs / Skeletal Dogs
Weapons/Armor: Claws, Teeth
Abilities: None
Description: What would an army be without dogs? These are domesticated dogs that have been trained to attack ground based opponents. Usually the dogs are guided by the hunters and are released to scare or distract enemies. The dogs are expendable.

Meredith Carter’s Division: Codenamed: Silver Fury

Unit Name/Number: 100 Elven Clerics
Weapons/Armor: Staffs/None
Abilities: Basic heal spell.
Description: Though their powers don’t begin to rival Meredith’s, these clerics form a great defensive team. Individually their healing magic is weak, but together they can quickly rejuvenate injured warriors and send them back to fight in the exact same battle. Meredith usually keeps them in the back of her brigade, protected by the Calvary.

Unit Name/Number: 300 Archers
Weapons/Armor: Silver plated bows with 50 arrows each/none
Abilities: The ability to focus to make for more accurate shots.
Description: These archers would follow Meredith to their deaths as they are of the same race as she. They are primarily long distance fighters used to keep opposing armies away from her advancing Calvary. Her most prominent strategy is to have them form a U-shape around the Calvary to keep them protected from all sides.

Unit Name/Number: 300 Mounted Calvary, 300 Horses
Weapons/Armor: Long Swords, Silver Shields, Breastplates.
Abilities: none
Description: The brunt of Meredith’s armies, she usually uses the Calvary to advance on her opponents. Their horses give them a great advantage in close combat, but they are also extremely formidable on the ground away from their steeds. Each of the warriors has created a special bond with their horses, and because of that bond neither horse nor master would ever ride or be ridden by someone else. The consequences would be dire.

Unit Name/Number: 200 Light Mages
Weapons/Armor: Silver Staffs/ none
Abilities: Basic control over the light elements including: wind, water, ice, and light. Like the dark mages, each light mage is only able to focus on one element. The light mages have been split up among elements as well.
Description: These mages are usually grouped together to perform powerful spells against her enemies. However, Meredith usually hides them for the first half of the battle to give them a secret advantage in the most critical points in the fray.

General Units:

5 Wooden Ships: Water Transport should the need arise to use them. They are massive in size, able to hold half an entire division in the galley alone.

100 Ship Cannons: Each Ship has 33 Cannon’s except for Drax’s which has 34. The cannons are used to defend themselves at sea.

142 Rocks: To be used as cannon balls.

30 Rams: To break down any stronghold.

50 Supply Carriages: To carry all the units and supplies except for the ships, which are docked at the nearest Harbor north of Radasanth.

3 Magic Stones: These allow instant communication between the division leaders.

If you have questions, please direct them to the Rules and Regulations page linked above. Registration will begin Saturday, July 7th, at 12 PM CST.

Renjiro
07-07-07, 12:06 PM
Registered.

The Mystic Faction

Since the Hyra race is extinct, Jiro kinda doesn't have any people to lead into battle; therefore, the Ai'borne monks created his army. The Mystic Faction was created out of Jiro’s mind. The heroes are the legends from stories he heard as a child. The warriors are all what he remembers Hyra elven warriors to be.

Heroes:

Name/Position: Hikaru – General of the Shimmering Star
Weapon(s)/Armor: Twin Steel Short Swords – Full Leather, Midnight Blue Cloth Cloak with a Silver Symbol of Three Shooting Stars Descending from the Sky ((Considered Hikaru’s Symbol))
Abilities:
-Shotgun (Fires a small spray of burning lights. The effective range of fire is only five feet. Getting hit by one will feel like getting stung by a bee. It can cause the spot where you were hit to become sore. Rarely, they can even cause minor burns to the skin.)
- As a Hyra elf, he hears fifty percent better than the average human.
- As a Hyra elf, he has more rods than cones in his eyes. This allows him to see better at night than the average man. His nighttime sight is increased by fifty percent.
- He is average at sword play.
Appearance: His peppered black hair is barely long enough to cover his pointy ears. He has a few old battle scars on his face that reflect his experience on the battle field. His hazel eyes are filled with determination and an unyielding resolve. His face is always stern. He stands six feet tall with a mighty build.
Description: He is tired of war and conflict, but he refuses to lay down his weapon. He will remain on the front lines of the battle even if his army deserts him. He is stubborn and proud. He does not Share a close bond with any of his men, but at the same time, he weeps for every fallen comrade. Hikaru believes in taking the fight to the opponent. His army is trained to meet the enemy in open combat.
Army Breakdown: 500 Units

Army of the Shimmering Star
Unit Name/Number: The Altair Legion – 50
Weapons/Armor: Iron Long Sword – Full Leather, Midnight Blue Cloth Cloak with a Silver Symbol of Hikaru
Abilities:
- As a Hyra elf, they hear fifty percent better than the average human.
- As a Hyra elf, they have more rods than cones in their eyes. This allows them to see better at night than the average man. Their nighttime sight is increased by fifty percent.
- They are average at sword play.
Description: These warriors are Hikaru’s finest and most trusted men. They will follow him into any battle without question. They stay by his side at all times. Anyone of them would lay down their life for his without hesitation.

Unit Name/Number: Izar Medical Corps – 50
Weapons/Armor: Staff – Cloth Cloak with Red Symbol of Hikaru
Abilities:
- As a Hyra elf, they hear fifty percent better than the average human.
- As a Hyra elf, they have more rods than cones in their eyes. This allows them to see better at night than the average man. Their nighttime sight is increased by fifty percent.
- The have low pole weapon fighting skill.
- Celestial Healing – They can close minor cuts and wombs.
- Celestial Cleansing – They can cure common poisons.
Description: The Izar Medical Corps is a special order of Hyra mages that excel in healing magic. They are extremely weak in combat, so they always travel with a guard.

Unit Name/Number: Izar Guard - 50
Weapons/Armor: Iron Pike – White Cloth Cloak with Red Symbol of Hikaru
Abilities:
- As a Hyra elf, they hear fifty percent better than the average human.
- As a Hyra elf, they have more rods than cones in their eyes. This allows them to see better at night than the average man. Their nighttime sight is increased by fifty percent.
- They have average skill at fighting with pole weaponry.
Description: These brave warriors sole job is to protect the Izar Medical Corps. They do not leave their sides even for a second.

Unit Name/Number: Atria Regiment – 80 ((Split into 2 Companies each with 40 Men))
Weapons/Armor: Iron Spear - Oak Buckler, Iron Light Helmet, Iron Chain Mail, Black Cloth Cloak with Hikaru’s Symbol in Blue
Abilities:
- As a Hyra elf, they hear fifty percent better than the average human.
- As a Hyra elf, they have more rods than cones in their eyes. This allows them to see better at night than the average man. Their nighttime sight is increased by fifty percent.
- They have average skill at fighting with pole weaponry.
Description: General Hikaru’s main army consists of three regiments of basic infantry units that can be broken down into six companies. The Atria are the spear wielding group in Hikaru’s infantry.

Unit Name/Number: Errai Regiment – 80 ((Split into 2 Companies each with 40 Men))
Weapons/Armor: Iron Long Sword – Oak Buckler, Full Leather, Red Cloth Cloak with Hikaru’s Symbol in Black
Abilities:
- As a Hyra elf, they hear fifty percent better than the average human.
- As a Hyra elf, they have more rods than cones in their eyes. This allows them to see better at night than the average man. Their nighttime sight is increased by fifty percent.
- They are average at sword play.
Description: General Hikaru’s main army consists of three regiments of basic infantry units that can be broken down into six companies. The Errai are the sword wield group in Hikaru’s infantry.

Unit Name/Number: Polaris Regiment – 80 ((Split into 2 Companies each with 40 Men))
Weapons/Armor: Iron Hand Axe – Full Leather, Red Cloak with Hikaru’s Symbol in Yellow
Abilities:
- As a Hyra elf, they hear fifty percent better than the average human.
- As a Hyra elf, they have more rods than cones in their eyes. This allows them to see better at night than the average man. Their nighttime sight is increased by fifty percent.
- They have average skill at fighting with an axe.
- They have average skill at throwing an axe.
Description: General Hikaru’s main army consists of three regiments of basic infantry units that can be broken down into six companies. The Polaris are the axe wielding group in Hikaru’s infantry.

Unit Name/Number: Lucida Regiment - 50
Weapons/Armor: Iron Short Sword, Oak Crossbow with 12 Iron Tipped Bolts – Leather Vest, Boots, and Gloves; Black Cloak with Hikaru’s Symbol in White
Abilities:
- As a Hyra elf, they hear fifty percent better than the average human.
- As a Hyra elf, they have more rods than cones in their eyes. This allows them to see better at night than the average man. Their nighttime sight is increased by fifty percent.
- They have average accuracy with a crossbow.
- They have below average skill with a sword, but are not completely useless with one.
Description: The Lucida do not break down into two companies like the other regiments. The travel the behind the other armies giving support to their comrades in need.

Unit Name/Number: Rukh Calvary – 30 Horses/30 Riders
Weapons/Armor: Horses None/Leather Saddle, Leather Bridle – Iron Short Lance, Iron Short Sword/Oak Buckler, Leather Vest, Gloves, and Boots; White Cloth Cloak with Hikaru’s Symbol in Black
Abilities:
- Horses – Well trained battle horses that do not fright easily.
- As a Hyra elf, they hear fifty percent better than the average human.
- As a Hyra elf, they have more rods than cones in their eyes. This allows them to see better at night than the average man. Their nighttime sight is increased by fifty percent.
- The riders have average skill at Mounted Combat
Description: Whenever Hikaru needs a job done quickly, these are the men he goes to. They can be activated in a moments notice and hurry to the battle. They are often sent to investigate strange activity in certain areas or to reinforce other units.

Name/Position: Hoshimi – General of the Crescent Moon
Weapon(s): Iron Dagger, Oak Longbow with 12 Oak Arrows – Full Leather
Abilities:
- As a Hyra elf, she hears fifty percent better than the average human.
- As a Hyra elf, she has more rods than cones in her eyes. This allows her to see better at night than the average man. Her nighttime sight is increased by fifty percent.
- Moonlight Reflection: Hoshimi can create a mirror image of herself. It is an illusion and is unable to do anything except distract people. It will vanish after only one minute or if anyone tries to touch it. Hoshimi must be close by and have her eyes on the illusion at all times or else it will fail.
- Hoshimi has average accuracy with her bow.
- Hoshimi is below average skill with her dagger, but if necessary, she can defend herself with it.
Appearance: Hoshimi is 5’8” with long black hair and glassy blue eyes. She is thin but still strong. She is young and beautiful, but she still maintains a fiery side to her.
Description: Hoshimi is quiet. She does not usually speak but prefers to listen. When she does speak it is to say something important. Despite her young age she commands the respect and loyalty of her men. She believes in taking the fight away from the point of interest. Her units are tried for small skirmishes in difficult terrain. She prefers to wait and ambush than rush out and attack.
Army Breakdown: 350 Units

Unit Name/Number: Tabit Squadron 30
Weapons/Armor: Beak and Talons/None
Abilities:
- Hawk Eye: They can see movement from far away.
- Flight: They have the ability to fly for a time of 20 minutes.
- Human Speech: They can speak.
Description: These birds used to live in harmony with Hyra before they became extinct. The females have sharp eyes and are good at scouting areas. Hoshimi was known for using them to recon enemy movements when she was in control.

Unit Name/Number: Merope Squadron 30 ((Split into 3 Companies each with 10 Birds))
Weapons/Armor: Beak and Talons/None
Abilities:
- Flight: They have the ability to fly for a time of 40 minutes.
- Human Speech: They can speak.
Description: These birds used to live in harmony with Hyra before they became extinct. The males have strong wings and can fly longer distances. General Hoshimi was known for using them to communicate with different units while on the battlefield.

Unit Name/Number: Tygeta Militia 40
Weapons/Armor: Iron Short Sword – Wooden Buckler, Cloth Cloak ((It is white on one side and forest green on the other.))
Abilities:
- As a Hyra elf, they hear fifty percent better than the average human.
- As a Hyra elf, they have more rods than cones in their eyes. This allows them to see better at night than the average man. Their nighttime sight is increased by fifty percent.
- They are average at sword play.
- They are capable making little or no sound when they move, but when doing this, their speed becomes a quarter of what it was.
Description: The Tygeta usually stay behind while the other units go to fight. They wait to watch how the enemy responds to the other units; then they act accordingly.

