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Thread: Overlords and Guardians. Alarian Incident. (OOC: Closed Private.)

  1. #1
    Universal Architect Kadaeux's Avatar
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    Overlords and Guardians. Alarian Incident. (OOC: Closed Private.)

    CONTINENT OF ALARIA
    NATIONS OF ALARIA.
    The five nations of Alaria are the central focus of all events major or minor. Within the Kingdoms of Alaria events are not so peaceful, stable or civil.

    Black Kingdom of Khaelesh.
    The Black Kingdom of Khaelesh is named for its master. Through not the largest of the Kingdoms it is by a significant margin the most dangerous of them all. Its Borders are protected by great armies and walls. The magicians of Khaelesh’s order serve to reinforce his lines wherever they lay. There have been nine incursions by Khaelesh into the other Kingdoms, each more devastating than the last and only the combined might of all four other Kingdoms have kept him from overrunning them completely.
    The Black Kingdom is highly mountainous and is fairly diverse as far as terrain goes though it is known his kingdom has no desert or swamps it is known that he has forests and plains and believed he has tundra lands as well. Just about all the races believed to be considered evil have found their homes within the Black Kingdom where they thrive.
    Periodically Khaelesh flexes his muscle and sends an army to do whatever it feels like to its immediate neighbours.

    ================================================== ===============================================

    Royal Kingdom of Alvias
    The kingdom of Alvias is the Black Kingdoms nearest neighbor and has all too often borne the brunt of Khaelesh’s assaults. Indeed, over the centuries the Kingdom has suffered under the influence of the Overlord so greatly that it has never fully recovered from any of Khaelesh’s major incursions. All its cities are walled with high walls and its fortresses are built tall. And yet, they are hasty constructions built more with speed than skill, many of their cities and fortifications are thus falling apart, their Capital City Alvi, has its entire north wall basically crumbling, it is said that it can lose a foot of height in any heavy rain. But few put stock in that.
    The Kingdom of Alvias is ruled by Queen Mehrana Kindos, though her rule is unpopular and many of the people don’t feel that she is strong enough to defend their borders against Khaelesh’s predations. The population is varied but mostly Elf, Dwarf and Human stock with some small quantities of the demihuman races. When preyed upon the Kingdom of Alvias however typically summons its armies to its crumbling fortifications to try and hold them while not even attempting to stop the enemy burning the rest of their Kingdom.
    For all their experience in war against the Overlord they have suffered too much under Khaelesh’s hand to grow strong and in fact have grown weak and fearful of war. While they can fight, and fight fanatically, they would strongly prefer flight to fight. They’re a people deathly afraid of Overlords and what they’ve done to the Kingdom.

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    Empire of Bratei
    The Empire of Bratei is a strong country, a Southern Kingdom bordering the Kingdom of Alvias. The Bratei Empire has numerous treaties with Alvias but is growing increasingly discontented with its neighbor and its tendencies to hide in their cities and castles whenever feet rumble in the Black Kingdom. A proud righteous people they take faith in the Celestial Realms very seriously and are often the homeland for the few Guardians that patrol the world. And indeed. The Emperor of Bratei himself is said to hold a treaty with the Celestial realm for troops from the heavens whenever Khaelesh begins another incursion.

    But Bratei for all its pride and strength hides foundations of sand. The people of Bratei are fearful of the Church’s power and influence and its tendency to conduct routine purges of the lower cities of all its ‘heretics’ loosely defined as any homeless, beggars, cripples or other such ‘dregs’ of humanity.

    There is also always talk of corruption in the Imperial Court and the Inquisitors of the Church hover silently watching for any signs but the corruption eats deep within all the institutions, Khaelesh has grown bored with the failure of direct assaults and has contented himself with seeding the Empire with agents to undermine it from within.

    ================================================== ===============================================

    Kratocracy of Deimos
    The Kratocracy is a militaristic nation to the North of Bratei, this strong proud people are staunch avowed enemies of Khaelesh. Their warrior culture is the envy of the free Kingdoms and they don’t lightly tolerate trespass on their lands. They are ruled by Kratarch Ashzlan Grindhold, the former Clan Chief of the Grindholds his ascension to Kratarch was not without scandal. Even now there are those in the lower clans who believe that Ashzlan purchased his place as Kratarch with funds from the Black Kingdom.
    The people of Deimos are proud and typically slow to listen or heed rumour which is why the very scandal of Ashzlan becoming Kratarch is taken with such seriousness by the people of Deimos, the country is on the verge of civil discord and war over the issue though both sides of the argument have their eyes firmly on the Black Kingdoms border, though at a boiling point it is clear to any who cared to see that, push come to shove, an incursion or action by the Overlord would re-unite the country against him.
    The Kratocracy is old and is beginning to show its wear at the seams. There are those who look at the Kratocracy and are beginning to wonder how long the warlike nation can continue to weather the assaults of Khaelesh before the warrior spirit is crushed for good.

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    Kingdom of Lleywon
    The kingdom of Lleywon is the backbone of the alliance against Khaelesh’s predations and is the largest of the four kingdoms. It shares no border with Khaelesh’s realm but is the first to send troops whenever Khaelesh’s armies are on the move. The people of Lleywon are strong moral people who believe strongly in the Celestial Realms, though they don’t have any direct contact such as that Bratei is said to have it does have some of the finest cathedrals in the world.

    The armies of Lleywon are heavily reinforced with the finest Centaur Cavalry in the world known as the Silver Charges of the Priest-King. Which brings us to the next point, the Kingdom of Lleywon is entirely ruled by its clergy. Their greatest rank is that of Priest-King and this man rules the kingdom with an iron grip. Free of the Overlord Khaelesh’s border they have a strong sense of independence and the kingdom isn’t plagued by discord and trouble that has been infecting the others for the past several decades. But its people are also largely overconfident and headstrong. Unlikely to call for help due to their pride it may be what destroys them.

    But Overlords should beware. The kingdom of Lleywon if roused to a threat is quick to anger and retaliate. And will do so strongly.

    ================================================== ===============================================

    OTHER POWERS.
    There are many other powers in the world. The one you are most familiar with are the Overlords and Guardians and their influence and strength can often be felt far from their domains.

    Overlords.
    Overlords are beings of undiluted evil. Their sole goals are to further their own desires and ambitions. Overlords range quite far in their natures. Some are great wizards ruling from their towers seeking ancient and very forbidden knowledge, others are Beasts, intelligent but dedicated to unbridled violence for sport and plunder, yet others are the dark whispers in the ears of those too weak to resist their advances furthering some political ambition. In any case, an Overlord will have their lair and an army of servants to make their will known, and felt.

    ================================================== ===============================================

    Guardians.
    There is no “chicken/egg” argument with Overlords and Guardians. The Overlords came first and in all cases Guardians have risen to challenge them. Usually with some event in their history at the hands of an Overlord these people rise above the others with gifts from the gods granting them power beyond that of normal mortal ken and even physical abilities. Guardians are dedicated wholly to stopping the Overlords from whatever it is the Overlords plan on doing. These people are generally considered to be holy and virtuous. And indeed most, but not all, are.

    ================================================== ===============================================

    Celestial Realm.
    The Celestial Realm, The Heavens, The Light Beyond, this is the realm of higher beings commanded by the gods of the holy realms. They are the ‘good’ guys and have been fighting an ancient war against the Infernal realms and its own gods. The Angels and all their kind serve the Gods with slavish devotion. One commonality between the Angels and Demons is the arrogance of their kind. An Angel’s sense of honour and devotion are seen as beyond reproach and they will not consider any action that will violate it.
    Specifically. Angels of any stripe will not do anything they feel is beneath them. If an Overlord charges your castle wall with an army of peasants at spear point, the Angels will not participate. The same as Angels see battle as honourable and will not participate if they would render a battle imbalanced in their favour. The only exception is when Demons take to the battlefield. When demons take to the field you would in fact find it difficult to restrain the Angels from joining the battle against the demons.

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    Infernal Realm.
    The Infernal Realm is the dark mirror of the Celestial Ream. The apparently permanent subterranean cavern, flames, the frozen reaches and so on all stretch out to make the Infernal plains. Within them the dark gods scheme and plot amongst themselves and grant rewards to those who prove their devotion to them. Their eternal war with the heavens almost entirely compels their actions. As with angels demons are almost all universally arrogant and won’t do anything they consider beneath them. Though of unbelievable cruelty they have their foibles.
    An example is how a demon will not attack something if victory is overwhelming. A Higher Demon for example would refuse to attack a half dozen peasants defending a village. It would be beneath him, a Higher Demon killing peasants would be sullying its reputation. Demonic Infantry also refuse to fight peasants other non-military targets. This honour and pride in their abilities is a strange match for the angelic, but, in inverse, if an Angel takes to the field, regardless of how many or its rank, a commander would find themselves stretched to prevent the demons from taking to the field against them. The only exception being if the Demons think that they would be overwhelmed. Demons are far less interested in martyrdom and self sacrifice than angels and if a battle looks to be beyond any hope of victory they will flee the field.
    And additional warning. Demons are as difficult to control as any Angel, but Angels will eventually bow to authority, or give their leave and return from whence they came. An overlord (or anyone else) who loses control of their demons can expect immediate attack by them as the Demons fight to erase the offence of having to serve what they feel is a lesser beast. Daemonbreed are less likely to have their authority questioned, but a Daemonbreed Overlord or Overduchess has to get used to the fact that the Daemons will only ever refer to them by the term halfbreed.

