@Aristo I love how we both created our ideas separately with no communication between the two of us, and ended up using races that could reasonably be close cousins. We're so in sync~
@Cleopatra Ya think there might be racial tensions between the Ryathi and your elves? I think it would be a good point of interest. Elven descendants 'forsaking' their heritage, bonding themselves to the underground and the stone. Magic with blood and bone. Things like that. Probably doesn't play well with the surface dwelling, knife-eared, fae-loving, tree-fucking terrorists counterpart.
@Aristo I love how we both created our ideas separately with no communication between the two of us, and ended up using races that could reasonably be close cousins. We're so in sync~
We're one step closer to making our hivemind a reality! Bliss in harmony.
Name: Mist Race: Valkyrie Known Racial Abilities: Renowned around the world as fearsome warrior maidens and guides for the dead, the Valkyrie are very few in numbers and as such, live largely outside of the boundaries of modern civilization. They are seen as immortal demigods, and are rumoured to be able to see the truth in a man just by looking at them. These are obviously false, but looking at their powers, one can easily see how they might be mistaken for deities. -Innate Flight- All Valkyrie, young and old, possess to some extent the ability to fly through the air. This isn't based on the Valkyrie's magical or physical ability, but rather their mindset, and as such this is not a trait that can be trained or improved in any way. For Mist, this means she is capable of floating in an effectively lighter-than-air state, and slowing or even completely stopping any fall from large heights. Rudimentary propulsion can be achieved through the application of magic, but even this is not particularly fast.
As her body is subtly tailored for flight, she suffers no physical detriments from being exposed to high g-forces (within a reasonable degree) or experiencing sudden changes in altitude. She can handle high altitudes much better than any human, and has some resistance to cold, although not much.
If you asked her how she floats without actually decreasing her weight or manipulating the air with magic, she would probably respond "Huh? Isn't this normal?"
-Spiritual Sensitivity- Being a Valkyrie is more than just being born to a particular species. It comes along with the responsibility of caring for and guiding spirits of the dead, a duty entrusted to the Valkyrie ages past by some ancient, unnamed guardian deity. Because of this destiny, children of Valkyrie are gifted with a powerful affinity for spirits that allows them to sense, communicate and interact with spirits of all kind. They also possess a certain kind of empathy that allows them to vaguely sense the feelings and motivations of even the most distantly past spirits, giving some insight into events where there have been great losses of life.
All spirits, living or dead, leave certain traces on the world around them (particularly in places important to them). The intuition of Valkyries allows them to sense, and even catch glimpses of the spirit through these traces. This makes them excellent trackers, at least if the ones they're tracking have distinctive presences. The closer one is to their end, the more effective this becomes.
Age: 37 Appearance: In spite of their physical abilities, all Valkyrie share the appearance of fair, blonde maidens. Their bodies are lean, and muscled in the way young athletic girls tend to be, without compromising the purity of their appearance. Her eyes are an ethereal, foggy grey colour, resembling her namesake. Renowned Skills: Mist is a descendant of Rath the Huntsman, a rare male Valkyrie who lead the Wild Hunt against a host of invading savages, saving Northmarch from disaster.
She relies little on her heritage to carry her into renown, however. Her skills as a hunter are second to none in her race, and she has at her fingertips a stronger command of the dead than what is her birthright, suggesting some degree of natural ability.
She is a natural warrior, and possesses a vast range of wilderness knowledge, including the preparation of medicinal herbs and natural first aid. As is expected of a Valkyrie.
Magic: For Valkyrie, Magic is a natural act rather than an ability that is learned and trained over time. They do not practice the traditional arcane arts, but rather, use the divine powers at their disposal in order to achieve miracles in the form of magic. This means that, while their skillset is limited, they do have a great degree of power in their respective fields. -Spiritual "Magic"- Attuned to the spirit world through her birthright, Mist is able to intuitively preform a range of non-necromantic spirit magic, which while similar in result to the mortal arts of necromancy, are fundamentally different in their execution and nature. To her, Spirit Magic is like a physical muscle, it relies on her stamina, and can work to whatever degree her natural strength in the art allows. She can exert herself beyond her limits, with physical consequences, but recovery is as simple as recovering from any ordinary physical exertion.