Unit Name/Number: Turies Unit - 50
Weapons/Armor: Twin Short Swords – Cloth Cloak ((It is white on one side and forest green on the other.))
Abilities:
- As a Hyra elf, they hear fifty percent better than the average human.
- As a Hyra elf, they have more rods than cones in their eyes. This allows them to see better at night than the average man. Their nighttime sight is increased by fifty percent.
- They are average at sword play.
- They are capable making little or no sound when they move, but when doing this, their speed becomes a quater of what it was.
Description: These men are usually somewhere at the front lines keeping a close watch on their enemies. They are quiet and sneaky. They specialize in ambushes.

Unit Name/Number: Celabrai Unit - 50
Weapons/Armor: Oak Short Bow with 12 Iron Tipped Arrows – Cloth Cloak ((It is white on one side and forest green on the other.))
Abilities:
- As a Hyra elf, they hear fifty percent better than the average human.
- As a Hyra elf, they have more rods than cones in their eyes. This allows them to see better at night than the average man. Their nighttime sight is increased by fifty percent.
- They have average accuracy.
- They are capable making little or no sound when they move, but when doing this, their speed becomes a quater of what it was.
Description: These men are usually close to the front giving archery support to the guys at the front.

Unit Name/Number: Becrux Order - 40
Weapons/Armor: Oak Staff – Cloth Cloak ((It is white on one side and forest green on the other.))
Abilities:
- As a Hyra elf, they hear fifty percent better than the average human.
- As a Hyra elf, they have more rods than cones in their eyes. This allows them to see better at night than the average man. Their nighttime sight is increased by fifty percent.
- Shotgun (Fires a small spray of burning lights. The effective range of fire is only five feet. Getting hit by one will feel like getting stung by a bee. It can cause the spot where you were hit to become sore. Rarely, they can even cause minor burns to the skin.)
- Light Manipulation: They can bend light to create barriers that can withstand minimal damage for both magical and melee attacks. The maximum size of one of their barriers is 25 square feet.
Description: These mages are not very good at physical combat, but they can be very effective with the magic.

Unit Name/Number: Beid Order - 40
Weapons/Armor: Oak Staff – Cloth Cloak ((It is white on one side and forest green on the other.))
Abilities:
- As a Hyra elf, they hear fifty percent better than the average human.
- As a Hyra elf, they have more rods than cones in their eyes. This allows them to see better at night than the average man. Their nighttime sight is increased by fifty percent.
- Rampaging Stars –In this spell they fire three to fives balls of light from their palms. These balls of light are capable of doing minor damage. Getting hit by one will feel like getting stung by a bee. It can cause the spot where you were hit to become sore. Rarely, they can even cause minor burns to the skin. The Beid have no control over where they go when they leave their palms because they tend to change direction on their own. (like a balloon if you release the end of it when it is full of air)
- Moonlight Reflection: They can create a mirror image of herself. It is an illusion and is unable to do anything except distract people. It will vanish after only one minute or if anyone tries to touch it. They must be close by and have their eyes on the illusion at all times or else it will fail.
Description: These mages are not very good at physical combat, but they can be very effective with the magic.

Unit Name/Number: Hydrobius Medical Unit 35
Weapons/Armor: Staff – Cloth Cloak ((It is white on one side and forest green on the other.))
Abilities:
- As a Hyra elf, they hear fifty percent better than the average human.
- As a Hyra elf, they have more rods than cones in their eyes. This allows them to see better at night than the average man. Their nighttime sight is increased by fifty percent.
- The have low pole weapon fighting skill.
- Celestial Healing – They can close minor cuts and wombs.
- Celestial Cleansing – They can cure common poisons.
Description: The Hydrobius Medical Unit is a special order of Hyra mages that excel in healing magic. They are extremely weak in combat, so they always travel with a guard.

Unit Name/Number: Hydrobius Guard
Weapons/Armor: Iron Halberd – Full Leather, Cloth Cloak ((It is white on one side and forest green on the other.))
Abilities:
- As a Hyra elf, they hear fifty percent better than the average human.
- As a Hyra elf, they have more rods than cones in their eyes. This allows them to see better at night than the average man. Their nighttime sight is increased by fifty percent.
- They have average skill at pole weaponry.
Description: These brave warriors sole job is to protect the Hydrobius Medical Unit. They do not leave their sides even for a second.

Name/Position: Mitsuho - General of the Blazing Sun
Weapon(s)/Armor: Steel Glaive – Full Iron Light Plate
Abilities:
- As a Hyra elf, they have more rods than cones in their eyes. This allows them to see better at night than the average man. Their nighttime sight is increased by fifty percent.
- Light Manipulation: Mitsuho can bend light to create barriers that can withstand minimal damage for both magical and melee attacks. The maximum size of one of his barriers is 25 square feet.
- Hyra special hearing is negated because of his helmet.
- Mitsuho has average skill with pole weaponry.
Appearance: Mitsuho is a large beefy man with dark brown hair and a toothy grin hidden beneath a curly beard. He is 6’1” and somewhat heavy for an elf.
Description: He is a joyous man who does not let the horrors of war sink into his mind and ruin his spirits. He tries to pass on his giddiness to his comrades whenever he can. He often has lavish parties to raise his troops’ morale. He believes in standing his ground and waiting for the enemy to make their move. His men are tried to defend not attack.
Unit Breakdown: 150

Army of the Blazing Sun
Unit Name/Number: Sadr Knights
Weapons/Armor: Iron Heavy Sword – Full Iron Light Plate
Abilities:
- As a Hyra elf, she has more rods than cones in her eyes. This allows her to see better at night than the average man. Her nighttime sight is increased by fifty percent.
- Sadr Knights are 20% stronger than the average human.
- Sadr Knights have average skill at swordplay.
Description: These large knights try to use their massive bodies in combat to overpower their opponents rather than out skill them. Hyra special hearing is negated by their helmets.

Unit Name/Number: Ksora Knights
Weapons/Armor: Iron Spear – Full Iron Light Plate, Iron Kite Shield
Abilities:
- As a Hyra elf, she has more rods than cones in her eyes. This allows her to see better at night than the average man. Her nighttime sight is increased by fifty percent.
- Ksora Knights are 20% stronger than the average human.
- Ksora Knights have average skill at fighting with pole weaponry.
Description: These large knights try to use their massive bodies in combat to overpower their opponents rather than out skill them. Hyra special hearing is negated by their helmets.

Unit Name/Number: Gatria Battalion
Weapons/Armor: Oak Short Bow, 12 Iron Tipped Arrows – Full Leather
Abilities:
- As a Hyra elf, she hears fifty percent better than the average human.
- As a Hyra elf, she has more rods than cones in her eyes. This allows her to see better at night than the average man. Her nighttime sight is increased by fifty percent.
- The Gatria have average accuracy with their bows.
Description: These archers take high posts where they can rain arrows down on invaders.

Unit Name/Number: Yeldun Cleric - 15
Weapons/Armor: Oak Staff – White Cloak with Red Cross Painted on Back
Abilities:
- As a Hyra elf, they hear fifty percent better than the average human.
- As a Hyra elf, they have more rods than cones in their eyes. This allows them to see better at night than the average man. Their nighttime sight is increased by fifty percent.
- The have low pole weapon fighting skill.
- Celestial Healing – They can close minor cuts and wombs.
- Celestial Cleansing – They can cure common poisons.
Description: The Yeldum Cleric is a special order of Hyra mages that excel in healing magic. They are extremely weak in combat, so they always travel with a guard.

Unit Name/Number: Yeldum Guard - 15
Weapons/Armor: Twin Iron Short Swords – Full Iron Light Plate
Abilities:
- As a Hyra elf, they have more rods than cones in their eyes. This allows them to see better at night than the average man. Their nighttime sight is increased by fifty percent.
- They are average at sword play.
Description: These brave warriors’ sole job is to protect the Yeldum Cleric. They do not leave their sides even for a second.

Saxon
07-07-07, 12:06 PM
Registered.

The Blood Pack

Heroes:

Name/Position: Hmiig/Lieutenant
Weapons/Armor: Tooth & Nail/Leather Trench coat
Abilities: Level 0 Mutant/

- Duplicate: Having been developed by a scientific cult, Hmiig was endowed with the innate ability to create clones of himself provided a part of him was dismembered in the process. These clones develop prematurely fast given their bloody origin, therefore in battle they are basic fighters and do not possess the psychic powers its host possesses with the exception of telepathic wetwire, making them a wary threat, but expendable nonetheless. It takes 1 turn for these creatures to become even capable of fighting, and they resemble Hmiig in every way, making them tactically useful as decoys. This cloning process isn’t accessible inless the overall army’s count has gone below 1000 and are capped at 50 due to cellular degeneration through the cloning process. This ability is given to all clones and share the same limit of 50 as their master (once the clone count hits 50, cloning is inaccessible for the rest of the tournament.)

Note: These creatures are born nude and will often pick up clothes from their fallen enemy during the course of the battle, giving the potential for ambushes later in the tournament.

- Psionic Ripple: During times when Hmiig is under great duress, the urge to scorch the earth around him becomes a real possibility. This ability enables the mutant to tap channels deep within his mind and charge a psychic blast that covers a span of 15 feet in every direction. The effects of this blast varies depending on how long Hmiig has charged it (1-3 turns); Under low charge(1) it will have a hamstring effect that will delay the victim’s reaction timing, causing them to slow in reflexes and movement speed relative to half their level for 1 turn. Under medium charge(2) it will jumble the signals to the brain, short circuiting the nerves and cause the victim to become dazed for the duration of 3 turns. Maximum charge(3) will cause the victim to fall into a temporary seizure if they’re between levels 0-1 for 2 turns, and at level 2+ will be hindered with a powerful migraine that slowly subsides for the rest of the battle.

Note: The effect of the Ripple is at the discretion of the victim due to bunnying complications, but the opponent must choose one of the effects equivalent to the charge before it was dispersed provided they fall under the right category.

-Telepathic Wetwire: Having been engineered as a predator meant to hunt beings of higher intelligence, Hmiig’s brain operates on a slightly different frequency that sends out a natural signal that scrambles the thoughts of those within the proximity of 50 feet. This causes the victim to fall under a powerful, painful migraine if they are within 10 feet and will gradually feel these effects intensify once they travel deeper into the radius (small headache evolving into a migraine). This hinders the ability for units to think clearly or even make it difficult to cast spells (or psychic powers) and applies for all parties even Hmiig’s allies with the exception of his clones who share a stunted version of this ability (5 feet overall, 1 foot low headache). This ability taxes Hmiig’s subconscious however and the need to sleep becomes an overwhelming need making Hmiig and his clones inaccessible for one entire round provided he was used in the previous round before that.

NOTE: This gives the opponent the ability to track Hmiig provided they can stay within range of the ability.

-Regeneration: Having the ability to duplicate under threat of dismemberment left the creators of Hmiig in a tizzy until they figured out a way to splice the genes of various lizards which caused the mutant to gain the ability to regenerate entire limbs. This skill has trickled down to his clones in a stunted form. This ability takes 3 turns for Hmiig himself to perform and an entire battle for his clones.

Appearance: A tall, green scaly creature that resembles a human in almost every way, Hmiig has taken advantage of this fact in the past in his hunt for suitable prey. More often then not, this mutant is seen wearing a brown leather trench coat and rags collected from his victims. Hmiig often files the horns circling his cranium out of sheer vanity in order to match his claws and talons.

Description: Having found Saxon long ago, Hmiig was unable to successfully kill the eldritch in a violent battle that almost left both dead. Years passed and the world turned on as Hmiig lived out his exile in an undisclosed location, the mutant was surprised by a visit from the same adversary who had banished him decades before. Meeting a wary truce, Hmiig has come out of hiding in order to assist Saxon for the Gisela in an unknown arrangement.

NOTE: Hmiig has certain restrictions in which rounds he can be used due to his telepathic ability and will often have to be used in a separate unit far away from his comrades with only his clones to accompany him.

Name/Position: Fred Calloway/Siege-Master

Weapon(s)/Armor: Combat knife/Denim overalls

Abilities: Level 0 Mechanic/

- Psychic Link: Possessing an unknown link with the T.A.U.R.U.S., Fred can communicate with the war machine over distances of 1000 feet, however the mechanic has been unable to make psychic commands work. Due to these complications, Fred can only command T.A.U.R.U.S. with vocal commands via radio, which is often distracting and reveals T.A.U.R.U.S.’s position to the enemy unless great care is used.