    ================================================== ===============================================

    Thieves Council.
    The cities across the breath of Alaria, excepting the Black Kingdom, all have their criminal underclass, and they have, over the centuries, come together to form a pseudo-shadow government. Each city has its own thieves guild that runs crime in the city run by a man who runs under a title of his choosing. From the Upright Man in Lleywon’s capital of Seras Ven to the Sewer King of Bratei’s fort city of Excos. The leaders of each nations capital form the High Council of Thieves, and indeed, almost all information in the world passes across those networks. And more importantly is how hard they are to root out, and the fabulous costs for information or services. While lesser guilds may be found in the services of the Overlords from time to time, the Thieves Council protects its own secrets far more closely.


    PEOPLE OF IMPORTANCE
    There are those in the world whose presence is far and above beyond normal understanding. Beings whose name is known by all, and feared or loved by many.

    Khaelesh.
    There is no name in the world more feared than his. He is the Overlord who four thousand years ago rose from nothing with an army of the damned and waged war across the length and breadth of Alaria. He forged his kingdom in blood and sacrifice with a measure of guile. He is believed to have once been a human overlord but not are too sure what he is now for he has not been seen outside of the Black City in three millennia. Though his orders, and magic, are felt far beyond his palace walls.
    Khaelesh is the first and only Overlord to date that no Guardians have been capable of suppressing or slaying and indeed, most have given up attempting to strike at the Overlord directly, his city protected by unnamable beasts and an army of the unliving said to be a million strong. Though his actions are no longer by mass but by guile most worry about his goals and predations.
    More feared is the knowledge that he monitors and watches all the Overlords active in Alaria. And when their actions please him he is known to hand out material rewards to those Overlords. Though when he feels that they, and their actions, are beginning to pose a threat it is said he stomps those Overlords into the ground.


    The Gods and the Magic of Good.

    The world has its guardians. The Gods who stand against the evil that has been plaguing the land for millennia. Or more.

    For good, or ill, the Gods cannot however directly interact with the world. Whether it is beyond their capabilities or the result of some ancient pact none can say, and none do, but this leaves the Gods, beings of power, unable to interfere directly in the affairs of mortals except through the Guardians of Good, mortals born with an innate connection to the gods.
    Unfortunately, or so it would seem, this means that the very use of their spells requires the permission of the Gods before it will be used. However so long as that use of power does not harm an innocent or being of good persuasion there the gods will rarely refuse a Guardian the use of the powers granted to him (or her).

    However, where an evil being will find that their powers wane and become difficult to use when they approach the threshold of exhaustion a being of Good can still call upon the Gods and be granted the ability to cast their abilities.

    The gods however have a strict set of definitions that make an innocent or being of good. An innocent is anything that is not able to understand the morality, or such, of what they do. A boar, or snake or other animals are innocents, even the Unicorns so prized are innocents incapable of comprehending the morality of what they do and are. And a being of good is a being, be it human, elf, centaur or dwarf that is capable of understanding the nature of Morality and chooses to do good instead of give in to the ‘easy’ path.

    But the Gods are not naive and foolish. They will not deny an agent of good the chance to strike down a creature of evil just because the creature has an blade to the throat of an innocent. No, they will grant the Guardian the use of their powers to slay the being of evil, but to protect the innocent from the power at the same time. For a Bolt of Divine Intervention, or Holy Fire for example are not true lightning and fire but raw manifestations of the gods power for good and those of good alignment or innocence cannot be harmed by such.



    The Black Path and its Sorceries.

    The powers of evil are known by most, if not all, as the black path. None can say from where the power of the black path stems. Only that it is known that its power is the will of its users. All followers of the Black Path serve themselves and none other. Though they are known to consort with the demons who, like the gods, cannot exist on our plane of existence the followers of the Black Path are not dependent upon such beings for power. And at no times can any being deny a follower of the black path the use of their abilities.

    But the nature of the Black Path is one of greed and evil. This does not lend well to altruistic uses, and most powers that can be seen as good come at far too high a price, to heal a being takes ten times the amount of life force a follower of the Black Path might attempt to heal. Typically their own injuries or that of their valuable Lieutenants if they possess such a talent, which many if not most do not.

    But, despite many centuries, even millennia, of study none can seem to discover the source of the Black Path’s power without first walking down that road. And even then they have to have had the nature and talent to do so before even beginning such an attempt. The compulsive power of the black path however is corrupting and a follower of the Black Path can never leave it without being slain. It is said that upon the moment of death they can beg the forgiveness of the gods and be redeemed.



    Portal Gates and the Wild Energies.


    Across the world there are points where the world has been rent asunder by the devices called Portal Gates. Devices of power connected to the Guardians and Overlords in a manner not even remotely understood. There are two classifications of Portal Gates.

    The first is the Master Gates. These are controlled and ‘safe’ gates. These are the Gates that form the heart of Sanctuaries and Lairs. These Gates while smaller than the Wild Gates don’t generate the hellish conditions present around the Wild Gates. They size of the gate however controls the amount of traffic through them. But a Master Gate can easily fit ten men abreast through it at a time. Though the larger creatures, such as Treemen and Giants have to either bend down or crawl through depending on the Sactuary/Lair. Unlike a Wild Gate a Master gate can only store the Lair or Sanctuaries master’s pattern. Hence the name Master Gate.

    The second is the Wild Gates. Powered by the unknown called Wild Magic control of these gates is not a permanent thing. People have tried to control the Wild Gates both with power and with simple military control. But all attempts to do so seem to trigger a hostile response from the very ground near the Wild Gates. Fortifications will be heaved into the air on spikes of stone, tents torn apart by tempests and generally anything close is obliterated. They Gates allow themselves to be used. But they do not allow themselves to be controlled by any power.

    The Nature of the Gates and their Use
    Gates are powerful artefacts, but it remains a fact that an Overlord or Guardian cannot use a gate they have not personally visited and ‘touched’ with their power. When Initialising a Portal Gate the gate stores the energy pattern of the Overlord or Guardian in question allowing the Gate to be used by that individual to travel to any other gate they have also initialised. The uniting factor, the individual in question must have been in contact, physically, with both gates while wielding power at some point.

    Once a gate has been initialised it is initialised for that user permanently, almost every gate has thousands of stored patterns within itself and the number grows every time an Overlord or Guardian initialises one, when using a gate however the Overlord or Guardian is funnelling their power into the gate. As such the Overlord or Guardian must be the last through the gate. The only exception is the Master Gates of which are only ever keyed to a single master at a time.

    When using a Portal Gate the colour of its energy changes to reflect the power and alignment of those travelling within. A large army of evil will be a bright incandescent red, a small army of good would be a pale but clearly defined blue. But the Wild Gates have an extra issue. They cannot be held, defended or destroyed. There is a 2 League ‘exclusion zone’ around the Wild Gates, if any life remains any longer than 12 hours within the zone the Wild Gates begin to evict them. Even the most powerful Overlords and Guardians cannot resist the threat of the Wild Gates magic.


    Questing.

    Both Overlords and Guardians don’t sit about idle. No, to grow in power and influence they must Quest. Whether Guardian or Overlord it is simple uneconomical to move an army when dealing with the ‘small fry’ at the same time the task is too important for the Overlord or Guardian to sit out, in fact you can almost guarantee that any task left to your people, whether they are your Lieutenants, Minions or Men they will not be capable of completing most tasks even in your name. Because when it comes down to it they just don’t have the talent for it.

    There are several types of Questing. Those listed below are “minor” quest types. Their reward is simple and achievable without overmuch difficulty unless the nation’s military or a rival Overlord/Guardian seeks to openly resist it. These quests take little time in the scheme of things and don’t require any information to begin.

    Resource Quests: These quests are for the acquisition of material resources, stone, wood, metal, food etc. While it is assumed that your territories provide enough ‘basics’ for you and your forces it is not without limitations. Any major expansion attempts (a Major Quest type) will first require these resourcing quests to be done! These quests are less martial, mostly, than many quests. When an Overlord or Guardian goes to acquire more resources with a resource quest there are two ways to go about it.
    The first is to trade and make a deal for the resources, this can secure you a relatively long-term acquisition of the resources allowing you to use them for other things.
    The second is typically only available to Overlords, but a Guardian can do so against any settlements of Evil nations that might have the resource. This is of course, taking it by force, easier and faster than negotiating it has one major downfall. It is a one-use only event that only provides a single “snatch-and-grab” missions worth.

    Recruiting Quests: You and a select group of your minions/soldiers/Lieutenants go out into the world to visit villages, cities, towns etc on a mission to recruit people to your cause. This type of quest is very “story” oriented and a Guardian or Overlord must lay out their travel plans well in advance to conduct their recruiting in any useful time frame. The results of this type of quest are granted by the GM.
    Patrolling Quest: The Overlord or Guardian selects a small War-Party and patrols their nearby borders for any threats to their lands. This type of quest is only really necessary if you find yourself being struck by bandits. While conducting regular patrol quests would keep your lands clean of interference by small GM-issued events it would keep your Overlord or Guardian from doing anything useful.