The extent of her spirit magic is vast. She can communicate with the dead, and bring forth and give form to wandering souls if need be. Pouring magic into the spirits, she can lend them her strength momentarily, share senses or visions with them, and even control them directly if she must. When faced with truly malevolent spirits, she can bind them with spirit power, or banish them from her presence. With their permission, Mist can bind spirits to objects, granting them special properties, or cloak herself in a veil of souls to empower, conceal or temporarily protect herself.
All of her arts are meant to be used on willing spirits. She cannot, for example, cruelly enslave the spirits of her enemies to become her shield. It is simply not in the nature of her magic. Once their purpose is filled, Mist can use her power to send lost souls forth into the afterlife, sending with them an amount of spirit power sufficient to carry them safely to the proper destination. It is this act that is the Valkyrie's duty, and doing so requires little energy on their part.
Weapons: Mist uses the sentient spear, Gungnir, as her primary weapon. It is possessed by a powerful soul belonging to a long-forgotten warrior hero, and can wield all of the powers of a ghost and a spear. She also has a round shield with no unusual qualities, and that she frankly rarely uses. If caught unawares, she carries a dagger which she can quickly produce if needed to protect herself, and which also serves all of the utility purposes of such a knife.
Armour: Her armour is of the kind forged by her people, consecrated with their power. In battle, it provides the protection it appears to, boasting the same strength as the steel breastplate, helm and underlying chainmail would suggest. Wearing magic armour that gives some unfair advantage would be dishonourable, but due to some enchantment in the steel, the armour never wears and can be repaired with magic between battles.
Steed: The Valkyrie's partner in battle is a fiercely proud, but long dead horse named Sleipnir. Its spirit continues to serve her bloodline after its death, and takes responsibility for the well-being of all of her clan's descendants. Its spirit remains in this world due to unrelenting determination to complete its duty, and is not sustained by
Mist's own power, allowing it to act independently.
He possesses supernatural speed, and as a spirit, can run over air as well as ground and sea. It cannot be killed through normal means, simply returning to this world in the case that its physical form is scattered. Powerful magic, however, can literally blast it into the next world with a direct hit, sending it too far to be brought back easily.
It's quite intelligent, for a horse.
Bio: It's unusual for a member of the Valkyrie people to involve themselves with the affairs of the world, but given the circumstances, Mist felt she had no choice. Upon receiving missive that the kingdoms were gathering their strongest once more to send a small, elite force across the sea, she volunteered herself in an instant. To understand this decision, one must first understand what kind of person Mist is.
Being born to one of the stronger lines of Valkyrie, Mist has always felt like it was her responsibility to act as a powerful example of her kind. This has always been difficult for her, being a natural loner, but she tries her best. Praying to her ancestors every day, she spent her early years in deep introspection, travelling the wilderness where she could help lost souls, living or dead, and send them on their way. During this time, she learned many things about herself, about the Valkyrie, and about those who came before her.
And, at some point, she learned of the sin.
It was then that her ancestor, Rath the Huntsman, came to her from death. She knew then that no method of redemption in this world would be enough to wipe away the stain on her family name. She felt dirty, but more than that, she felt sad. For the victims of that day, for her ancestors for having to bear that stain, and for everyone who was affected by it afterwards. She knew then that, for the rest of her long life, she would have no other duty than to repair this wrong, which had been covered up oh so long ago.
When the first host went across the sea, she did not join them. To her, the threat was not so large then, in the far reaches of Northmarch all that she heard of the menace was that a terrible wizard was meddling with powerful forces beyond his control.
And then the host disappeared.
It defied belief. Thousands of great warriors, all of the bravest, and fiercest men and women of Northmarch had went across the sea, not to return to their families. In an instant, half of the mortal kingdom of her homeland was orphaned. That evening, Rath returned to her once more, and the two of them talked far into the night.
When the next joint force was being assembled, a missive came to Northmarch, begging for them to once more pledge their legendary fighters to their cause. The other kingdoms, with their selfish mindsets, didn't understand Northmarch's rejection. The people there could not send more warriors. After all, when the first call to action went out, they had not kept a reserve force at home like the other countries. They faced their enemy with every resource at their disposal.
And died.
So, when the call went out for more warriors, Northmarch knew in its heart that it could not answer without sending its elderly and children to battle. It was then that Mist entered the capital city of Northmarch, on her own, with nothing but the armour on her back and the spear at her side.
She said, "I'll go." Then she went.