- Quick Repair: Refusing to let other mechanics work upon his silent friend, Fred has taken it upon himself to patch up T.A.U.R.U.S. to operational status by any means. Having spent a majority of his life a drunk however, Fred sometimes splices the wrong wire and causes complications if he isn’t paying attention, making repairs in the battlefield much more difficult. These repairs take up to 2 turns to complete on the battlefield, and between each round Fred takes it upon himself to repair the mechanized menace to full status.

- Feedback Loop: Possessing a kill-switch on his person at all times, Fred has developed a method of disabling T.A.U.R.U.S. at will. If used under the right circumstances, the war machine can feed the command within its cybernetic brain into a physical upgrade that will render T.A.U.R.U.S.’s armor to become electrified for 4 turns. Using this method is dangerous because it burns out the servos to the juggernaught’s engine and will render him inoperable for 1 round.

Appearance: Dressed in smudged overalls, Fred often keeps his balding head hidden behind an old baseball cap he has had for years. Unable to kick the habit, Fred possesses all forms of tobacco and a flask of whiskey that is periodically filled between rounds. Fred appears to be in his thirties and the stubles upon his face indicate his dedication to his work.

Description: Befriending the T.A.U.R.U.S. after rescuing it with the help of Saxon from the hands of an apocalyptic cult, Fred has dedicated the majority of his life in his investment with the war machine. Having owed the eldritch a favor, the mechanic was surprised to see his friend upon the doorstep of his workshop asking for his help. Nowadays Fred has taken the position of Siege-Master for the duration of the Gisela Open.

Name/Position: Viktor “Priest” Al-Haat/Commander

Weapon(s)/Armor: Short bow & Scimitar/Studded Leather

Abilities: Level 0 Raider/

- Quicken: Part of a long bloodline of raiders, Viktor has the ability to tap into channels of stored energy for a second wind, making him 1.5x faster then a normal human being for 3 turns. Having an obvious clutch upon his adrenaline gland has come as a double-edged sword, using this ability for the majority of his life, the commander has unwittingly damaged his heart, making him slow and sluggish afterwards and if used too much, the raider will succumb to a massive heart attack.

- Iron Will: Upon the killing fields of a battle long past, Viktor developed the technique to render himself resistant to the psychological effects of warfare. Because of this, the general has also developed a resistance to psychic-based attacks and finds himself the only person other then Saxon who can accompany Hmiig on the battlefield without falling under the effects of the telepathic haze. Because of this, Viktor must have two Qaltha at his side in order to give him access to the telepathic network their army communicates on.

Appearance: Dressed in black cloth, Viktor wears his ebony turban proudly as he commands the army throughout the Gisela. Standing a head shorter then Saxon, the Fallienite has often been described with a personality twice his physical size, making him a double threat. bow slung about his back and his scimitar at his side, Viktor definitely resembles the Craz raiders if only for the quiver that dangles beside his hip. Appears to be in his mid forties, and the elegantly cut beard upon his face leaves the commander as dashing as he was in his younger years as a rogue despite the scar that stretches down the length of his face.

Description: Acclaimed prince of thieves within the deserts of Fallien, Viktor has made a living as the leader of a band of raiders that prey upon the various tribes of his native land. However, years before his downfall, Viktor was presented with an opportunity by a mysterious eldritch to accompany him to a temple in the Lost Sands, the pair were captured by a sphinx that narrowly killed them both under the pretenses of a sick, twisted contest turning the pair against each other. Having made it out of Fallien alive, Saxon promised Viktor before he left that the raider would fall from his throne in the years to come if he couldn’t take control of the reins that commanded his pride. Years later in the outskirts of Fallien, banished by the Jya herself, the raider secretly met with the eldritch and had almost lost himself within his accursed stubborn pride again if it wasn’t for the opportunity to regain the trust of his fellow raiders by commanding Saxon’s army within the Gisela Open.

Units:

Unit Name/Number: 120 Di’Aht Monks
Weapons/Armor: Hands & Feet/Cloth
Abilities: Martial Arts/Metal-Eating
Description: Dressed in cloth hardened by secret oils to the equivalent of iron, the Di’Aht find the need for armor of little value due to their cursed nature. These monks, having been trapped in a monastery at the peaks of the Salvar mountains for centuries, serve as shock troops bent on disabling the more sluggish, heavily armored opponents and have a knack for tracking enemies or allies possessing any form of normal metal. The monks have an irresistible hunger for metal that causes them to focus all of their martial arts bent solely on disabling or disarming the enemy and eating their weapons or armor. Their saliva rusts metal equal to steel, making it easier to devour.

Unit Name/Number: 35 ‘Ironside’ Sharpshooters
Weapons/Armor: Longbow & Combat knife/Leather armor
Abilities: Espionage/Wilderness Survival
Description: Having practiced the art of killing at a distance. The Ironside unit was originally established as a radical form for guerilla warfare, so wilderness survival and espionage are their first and foremost of expertise. These snipers served in an unknown war between armies of mercenaries, and having their unit whittled down to but 35, the Ironside show great care in picking their targets and refuse to enter the general fray, preferring to pick off enemy sharpshooters of all kinds or special targets requested by their commanders.

Unit Name/Number: 15 Uldahn Druids
Weapons/Armor: Staves/Cloth
Abilities: Earth Magic/Terra-forming/Martial Arts
Description: Recruited for the sole purpose of terraforming, the Uldahn are scattered about various units bent on transforming the battlefield into their jungle homeland. These druids, having grown up in savage lands, know equally well how to harness the powers of the wilderness itself to defend their own.

Unit Name/Number: 10 Jotun
Weapons/Armor: Fists & Feet/Rockskin
Abilities: Scouting/Heavy Combat/Giant Strength
Description: Made from the mountains of Salvar themselves, the Jotun tower over most of the terrain and make ideal scouts as well as excellent warriors. True to their name, the giants eat anything and everything that is in their path and only stop to consider the potential food if it bears a special insignia. The Jotun, having lived for eons within the vast, desolate tundra of Salvar have been reduced to a trickle of their species glory, and it was for this reason that Saxon managed to befriend these benevolent giants in the hope they can mop up any unforeseen problems within the Gisela.

Unit Name/Number: 150 Khazban Warriors
Weapons/Armor: Clubs & Axes/Ogre Skin & Leather
Abilities: Bloodlust/Ogre Strength
Description: Having scored a major victory in turning the Khazban Horde to his side, Saxon has turned the potential of turning the tide of the Gisela with quite literally blood. In all forms, these ogres believe fervently in the spilling of lifeblood, and will do anything at any cost to see that their primeval blood god, Haz-Ahknar receives a proper sacrifice. Khazban warriors possess the ability to channel their lust for blood into a rampaging rage that is very difficult to stop alongside their skin’s natural rock-hard toughness. These warriors are primarily used for the frontline with crude, primitive weapons guaranteed to maximize the pain inflicted upon their enemies.

Unit Name/Number: 60 Khazban Shaman
Weapons/Armor: Clubs/ Ogre Skin & Leather
Abilities: Blood & Fire Magic/Ogre Strength
Description: The alleged prophets of Haz-Ahknar, these ogres serve as the speakers of their God’s will that is written in both fire and blood. Possessing the same toughness their warriors have, some have even admitted to saying the magi of this ogre horde are superior to their fighter-counterparts. Possessing some of the strongest fire magic their race could conceive, the Khazban are often used to raze enemy territory and quite literally burn anything in the air to ash. For some reason however, the Khazban have an aversion to water like that of a dragon and will stay away from it at any cost.

Unit Name/Number: 80 Qaltha Servitors
Weapons/Armor: Tooth & Claw/Chitin
Abilities: Psychic powers/Espionage/Flight
Description: Slaves. The Qaltha have served their overlords for eons until they both became entirely separate species. Rusted in color, the Qaltha are dwarfed in comparison to their masters, but possess things such as the ability to fly and psionic gifts that their masters had steadily lost the ability to use over the centuries. The insects may be small in number, but they have established a psychic network between their brethren that make them ideal as spies as well as assassins if they travel in numbers. Unlike the slavers, the Qaltha have the ability to speak like that of humans and exploit it whenever possible.

Unit Name/Number: 20 Manuka Slavers
Weapons/Armor: Tooth & Claw/Chitin
Abilities: Frenzy/Cannibalism
Description: As part of the unsavory pact made between Saxon and the hive-queen, the Manuka brood have been recruited in order to keep watch upon their slaves and bring news of the change that has swept over Althanas over the last few centuries. Complete polar opposites to their serving class, the Manuka bloodline has stretched into an almost reptilian-insect hybrid that is revealed through their green, scaly chitins. Rivaling even ogres in height, the Manuka make formidable predators with their innate ability to dismember most in their path. These insects prefer to travel alone in darkness and are too proud to fight alongside their slaves, but whenever there is a Qaltha about there is sure to be a Manuka somewhere nearby, keeping a wary eye upon their tricky servants.

Unit Name/Number: 50 Lmalubi Shadowdancers
Weapons/Armor: Daggers/Cloth
Abilities: Shadow magic/Voodoo
Description: Discovered deep within the recesses of a wild, primeval jungle, these pygmies have been recruited by Saxon as a secret weapon to throw off the enemy. Possessing a unique ability to displace their physical form with their shadow, the Lmalubi literally switch places making evasion essential to their combative style. However, gaining this ability within the savage jungles has come at terrible cost, and it was for this reason that Saxon brought so few with him back for the Gisela. Possessing a weak immune system, the Lmalubi are unable to adapt to climates unlike their own, and are often used to protect the HQ which operates under jungle-like conditions often.

Unit Name/Number: 1 T.A.U.R.U.S
Weapons/Armor: Fists & Electric blade/Hardened steel casing
Abilities: Wire Splice
Description: Brought to this world through the acts of a cult populated by time magi, this war machine operates solely as a killing machine. Bringing with it the technology far off into the distant future, T.A.U.R.U.S. carries with it cybernetic wires that splice to the corpses of its victims and allow it to bring them temporarily back from the dead for the duration of the round. Possessing enough energy for 30 zombies for the entire tournament, the T.A.U.R.U.S. is a unique case in which the mechanic Fred Calloway must accompany him into the round in order to be used at all. This man-o-war, however strong, appears to be an outdated model and if not for Fred, wouldn’t even be functional due to the heavy energy output it must sustain to be functional.

Unit Name/Number: 70 Ja’Mtuli Hatchling
Weapons/Armor: Tooth & Nail/Scales
Abilities: Phasing/Flight
Description: Brought about from the peaks of a continent not that far off from the Althanian mainland, the Ja’Mtuli have been nicknamed the ‘scourge of the sky’ for very good reason. Possessing the ability to phase through objects, the Ja’Mtuli’s claws have a tendency to pass through the natural hide of their opponents, keeping true to their savage nature. To this very day Saxon holds the secret of their nesting grounds to himself, for even as mighty as they are, these dragons are virtually untamable in their adult stage. Brought by ship as eggs, the Ja’Mtuli are hatched in low numbers prior to each round and are carefully tracked by the Qaltha in order to make sure they don’t leave the battlefield. Because of this sad state of affairs, Saxon has issued an order to his men to execute any and all Ja’Mtuli before they reach maturity (after each round) in fear that they will wreak chaos about Althanas if they are allowed to escape.

Unit Name/Number: 50 Syvothian Tribesmen
Weapons/Armor: Any/Cloth
Abilities: Scavenge/Swarm
Description: Brought back from the strange lands where the Ja’Mtuli were found, these serpentine scavengers have made a reputation for themselves as being a formidable opponent like that of the Di’Aht, in the fact their combat style revolves around disarming the enemy. Attracted to shiny objects similar to that of the sacred sun, the Syvothian will wrestle and pull any weapon or armor they can find that possesses the characteristics of metal. These serpents will swarm the enemy en masse if need be and will reluctantly take their plunder back to their nest near the HQ that serves as the armory for the duration of the Gisela.

Unit Name/Number: 36 Zamornian She-wolves
Weapons/Armor: Tooth & Claw/Hide
Abilities: Track
Description: Captured within the Zamor highlands, these wolves will be used in lieu of the Khazban rampage in order to track unsuspecting targets and lead the various units around ambushes and to caches of troops attempting to circle about the battlefield.

Unit Name/Number: 50 Salvarian Berserkers
Weapons/Armor: Any/None
Abilities: Bloodlust
Description: Fighting with only the skin upon their back, these warriors were brought to the Gisela in order to prove their hardy combative nature to the Khazban, who have banned the use of humans in their raids. These men and women will rip, rend, and tear through anything in their path in order to gain the horde’s approval, and will not stop fighting until they are dead.