    Aid Quest, Minor: An ally, friend, or other individual has come into some difficulties. It is up to you if you wish to accept and rectify this issue.
    NOTE: Only Guardians can take this type of Quest.

    Exploitation, Minor: An ally, friend or other individual you are familiar with has come into hard times, now is the perfect opportunity to go and exploit his moment of weakness for your own gain!
    NOTE: Only Overlords can take this type of Quest.

    Raise Support, Minor: The Overlord or Guardian goes out on a quest to raise the support of some individual or powerful entity. The type of quest to build up support can vary depending on the nationality and individual you are trying to impress. A kings quest will be considerably more difficult than a mine foremans.

    Avenging Quest, Minor: Someone 'lower' has wronged you, depending on your perception, when this happens you can declare a quest of Vengeance upon them.

    MAJOR QUESTS

    Major Quests are another beast entirely. For one, the Major Quests listed here are just the "common" quests. They are not the special quests that will appear from time to time but quests initiated by the Overlord or Guardian of Good in order to expand upon what they have.

    Below are all Major quests. And some may even be multi-part quests, or require a number of minor quests to be completed first!

    Lair/Sanctuary Expansion Quest: This type of Quest is that required to "upgrade" your Lair or Sanctuary. This is not a simple or easy quest, and depending on what you wish to do it can take months to years of time to accomplish. (Turning, for example, a Castle into a Citadel would take at least a decade on its own!) These quests can require SIGNIFICANT amounts of resources depending on what you are after. EG:
    If you wish to install a Library into your Castle it may take 1 Minor Resourcing Quest to build it, and a special quest to find someone to fill it!
    However building a Lava Moat for a Citadel could take 5-6 Resourcing Quests, and a quest to find the spells necessary to create Lava to fill the moat!
    NOTE: The most expensive Lairs/Sanctuaries cannot be upgraded to anything "larger" they're as big as they get already. But you can still buy the Upgrades etc.

    Conquest/Expansion Quest: There comes a time in every Evil Overlords life where he just needs more, or in a Guardian's life where he feels those near him no longer serve the needs of the Just. In these times it is not unusual for either to declare a Conquest or expansion in order. In this time the Overlord or Guardian gathers their army and moves to take a set amount of land for their own. While Evil is more likely to engage on this type of quest it is not unknown for a Guardian to do so as well.
    The Questing Party gathers an army to them from their forces, whether it is their whole force or just a portion it matters not.
    This is a GM regulated Quest. You post in the OOC what you are going to do and I give you the results for you to IC.

    Explore for Portal Gate: This mission is simple in declaration, but time consuming in execution. You simply declare that you are going to explore and search for a Portal Gate, if your character is anywhere near one I will, again, tell you what happened in the duration of the quest for you to IC. Including whether you could find one or not. (The Portal Gates are fixed and I know where they all are )

    Special Quests: Anything not covered here is a special quest that may be issued to players from time to time depending on a significant number of factors!























    Joining: Those players who have been invited have already got access to the rules and an understanding of how sheets will be made. The map will be constructed after players have posted their sheets.

  2. #2
    Overduchess of Evil Andi's Avatar
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    About Time!

    Name: Andrea Maleficarum
    Age: Unknown, but she has been active in this world for at least 40 years.
    Appearance:

    History:
    Andrea was the daughter of a human, a sorceress who apparently consorted with Daemons as the years passed and daemonic marks revealed themselves over the young child's body. Her mother taught her several things about magic, how to summon and bind imps and other various daemons to her will as well as the elemental magics. Soon enough her mother deemed her old enough... and cast her out, she was shocked to say the least and tried to understand why but her mother had opened a gateway and took Andrea to a corner of the world she had never been before, not as if she knew where the tower in the swamp was that was her mother's home anyway. She was told it was time she learned to stand on her own feet... and to forge her own fate and destiny, her mother had given her the tools and now she had to merely... use them.

    Her mother disappeared in another gateway, leaving her daughter, thirteen years of age, she was shocked, frozen at the spot and then she raged. The following day she was gone and half the forest had turned to ash... the other half was still burning. She had slept barely and her dreams had haunted her, voices whispering, telling her how they could help her gain power... what she should do to get it. When she awoke the forest had been burning, she had cast fire magic in her sleep she believed, though she believed she had seen faint marks of a pentagram near the spot she had slept before she had to flee from the flames. But the dreams, if that is what they were, had given her purpose... she wanted to rule... and to rule... she needed subjects. She found a settlement and found herself a cave to make her home as she prepared... drawing a pentagram on the floor and made preparations for the summoning of daemons. A month later, at the head of a small force of imps and a dozen daemonic infantry she marched to the town, slaying it's pitiful militia with her daemons or magic and forced the humans to now accept her rule. She stayed there for a few years, basically molding the townspeople and forcing them to be her army with which to conquer more of the surrounding region. She soon learned she was basically in a swamp, how nice of her mother to drop her in somewhat familiar territory at least.

    For several years she subjugated the region, human settlements either pillaged and burned to 'convinced' to now serve their new mistress, over duchess Andrea and her increasing army of humans and daemons. She had just finished building her demonic fortress as her base of operations when some of her daemons came before her, carrying a Duerger between them, claiming the creature had traveled to the surface to meet her... she did not care much for his rambling till he reached the part about some kind of underworld tower... and the rest of his people and the riches they had that could... no should... belong to her. A army was raised of humans and daemons and she traveled to the mountains, her new pet Duerger showing her the hidden tunnels that allowed her army to march to the underground holdings of his people. When they found them she was allowed a audience with their leaders... they refused her gracious offer of groveling before her feet and serve her... she returned with her human and daemonic army and after their leaders were flayed alive and borne on banners for the remaining resistance to see the other Duerger were quick to bend the knee.

    Now ruling the mountains and the swam region around them... and found herself a Netherworld Tower... with a race called 'Minions' who welcomed her as their mistress with glee. For the next few years she focused her efforts and that of her subjects to spread and grow... welcoming Moredhel and Driders into her growing realm to be part of her entourage and army. She even struck a alliance of sorts with another sorceress who also seemed to be a 'overlord' together they spread their holdings and on occasion raided and pillaged or worked together to bring down a rival... but then came a time that this ally... started to act rather strange, Andrea knew her army had marched forth to deal with something and she returned to her lands without her army and she started making... queer decisions. Sensing a weakness, with her army gone, seemingly defeated and these rather strange edicts she was issuing that were revolting to Andrea she marshaled her own army and daemons... leaving her daughter at home in the care of her handmaidens and invaded her one-time ally. The war was over before it truly began, her former ally had fled and soon the forces still loyal to her fled too, some switched sides and the Cyclopes Andrea managed to convince to resettle in her lands and serve her now.

    More years passed and Andrea let her lands grow fat, governing them to prepare for... well something she felt, whatever it was it would be revealed soon enough.

    Stats:
    Physical- 4
    Magic- 12
    Command- 10
    Wealth- 10
    Influence- 1
    Dedication- 8

    Traits:












    ______________________________________________
    ______________________________________________

    Lair:
    The Crimson Blight, Andrea's fortress on the surface and by any who would investigate the sole base of her operations, manned at all times by her summoned Daemon horde and occasionally additional mortal troops as well when she is 'home'.
    Excellent Demonic Fortress (300p)
    • 1 Well (50p)
    • 1 Meat Store (75p)
    • Escape Tunnel (25p)


    ____________________
    ____________________

    The Caves of Damnation, she did not name it herself, the Duerger who found this abandoned tower had named it as such and liking the name Andrea kept it and installed herself here and made it her true lair while keeping the Crimson Blight on the surface as a... decoy at best... a vacation home at worst.
    Pristine Netherworld Tower (400p)
    • Torture Chambers (25p)
    • Harem (25p)
    • Library (25p)
    • Dungeon (25p)
    • 1 Well (50p)
    • 1 Meat Store (75p)
    • Armored Treasure Vault (100p)
    • Pentagrammic Chamber (50p)
    • 5 Armouries (125p)
    • 5 Expanded Barracks (125p)
    • Large Smithy (50p)
    • Alchemical Laboratories (100p)
    • Unholy Dungeons (200p)


    Points leftover: 95 (-91 points transferred to lands)
    ______________________________________________
    ______________________________________________

    Lands:
    Swamps&Mountains
    Cobblestone Road (20p)

    Walled Coastal City (165p) (8 farms)
    *Eskazar, or City of Darkness as it is called on occasion as well, especially when it's ruler comes by to visit, dark eyes watching the citizens while humans and Duerger dressed in their crimson and black armor and uniforms escort her as she comes by to collect the taxes due to her and conscript those who are to join her army... or are to be used as sacrifice.

    Walled City (150p) (10 farms)
    *Gragnak Durr, a City originally build by the Duerger, for the Duerger but Andrea had burned it down during her conquest of the race and it was then rebuild, now to accommodate even humans and other races that serve her.

    1x Coastal Town (44p) (2 farms)
    *Merfolk Pyre, named as the settlement is build upon the former place were Merfolk once made their homes... before they wer slaugthered and burned.

    1x Town (40p) (2 farms)
    *Meteor Burg, originally known as the village Pleasedontsquishusmistress but Andrea had just recently learned the Meteor spell and had required something as target practice, from the ashes a new settlement was build, which strangely grew quite suddenly as it was settled by the more... 'fanatic' of Andrea's subjects who seemed to treat the Meteor struck ground as 'blessed'.