Regiment Name: The Huntsmen of Rath, usually shortened to just the Huntsmen. They need no other name. Banner: N/A Race: Spirit Racial Specifics: As spirits of the dead, Rath's huntsmen are not subject to many of the physical forces that govern men. They can move through the air and pass through obstacles at will, as their bodies are only as physical as they allow. Attacks on the physical level can disperse their form, but not kill them, and they can easily return to action shortly after. They are a menacing force, they do not tire, and can inspire terror in the mortal races. However, even when they take physical form, they are not especially strong, and powerful magic can quite easily slay them with ease.
It needn't be said that they possess all of the skills they had in life. They can summon the weapons they once wielded in battle, and with them run the ghostly hounds that once accompanied them on the Hunt. Being sustained by the Valkyrie Mist's energy, all actions they take put a burden on her stamina. When her stamina runs out, the ghosts forms will be dispersed until she recovers.
Size of Host: Varies, in the four hundred range at full strength. Specialty: Light Cavalry/Scouts
Typical Arms: Spears, typically for throwing and, when dismounted, for ground combat. They also carry swords, but do not typically use them, and many of them carry shields.
Typical Armour: They wear the armour they died in, chain mail and leathers, although it serves little purpose now that they are spirits.
Typical Steeds: Ghostly horses, possessing supernatural speed and the ability to run on air as easily as ground. They do not frighten or tire, and carry with them an eerie presence that can drive their enemies before them.
Magics Used: While they wielded no magic in life, their existence as spirits gives them certain qualities not possessed by ordinary men. They can carry with them a thick mist that obscures their presence, and move silently, without disturbing their environment. Invisibility is possible, although they cannot interact with the world when thus hidden.
They have control over their hounds, which followed them to death. The hunting horns they blew in life also followed them, and can be blown to emit a terrible sound and call the Hunt to their location.
History: They are the mortal remnants of those who participating in the legendary Wild Hunt, lead by the Valkyrie Rath. Brought to dishonour by their actions then, they continue to exist in this world as lost souls, unable to move on to the afterlife until the find peace with their end.
They both despise and love Rath, their leader, for being a loyal and true leader, but also for being the cause of their wretched fate. Mist, their path to redemption, they follow without question. She is their salvation, and also beloved to them as a leader, although they do not show it.
They have come to this land knowing that their only chance of redemption is to succeed here, and save the world from certain doom.
Name: Rath Race: Valkyrie/Spirit Known Racial Abilities: In death, Rath has lost his powers as a Valkyrie, although he is abnormally powerful for a ghost as a result of his birthright. He can wield some spirit power on his own, and unlike his huntsmen, he is not sustained by Mist's energy. Because of this ability to act on his own, he is weaker than he could be, but can work independently, a trait that is valued strongly by his charge. Age: 107 (At death) Appearance: Tattered, and ethereal, Rath no longer possesses the youthful glory he showed in life, but the underlying strength of his form remains. His eyes, a deep blue in colour, remain strong even in death, and his form is more defined than other spirits. Despite everything, he still has the body of a young man, he only appears older due to the burdens of his existence. Famed Skills: Rath is a legendary warrior and an expert in the arts of the hunt, such as tracking and navigation in the wilds. His extensive knowledge of battle strategy is helpful to Mist, who has never participated in war. Thus, he serves a largely advisory role in her forces. Magic: While he has lost his spiritual powers inherent to Valkyrie, Rath is able to control his ghostly abilities with more accuracy than his ghostly brethren. His strength, however, is limited due to already being dead. He can only sustain his powers for a short time, and only when in dire need. He can summon a mist to his himself or his allies, become invisible at will, and blow his hunting horn to inspire fear in his enemies and prey, or to rally his own forces.
In the event of Mist not being able to focus on tactics, such as when she is engaged in combat, Rath is able to take control of his Huntsmen, which is a powerful and useful skill. Doing so, however, limits his own abilities to fight. Weapons: Like others of his kind, he wields spears for throwing, with a shield which he will use if he must. He carries a hand axe for utility purposes or ground combat. He has a handful of hounds loyal to him alone, who he can send where he needs and who will return to him when he calls. Armour: Chain mail and leather, as well as the steel breastplate common in Valkyrie. Identical to Mist's armour, save for being made for a man and not a woman. Steed: His horse, whose name has long been forgotten to history. It is a loyal partner, however, and while not as excellent as Sleipnir, it is a powerful mount with excellent speed and all of the powers of a spirit that I have mentioned rather a lot in these sheets. Bio: Rath is one of Mist's ancestors, the famous leader of the Wild Hunt who once drove a horde of savages from Northmarch and saved the kingdom from certain destruction. Bearing the sins of his past, he found Mist and revealed himself to her, entrusting his fate to the determined young woman who would become his and his huntsmen's savior and leader.