Unit Name/Number: 55 Craz Guerilla Fighters
Weapons/Armor: Any
Abilities: Traps/Wilderness Survival/Demolitions
Description: Part of the deal made with the Craz brothers included the recruitment of their rebels, allowing Saxon to put his mind at ease at the prospect of protecting his headquarters. Having toured most of Althanas, the Craz have promised to take the enemy by surprise in just about every way. Skilled trappers at heart, these men and women wage war strictly through guerilla warfare and stick to the sidelines in order to insure that the HQ isn’t overran by the enemy.

Unit Name/Number: 70 Witch-Hunters/Horses
Weapons/Armor: Crossbow & Pike/Leather
Abilities: Holy Magic
Description: Unable to resist the urge to bring protection against the undead, Saxon resisted the offer of a famous necromancer and took upon himself the mission to recruit the famous Mad-Hoof that has scoured the face of Althanas, destroying the undead at any cost. Brought under an uneasy agreement, Mad-Hoof and his gang of cutthroats will judiciously execute any of their sworn enemies, and serve as an adequate cavalry under the threat of ambush.

Unit Name/Number: 40 Vezebi Combat Medics
Weapons/Armor: Martial Arts/Cloth
Abilities: Healing Magic/Medicine
Description: Skilled in the arts of medicine, the Vezebi were recruited from the slums of a warring city state on the fringes of Althanas. These healers, despite their ability to heal and mend broken bones, know how to break them equally as well.

General Units:
10 Khazban War Plows
3 Ships
10 Trebuchets
10 Cases of dynamite (1 ½ boxes for each round)
7 Scorpions/Ballista
30 Bolts
15 Cannonballs

-- These units will be broken down each round in order to insure that strategy is essential for the Gisela Open--

Twisted Infinitum
07-07-07, 01:27 PM
Registered.

Up Your Rabbit Hole: A joint venture of the fantabulous Onyx Calico and the ingenious Amethyst Possum

Heroes:

Sergeant Puddles Butterworth – combat expert
Appearance: A humanoid rabbit, standing seven feet tall from cotton tail to ear tip. Comes with gold rimmed monocle and all 17 volumes of The British Gentleman’s Guide to Proper British Gentlemanry and Fork Placement.
Equipment: A gold-rimmed steel shield with matching spear. Armor consisting of a steel breast plate and back plate.
Abilities:
Weapon proficiency – Very capable in spear and shield combat.
Rallying moral – He is able to bring even dying troops into formation with a regal call of “Wot wot!” (Applies only as long as troops have enough limbs and/or blood to do so.)
Tea party – After about three lines of polite banter to himself, he can summon all manner of tea related objects. Knives, spoons, forks, butter, scones, hot or cold tea, and all manner of jams and jellies; in child or giant size, though the later takes the wind from his sails. It’s perfect for slicking slopes, dumping scalding doom upon foes, and the post-victory social.

The Astounding Relativologist – technology expert
Appearance: There’s a human there, somewhere, underneath the doohickeys, contraptions, and assorted combustibles stuck to his many belts and holsters.
Equipment: He has a wide array of weapons upon his person. Many explode, sometimes intentionally. The inventions he has properly tested are kept in his metallic backpack. The others strewn about his person are still in the testing phase.
Abilities:
Grab ‘n Toss/Point/Click – The Astounding Relativologist believes strongly in field studies, and he attempts to partake in them whenever possible. He can’t remember what most of his prototypes were intended to do. So, he’s often more surprised than anyone by the results. Sometimes, these results include small dimension or time distortions. (Possible results are slowing or quickening of time in a small area, appearance of other dimension material, or rearrangement/disappearance of this dimension’s material, also small.) Otherwise, they explode in his face. The life of an inventor is always a gamble.
All-Seeing Eye Version 3.52 – Using a bowl-like object in his backpack, he can spawn floating cybernetic eyeballs (up to 20 per round). They fly as fast as sparrows and are capable of receiving both visual and audio signals, which are then transmitted to his helmet device as well as to Amethyst Possum in the Dream World Command Center. In dark areas, they can emit a beam of light no brighter than a standard flashlight.
Dimensional Membrane Thinner – Using what appears to be a four-barreled bazooka, he launches four pointed projectiles that bury themselves in the ground upon contact. The trajectories are normally set so that the landing points form a square two acres across. Anything more and the DMT base unit won’t stand the strain, possibly exploding. This allows Calico to do a little… landscaping, as will be explained later. The effect can be stopped if at least two of the projectiles are dug up or destroyed.

Tortured Mau – infiltration expert
Appearance: She is a charcoal colored cat-like humanoid in full Egyptian Queen dress.
Equipment: Her only armament is a ceremonial staff. Protective pendants about her neck that slightly soften enemy blows are her only protection.
Abilities:
Shadow of Bast’s neglect – Tortured Mau has but one ability. She can create a shadow-based cat about the size of a leapord, though sleeker. It has strength equal to a cat of that size, and speed also as long as it is in relative shadow, where is very hard to detect. It takes damage from wounds about half as much as a normal animal would, and must retreat to its master in order to rest and heal. The number of cats that can be summoned will increase by one for every three lives that they have taken. However, if one is killed in battle, Tortured Mau can produce no more until she has performed funeral rites for it. This takes half a post and requires that there be no disturbances. (Wasted time due to deaths is stackable. Three would equal a post and a half out of action.)

Dream World Command Center – DWCC
This is where Calico and Possum control all the operations of their army. Using the All-Seeing Eyes, they can watch the action. Communication to their generals is performed either directly from Possum to The Astounding Relativologist, or through Calico’s living puppet, Edgar. The Astounding Relativologist’s other invention, the Dimensional Membrane Thinner, gives them another ability. Calico likes it muchly.

Landscaping – The area between the DMT’s markers is projected into the Dream World at about 1/100th scale. As the DMT becomes more in tune with the topography it’s analyzing, the dream demons will be able to manipulate it. At first, it may just be creating gusts of wind or tipping trees over. A few posts of uninterrupted analysis later, the land can be molded like sand at a beach. As they draw troughs or push earth up into hills, the same will happen instantly in the real world. However, their power will never grow to the point that they can overturn large sections of ground or otherwise bury large numbers of troops. Also, they can only affect the natural geography in a region. All manmade structures, as long as they have been inhabited or cared for within the last few human generations, are beyond their control.

Units

Royal Hare Regiment

Infantry - 250
Description: Rabbit/humanoid soldiers under the command of Sergeant Puddles Butterworth. They are armed with steel spears and shields, and armored in steel back and breast plates. Theirs doesn’t have the obnoxious gold gilding of their commander’s, though. On top of moderate skill with their weapons, they have a mean kick.

Ranged – 250
Description: They are armed with heavy crossbows that fire large steel bolts. Accuracy is moderate up 40 feet, and kickback is a dandy. Back plates are replaced by large quivers holding about 100 bolts.

The Astounding Relativologist’s Apprentices

Gravitopographers – 100
Description: Geeky kids… under their layers of flashing lights and recombobulators, which offer little protection from impact. They are each armed with a graviton gun that can send a constant beam to any flat surface, causing the direction of gravity to shift to that surface. Every beam that is currently affecting an area will increase the range of the artificial gravity by 10 feet, most of which is directed straight outward with very little peripheral pull. Also, they are each equipped with five or six grenades that, when activated, will create a small reverse black hole. These push matter forcefully away up to 10 feet and last for approximately 15 seconds. To protect them from the affects of their weaponry, they all wear boots that react only to the true direction of gravity. Though, some who get too close have been pulled or thrown right out of their boots.

Each gun has enough power for a single minute of use. Once it is empty, they have to return to their work stations in the army’s main transport. Recharging takes an hour.

Army Equipment:

Anti-Gravity Crawler and Research Assimilation Hub (AGCRAH)
Description – A fully enclosed vehicle of reinforced steel. It is capable of transporting up to 30 personnel and has 20 work stations where the Gravitopographers can recharge their weaponry.
Mobility – The AGCRAH moves using anti-gravity technology, but it’s very sensitive. It must travel over a smooth surface or else it will veer out of control. Normally, the machine does this by using long steel plates that it holds below it on arms, hovers over, then lifts once it is past. It’s much like placing logs below a heavy object to roll it forward, and it is only marginally faster. Once the Landscaping ability is powered up, the ground ahead of it can be leveled and it moves as fast as a galloping horse.
Weaponry – There is one manned turrets upon the top. It fires beams of force that cause bodies and objects in its beam to fall straight back from the vehicle at freefall speed. The range of this affect ends at 30 feet.

Ex-Ballroom Tent
Description – This is where the Royal Hare Regiment sleeps and drinks their earl grey. It provides no protection, but can house the entire regiment, albeit in a rather “your tail is in my tea, sir” fashion. It is stocked with enough supplies for the entire regiment to reequip once, as well as standard medical supplies (for healing between rounds). At the back is a rather large stash of fireworks for their planned victory celebration.

(Starting number of troops is only 600 to compensate for the power of Landscaping and the magically spawned creatures. All-Seeing Eyes cap at 20. Shadow cat production is at a standstill once losses are taken.)

Amaril Torrun
07-07-07, 02:12 PM
Registered.

The Split Breeds: The Citadel monks have helped Amaril form his army. It is a creation that has divided his half-dragon and half-human natures into their own factions.

Kataneen: Kataneen is an elder dragon from Dheathain. Her body is about twenty-five feet long, excluding her seventeen foot tail, and stands at about fifteen feet high. She is missing many once protective scales, which have become brittle with age; they are slightly weaker than iron. She isn’t as fast as she once was in her youth and is almost blind. She is still capable of flight, but it wears her out completely upon landing. Her claws and teeth, which have grown shorter and chipped, are about as strong as steel.
Abilities: Her key ability is leadership and wisdom, making her a good advising general for The Split Breeds. She can also form telepathic links with anything living creature. With these links, she can control simple minded creatures with ease. Those with the brain capacity of a human or stronger are more difficult. She can slip suggestive thoughts into their heads, but lost her ability to completely control them years ago.

The Drakes
Unit size: 318

18 Adolescent dragons: They are seven to nine feet tall and twelve to fifteen feet long, with roughly ten foot tails which can be used as whips. They have claws and teeth that are as strong as steel. Their scales are also as strong as steel and cover their entire bodies. The scales on their faces and underbellies are slightly softer, roughly the strength of iron. They have close to a fifteen foot wingspan and are agile flyers. These dragons are sons and daughters of Kataneen and are completely devoted to her. They also have some telepathic ability, but only over smaller animals.

200 Faoi: Captured by her children, Kataneen uses these simple minded creatures as the core of The Drakes. They are somewhat loyal to the larger creatures, whom almost seem like saviors. due to telepathic suggestions. They range between five and eight feet. (Used from the Dheathain bestiary)

50 Cailpis and 50 Mearogs: These creatures were also caught by Kataneen’s children. Their hatred of dragons have made it impossible to control them. They are kept in cages and are meant as a last resort. They have grown extremely angry because of the captivationIf released, they will attack whatever creature they see, ally or not. (Used from Dheathain bestiary.)

Hector Tenchman: He is a twenty-nine year old mercenary and ex-Radasanthian lieutenant of the military. He has joined Amaril’s cause for the promise of wealth. He is equipped with dual mythril katanas. His armor is made of studded leather with a useful addition. There are double stranded lines of steel chain mail that run down his arms, the sides of his torso, and two sets that run down both, his front and back. This armor was crafted with the intention of allowing the wearer greater agility while still protecting those spots which are most often struck in combat. Abilities: He is a skilled swordsman, able to dual wield his two blades without mishaps. He has twice the strength of a normal human. He also has the ability to create an invisible force that can be shot out of his weapon or his hand. This force can knock weaker men and women to the ground if they are expecting it. He can use this many times, but that’s all he does, over and over, he can quickly become exhausted.

The Mercs:
Unit size: 450

50 Thieves/ rogues: They are equipped with no armor and steel daggers. They are Hector’s hired assasins. During war, they are also used as spies, due to training in stealth.

250 Soldiers: They are equipped with either a steel short or long sword, as well as an iron shield the size of one’s torso. They have basic training in melee combat and are the main force of Hector’s army

150 Archers: They are equipped with yew bows; mostly long, but some prefer short. They about sixty arrows each and wear light leather armor around their chest and legs, leaving the arms bare. They are accurate shooters from up close, but prefer to shoot in large groups from afar in order to stay away from the battle.