    1x Coastal Moredhel Village (22p) (1 farm)
    *Raiders Cliff, a enclave of the Moredhel who settled near the coastline and a reputation of raiding and piracy soon followed.

    2x Human Villages (40p) (2 farms)
    *Bog Town, not really a town as it is more a village that simply acquired the name for living so close to the swamps and bogs where most of it's people find work to serve their mistress.
    *Dark Hope, before Andrea claimed it as part of her domain the village was called Hope... but the name did not suit her taste and so she added a word.

    1x Duerger Village (20p) (1 farm)
    *High Duerra, not as such 'High' as it was the first settlement of the Duerger on the surface of the mountain.

    1x Minion Village (20p) (1 farm)
    *Scrap, a miserable place, perfect living habitat for the Minions in the middle of of the swamp!

    1x Cyclops Village (20p) (1 farm)
    *The Anvil, with their former mistress defeated and having abandoned them Andrea forced these Cyclopes to settle on her lands, up in the mountains near the mines and put them quickly to work.

    2x Drider Village (40p) (2 farms)
    * Spiders Web, a dark place in the middle of the swamps, inhabited by Driders loyal to Andrea and when they settled there nobody traveled the roads the passed their village on their own... stories of travelers lured off the road and into giant webs the main reason for this...
    * The Pit, situated in the mountains, the village The Pit is more like a hole in the ground in where the Driders make their lair and breed.

    6x Great Mines (240p) (12 farms)
    22x Advanced Farms (660p) (count as 44 farms)
    5x Sacrifical Site (100p) (divided over the towns and cities)
    3x Foresters (30p)
    4x Logging Camps (80p)
    5x Trappers (100p)
    2x Bogs (120p)
    2x Poison/Alchemical Farms (100p)

    Points leftover: 0
    ______________________________________________
    ______________________________________________



    ______________________________________________
    ______________________________________________

    Minor Characters:


    Captains:
    Minions:



    Duerger:





    Moredhel:




    Driders:



    Cyclopes:


    Humans:





    Gold in the Vault: 4'000 Gold
    Last edited by Andi; 02-27-2013 at 11:41 PM.
    "Love is not a thing to understand.
    Love is not a thing to feel.
    Love is not a thing to give and receive.
    Love is a thing only to become
    And eternally be. ."

  3. #3
    Between Shadow & Evil Selvi's Avatar
    Join Date
    Nov 2010
    Posts
    201

    Name: Syl Turncoat

    Stats:
    Physical: 8
    Magic: 9
    Command: 7
    Wealth: 14
    Influence: 8
    Dedication: 9










    Sanctuaries:

    Citadel, Dar es Salaam -200
    Condition Pristine -200
    Expanded Barracksx5 -125
    Armouryx5 -125
    Theatre -25
    Library -25
    Prison -25
    Large Smithy -50
    Alchemical Laboratories -100
    Armoured Treasury -100
    Wellx2 -100
    Meat Storex2 -150
    Choir Wall -150
    Advanced Siege Engines -200
    Holy Prisons -200
    Holy Moat -200
    __________________________________________
    Desert Cathedral, Oasis of Tranquility -100
    Condition Pristine -200
    Expanded Barracksx5 -125
    Armouryx5 -125
    Well -50
    Meat Store -75
    __________________________________________
    Lakeside Temple, Inner Peace -100
    Condition Pristine -200
    Expanded Barracksx5 -125
    Armouryx5 -125
    Theatre -25
    Library -25
    Escape Tunnel -25
    Large Smithy -50
    Alchemical Laboratories -100
    Well -50
    Meat Store -75
    Choir Wall -150
    Siege Engines -100
    Moat -0

    Lands:
    Desert & Swamp Region, collectively called Saenkae

    Desert Region:
    • Dar es Salaam
    • Oasis of Tranquility

    Silk Road -30
    Paved Roads -15

    Coastal Walled Oasis City, Goldborough -165
    5 Oasis Farms -100 (Rest ferried in through port from Swamp Region)

    Coastal Walled Oasis City, Silverholt -165
    5 Oasis Farms -100 (Rest ferried in through port from Swamp Region)

    Khajitt Village, Southnesse -20
    Khajitt Village, Whitelight -20
    Coastal Khajitt Village, Prylyn -22
    Eledhel Village, Brighthill -20
    Coastal Eledhel Village, Lightford -22
    Anoredhel Village, Wildemount -20
    Anoredhel Village, Erihill -20
    Village, Redtown -20
    Coastal Village, Ironton -22
    Oasis Farmsx9 -180

    Small Minesx9 -90

    Ruinsx2 -200
    __________________________________________
    Swamp Region:
    Paved Roads -15

    Coastal Town, Woodlight -44
    Advanced Farm -30

    Coastal Town, Dellburn -44
    Advanced Farm -30

    Coastal Town, Wetsummer -44
    Advanced Farm -30

    Town, Deepshade -40
    Advanced Farm -30

    Glamredhel Village, Oldfield -20
    Glamredhel Village, Edgedale -20
    Glamredhel Village, Witchmeadow -20
    Coastal Glamredhel Village, Bluesilver -22
    Coastal Khajitt Village, Riverland -22
    Naga Village, Marblefay -20
    Coastal Naga Village, Hollowpond -22
    Coastal Naga Village, Dragondell -22
    Coastal Naga Village, Wheatmere -22
    Village, Rosemead -20
    Village, Wheatmead -20
    Coastal Village, Oldbank -22
    Advanced Farmsx6 -180

    Forestersx10 -100
    Logging Campx12 -240
    Trappersx10 -200
    Bogsx6 -360
    Herb Farms/Alchemical Farmsx7 -350
    Advanced Farmsx14 -420
    Small Minesx12 -120
    Druidic Stone Circlex6 -120

    __________________________________________
    Army:
    Human:
    4 Captains -200
    400 Swordsmen -400
    800 Crossbowmen -2'000

    Khajitt:
    4 Khajitt Captains -300
    400 Khajitt Warriors -600
    800 Khajitt Rangers -2'000
    400 Khajitt Skirmishers -1'000

    Naga:
    1 Naga Captain -200
    200 Naga Field Medics -2'800

    Eledhel:
    3 Eledhel Captains -300
    200 Eledhel Keen Swordsmen -600
    800 Eledhel Swordsmen -2'400
    1'000 Eledhel Spearmen -3'000
    1'000 Eledhel Pikemen -3'000

    Anoredhel:
    2 Anoredhel Captains -200
    200 Anoredhel Cavalry -2'000
    100 Anoredhel Heavy Cavalry -1'400
    200 Anoredhel Camel Cavalry -2'000

    Glamredhel:
    2 Glamredhel Captains -200
    200 Glamredhel Horse Archers -3'000
    800 Glamredhel Longbowmen -6'400
    400 Glamredhel Crossbowmen -2'800
    __________________________________________
    Captain Characters:
    Glamredhel:



    Naga:


    Human:





    Khajitt:




    Eledhel:




    Anoredhel:


    __________________________________________
    Guardian Heir:

    Name: Irene
    Age: 16
    History:

    Stats: 4
    Last edited by Selvi; 01-27-2013 at 10:37 AM.
    Art is both the window and outlet of the human soul.

  4. #4
    Shadow Master Sarzu's Avatar
    Join Date
    May 2008
    Location
    Netherlands
    Posts
    3,128
    Guardian Information:

    Tristan Daemon Bane
    Age: 38
    History:

    The Order of Helm, was based in a small temple, located in a remote corner of the world, Helm is the patron god of Protectors and Guardians of the weak but the beliefs of it's priests and it's few paladins were apparently not shared by many outside their temple and the small holdings that were under their protection. The lands beyind their own were ruled and fought over by petty lordlings who seemed bend on games of power and wealth and would not hesitate to wage war with fellow nobles to claim their lands, often raiding and burning small settlements inhabited by people whose only fault was that at that moment they were living upon the soil of the raiding lord's enemy. Several times the paladins of Helm have marched to war but all for naught, settlements were still razed to the ground and for every citizen they saved two were killed, not to mention that upon their return their numbers were diminished by paladins fallen in battle. The Order of Helm was on it's last legs and they were on the brink of extinction when providence stepped in. Chroniclers of the order have written down in the Order's history how a angel, a Seraphim, appeared in the courtyard before the temple and gifted a newborn child upon the grand master of Helm's paladins. The child appeared human, save for it's eyes, a golden glow coming from them, indicating it had divine blood, the blood of angels.

    The next fifteen years the child was raised by the priests and paladins of Helm and trained in arms and armor by it's masters at arms. Already the blessing of a child with divine, angel blood has shown a increase of influence for the Order, their holdings prospered and even from outside their holdings people flocked to their lands to populate it and live in peace, knowing that a child of celestial blood was being trained to become a protector of men. For years he had sered as a squire and now, along with nineteen other such squires it was time to earn his spurs and become a full paladin of the Order of Helm. Opportunity for this presented itself when a orc warlord seemed bend on showing his strength by starting a invasion to plunder and raid in human lands. Forty paladins and twenty squires rode out to meet the orc threat, the order's aged grand master at it's head and joined up with a motley collection of soldiers of nobles who for a brief moment of clarity forgot their feuds and banded together against a common threat.