He is fiercely loyal to her, and thinks of her as his own daughter (even though she is more like his great-great-great-great-great-great granddaughter).
@Tatsua Aiisen oop! I hope you didn't think I was being passive-aggressive, I was just commenting on your sheet. Besides, they're fairly different groups when put next to one another, the only thing really similar about them is their title of "hunter".
What would be the best way to write out a highly diverse regiment?
I have planned a contingent of human warriors, a company of vampire knights, and then auxiliaries made up of various other horrors.
In addition to this question, are logistics (squires, quartermasters, etc) considered among our allotted 500?
It happens that I have a mind to draft up numerous "Captain" characters to head the various companies of my regiment. I wonder if it would be allowed for me to use a compressed form of the sheet. "Lieutenant?"
So first things first, I'll answer the questions and queries you guys have left me, and then I'll start reading through peoples' ideas.I'm crazy short on time today though (I just had to work a 12 hour shift, and then woke up with 2 hours before the start of my next! oups!). Given the influx of players, it might need to wait until Saturday morning before everyone's applications get some feedback. However, I will try to do some when I get home tonight, and some tomorrow morning as well. This RP has my full and undivided attention, and I will strive to get everything done and dusted before the weekend if it's possible.
Anyways, without further ado!
@vietmyke If nothings changed, you can go ahead and move it over! :)
@Disciple Cain That's fair enough. Sad to lose you, but I fully understand the reasons why.
@Dead Cruiser I'd modify your regimental sheet into several shorthand versions. You wont need the history section for each contingent, just the numbers, weapons, abilities etc etc. If you get stuck, I'll throw up an example, but time's a little short for me atm.
I'll get to your champion when I get a minute.
@Klomster A single Champion on a great dragon in place of a regiment should be fine, I can't see it breaking things. I'll have to decide upon publication though.I'd imagine this dragon would be fairly powerful, capable of igniting the ground beneath it. A truly terrifying adversary! But i'll need to see him/her in more detail just in case I need to tone it down a bit.
@Vas Khaleen Muskets would be fine. I was myself thinking of a group of Dwarf gunners who used imbued-ammunition, like Frost or Lightning. I would like to put restrictions on how high tech can go, but I think it'll be easier for me to simply decide on a case by case basis rather than stifle creative potential with vague and wide ranging rules.
If you're going to venture into guns or crude mechanics, just ensure it's fit for a fantasy setting where the sword and magic are the mainstay of the world's armies.
<Snipped quote by Dead Cruiser>
In addition to this question, are logistics (squires, quartermasters, etc) considered among our allotted 500?
It happens that I have a mind to draft up numerous "Captain" characters to head the various companies of my regiment. I wonder if it would be allowed for me to use a compressed form of the sheet. "Lieutenant?"
A good question, and one I was hoping you guys wouldn't touch on! Hehe.
So, Camp Followers, let's call 'em. Usually armies would carry around a bunch of people with them; soldiers' wives, tradesmen, goods peddlers, brothels, assistants and attendants.
Given the nature of the mission, and that the invading forces are trying to keep as slim as possible (to better avoid detection on their initial landing), the Camp Followers would only exist as an absolute necessity. For example, a few smiths to pull out the dents in your troops' armour, or a small group of surgeons/healers who will deal with the most grievously wounded.
So I think it would be best to simply treat them as ghosts. They're there, in the back somewhere, but don't show up until your Champion/Captain decides his men need to refit and rearm.
Of course, this wouldn't effect regiments that were self sufficient i.e able to carry out repairs and healing by themselves.
EDIT: The Lieutenant idea sounds fine to me, but I'd expect them to be less mighty than Captains.
So first things first, I'll answer the questions and queries you guys have left me, and then I'll start reading through peoples' ideas.I'm crazy short on time today though (I just had to work a 12 hour shift, and then woke up with 2 hours before the start of my next! oups!). Given the influx of players, it might need to wait until Saturday morning before everyone's applications get some feedback. However, I will try to do some when I get home tonight, and some tomorrow morning as well. This RP has my full and undivided attention, and I will strive to get everything done and dusted before the weekend if it's possible.