Darith Ironside: A winged draconian that has previously become acquainted with Amaril and is willing to fight alongside him just for the sake of learning more about the creature that appears so much like a draconian, but most likely isn’t. Amaril is grateful to have a comrade in battle that he already knows, but also wants to learn more about draconians and whether or not he could be one. Darith is equipped with a short Damascus sword and a steel shield. Behind this equipment are sharp teeth and claws which can be just as deadly if a time calls for them. He doesn’t have any mystical qualities, but is an able fighter, with a charismatic nature.

The Draconians: They refused to use any name other than what they are.
Unit size: 75
75 Followers: Darith has recruited fifty draconians to join Amaril’s army. They are all skilled in combat, but with such a small force, will focus primarily on special objectives, as well as gambling. They are equipped with steel swords and daggers. Roughly half of them have wings and can fly.

Special Items:

25 cages: Used to carry the Cailpis and Mearogs, they contain four of the beasts each.

35 horses: Used to pull the cages as well as wagons containing food and other necessary supplies

9 Rockets: Each of the three armies have three rockets, using these as a means to send urgent messages. They each have one blue which means a victory, a red which means they need reinforcements, and one that explodes upon being lit, destroying the area in a fifty foot radius. The last rocket has a dual purpose; the sound will alert the other two armies of a defeat amongst their ranks, and the explosion will take out as many enemies as possible. Lighting this last rocket is suicide.

6 Cannons: Five are used by The Mercs and The Draconians will use one of them.

streak101
07-07-07, 02:14 PM
Registered!

Three Men and a Fae

Heroes:

Name: Koronato "Koro" Molotai
Weapons/Armour: Giant Spanner, and Iron Bow (Spanner measurements: 2ft Long, 4 in. wide, 1 inch thick) / No armour
Ability: None
Appearance: Koro has his hair spiked not straight, but askew in layers on his head, facing his front. On his torso, he wears a white t-shirt, and an open leather jacket. He wears black leather pants, and black boots. His orange eyes are calm, but look dangerous, an odd characteristic for a sixteen year old. Wrapped around his pant legs are two silver chains. The chains are clipped at the top, and bottom of each pant leg.
Description: Koro had a failing business, and a price on his head for not being able to pay off a steep debt. After Banda saved his life from bounty hunters, and gave him a new purpose as an engineer in the House of Sora, Koro has vowed to return the favor. With the permission from the House of Sora, Koro has been assigned under Banda, in hopes that his aid in the Gisela Open will gain their establishment a new clan headquarters. Banda has assigned Koro with the management of all non-soldier units, and a few soldier units as a means to defend them.

Army Breakdown: Two-Hundred and Fifty

Name: Demetri Cornelius
Weapons/Armor: None/None
Ability: None
Appearance: Demetri has straight purple hair that reaches to his shoulders. He wears a black robe with a hood, and under, a plain white t-shirt and a blue pair of khaki's. He wears silver rimmed spectacles.
Spell: Tidal Wave: A tsunami of large proportions. Summons a twenty foot wave to wash ground units away, and weakens non-direct, and non-combat units. This spell does not neccessarily kill combat units(although it would be nice to have one death come from this), but is a means of pushing them away from Demetri's troops should they be having trouble fighting the enemy. The spell does not harm Demetri's units, how the magical wave knows who is an enemy and who is not, only Demetri knows, however, if someone else were to cast this on Demetri's troops, they will be on the receiving end of the attack. If used in the seas, the wave is capable of shoving large ships aside, topple medium sized ships sideways, and flip over small ships.
Description: Though also belonging to the House himself, Demetri's reason for aiding Banda is different. After being isolated from the world for ten years, Demetri ventured with Banda in hopes of seeing how Althanas has changed, but was side-tracked when he joined the House. Now in order to see Gisela, an island he thought never existed, he has offered Banda his aid, and has been assigned to the management of all magical units.

Army Breakdown: One-Hundred and Seventy-Five

Name: Enetrad "Enet" Pantheon
Ability: Original Sly Striker: The original technique in all it's glory. Gives Enetrad a speed boost to attack three times, for the speed of one.
Weapons/Armour: Steel Broadsword/ 3-foot long boomerang
Appearance: Enetrad has light blonde hair, and green, dangerous eyes. He wears a dogtag over a red t-shirt, and blue faded jeans. He carries his sword over his shoulder in his right hand, and with his left, carries his boomerang on his side. He wears a blue bandana on his arm.
Description: The original master of the Sly Striker and the boomerang, and Banda's friend from the times of his military career. The two used to battle side by side, and were the best of friends. With the Gisela Open starting, Banda sent messengers to find his old allies, but Enetrad was the only one found, and obviously remembering his close friend, Enetrad met with Banda, and discussed the Gisela Open. Banda has appointed Enetrad as his second-in-command, and the two lead the largest troop in Banda's army.

Army Breakdown: Five-Hundred

Unit Breakdown:

Koronato's Troops / AKA Metal-Heads

Catapults
Number of troops: Twenty-Five
Weapons: Boulders, and Flaming Hay Stacks
Description: Manned catapults that can fire from fifteen to sixty feet. The boulders it launches break apart when they hit the ground, and send chunks of rock at the enemy. The boulders have a blast area of four feet. The flaming hay stacks have the same throwing distance as the boulders, and also break apart on contact. Being much lighter than boulders, the hay stacks cannot kill someone unless they're right on top of where a flaming hay stack going at fast speeds is going to land, however, they can catch other things on fire. If their flames do not spread anywhere else besides the hay, they soon die out.

Battleships
Number of Troops: Four
Weapons: Cannons, Harpoons
Armor: Hull made of iron
Description: Battleships that were designed from one of Koronato's blueprints. The ships allow its passengers comfort and luxury, but give troops quick access to the cannons and harpoons in cases of emergency. Each of these ships have twenty cannons, and five harpoons, and can hold two-hundred and fifty passengers.

Cannons
Number of Troops: Fourty
Weapons: Cannonballs
Armor: Steel Plating
Description: The cannons used on the battleships. There are five cannons on either side of each ship, below the ships' decks. These cannons have recoil after they fire, but are spring loaded to keep them from sliding.

Harpoons
Number of Troops: Fourty
Weapon: Steel Harpoon
Armor: Wooden Base
Description: Harpoons with a ring at the end, through the ring is a rope tied in a knot on the harpoon's end, and another knot inside the base. The rope has a length of twenty feet, and can be retracted into the base. The base itself is rooted to the deck of the ships, and there are five harpoons on either side of each ship.

Airship
Number of Troops: Two
Weapon: Large Dynamite
Armor: Steel hull
Description: A steel platted airship designed using blueprints Koronato designed. The airship has two floors, one is the navigation room, where the captain and part of the crew navigate the ship, and the bomber room, where the other part of the crew load dynamite onto the bomber door. The two crews communicate using an intercom, allowing the troops to know where, when, and what to drop on their enemies. The airship is capable of holding fifty extra passengers aside from the airship crew.

Archers
Number of Troops: Thrity
Weapons: Yew Long-Bows
Armor: Leather Armor
Description: Archers assigned by Banda to protect Koro's troops. The archers have no special characteristics.

Mecha-Archers
Number of Troops: Thirty
Weapons: Iron Bows
Armor: Iron plating on the shoulder to hand area on the hand they use to hold their bows.
Description: Archers assigned by Banda to protect Koro's troops, but with Koro's own modifications. These archers use copies of Koro's iron bow, and use the iron arrows associated with them. The arrows are forces to be reckoned with, as they can pierce through the human body, but the inaccuracy of the bow makes it difficult to strike a group of targets spread out in a wide formation. These archers have better chances of hitting troops that have gathered together, and should have no problems firing through forests.

Infantry
Number of Troops: Fifty
Weapons: Iron swords
Armor: Light Iron Armor
A division of troops assigned by Banda to protect Koronato's troops. These infantry have no special abilities, but have an increased morale due to the importance of their role. The infantry is usually the ones at the front lines.

Dynamite Men
Number of Troops: Ten
Weapons: Dynamite
Armor: Leather Armor, Open Iron Helmetss
Description: An elite group of engineers. These units throw dynamite about the size of a soda can at the enemy. They remain hidden from sight, and do not reveal themselves. If there is no means of hiding, the units will position themseleves behind the archers.


Demetri's Troops AKA Bookworms

Magical Infantry
Number of Troops: One-Hundred
Weapons: Iron short swords
Armor: Open Iron Helmets
Spells: Fireball: A ball of flame roughly the size of a human head that can be directed towards an enemy.
Ice Rock: Spires of ice that shoot from the ground at any location the user chooses. (Must be visible to the caster) The spire area has a two feet diameter. Takes two seconds for the spires to rise from the ground, and lasts for two seconds after they have risen.
Description: Infantry with magical capabilities, they are capable of battling using melee, but are less effective in melee combat than normal infantry.

Priests
Number of Troops: Fifty
Weapon: Staves
Armor: Clergy Robes
Spells: Heal: A spell that allows the caster to heal any wound, but not revive the dead.
Holy Shpiel: A divine punishment, brought down by the gods to vanquish their followers' attackers. It appears as a sweeping bright light that can be dodged and/or nullified.
Description: Clergy that can heal the wouned, and vanquish non-believers. Banda has assigned these priests to Demetri, categorizing them as having magical properties. Though Demetri isn't familiar with the clergy magics, he has studied about them, and knows enough about them to properly command them.

Sages
Number of Troops: Twenty-Five
Weapons: Magic Staff(Slightly strengthens magic spells)
Armor: Magi Robe
Spells: Heal: A spell that allows the caster to heal any wounds, but not death.
Ice Rock: Spires of ice that shoot from the ground at any location the user chooses. (Must be visible to the caster) The spire area has a diameter of 2 feet. It takes 2 seconds for the spires to come from the ground, the spires only last 2 seconds until the return to the ground.
Lightning Strike: A spell that allows the caster to shoot lightning from the palm of his hands. The lightning shocks the target, electrocuting, and possibly stunning it. The spell can only target one person at a time, and the lightning can only reach up to five feet away from the palm of the hands.
Description: Demetri's fellow scholar's. They have traveled in order to aid Demetri (a very revered scholar in their opinions) in the Gisela Open.

Enetrad's Division AKA WarHeads

Heavy Infantry
Number of Troops: One-Hundred
Weapons: Iron Longsword
Armor: Full Iron Armor (Helmet Missing)
Description: Infantry equipped with more armor, and stronger weapons than normal infantry. Also stronger in melee combat than normal infantry.

Knights
Number of Troops: One-Hundred
Weapons: Steel Broadsword
Armor: Full Steel Armor
Description: Infantry with more and better armor, stronger weapons, and stronger in melee combat than heavy infantry. Have a weakness to lightning due to the metal armor they wear.

Cavalry
Number of Troops: Fifty
Weapons: Iron Lances
Armor: Iron Plated Gear (Horses) Light Iron Armor(Riders)
Description: Mounted infantry. Cavalry can charge through grounded units, trampling them, they do fairly well in melee, but are weak against area attacks.

Archer
Number of Troops: Fifty
Weapons: Yew Long-Bows, Iron swords
Armor: Leather Armor, Leather Chaps, Leather Coif
Description: The other remainder of Archer's that Banda has obtained. These archer's are capable of defending themselves in melee.

Pantheon's Power
Number of Troops: One-Hundred
Weapons: Steel Swords, 3-feet long boomerangs
Armor: Full Leather Armor, Open Iron Helmet, Blue bandanas on their arms.
Description: An Elite force hand-picked by Enetrad from the ground units. They were taught how to use the boomerang. This group is operated directly by Enetrad, and are usually intertwined with Banda's troops.

The Utako Elite
Number of Troops: Fourty-Five
Weapons: Iron Longswords, Utako Boomerangs (Utako means the same kind Banda uses.)
Armor: Leather Armor, Red bandanas on their heads
Description: An elite group of soldiers, hand picked by Banda from the ground units. These units were picked because of their skill with the sword, and were stripped of their heavy armorfor better mobility. They were also taught how to use the boomerang. these units are under the direct control of Banda, and are considered formidable opponents.

Sly Strikers
Number of Troops: Five
Weapons: Iron LongSwords, Utako Boomerangs
Armor: Leather Armor, Red Bandanas(Head), Blue Bandanas(Arm)
Ability: Sly Striker: A skill that gives the user a boost of speed, allowing them to attack twice for the speed of one.
Description: The best of the best, the crem de la crem, these soldiers were picked from the two Elite Groups. these troops were taught not only how to use the boomerang, but were taught the Sly Striker technique that Banda, and Enet know. They blend into the two groups, only showing themselves when called forth by Banda or Enet, and then blend back in. The units are told apart by the two bandanas they wear instead of the usual one, but in the midst of battle it is very difficult to tell them apart. These troops are even more formidable than the two Elite Groups, and should an immense loss of troops were to occur these would probably be among the surviving.