    The orcs outnumbered the humans two to one, knowing this the grand master proposed the following idea, his paladins and the squires would charge in wedge formation, trying to gain enough momentum through the orc horde to reach it's leader and kill him. Decapitating the serpent and the rest of the body would follow he reasoned. As the lines of men and orc met in furious melee the paladins of Helm and their squires charged the flank of the orc horde, obscured from view behind some brush of a nearby wood. The orcs were caught by surprise, their first ranks trampled or impaled upon lances, the rest in the path of the paladins and squires fought with swords drawn from scabbards in the same motions as lances were thrown away. With every second their charge could falter and they would fail and that they would not allow so as paladins were pulled from their horse none stopped to help, their duty to protect the innocent that would surely perish if the horde won this day. A third managed to reach the orc warlord, who met the grand master in combat, riding a ferocious warg to meet the grand master riding his destrier. Exhausted from the fight the destrier let out a shrill whinny and was brought down by the more aggressive warg but it had no time to enjoy it's feast as the grand master manages to kill it despite being trapped under the bulk of his dying horse. The warlord laughed despite the loss of it's mount, able to jump clear from his dying warg he had approached the trapped grand master and was about to deliver a killing blow when Tristan smashed into him, he had seen the danger the grand master was in and had made haste to cross the battlefield, his horse had died and he had been fighting on foot ever since. The warlord was not so easily brought down however and easily blocked the strikes of the squire with either his weapon or his shield, seeing that he could not muster the strength on his own Tristan began to pray for Helm, to grant him and his sword the power to smite this orc warlord and keep the innocent safe... and he was rewarded, a burden was lifted from his tired mind and he felt... energy coming from within him and guided within his weapon and the next time his blade impacted upon the shield of the orc his laughed faded as Tristan's sword cut right through the shield into the warlord, impaling his heart. With the death of their leader the remaining horde began to falter and as the first began to run in fear, the rest followed till only humans remained, in the aftermath it was Tristan and the other surviving squires were knighted and became true and recognized paladins of Helm.

    Years passed and Tristan gained other feats to his name and his connection to the gods and their blessings grew too, till the night that Tristan suddenly had a dream, a vision, of a land whose people were oppressed and enslaved by a figure in crimson armor and flanked by fearsome demons. He woke up drenched in sweat and came morning he discussed this vision with the grand master and senior priest at the temple. It was determined the vision was granted to Tristan by Helm and that he was to travel to this land and cleanse it of the evil that has enslaved the innocent and are in need of a guardian and protector. The temple had grown over the years and was no longer the only temple of Helm in that part of the world and word was send out, calling any and all available paladins who wished to travel with Tristan. Retreating to the altar of Helm and praying before it, asking for guidance and direction to this land Tristan ignored the world around him and only opened his eyes, the glow he had since birth brighter than ever before and strode out of the temple after the fifth day and was greeted by a host of four hundred paladins of Helm, willing to ride out with him as well as two hundred others who, while not paladins, served the order in their own way, like the Ogier Janus.

    Ships were provided and a course was set to where Tristan felt he was being guided to by his vision, months they were on sea, their journey was without trouble and the sea was calm, a strange occurrence to the sailors who had sailed these waters before and on the seventh day of the fifth month they had the shores in sight of the lands that were shown in Tristan's vision. A lookout screamed he saw a settlement and it seemed Helm had given their first obstacle, a town that was under attack by a collection of various evil races. Beaching the ships paladins, eager to stand on solid ground once more rushed in orderly ranks and marched toward the town. The battle was fierce but the paladins and their number had been unexpected and the attackers had to withdraw, leaving many of their wounded and dead behind. The townsfolk, a mingling of humans and various elf races who told them that the ones that had just attacked them were servants of the one who claimed to be the ruler of these lands, a figure in crimson armor. It told Tristan enough, they were indeed at the lands shown to him in a vision and he told the townsfolk as such that he was guided here by the gods and cleanse these lands of evil and become it's guardian. They did not put much faith in the young paladin at the time but when the following morning a army appeared, led by a champion of the overlord and once again Tristan and his forces took the field, routing the enemy once more and the champion defeated in combat by a paladin of Helm. Then the townsfolk truly believed that a force had come, strong enough to oppose the overlord and word was send to other towns and villages, spreading the word of the force of paladins.

    The next weeks and months were with the host of paladins forming guerrilla series of attacks upon the patrols and raiding parties of the overlord, their fame spreading among the settlements that had been under the iron fist of the overlord for decades and now once again felt the first stirrings of hope since a long time. Recruits found their way to Tristan and his paladins and he was forced to divide his forces, small units to keep on the attack and other units to train their new recruits for battle. A year and a half passed and the overlord had seemingly elevated Tristan and his paladins to be a real threat instead of treating them at first as mere 'bandits' his forces moved now in properly military fashion and convoys were guarded zealously by his soldiers. Their many successes were mirrored also by failures, groups of paladins, some of them friends he had known for years, died in skirmishes but now the time had come, people who had been flocking to these foreigners who had come to cleanse these lands were trained and ready for more. The time for small skirmishes, ambushes and border battles was over, a army now moved in the open and fought against the forces of the overlord openly.

    Whole settlements and a city even were liberated by this army and the enemy forces were pushed back further and further till the day came that they approached a great black tower in the desert and Tristan and the army following in his wake came upon the last remains of the overlord's army, led by the crimson armored man himself, the sky blackened and lightning crackled in the heavens as the two armies clashed, when the first liters of blood were spilled on the sands from both sides the earth trembled... and a portal was opened... and daemons streamed forth. The chaos that evolved was... hundreds died in the first minute when the portal was opened, paladins trying to hold the line were picked off and simply butchered by dozens of Daemon blades. Over it all the insane laughter of the overlord who had caused the demonic rift was heard by all and Tristan saw his vision of these lands liberated about to slip from his grasp... and cried out for the gods to send aid... he was answered. Clouds parted and sunlight streamed through, blinding the enemy mortal troops and stopping the Daemons in their tracks who looked up and let out a collective scream of rage, as if they knew who... and what... were coming. Angels descended from the heavens and answered the call of the paladin, emboldened by these reinforcements and inspired the troops to keep on fighting and Tristan finally faced the overlord in personal combat, fighting with sword and magic granted by the gods, against infernal magic and a whip of fire. Fate was with Tristan and in the end it was he who stood victorious on the corpse of the overlord sorcerer, with him dead the Daemons were no longer bound to him and they left, leaving the mortal troops of the overlord who faltered and fled, angels in pursuit.

    Now with the lands liberated a new challenge presented itself, the people were unanimous they wanted the one who had led the paladins to their shores to not only be their guardian but their ruler as well and gladly accepted his rule. Together with the few paladins that were left a temple of helm was build and the task of rebuilding the lands to former glory and shake off the corruption left by the overlord was beginning. The land has prospered since then under the protection of Tristan and a combined army of the races that inhabit the three provinces that make up the region under his guidance. After a year of rebuilding and fairly certain his holds were secure for the moment Tristan left the affairs in charge of some of his trusted captain and took sail, he had heard the rumors and tales of another hero, a guardian like he had become who also fought against the forces evil and had decided to seek her out. He met her in her lands, a elf guardian by the name of Namira Vellorum III. Satisfied that she truly was a force of good and even been a longer guardian than he was in the fight against oppression he and her came to a certain agreement to help one another out in times of need.

    Stats:
    Physical: 8
    Magical: 12
    Command: 10
    Wealth: 15
    Influence: 5
    Dedication: 5








    -------------------
    -------------------

    Sanctuary:



    Points Leftover: (250-206 transferred to lands) 44 Points left over

    -------------------
    -------------------

    Land Improvements:
    Forest and Mountain lands




    Points Leftover: 0

    Treasury Contents: 44'000 Gold

    -------------------
    -------------------

    Armed Forces:











    Captains:






    Last edited by Sarzu; 01-02-2013 at 02:41 AM.
    A lone figure standing in a room and a shadow is moving, closer and it closer it comes.

    A blade flashes, a silent scream and the shadow is just a shadow once more.

    Dark red blood is spilled and darkness rules the room as it always will.

  5. #5
    The visage of a madman Malaki's Avatar
    Join Date
    Jan 2013
    Location
    Wherever the madman goes.
    Posts
    20
    "A son can bear with equanimity the loss of his father, but the loss of his inheritance may drive him to despair."
    Niccolò Machiavelli, The Prince.

    Name: Mortis Drovani, the Eternal.

    Age: Precise date is unknown. It is estimated at around 36 years.

    Gender: Male.

    Appearance:


    Biography: Malevolent and spiteful, lecherous and abusive, greedy and psychopathic. All apt terms to use when describing Mortis Drovani's personality. He was born this way, even, with a dangerous ambition in his youth that sent several of his family members scrambling to figure out what was wrong. One by one as Mortis grew older, his family members mysteriously disappeared. It is sometimes rumoured that Mortis still talks to them late at night, when he believes nobody is listening. Only his captains and personal, eternal bodyguard might know however and none of them say a word.

    At this point in time, Mortis is the last surviving member of the Drovani family, and it seems that if he has any children he doesn't acknowledge their existence. Some even once whispered that he murdered them, but then, when foolish people say a lot of things about Mortis, they disappear too.