Anyways, without further ado!
@vietmyke If nothings changed, you can go ahead and move it over! :)
@Disciple Cain That's fair enough. Sad to lose you, but I fully understand the reasons why.
@Dead Cruiser I'd modify your regimental sheet into several shorthand versions. You wont need the history section for each contingent, just the numbers, weapons, abilities etc etc. If you get stuck, I'll throw up an example, but time's a little short for me atm.
I'll get to your champion when I get a minute.
@Klomster A single Champion on a great dragon in place of a regiment should be fine, I can't see it breaking things. I'll have to decide upon publication though.I'd imagine this dragon would be fairly powerful, capable of igniting the ground beneath it. A truly terrifying adversary! But i'll need to see him/her in more detail just in case I need to tone it down a bit.
@Vas Khaleen Muskets would be fine. I was myself thinking of a group of Dwarf gunners who used imbued-ammunition, like Frost or Lightning. I would like to put restrictions on how high tech can go, but I think it'll be easier for me to simply decide on a case by case basis rather than stifle creative potential with vague and wide ranging rules.
If you're going to venture into guns or crude mechanics, just ensure it's fit for a fantasy setting where the sword and magic are the mainstay of the world's armies.
<Snipped quote by Dead Cruiser>
A good question, and one I was hoping you guys wouldn't touch on! Hehe.
So, Camp Followers, let's call 'em. Usually armies would carry around a bunch of people with them; soldiers' wives, tradesmen, goods peddlers, brothels, assistants and attendants.
Given the nature of the mission, and that the invading forces are trying to keep as slim as possible (to better avoid detection on their initial landing), the Camp Followers would only exist as an absolute necessity. For example, a few smiths to pull out the dents in your troops' armour, or a small group of surgeons/healers who will deal with the most grievously wounded.
So I think it would be best to simply treat them as ghosts. They're there, in the back somewhere, but don't show up until your Champion/Captain decides his men need to refit and rearm.
Of course, this wouldn't effect regiments that were self sufficient i.e able to carry out repairs and healing by themselves.
Known Racial Abilities: Willpower:Humans despite being short lived and less magically adept than elves have incredible willpower in the field of battle capable of rallying and holding against odds that would break other races.
Age:29
Appearance:
Renowned Skills: Expert swordswoman, Assarah was trained by fighting for the amusement of the masses; leading her to become highly skilled in the use of most weapons but over all her trusty saber.
Marksman, Assarah has extensive training with firearms able to accurately pick off targets with a musket for 100 yards or more; with a reload time of only fifteen seconds making for a rate of four rounds a minute
Inspirational, Assarah wasn't handed command by being rich or born of noble blood like many leaders giving her a better understanding and compassion for those under her command
Magic:Assarah learned very limited magic in the arena as bashing, hacking, and slashing was far more common, be that as it was she still learned basic destruction magics learning to cast small fireballs and bolts of lighting. Using the mana which flowed through all things, having been taught by an elvish man whom also fought in the pits to harness and reach into the pool of internal energy.
Weapons: -Rifled musket with bayonet -Crude six shot revolver -Saber
Armour: -Steel breast plate -Steel mail
Steed: -Black war stallion
Bio: Asahara was born into a farming family, her earliest days were spent plowing fields and tending to livestock. Her father was called away to fight in the army of the Lord whom owned the land they lived on, and never returned from the conflict; the Lord awarded her family ten silver pieces for compensation though her mother turned bitter and began a deep spiral into alcoholism. Without her father around the farm quickly fell to disrepair and the Lord evicted them from the land as they weren't producing anything, forced to move into the slums of the city her mother sold her body. As she got older her body began to command less price, and one day she sold Asahara to a slaver, whom turned and sold her again to a man who trained fighters for the arena. She saw her first match at fifteen, obviously the victor she continued to fight until all those at the arena knew her name, making her master so much gold he freed her upon his death. At twenty one and an extremely deadly combatant Asahara became a sellsword, fighting with the Golden Company swiftly taking command after a disagreement with the former leaders; she took the Company much further than they ever did. Securing firearms, cutting edge weaponry that most humans never got a hold of after carrying out contracts for a Dwarven lord; even taking the Lord's son as her captain.