General:
4 Voice Recognizers: Handy devices made by Koro, allows communication between the three heroes, and Banda. Worn on the user's ear.

100 Boulders (Used as cannonballs when on the ships)

20 APCs(used as land transportation, and supply carriers)

10 Supply Crates (Stores all rations and supplies)

Total Unit Count: Nine-Hundred and Ninety (990)

Free Unit spaces: Ten (10)

Thoracis
07-07-07, 06:01 PM
Registered.

The Return

Troop Name - Troop Number - Troop Type - Troop Description

Veterans of Khu’Fein - 400 - Light Infanty - These dark elven infantry soldiers are all survivors of the famed Aleranian pilgrimage through the Fields of Khu’Fein and veterans of the Alerar-Raiaera War having served under Thoracis in the short conflict. Armed in light steel chain and dual wielding longswords and daggers this unit is highly mobile and highly dangerous when engaging.

Yarborough Cavalry - 250 - Heavy Cavalry - These humans from the Yarborough Flatlands of Corone are among the greatest riders on all of Althanas. Many of these men call Gisela home and are devout in their fervor for finally putting the title of their homeland into the hands of someone worthy. Armed in full steel plate with lance and cavalry saber many lines have been broken by little else then the sound of these riders horses at full charge.

Valinatal Archers - 100 - Light Infantry/Ranged - Before the most recent disappearance of Thoracis a great deal of work had been done in mending his relationship with Raiaera. The effort has paid off now with the addition of the Raiaeran force to Thoracis’ ranks. Having experienced their lethality firsthand there are no other archers Thoracis would chose for this task. These troops are armed in light leather armor and with shortsword and longbow.

Defenders of Kachuk - 100 - Heavy Infantry - These dwarves are among the most elite soldiers in the Mountains of Kachuk. Like the Veterans of Khu’Fein many have fought with Thoracis before and a few even stood by his side during the inaugural Gisela Open. Donning full steel plate and armed with great-axe and hammer these troops serve as the last line of defense for Thoracis and his command post.

Salvarian Skirmishers - 50 - Light Infantry - These famed skirmishers come directly from the wastelands known as Sulgoren’s Axe. Having spent years honing their skills in survival, scouting, and tracking in their homeland, the skirmishers from Salvar can carry out their orders anywhere. Armed in furs and with short bow and dagger these highly mobile, highly efficient troops are a valuable asset to Thoracis’ army.

Elemental Mages - 50 - Light Infantry/Ranged - These ice elementals were conjured by Thoracis himself for the purposes of the Gisela Open. Each has similar abilities to the elementals that Thoracis generally can summon (casting of my level 0 spells) but in addition can cast ritual spells in groups. To cast a ritual spell at least 10 elementals must focus on this casting of the spell and if successful they can cast any spell Thoracis can cast of level 2 or lower.

Command Units - 50 - Elite Infantry - Much of Thoracis’ former success on the battlefield is due largely in part to these dedicated and brave soldiers. These soldiers are usually broken into groups or act individually among the various units of the army acting dual purposely as officers and signal callers/receivers. As much of Thoracis’ control over the battlefield still comes by way of signal flags and other alternative means of communication the importance of these troops is easily realizable as without them it would be easy for commands to go unrecieved and for chaos to break out among the ranks. These troops are armed in light steel plate and fight with any variety of weapons.



Edit: There is no mistake in my not having heroes. I choose to not have any.

Tiberius
07-08-07, 01:46 AM
Registered!

Combatant Count : 973
Non-Combatant Count : 27
Total Count : 1000

The Lost Legion

Hero:

Name and Position : Tertius Primitivus Afer - General
Weapons and Armor : Gold and Silver etched Roman Muscle Cuirass w/ helm - Roman Spatha, confiscated Frankish Francisca
Abilities : None aside from an inhuman amount of luck.
Appearance and Description : Tertius is a life time soldier, and as such, he bears the scars of his hard life behind sword and shield, ax and shovel. He is a short man, standing at a height of about five feet and three inches, but where he lacks in height, he more than makes up with his imposing, and quite loud, personality. At the age of seventy-three, an ancient in his own time, Tertius still fights, speaks and acts as though he were half his age. That is to say, when the time is right, he will not hold back and has, on occasion, been seen leading his personal bodyguard to where the fighting is the thickets. Happily throwing himself into the fray and laying about with his sword and axe. Short cropped white hair and green hazel eyes set him apart from his subordinates, and his voice is said to have been heard from more than a mile away.

General Tertius’ Personal Bodyguard : 48 equally armored horsemen, (Equal to the general that is, except without all the fancy gilding work) equipped with a six foot lance and diamond shaped body shield. Horsemen are hand picked from legionaries that show exceptional combat ability as well as loyalty. These men are the army ‘elite’ and will fight to the last man to keep their general alive.

Special Abilities - Can form into a wedge, which increases the charge damage by half when charging from the front. Increase of one from the flanks, and an increase of three when charging from the rear.

Main Army Units, Numbers and Descriptions Along With Abilities -

Heavy Cavalry - 200 Units - The Legion equivilant, except on horseback. Armored in the same fashion as any Heavy Infantryman (Lorica Segmentata ) but wielding a six foot lance instead of two pila, and holding a more diamond shaped shield, instead of the tower like appearance of the common foot soldiers. They are also equipped with the Mainz Gladius should they engage in close, hand to hand combat. Their main purpose in the army is to act as a rear guard screen, keeping heavy and medium cavalry units from assaulting the exposed rear of the army. They also serve as crack shock cavalry, and if used inthe right fashion at the right time, can turn the tide of any fight into the favor of the Imperials.

Special Abilities - Can form into a wedge, which increases the charge damage by half when charging from the front. Increase of one from the flanks, and an increase of three when charging from the rear.

Heavy Infantry - 300 Units - Armed and armored to the teeth, these Imperial Infantrymen form the backbone of every Imperial force. Armored in the increasingly popular Lorica Segmentata, these Legionaries are sure to be more than capable to taking a beating and still fight back with proper accord. This is made sure through arming the Legionary with a body high shield, curved around slightly so as to add with the deflection of arrows. As well as the excellent stabbing and slashing sword, the Mainz style Gladius. In addition to all of this the Legionary is also equipped with two Pila throwing spears, which are generally thrown just before charging. If not used, these can be put to good use as short spears - effective when facing a cavalry charge. As a final resort, each Legionary is also armed with a small thrusting dagger called a Pugio. This is often used more for show, but it had been known to save lives on many accounts.

Special Abilities - 1 - Can form testudo. A testudo is basically a very tight square the Infantrymen form by closing ranks and then overlapping their shields on their left, right, front, rear and over head. When finished the square is nearly impervious to arrow fire and can shrug off most light infantry attacks. It is used mainly in siege assaults, when getting to the wall mostly unharmed is key. It moves extremely slow however, as it requires a great deal of coordination from the men within the formation.

Special Abilities - 2 - Javelin Charge - Right before the Infantry charges, every soldier still equipped with a Pila will throw it at the enemy to try and soften the ranks. Once thrown, whether it comes into contact with the ground, a shield or flesh, the pila is rendered useless through clever ‘soft iron’ tip design, which bends when placed under a relatively small amount of pressure.

Special Abilities - 3 - Shield Wall - By interlocking the front lines shields together, the Heavy Infantrymen can form an effective wall at stopping an infantry charge. This stopping ability varies depending on the type of infantry charging: Light can be stopped easily, Medium can be stopped with a little work and Heavy can almost render the wall useless. In addition to this, those men who still have pila can use them as impromptu spears. This increases the chance of stopping cavalry charges, as well as heavy and medium infantry charges.

Special Abilities - 4 - Can form ‘Hedgehog.’ A hedgehog formation is mainly just one great big hollow square. In the center of this square there are usually a contingent of archers, perhaps some cavalry, some artillery of some sort, the general. It’s a defensive maneuver and can not be moved very easily, when it is moving, the going is rather slow.

Heavy Spearmen - 160 Units - Where the Heavy Infantry would be called the back bone, the Heavy Spearmen would be considered the discs between the bones. Used mainly as a cavalry screen when in battle formation, the job of a Heavy Spearmen is to keep the horse as far from the sword wielding man as possible. Dressed in heavy Lorica Squamata (Scale Mail) these men are well dressed to withstand prolonged combat and still live to see the day. Armed with a six foot spear, with a two foot length of steel attached to the end, these men are more than capable of keeping that which is charging them, at a safe distance. They also have a Mainz Gladius as a secondary weapon should the fighting become close, hand to hand. They also carry a modified version of the Heavy Infantrymen Scutum shield (It looks vaguely similar to the cavalry shield, but is slightly more squared and features a small notch in the top to hold the spear level and forward) these Heavy Spearmen can form an effective wall to any charging force, be it infantry, or cavalry.

Special Abilities - 1 - Can form ‘Porcupine.’ This formation is quite simple, despite its relative complexity to master. Basically a formation of at least twenty Heavy Spearmen form a sort of circle, all spears pointed outward, all shields held at the ready and create something that could be called close to a porcupine. Its effective against cavalry charges and most light and medium infantry charges.

Special Abilities - 2 - Can form ‘Hedgehog.’ A hedgehog formation is mainly just one great big hollow square. In the center of this square there are usually a contingent of archers, perhaps some cavalry, some artillery of some sort, the general. It’s a defensive maneuver and can not be moved very easily, when it is moving, the going is rather slow.

Special Abilities - 3 - Shield Wall - By interlocking the front lines shields together, the Heavy Infantrymen can form an effective wall at stopping an infantry charge. This stopping ability varies depending on the type of infantry charging: Light can be stopped easily, Medium can be stopped with a little work and Heavy can almost render the wall useless.

Armored Archers - 160 Units - Armored in Lorica Hamata (chain mail) and boasting not only a powerful composite bow, but a modified Mainz Gladius (Slightly shorter with a longer point), these archers, if caught in a snag, can more than hold their own for a time. With an effective range of approximately ninety-five yards, and effective staying power at twenty, the composite bow is a powerful weapon to any general when the killing need be done from a distance. The average archer can fire at list twelve to fifteen arrows in a minute. Volleys usually are numbered approximately in the six or seven in one minute range.

Special Abilities - Volley Fire - Collective firing from all surviving members of the archer division, this attack is devastating to unarmored, closely grouped foes. By shooting the arrows at a near seventy-five degree angle into the sky, the archers can rain death upon the enemy while still maintaining a safe distance from harm.

Special Abilities - 2 - Incendiary Missiles - Archers can light specially designed raw hide pouches attached to the ends of their arrows and filled with burning oil, thus creating a very powerful weapon known as the ‘Incendiary Missile.’ This can light buildings on fire, catch clothes on fire, frighten horses, other large war beasts, and generally cause panic in the ranks. In addition of course, of doing normal arrow damage.

Heavy Onagers - 64 Units: 21 Pieces - Catapult device that is normally manned by three men. Device usually fires stone or lead or even pottery, projectiles that can have a flammable substance poured onto or into them, allowing them to be lit on fire. Thus creating, flaming bombs or a sort. Average range is approximately one hundred and sixty-five yards. Usually fired enmass to maximize damage, and if used against infantry, can cause devastating results. Highly inaccurate against moving targets.

Special Abilities - 1 - Flaming Missiles - Basically a big stone or pot that’s on fire, exploding on impact. Not something you want to be standing next to when it lands.

Light Scout - 41 Units - Armored in mostly just cloth or else a light leather jerkin, these men serve as the scouts of the army. In addition to helping the regular infantry in scouting duties, these men also act as messengers for the general when the army is engaged in combat. The are only armed with a small thrusting sword (Similar to the archers sword) and a small pugio.

Special Abilities - Sneak - Being a scout isn’t as easy as it sounds. You’ve got to have good eyes, even better ears and a superb memory. These men have what it takes and have been selected to act upon them. If these men say it’s there, then it’s there.

General Laborers - 27 Units - These men are basically your fletchers, blacksmiths, carpenters and the like. Each man in the army knows how to work his own armor, fletch his own arrows and care for his own horse, but these men help lighten the load a little bit.

General Supplies -

100 Pottery Onager Shot (Carried in horse drawn carts)
100 Heavy Stone and Lead Ball Onager Shot (Carried in horse drawn carts) All other shot can be found on or near to battlefield.