    This isn't to say that there isn't a healthy relationship between Mortis and the several establishments he takes care of, no, no definitely not. In fact he typically sells all the stone taken from the incredible mining industry to the various cities and farms of his lands, providing a warmer, safer place for his people to eat, sleep, work, and live. Though it does come at an odd price. While they get cheap goods from the mines almost at an outright expense to Mortis, they in exchange must put the corpses of their dead in a caravan known as “Death's Brigade.” Death's Brigade visits every city once per week and is escorted by Reaver Cavalry, bringing new bodies back to the fortress.

    Simply put: Mortis asks for strange things, and in exchange for those things and turning a blind eye, his people get cheaper goods which make their lives easier.

    The mines were there before Mortis was born, he merely expanded upon them. Dramatically. Even putting behind his father's second castle to focus purely on building up the mining industry, as the mines had practically endless resources from which to draw upon. In exchange it brought in a large number of immigrants, mostly Moredhel, who found themselves accepted openly by Mortis.

    Now that the mines have been sufficiently expanded in his mind, he plans to sell some of the resources, while using the rest to rapidly advance the construction schedule for the ice castle his father begun years ago. Now he had the power to pursue his goals, the ones his father preached before he was the last of Mortis' family to “mysteriously vanish.” With the Reaver Cavalry, his father's previous alliances with the Nightmares, and now his own alliance with the Moredhel, Mortis felt now was the best of times to begin looking outside his lands for... Prospects to advance his global schemes.

    Personal Stats

    Physical: 2. (2)

    Great Wings: It was always hinted that I was never fully human, and it was one of the few rumours that I never bothered to crush—after all, it's true, isn't it?
    Compelling Voice: “I command in the name of my father! I created this paradise in which my people live out of a harsh, frozen hell! FOLLOW ME TO PARADISE!”

    Magic: 15. (17)

    Fire Magic: Complete domination of fire is necessary for my plans... After all, fire is destructive, and quite dazzling. Plus I just get certain feelings of joy when I see fire working its magic upon the world, weaving it all into one beautiful canvas of ash and heat.
    Water Magic: A necessary evil for my evils... Although, it does make construction and expansion easier when I can melt and move ice and snow in vast quantities.
    Earth Magic: For situations in which fire and water just won't quite do my imagination justice. Besides that, a canvas is boring without some flavour, no?
    Air Magic: Makes for faster travel when I fly. Also makes for some... Interesting combinations with the other three.
    Environmental Magic: The natural conclusion to learning any element is how to make the colours mesh together for an ultimate thrill.
    Meteor: Even the stars will learn to obey me... Starting with these simple hunks of rock.
    Mental Lash: I should at least try to illuminate others.
    Mental Domination: Sometimes, it's more important to illuminate just one person. Sometimes I use this just for fun... Though the week-long time line until I can use it again sometimes makes me hesitate.
    Raise Corpse: Death is just the next stage of things—unfortunate for these ones, they weren't worth much in life, either.
    Raise Skeleton: ...At least the lives of these men were somewhat... Better, than those of mere corpses.
    Raise Wight: Good men who deserved to ascend to a higher level of being.
    Raise Undead Horseman: Some of the best men I have, who truly deserved eternal life.
    Raise Vampire: Just in case my present retainer should annoy me too much, I can make another one.
    Unholy Magic: The power to become a small God.
    Gateway: Integral to many of my plans... Soon, all will see my brilliance.

    Command: 4. (21)

    Ghouls: Rather wonderful creatures... They do for me what no mortals can do.
    Moredhel: Ah, my new allies! They're perfect! They have a great appreciation for many arts in which I practice! Why, we're practically cousins!
    Nightmares: My father's allies decided to remain my allies as well. They seem to see the wisdom in my plans which many do not.
    Telepathic Command: One of the only ways to communicate effectively with Nightmares anyway. Besides, it was only natural, with my adoration for magic.

    Wealth: 15. (36)

    Furs: It all starts here, though we ironically don't have all that many furs to collect.
    Goblin Iron: Crude, but efficient. Perfect to sell to the farmers whom sometimes have to deal with rather deadly creatures.
    Orc Steel: A good midway for all of my soldiers. The Ghouls especially tend to wear this—their enhanced strength makes the added weight negligible!
    Meteoric Iron: Reserved for some of the best soldiers in my command.
    Adamantium: This stuff is rare, even for me to find... Yet, I find a sufficient amount to arm myself and my captains.
    Small Lands: What are you, mad?
    Normal Lands: Far too small for my tastes.
    Big Lands: Small.
    Bigger Lands: Still small.
    Great Lands: About time!
    Looting Experts: ...Lets just say my father used to organized... “Borrowing” parties.
    Pillaging Experts: Sometimes it results in a few extra corpses! Though a little flame broiled, that's just how the Ghouls love it.
    Gold Mine: Makes making money easy, considering I can literally make it.
    Gem Mine: Every crown needs a few gems, after all... Though I use it for more practical means.
    Crystal Mine: Such rare crystals... They hold so much power... I must unlock their potential!

    Influence: 2. (38)

    Information Broker: It's good to know what my neighbours are up to...
    Spymaster: ...Especially the things they don't want anyone to know about.

    Dedication: 7. (45)

    One Vision, One Purpose: All of my forces serve me to fulfil my plans! Though sometimes they're a little slow to change, change is rarely necessary, and thus this problem rarely comes up.
    Stare of Fate: It doesn't take long for an irritant to flee.
    Shield of Hate: I. Hate. People. Who. Do. What. I. Do.
    You can't kill the (Dark) Messiah: IT IS MY DESTINY TO ACCOMPLISH THIS! JUST WATCH ME!
    Scorched Earth: It spreads my philosophy.
    Anti-Life Coalition: I dislike the living in general, actually... Except for the Moredhel. They appeal to me.
    Self-Sufficient: If I can't do it, how can I expect someone else to do it? Fah. Out of my way, weaklings!

    Lands

    Transfer: 675 LP to LI. Total Land Improvement Points: 3,075. Total Lair Points: 1,725.

    Citadel of Nightmares: (200) (1525)
    1. Pristine (200) (1325)
    2. Expanded Barracks (25) (1300)
    3. Expanded Barracks (25) (1275)
    4. Expanded Barracks (25) (1250)
    5. Torture Chambers (25) (1225)
    6. Library (25) (1200)
    7. Dungeon (25) (1175)
    8. Wells (50) (1125)
    9. Meat Stores (75) (1050)
    10. Siege Engines (100) (950)
    11. Treasure Vault (Armoured) (100) (850)
    12. Reliquary/Catacombs (100) (750)
    13. Reliquary/Catacombs (100) (650)
    14. Unholy Dungeons (200) (450)
    15. Armoury (25) (425)
    16. Armoury (25) (400)
    17. Advanced Siege Engines (100) (300)
    18. Large Smithy (50) (250)
    19. Large Smithy (50) (200)


    Ice Fortress (100) (100) (Built in mountains, if possible--I have the traits for it.)
    1. Good (100) (0)


    Total Land Improvement Points Remaining: 0.

    LANDS-TYPES

    Tundra
    Mountainous

    General
    1. Tundra Hunters (10) (3065)
    2. Whalers (20) (3045)
    3. Great Mines (x16) (40) (2405) (96 “Mines”)
    4. Farm (x32) (20) (1765)
    5. Dirt Roads (10) (1755)
    6. Cobblebone Roads (10) (1745)
    7. Ruins (100) (1645)
    8. Abandoned Stronghold (100) (1545)


    Congelato
    1. Walled City (150) (1395)
    2. Farm (x10) (20x10) (1195)


    Glacialis
    1. Walled City (150) (1045)
    2. Farm (x10) (20x10) (845)


    Tacita
    1. Walled City (150) (695)
    2. Farm (x10) (20x10) (495)


    Letalis
    1. Walled City (150) (345)
    2. Farm (x10) (20x10) (145)


    Moredhellen
    1. Race-Specific Village (Moredhel) (20) (125)
    2. Farm (x2) (20x2) (85)


    Vash'ne
    1. Race-Specific Village (Moredhel) (20) (65)
    2. Farm (x2) (20x2) (25)


    EXTRA
    1. Farm (x1) (20) (5)


    Points remaining: 5.

    Army

    Gold Total: 19,000.

    1000 Reaver Cavalry. (3,000) (16,000.)

    1200 Moredhel Pike Infantry. (3,000) (13,000.)

    1000 Moredhel Repeater Crossbowmen. (6,000) (7,000.)

    600 Moredhel Siege Engineers. (1,500) (5,500.)

    1200 Nightmare Blademasters. (4,800) (700.)

    Captains


    Moredhel Captain Illius Vesuvius. (100) (600.)

    Personality: Craven, scheming, loyal.
    Skills: Physical 3
    Armour Proficiency 1
    Crossbow Proficiency 2

    Nightmare Captain Drak'thu'zhad. (200) (400.)

    Personality: Cold, empty, loyal.
    Skills: Physical 1
    Magic 2
    Weapon Proficiency 1 (Longsword)
    M- Fear Aura: Drak can maintain an aura of fear around himself that will turn all but the strongest from him in fear, and still be debilitating to most willing to stand.
    M- Dead-call: In times of need Drak can raise up to 20 Zombies on a battlefield for his defence, though the effect is temporary, mere minutes to an hour, it is often enough to give him the chance of escape.

    Moredhel Captain Raven Cain. (100) (300.)

    Personality: Bloodthirsty, sociopath.
    Skills: Physical 4
    Weapon Mastery 2 (War Staff)
    Torturer 1
    Tactician

    Ghoul Captain Johnathan Cain. (75) (225.)

    Personality: Multiple-personality disorder. The first personality feels guilt at being a ghoul. The second revels in it. Regardless, both serve the Overlord well, the former out of a sense of hopelessness and the latter out of just knowing he'll get a meal out of it.
    Skills: Physical 3
    Weapon Mastery 2 (Scythe)
    Regeneration: Cain can regenerate damage faster than is normal for his kind.
    SPECIAL DESTINY
    Johnathan is closer to death than most Ghouls. He can relate to it, feel it, even see the departing spirits of the still warm dead. They call to him. The promise him things. Powers. Gifts. They say that should he listen he will become the greatest Necromancer that ever unlived. Johnathan knows their call and his destiny to become the greatest of the undead. Should he reach out and grasp the right gifts at the right time. But others seek his downfall and he will have to choose wisely when the opportunity presents itself.

    Remaining Gold: 225.
    If I had a nickel for every instance in which an independent mind would have been useful but boring, I would be a rich man indeed.

  6. #6
    Universal Architect Kadaeux's Avatar
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    Feb 2009
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    Australia
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    6,645
    All Submitted Sheets so far accepted.

  7. #7
    ♡Deviant Dreamer♡ Tempest's Avatar
    Join Date
    Jul 2010
    Location
    On Your Mom's Lips
    Posts
    7,623

    Guardian - Namira Vellorum III, Kingdom of Velldin

    Name: Namira Vellorum III
    Gender: Female
    Race: Elf
    Age: 113
    Appearance: Reference
    Equipment: full-plate armour, 10x Throwing Knives, 1x longbow and quiver, 1 longsword, 1 short sword, 20 gold in a leather coinpurse

    History:

    The first of the current known guardians, Namira comes from a long line of royalty. Her kingdom, Velldin, has existed for some time and held many kings and queens throughout its history. For some time, no Guardian existed within the realm, finding its problems easy enough to deal with. Any true issue, a hero would arise for a time and deal with the issue. However, in Namira’s youth, there came a dark time. An undead plague began to ravage the lands and inspire fear in the populace.

    In that time, Namira rose, seeing the plight of her kingdom and began her rise as a Guardian. At first, beginning by driving off small bands. Seeing a need for more help, she began to rally the people and ally with, at the time, small kingdom’s neighbors. Together, the force managed to destroy much of the scourge of the land and drive off the rest.

    As her kingdom returned to peace, her mother, Queen Namira Vellorum II, negotiating treaties with the allies the younger Namira brought, she soon grew restless and started to notice the growing powers of evil around her. Drawn towards a quest for the greater good, she began to travel abroad, to other lands and across the seas; and rumors of her success as a Guardian of Good rose. Alas, her time as a worldly traveler would finally come to an end.

    News reached her of her mother’s passing. Velldin was without a ruler. A new threat was on the horizon against the kingdom in its weakened state, and so the young Namira was called back by duty. Upon her return, her land was in alarm. The nobility was in argument over the successor in absence of Namira the III. In no way ready to deal with the political aspects of her kingdom, she set about the defending the lands. Along her way, people joined her in her mission. Upon the defeat of the enemy, many of the people were up in arms, supporting her and demanding her rightful throne be returned to her.

    The nobles argued, having finally narrowed down the candidates to one, but eventually many of the court bowed their heads. At first uncertain about this path, Namira remained fairly absent in many matters until great fissures in opinions began to occur. As the Velldin’s council began to lead it down one path, she began to grow increasingly wary of those she trusted the nation with. Finally, stepping up into the position of power she was bestowed, she began to take matters into her own hands and bringing in her own personal counsel whom she could trust. This, however, soon led to a civil war between the noble class and the house of Vellorum.

    The feud was short-lived, the Namira and her support of the majority leading her to victory easy enough… However, it was a dark time none the less. The woman decided to further go into uniting her lands and bringing upon improvement to the well-being of all in her kingdom. The kingdom grew, became stronger and eventually the unity of all was established, but it was a long and trying time, nonetheless.

    Peace once again restored and the kingdom bigger and stronger than ever, she set unto her own conquests once more. Staying within the confines of her new lands, she went about adventuring and taking on great tasks for the better of her people. She travelled with a few close, dear friends. One, an elven werewolf, she eventually betrothed and bore an heir with. Since the birth of her daughter, she has settled down within her kingdom, a few exceptions here and there, such as the assistance with a woman who sought to turn over a new leaf.

    Physical: 13
    Magic: 7
    Command: 7
    Wealth: 12
    Influence: 8
    Dedication: 8




    Name
    Number
    Cost

    Prima Sancti, Capital of Velldin

    Sanctum Sanctorum
    - 200
    Pristine
    - 200
    Total 400

    Holy Moat
    - 200
    Monster Stables
    3 300
    Expanded Barracks
    6 150
    Armoured Treasury
    - 100
    Siege Engines
    - 100
    Advanced Siege Engines
    - 100
    Wells
    4 200
    Meat Stores
    4 300
    Alchemical Laboratories
    - 100
    Holy Prisons
    - 200
    Escape Tunnel
    - 25
    Armoury
    4 100
    Large Smithy
    - 50
    Total 1925

    Cathedral of Addehel, City of Markhaile

    Small Cathedral
    - 50
    Good
    - 100
    Total 150

    Library
    - 25
    Monster Stables
    1 100
    Alchemical Laboratories
    - 100
    Wells
    2 100
    Meat Stores
    1 75
    Expanded Barracks
    2 50
    Armoury
    2 50
    Total
    500

    Fort Vellorum, The Ruined Castle

    Mountain Fortress
    - 100
    Rundown
    - 0
    Total 100

    Wells
    1 50
    Meat Stores
    2 150
    Monster Stables
    1 100
    Armoury
    1 25
    Siege Engines
    - 100
    Total 425

    Lands of Velldin
    Forest & Mountain
    Name
    #
    Cost/1
    Total
    Foresters
    5 10 50
    Trappers
    10 20 200
    Village
    Farm/1
    Super Farm/2
    6
    -
    3
    20
    20
    30
    210
    Race-Specific Village
    Farm/1
    Super Farm/2
    6
    -
    3
    20
    20
    30
    210
    Town
    Super Farm/1
    4
    4
    40
    30
    280
    Coastal Town
    2 44 88
    Mines
    2 20 40
    Great Mines
    3 40 120
    Logging Camp
    5 20 100
    Druidic Stone Circle
    5 20 100
    Coastal City
    4 Super Farms/1
    1 110
    120
    230
    Walled City
    5 Super Farms/1
    1 150
    150
    300
    Paved Roads
    - - 30
    Ruins
    3 100 300
    Abandoned Stronghold
    1 100 100
    Total 2,358
    Lands Costs
    Funds
    3,200
    Expense
    2,358
    Total
    842

    Sanctuary Costs
    Funds
    3,200
    Expense
    3,500
    Total
    -300

    Treasury
    Sanctuary
    -300
    Lands
    842
    Treasury Holdings
    542,005

    Army
    Unit Type
    #
    Cost/1
    Total
    Humans
    Swordsmen
    1000 10/10 1000
    Axemen
    500 10/10 500
    Polearm Infantry
    500 10/10 500
    Spearmen
    500 10/10 500
    Pikemen
    1000 10/10 1000
    Archers
    - 20/10 -
    Crossbowmen
    - 25/10 -
    Knights
    250 50/10 1150
    Calvary
    200 40/10 800
    Horse Archers
    100 40/10 400
    Siege Engineers
    100 40/20 200
    Captains
    4 50 200
    Centaur
    Archer
    50 120/10 600
    Swordsmen
    500 50/10 2500
    Claymore-Wielder
    200 60/10 1200
    Captain
    4 200 800
    Dryad
    Longbowmen
    300 60/10 1800
    Sniper Crossbowman
    240 100/10 2400
    Captain
    2 240 480
    Druids/Warrior Priests
    Macemen
    200 20/10 400
    Beastmasters
    200 80/10 1600
    Warhounds
    800 0/40 0
    Martial Artists
    100 30/10 300
    Werewolves
    Lycanthropes
    300 50/10 1500
    Captains
    3 250 750
    Khajiit
    Warriors
    430 15/10 645
    Rangers
    400 25/10 1000
    Skirmishers
    200 25/10 500
    Captains
    3 75 225
    Satyr
    Slingers
    400 20/20 400
    Fighters
    460 15/20 345
    Captains
    2 100 200
    Monsters
    Griffon
    10 400 4000
    Drake
    4 1500 6000
    Sphinx
    10 400/5 800
    Total 31995














    Last edited by Tempest; 01-08-2013 at 12:58 AM.
    [CENTER]I will show you fear in a handful of dust
    The Legend of Renalta

    "The best lack all conviction, while the worst are full of passionate intensity."
    - W. B. Yeats



  8. #8
    ink shampoo Kestrel's Avatar
    Join Date
    Nov 2008
    Location
    Netherlands
    Posts
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    Overlord Asmodai


    Full name: Asmodai Pitr Yss Kilaag
    Nation: Embiht
    History: Long, long ago in a far, far away land ruled overlord with steel fist and fiery whip. As any good overlord he was feared by his people. The dwarves competed to craft his troops the most magnificent or armours (as it would save their childeren from being fed to the monsters.) The humans worked day and night to do his bidding; they were the most hilarious race to enslave (they looked just like the overlord.) When the overlord needed some time off, there were the daughters of the Eledhel, Anrodhel and even the illustrious Glamredhel to please him in any way they could. At least, the ones that wanted to keep their heads. All went well for our dear overlord until a paladin by the name of Tristan set foot on his property.