200 Gallons of Burning Oil for Pottery Onager Shot (Carried in horse drawn steel tank carts)

249 Cavalry Remounts

35 Wagon Supply Train with Rations and other Supplies

grim137
07-08-07, 02:10 PM
Registered. Decided to comeback just for this tournament. Why? Because I felt like it. Without further ado heres my army:



The Damned

Heroes:

Name/position: Asura del Marinda/General
Weapons armor: Twin plynt daggers coated with a weak anti-clotting poison; 10 steel throwing knives/Full magim beast leather armor (minus a helmet)
Appearance: Asura is a slender high elfin vampire. Her skin is smooth and golden. Her hair, which comes down to her shoulders, is a light brown with tints of blond. Her eyes are a rich green color. Her body is firm, and her breasts are average sized. She is about 6’2” and weighs 125lbs.
Description: Having worked for Do’negh long before Tarry/Xanbata she was one of the necromancer’s elite before becoming his right hand man…er…women following the murder of the original right hand man at the hands of Tarry Whealer. When Xanbata was chosen by Do’negh the lead an army in the Gisela as a sort of test, Asura was a natural choice for one of Xanbata’s generals. Asura basically serves as an advisor to Xanbata and as such is rarely found on the front lines of the battlefield, preferring to work behind the scenes.
Abilities: level 5 high elfin livelike vampire

-Semi immortality: Asura can only be killed by burning to death, fatal brain damage (includes beheading) or being impaled through the heart.

-Regeneration: Asura’s vampiric regeneration allows her to heals wounds at roughly the same rate as Xanbata can heal wounds with his regeneration. This is a passive ability.

-Enhanced physical attributes: Asura’s physical attributes are roughly 3 times that of a normal human.

-Enhanced sight, hearing, and smell: Given her elfin origin combined with a vampire’s natural ability to quickly evolve, Asura’s senses of sight, hearing, and smell are roughly 2.5 times that of a normal high elf.

-Dagger mastery: Asura is a master of all forms of dagger combat, including single wielding and duel wielding.

-Above average weapons throwing: Asura has above average skill with throwing weapons.

-Weakness to fire and holy attacks: Fire and holy magic based attacks deal double their normal damage to Asura.

Name/rank Drimeg Vrogez/lieutenant
Weapons/armor A large titanium, two handed battle axe with a large spike at either end (the base of the handle and the top center of the axe head); a one handed steel club/full steel plate mail armor (minus the helmet).
Apperance: Standing at 6’6” and weighing about 335lbs (all of which is muscle), Drimeg is physically imposing even for a vampire of Haiden demon decent. His head is bald, though his long, crimson beard and tied into several rat tails. His eyes are a fiery orange. His skin is rough and covered with numerous scars though most people don’t realize this considering the fact that the guy is heavily armored.
Description: Like Asura, Drimeg was one of Do’negh’s elite and was chosen to go with Xanbata when Xanbata entered the Gisela. Drimeg is physically powerful but not very smart, combat is what he knows and what he’s good at. Unlike Asura, there is know place Drimeg would rather be than on the front lines of combat where he can shed as much blood as possible, usually opting for killing every enemy in sight with brute force over that annoying thing called strategy.
abilities: Level 4 demonoid livelike vampire.

-Semi immortality: Drimeg can only be killed by being impaled through the heart, fatal brain damage (includes beheading) or burning to death.

-Enhanced physical attributes: Drimeg has 5 times the strength and tolerance for pain as the average man, twice the stamina, and 1.5 times the speed and reflexes.

-Regeneration: Drimeg’s vampiric regeneration allows her to heals wounds at roughly the same rate as Xanbata can heal wounds with his regeneration. This is a passive ability.

-Slight magical resistance: Drimeg has developed a slight resistance to magical attacks. As a result all offensive magical attacks are about 10% less effective on him than they would normally be to somebody with out any sort of magical resistance.

-Battle axe mastery: Drimeg is a master with his battle-axe.

-Slightly above average melee weapon proficiency: Drimeg is slightly above average with all forms of melee weapons.

-Weakness to fire and holy: Fire and holy based attacks deal double their normal damage to Drimeg (such attacks negate Drimeg’s magical resistance).

Unit Breakdown:

Zombies
300 Units
Zombies are the base unit of Xanbata’s army. They are roughly 1.25 times as strong as average human but are only half as fast. They wear no armor and wield no weapons. They are extremely simple minded which makes them susceptible to illusion and hypnotism magic. They can only be killed if their brain is damaged and they feel no pain (this does not mean they cannot be crippled, it simply means they won’t feel it). One out of every 50 enemy units killed by zombies will become a zombie under the control of Xanbata’s army (heroes cannot under any circumstances become zombified), obviously this only applies to living units (meaning things like cannons and warships can’t be zombified since that wouldn’t make sense). Zombies travel in large platoons of 50.

Ghouls
100 units
Ghouls are demonoid dogs roughly the size of a small horse. They are about as fast as a well bread horse and have strength equivalent to that of a fully-grown tiger. Their teeth and claws are about has hard as iron and sharp enough to pierce basic leather armor with relative ease. Their skin is about as tough as leather. They have excellent night vision and have a sense of hearing and smell equivalent to that of a dog. They behave much like any feral predator, hunting in groups of 10 and even occasionally using basic flanking techniques.

Vampire foot soldiers:
175 units
Vampire foot soldiers are basic about 1.5 times as fast and strong as an average human. They wear steel chest plates, leather/steel chain mail leggings, and leather boots for protection. They are armed with steel long swords and small steel circular shields. They also wear one diamond earring that’s enchanted to protect them from sunlight. They have average skill with their swords.

Vampire archers
150 units
Vampire archers are about 1.5 times as fast and strong as an average human and have eyesight equivalent to that of most elves. Basic leather boots, leggings and steel studded leather shirts for protection. They are armed with long bows and have a quiver of about 25 barbed steel arrows. They also have iron short swords. They have average skill with their bows and blow average skill with their arrows. Like their foot soldier counter parts, these vampires wear diamond earrings that are enchanted to protect them from the sunlight.

Vampire dark mages
50 units
Vampire dark mages are cloaked in black silk robes and have liviol staffs. These mages are capable have no skill with their staffs and only use them to help channel their magic. Each of these mages is often guarded by multiple foot soldiers.
Spells:
-Inspire fear: A basic spell that causes an enemy unit to become fearful. A mage can either focus on one unit or on a group of units. Obviously if the mage only focuses on one unit they are capable making it extremely scared, where as if they focus on multiple units the most they could do would be make each unit a bit more nervous or antsy. This spell can be compounded meaning multiple mages could cast this spell on the same unit or units at the same time to increase the spells effectiveness. The spell wears off roughly 10 seconds after the mage stops concentrating on casting it on its target (meaning the spell last for as long as the mage concentrates on it and 10 seconds after the mage breaks concentration).
-Energy blast: A basic blast of energy similar to Xanbata’s ki blast. It does moderate damage
-Fog: Allows the mage to summon a thick fog at the rate of 1 square foot per second. The mage must keep concentrated on the spell or else the fog will disappear in an instant. Like the spell “inspire fear” this spell can be compounded to increase the spread rate of the fog.
-Zombie revive: once per day each mage can revive up to 5 zombies at a time.

Gargoyles
50 units
Gargoyles are the basic flying unit of Xanbata’s army. These guys are about human sized and have a wingspan of about 8 feet. Their claws are extremely sharp, capable of piercing iron (read: pierce not rip or slash, only the points of the claws are sharp) and their teeth can rip through leather. These guys fly slightly faster than that of your standard hawk. Their skin is about as tough horse hide and their night vision in unmatched and their black skin makes them hard to see against the night sky. Their physical strength is equivilant to that of a zombie's (roughly 1.25 times that of a normal human).

Worms
5 units
Large underground units about 15 feet long with mouths large enough to swallow a horse whole complete with row after row of teeth easily sharp enough to grind up steel these things are something to be feared. Their skin is thick and as tough as magim beast leather. These demonoid worms travel by burying through the ground. They are completely blind and instead rely on their sense of smell, hearing and their ability to feel vibrations in the ground to find prey. These worms cannot bury through thick rock or cement nor can they survive above ground for more than a few minutes. Even when underground these worms can be spotted from above ground because when they move the ground directly above them will crack, shake, shift and stir.

Battleships
10 units, manned by 13 undead human(ish) sailors each (making it 130 units if each sailor is counted as a unit).
These small wooden battleships are designed to be able to travel through shallow, narrow waterways (such as rivers). They have little in the way of armor so while they maybe fast they are easily sunk. Each ship has six cannons (3 on either side of the ship). The sailors are each armed with a basic hand axe, and they each have below average skill with it. They also each wear a basic leather shirt for armor. Each ship has 30 cannon balls on it.

Catapults
10 units
The basic siege unit of Xanbatas army, these wooden catapults are capable of launching a wide variety of things ranging from large rocks to large metal balls or basically any other object that Xanbata’s army can get their hands on. Each catapult is manned by an undead human(oid) whose skilled and calculating trajectory of objects launched from the catapults.

Whispers
15
Whispers are quite frankly phantoms. These transluctant beings cannot physically affect anything nor can they be physically affected by anything in the physical world. These spectral beings can travel through any solid or liquid as if it was air and can move as swiftly as a light breeze. They are useful because they contain the ability to communicate telepathically with any creature they can see in whatever language that creature understands, including each other making them helpful as scouts and for relaying orders across the battlefield. The down fall of these creatures is that an object has any sort of magical enchantment on it (it doesn't matter what it is the enchantment actually does) they cannot pass through it and even the weakest of magical attacks will easily kill these creatures.

Horse drawn supply carts
15 units, each horse is ridden by one undead human(ish) soldier
Basic horse drawn supply carts. The soldiers wear basic steel chest plates and carry simple iron short swords. They have average skill with their sword.

Total units: 1000 (includes sailors)

Supplies
5 Steel battering rams
400 lead cannon balls (including the ones already loaded on the ships)
200 large boulders (used in the catapults)
100 barrels of human blood
30 extra wooden wheels
25 crates of tools used in basic repairs to wooden and metal items
5 Barrels of oil
1 crate of tourches
1 crate of old rags

Zade
07-08-07, 05:00 PM
Registered. First draft, needs balancing, I know. But I'm already late and I definitely want to be a part of this tournament.


The Ethereal Concord

Heroes

Dracadas Wythnor
Weapons: Spirit Pendant - a peculiar necklace that sends blasts of spiritual energy at Dracadas's enemies. The blasts are spiritual force converted into raw, kinetic energy. Being hit by such a projectile feels like being blasted off your feet by a sudden, harsh gale.
Armor: White robes
Troops: 635
Abilities:
Soulfire - Causes an explosion of white fire when a soul departs from a dying body, damaging and burning all units adjacent to the spell site.
Spirit's Tongue - Dracadas speech always comes in the form of telepathy. He does not appear to be able to talk normally.
Description:
A frontline commander even at old age, Dracadas is quite possibly the most talented Weaver-mage ever to be born to the ethereal confines of the Web, a world of spirits that lies at the dimensional threshold between all different worlds. His story is too long to describe here, but over the years, his arduous journeys have turned him from a rogue commander and ethereal mage into a being that is beyond humanity, chained to a shell of flesh and blood. His body is covered entirely in robes of pristine white. The spirit mage always floats two feet above the ground, apparently sitting on thin air. Two long ribbons with runes continually revolve around him in every which way. These ribbons were crafted to contain the power that would be the end of the spiritual world if unleashed, and are therefore indestructible – Dracadas cannot influence their movements in any way, however, so they do not serve him as armor. The only humanoid features that can be distinguished within the robes are two slits of piercing white light within the hood, presumably Dracadas’s eyes.


Maeglanith Ulvárdenièl
Weapons: Obsidian War Scythe
Armor: Elven Chainmail
Troops: 360
Abilities:
Tainted Blood - Passive ability. Maeglanith's blood is black and thick as tar, and clots very quickly once spilled, providing him with the endurance of a well-trained veteran. If the blood comes in contact with any organic material beside Maeglanith's own body, it takes the properties of sulfuric acid, burning swiftly and painfully.
Above average proficiency with the war scythe.
Description:
Once blessed with the immortal beauty and natural grace of the Elven folk, Maeglanith is currently very much the opposite of his blood kin. With millimeter-long hair the colour of dried blood and a pale, creased face wherein black veins bulge darkly through the skin, he is a terrifying sight indeed – such is the corruption that springs forth from era upon era of delving into the secrets of blood magic, of sacrificing one’s own life force to magically affect the world around him. He is a source of deepest, darkest knowledge and the fanatics he's gathered around him follow his command simply because they wish to learn from him. Maeglanith, in turn, has agreed to accompany Dracadas into battle to repay the debt placed upon him when Dracadas saved his tortured soul from eternal wandering in the Web after one of his more powerful blood spells had gone awry.


The Master
Weapons: Spells (see abilities)
Armor: Black robes
Troops: 5
Abilities:
Unlife - Passive ability. Possessing no physical body, the Master can never truly die. Every time he takes damage, be it magical or physical in origin, his mana reserves take a hit, hampering his ability to cast spells; should his mana pool be depleted completely, he vanishes from the battlefield, not to reform until the start of the next round.
Ethereal Shredding - A black bolt of chain lightning that damages the soul instead of the body, and is thus unaffected by lightning. This power can cause great pain, but is never lethal. The damage done is halved with each consecutive target the bolt strikes. Maximum amount of targets per bolt is three.
Spirit's Tongue - The Master's speech always comes in the form of telepathy. He does not appear to be able to talk normally.
Description:
At one time a great Warlock, the Master has tread beyond what many have presumed to be the pinnacle – or perhaps more suitably, the nadir – of the path of dark magic. It is a creature of pure evil, in the sense that he was torn from Dracadas at one point in history. In an explosion of ethereal energy, the spirit mage was split in two separate entities. One was pure and good, and retained the name Dracadas, while the other was the horror that became known to his many victims as The Master. Strangely, the Master and Dracadas, despite clinging to the two extremes of morals and ethics, harbor a very strong feeling of respect toward each other, and understand each other to the point of empathy, knowing that they were once one and the same person. Physically, the Master looks the same as Dracadas, but his robes are black as night, and within his hood, no light can be discerned. Through the mysterious bond that ties the two together, the Master has opted to fight along with Dracadas in the Gisela Open, leading his five most powerful acolytes into the fray.




Troops

Spydrous Infantry (250)
Weapons: 150 steel longswords, 100 pikes
Armor: Half iron plate armor
Commanded by: Dracadas Wythnor
Abilities:
Average mastery of their chosen weapon.
Description:
Spydrous Infantry makes up the bulk of the ethereal army that Dracadas commands. Like all denizens of the Web, they require no physical sustenance, instead drinking in the emotions of others to stay alive and nurtured. They come in regiments of twenty-five men, and are a trustworthy force for just about any task, though they don't excel in any area of expertise.


Spydrous Hunters (150)
Weapons: Yew shortbow
Armor: Light leather armor
Commanded by: Dracadas Wythnor
Abilities:
Above average marksmanship and tactical insight.
Description:
Spydrous Hunters are Dracadas's brave, light-armored archers - fifteen veterans per regiment. They prefer the use of the shortbow, which somewhat hampers their range, but in exchange, their accuracy is greatly enhanced. Hunters never stand still on a battlefield, always moving around to positions that allow them to fire their arrows without actually coming face-to-face with their foes.


Spyder Riders (100)
Weapons: Steel lance, steel shortsword
Armor: Full leather armor
Commanded by: Dracadas Wythnor
Abilities:
Bond - Allows a Rider to telepathically contact his own Spyder - this way, the two can always find each other, even with a hundred foes between them.
Average mastery of both their weapons.
Description:
Riders are talented individuals who have proven themselves able to tame the strange wildlife of the spiritual world; creatures known as the Spyders. Spyders have eight 'legs' connected to a transluscent main hub, though they do not actually walk over the ground - they float and can change their altitude at will, allowing them to engage flying creatures. A Spyder cannot be touched by anyone but its Rider, and if its Rider dies, the Spyder perishes along with him. This means that they can never be attacked, but can perform no attacks themselves, either.


Linking Mages (60)
Weapons: Oakwooden wand
Armor: White robes and a green-coloured cape
Commanded by: Dracadas Wythnor
Abilities:
Xeua - Heals any injury, but cannot resurrect the dead. The time and magical energy required to perform the spell depend on the graveness of the wound in question.
Barrier - Conjures an ethereal, glass-like shield of seven feet by seven feet that blocks a limited amount of physical and magical attacks. Once it has sustained enough damage, it simply vanishes.
Description:
Linking magic is the magic most commonly found in the Web, and also the least dangerous to apply in any circumstance. These mages function mostly like clerics, healing those who've been injured on the battlefield. They have no combat proficiency at all and rely on guards and their protective powers to shield them from harm.


Breaking Mages (35)
Weapons: Oakwooden wand
Armor: White robes and a crimson-coloured cape
Commanded by: Dracadas Wythnor
Abilities:
Smite - Allows the Breaking Mage to send out bolts of white light from his wand that harm the victim's spirit, not necessarily wounding them physically, but causing great amounts of strain, fatigue and demoralization.
Break the Cycle - Fires a thin, virulent stream of purple energy from the mage's wand that disturbs anyone performing a healing spell, worsening the injuries of the patient that the victim was attempting to aid.
Description:
Breaking magic is commonly associated with darker practises, like capturing souls and disturbing the dead. However, the magic in itself simply relies on severing connections in the enemy's spirit, causing all kinds of ill effects. Breaking mages are far and few between, since using it without destroying oneself requires rigorous focus and a calm mind even in the heat of battle.


Bloodletters (300)
Weapons: Steel War Scythe
Armor: Light chainmail
Commanded by: Maeglanith Ulvárdenièl
Abilities:
Fury - A Bloodletter who's been dealt a grave wound can enter a state of berserker-like anger. In this state, their strength and speed are doubled, but they can only maintain it for a short amount of time, whereafter they fall to the soil, nearly dead.
Average mastery of their chosen weapon.
Description:
The Bloodletters are a group of dangerous fanatics who aspire to become like Maeglanith. In their eyes, the tortured elf is an ascended being, and consequently, their loyalty to him knows no bounds. They do not take orders from anyone but him, and they do not form regiments - each Bloodletter fights for himself, which isn't odd, considering their choice of weapon. Clad in light armor that shines with the colour of copper, they are fiery combatants - sometimes so enthused that they do not care whether their allies or their enemies are getting chopped up in their whirlwind-like scythe attacks.


Ritualists (50)
Weapons: None
Armor: Cloth
Commanded by: Maeglanith Ulvárdenièl
Abilities:
Visions of Bloodshed - Guides Maeglanith's entire division into a ravenous trance of slaughter. While Visions of Bloodshed are active, Ritualists and Bloodletters cannot be demoralized, scared, or manipulated by mental magic.
Flesh of my Flesh - Resurrection spell that requires at least seven Ritualists to function. The ritual takes ten minutes, but is never performed during a battle, because even if only one Ritualist in the chain is harmed during casting, all of the Ritualists involved instantly die.
Description:
Ritualists also seek the knowledge of Maeglanith, but they have chosen to do so by studying him in battle, instead of letting themselves be driven into a killing frenzy like their Bloodletter colleagues. They are shamans, treading barefoot upon the battlefield, only protected by a colourful loincloth. No part of their skin is without tattooing, and all their tattoos shine with a bloodred light, making for a demonic bravado. They have no skill in warfare whatsoever, but their support skills are invaluable.


Nebuchad, Warlock of Flame
Weapons: Oak Staff
Armor: Red robes
Commanded by: The Master
Abilities:
Fireball - Having mastered the element of fire, Nebuchad can send flaming orbs of various sizes afly over the battlefield. The energy required to form a fireball depend on its size and its intensity (affects the size of the explosion upon impact).
Description:
Nebuchad was the Master's very first acolyte. He appears to be a very old man, with long, white hair gulfing down his shoulders. His red robes have been adorned with all manner of singed skulls and bones, and his pupils seem to be ablaze with unholy flame.


Dezarchett, Warlock of Frost
Weapons: Oak Staff
Armor: Blue robes
Commanded by: The Master
Abilities:
Spinal Shivers - Inspires apparently random, continual spinal shivers in a single target. That target cannot cast spells for the duration of the spell and its combat effectiveness is reduced drastically. Must be maintained by Dezarchett with a chant to work properly.
Description:
Dezarchett seems but a child; an unfortune side-effect of one of the Master's spells gone awry several years ago. Despite his teacher's mistake, Dezarchett kept supporting the Master afterward, and the great warlock eventually rewarded him with the knowledge of cold spells, and azure robes to enunciate his new status as an acolyte.


Avade, Warlock of Storms
Weapons: Oak Staff
Armor: Yellow robes
Commanded by: The Master
Abilities:
Gale - Blasts away human-sized enemies with a strong gust of wind.
Static - Sends a very quick surge of blue lightning over the battlefield which slows the first organic being it comes across to the point of near-paralysis for several seconds. Though only one target can be hit by a bolt, this technique does not require much energy, and Avade uses it almost constantly.
Description:
Avade is a remarkably handsome woman in her early twenties. Her raven curls and soft, tanned skin have been of great use to the Master in the past wherever magical force would not suffice. Behind her gray eyes, however, lightning continually sparkles and her temper is one that is easily disturbed. The only entity she truly respects is her teacher, the Master - other than that, she considers herself the greatest of his acolytes.


Zimbruggac, Warlock of Steel
Weapons: Steel Claymore
Armor: Full iron plate
Commanded by: The Master
Abilities:
Impossible Odds - Allows Zimbruggac to parry and deflect every physical attack coming his way, no matter how many. Does not affect magical attacks. Lasts as long as Zimbruggac wants it to last, though it's a very draining technique and should it be kept up for more than a minute, the warlock will probably disintegrate under the pressure it puts on him.
Average skill with the claymore.
Description:
Zimbruggac is not a Warlock in the traditional sense. Once a mighty general in a distant world, this veteran turned to the dark arts to enhance his ability for combat. In a shady truce with the Master, he was taught several unnatural techniques in exchange for his strategist's knowledge. Unfortunately, his intensive studying of magic has made his skills with the claymore rusty and average at best.


Ghynn, Warlock of Void
Weapons: Oak Staff
Armor: Gray robes
Commanded by: The Master
Abilities:
Force Field - Ghynn can project slate forcefields for both offensive and defensive purposes. The mystical energy required to perform the spell depends on the size of the forcefield and how long it is kept up against how much pressure.
Description:
Ghynn is a bit of an anomaly - the lower half of his body has become ghostly, allowing him to float over the ground instead of walking. When Ghynn is on the battlefield, the line between what exists and what doesn't exist blurs, allowing the Warlock to create forcefields and make them disappear at will.




Misc Units

Webmammoths (10)
Webmammoths are very large Spyders that only appear once summoned by a greatly experienced Weaver mage. Like their smaller counterparts, they float and can thus cross waterbodies as simply as they can cross land. They can also carry great amounts of warriors and materials, making them excellent transport units. Although they appear to be walking siege engines, they are strangely peaceful, and will never engage in combat.

Supply Wagons (10)
These sturdy, horse-powered wagons contain supplies like food and drink for Maeglanith's division, but also additional arrows and reserve weaponry for any unit but the Warlocks.

Spirit Wolves (20)
These wolves tread the thin line between Althanas and Dracadas's homeworld, apparently being in both, but at the same time in neither. They are intangible, and in turn cannot harm anything in this world, but they are excellent scouts with sharp eyes. Only Dracadas seems to be able to communicate with them.

Mentors (10)
Strategists and advisers from the ethereal plain, these wise men never engage in war but watch idly from the sidelines. When combat has ceased, they impart their observations and conclusions to the army's commanders, allowing them to work out the faults in their movements and positioning, and adding to the amount of experience that all units gain between rounds.

Bleater
07-08-07, 07:37 PM
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 (http://www.serialgamer.com/screenshots_jeuxvideo/Shadow_of_the_Colossus/Shadow_of_the_Colossus_29109.jpg)-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.

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

RumpleGrumblePuss
07-08-07, 11:32 PM
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.

Io Beauregard
07-09-07, 09:23 PM
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 (http://http://www.althanas.com/world/showthread.php?t=2552) (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)

grim137
07-12-07, 10:21 PM
I'm dropping out since I just found out that starting the 29th I'm going to be gone for several weeks.

Serilliant
07-18-07, 11:14 AM
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.

Slayer of the Rot
07-18-07, 04:51 PM
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.

Atzar
07-22-07, 09:08 PM
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!

Saxon
07-22-07, 09:40 PM
Changes made.

Atzar
07-22-07, 09:48 PM
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!