    Then things went downhill rather... Fast. His people broke free, an army rallied against his... Angels wiped out his treasured daemon forces and he himself, was unfortunately slain in battle, thus ending the story of our dearest overlord.

    At least,that is what the general populace believes. His body was never found, assumed to be pulled into the abyss and torn limb for limb, Tristan and his forces gave no pursuit. They were quite right in their assumptions as well. Our overlord was tortured for years; his body beyond healing, his soul beyond saving. However, something did not sit quite right with his torturers. After all, they had been not been victorious, nor been truly defeated by their arch-nemesis when the overlord well... Fell. Without his contract to bind them to the mortal realm; they had been unable to finish their war. While mutilating body and soul was a pleasant stress-reliever, it never quite quelled the demons their thirst for angelic blood.

    And so, they returned our dearest overlord to the land of the living. They rebuilt his body, because demons can do that you know, but rebuilding his tortured mind was... Difficult. Keeping him in a manic, screaming state wasn't an option either. Instead, most of our overlord's memories were erased. His story would have to begin anew...

    It did. Our overlord ventured the no man's lands of Embiht. He lived like an animal, hunting for his food with his own body. He marked and claimed his territory and for years, our overlord was known as the devil crawler. At least locally, throughout the swamplands he hunted in. However, everything changed one night when he attacked a lizardman village. It was one particular young man he hunted, whose cries made a strange impression. It was as if the lizardman was telling him he did not want to die. Not that it did the lizardman himself any good, but having retreated to his nest our overlord began to grow restless. For the first time since his release from hell he began to think; to wonder. How could he understand the emotions of his prey? And what were these 'emotions' for that matter?

    Our overlord became curious. He studied what once was his prey and began to remember the concept of language. His mind was blown; the lizardmen had a manner of understanding one another. The more he stalked them from the meadows, the more he remembered about the concept of language. What was even stranger was that the favourite of his preys; the skaven, had mastered it as well.

    Learning to speak again was not easy for our dearest overlord. His speech sounded broken and his pronounciation was riddled with clicking and hissing. However, during his time of learning to utter comprehensible sentences other, long forgotten traits began to return. A thirst for power, was one of them. The fundamentals of magic and summoning, another...

    Once the news that our overlord had once again obtained the potential to tap into the immortal realm arrived in said place, the demons rejoiced. Although at first, but mere imps were able to pass the portal, relying on their lesser cousins the higher daemons passed information to their contracted master. Locations, names, parts of our overlord's memory came together. He remembered a deep hatred. A burning passion to destroy a certain someone... Although to this day our overlord does not remember who...

    Nonetheless, he once again began to move. Our overlord united the lizardmen tribes, struck deals with the skaven and recruited unlikely allies to his cause. Wealth and glory, they were promised. A better deal did not exist for the barbarian tribes tribes of the swamps. United, organised and trained to fight as an army, our overlord began to mobilise... Now all the swamp and surrounding forests belong to him... His influence spread. As if invisible his power has risen and his demons returned to the realm to finish their battle. The plan to rid the world of it's angels had been set into motion...



    Traits:



    Lair:



    Lands:

    Land type: Forest/Swamp


    Army:

    Last edited by Kestrel; 01-10-2013 at 06:57 AM.
    we have such sights to show you

  9. #9
    Shadow Master Sarzu's Avatar
    Join Date
    May 2008
    Location
    Netherlands
    Posts
    3,128
    Overlord Information:

    Morvin the Iron Handed
    Age: 367
    History:

    He was born in a region which is part of the Black Kingdom of Khaelesh, as soon as he had come of age to wield a blade he was quickly pressed in the service of the dread overlords armies and was directly send off on campaign, Khaelesh had deemed that a series of raids against the Alvias Kingdom was required to remind them of his might. Morvin was among a platoon of Moredhel warriors, who were charged with plundering and pillaging one of the border settlements. He had his first taste of combat in that village, savage laughter and screams filled the air as those villagers who put up a fight where slaughtered, those who surrendered cried and begged for mercy as slave chains were fitted around their necks, wrists and ankles. While Morvin had showed some of his prowess in battle and had certainly enjoyed seeing the life fires go out in the eyes of his victims... but he knew that it was not going to be the life for him, no he wanted more in life than being a foot soldier in Khaelesh's armies, but he knew that by serving... he could make himself a reputation he could use in later years, so for the next century Morvin served his time in Khaelesh's armies, rising in the ranks and showing his capabilities and talent for commanding men in battle. So when the time came that he decided he needed to spread his wings as it were and carve out his own path he gathered a score of Moredhel who had been part of his personal escort and humbly requested Khaelesh to be dismissed from his service and carve out his own little kingdom among the other nations.

    He honestly had not expected the dread overlord to allow him to leave his service, but he did and Morvin, his sister and the score of warriors who were allowed to leave with him ventured forth into the lands beyong the Black Kingdom. Morvin searched for a long tiem for a suitable location... finally finding it, a region ruled by some lordling fallen out of favour and his lands mostly forgotten... and even better he imposed heavy taxes that incited his 'loyal' subjects and there were more primitive tribes in nearby mountains who were hunted for sport. Morving recruited allies among both these groups and then began his war of conquest, settlements either switched sides or were razed to the ground till he and his growing army reached the lordling's castle. They laid siege to the castle and when Morvin thought he had won and ordered the walls to be scaled with siege ladders they encountered something none had expected or even anticipated, Undead were manning the walls and Morvin's first wave was easily repelled by them. This unexpected occurrence proved to be a setback for him but it was no matter, it merely meant he needed to adjust the strategies he had laid out, factoring in not living enemies but now noting that he had to fight the undead. Three times more his army attacked... and three times they were repulsed one after another. Frustration was nagging at Morvin and morale had suffered due to the failed attacks. Everything changed when Morvin gained new allies, the crashing of trees was the first sign of their approach and a alarm was raised, which Morvin cancelled after seeing what was causing the destruction of the trees, a drider, a enormous drider to be exact came through the forest, approaching Morvin's command tent a score of other driders following in her wake. She was a drider a matriarch and she had heard of Morvin's arrival in the lands and for reasons unknown to Morvin she swore her allegiance as well as that of her people in these parts. With these new allies the walls were once again attacked, the driders were quick to capture the gate and open it, allowing Morvin's main force to enter the castle proper. The human lordling was found in his throne room, snivelling and pleading. Morvin executed him and impaled his head on a spike, leaving the ruins of the castle as a reminder... he did gather the secrets the lordling was keeping in his castle though, the reason why he had possibly fallen out of favour with his kingdom, several books on necromancy which Morvin studied and learned the basics of this magic to use for himself.

    The following century and decades saw Morvin establishing control over the lands, securing several settlements that were not yet convinced to now accept the Moredhel's rule, the conquering and subjugation of the orc tribes, gaining the loyalty of two Myrddraal enclaves that were discovered and then more importantly... sending a tribute to Khaelesh, as thanks for allowing him to leave his service and give Morvin the opportunity to create his own little kingdom. In this time Morvin has also taken steps to make it appear as his lands... merely changed leadership... in a peaceful matter... and that no... 'insidious' events are happening within it's borders that might invite unwanted attention to Morvin's plans and goals.

    Stats:
    Physical: 4 5
    Magical: 4 5
    Command: 10
    Wealth: 13
    Influence: 10
    Dedication: 4








    -------------------
    -------------------

    Lair:


    -------------------
    -------------------

    Land Improvements:
    Mountains & Forests




    Treasury Contents: 10'000 Gold

    -------------------
    -------------------

    Armed Forces:










    Captains:







    *All credit of used images go to their creators.
    Last edited by Sarzu; 03-02-2013 at 08:41 AM. Reason: Added Character history
    A lone figure standing in a room and a shadow is moving, closer and it closer it comes.

    A blade flashes, a silent scream and the shadow is just a shadow once more.

    Dark red blood is spilled and darkness rules the room as it always will.

  10. #10
    Rampant AI of Deceit Slade's Avatar
    Join Date
    Mar 2010
    Location
    Outside the closure of the Universe
    Posts
    869
    Judas the Impossible


    Race: human

    Age: Unknown (most likely in the 35-45 range of age)































    That leaves a surplus of 150 Gold
    Last edited by Slade; 01-18-2013 at 11:56 PM. Reason: Captains
    I should spend some time enlightening you, massacres occur at your beck and call, worlds destroyed, reborn, alight with the screams of the dying.

    Overcome by power and deceit
    My domain!


    Do you know what kind of hat I'm wearing?

    A party hat; you don't get one. An honor will this party be, a party in your honor, for your honor.

    Prepare to die.




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