Regiment Name: The Golden Company
Banner: Two crossed muskets behind a stack of gold ingots
The Golden Company has a small contingent of human mages, numbering only thirty men total; spread all across the lines in small groups to evenly support the infantry army. The enchanters both capable of placing permanent enchantments on items like Assarah's armor and weapons, or temporary enchantment's to allow the soldiers shots to carry elemental or otherwise magical damage effects. The healers obviously tend to the wounded, using not only magic but apothecary tools and combat medic training; the support mages are for defense against opposing mages be it mental or physical attacks on soldiers. Along with casting their own illusions to frighten opponents.
History: The Golden Company was formed long before Ashara was born, constantly selling their abilities in war to this lord or that one. A truly deplorable band with no true loyalty save to the highest bidder, never breaking a contract once signed however; though rarely tying themselves down for longer than a year or so. If the battle became too great or the side they fought with began to lose they would obviously flee, as no sellsword became rich dying for nobles.
Name:Aktun Andurin
Race:Dwarf
Known Racial Abilities: Hardy-Dwarves are known for their stoutness and ability to resist damage that would easily fall larger races
Dark vision-Born underground and living deep inside of mountains has given Aktun excellent vision in low light situations
Bio: Ashara met Aktun when she fought for his father, the male accompanied the Sellswords on their first campaign leading them through the confusing mountain terrain. Ashara formed a close bond with the Dwarf in both travel and combat as they warred with another Dwarvish lord over an iron mine, coming out successful Aktun asked her permission to join the Company. When she accepted Aktun's Lord father gifted the company with a great many treasures including muskets made for human use, granted by the thousands in case of the loss or wear of the others; along with the secrets of how to make blackpowder and rifle the barrels for increased accuracy.
@Ashevelendar shadow magic as you've mentioned should be fine- my character and his regiment use a similarly named 'shadow magic' which deals with light and illusions
@Disciple Cain That's fair enough. Sad to lose you, but I fully understand the reasons why. Of course, this wouldn't effect regiments that were self sufficient i.e able to carry out repairs and healing by themselves.
These are all relevant to me. I've decided against leaving. I have a fun idea for the roleplay and I want to see it through. Also, that second point made there is exactly why golems and undead are such a great idea.
Anyway that's all. I'll be putting more work into my character sheet today on my way to work and at work.
Name: Alexis Race: Half-Demon / Half-Human Known Racial Abilities: Enhanced Endurance : The part of Alexis that is demon has given her the ability to sustain damage greater than a normal human would be able to sustain. Enhanced Speed : Alexis is faster than a normal human making her appear as a blur to normal humans when she moves as fast as she can. Enhanced Strength : Alexis's strength is greater than most people she met. She can lift a (let's say) troll without breaking a sweat. Age: 21 Appearance: Renowned Skills: Alexis is known for her speed. Using her enhanced speed from her demon half and a little training Alexis became a fighter of renown when she used her speed to conquer a small island that was infested by demons. Taking control over them by killing their leader in single combat. Magic: Alexis rarely uses magic but has a small profiency in Fire Manipulation due to her demon-half. She is also able to create fire at will. Her magic solely taxes her stamina and constant use will quickly tire her too much for the body to sustain itself. Weapons: Alexis uses an enchanted sword of fire. Not something that a mighty warrior would wield but something that a fast fighter would. Hitting enemies faster than they can respond is something that Alexis always prefers. Armour ( ignore the armor in the Appearance ) : Alexis wears an armor made from demonic bones ( they are very light so that she can move fast ) and it imbued with small runes of fire ( the attacker is burned when it her armor ). Only her horns can be seen when her helmet is on. Steed: Alexis is riding on a Cerberus dog in combat , allowing her "steed" to attack with her when needed. Bio: Alexis was born on an island in the North ( ? ) and was raised by an Orc shaman. Orc feared her because of her demonic half showing up signs as soon as she was born. She was faster , stronger and could sustain more damage than the other Orcs. Soon she became the Orc tribe's champion in combat. The first champion that was not an Orc like them. As she grew up , she learned to fight better and better until one day , an Orc Warlock decided to summon demons on the island to take Alexis away. Instead of doing that , the demons killed the warlock and decided to take control of the island. Alexis was away from the island when it happened but when she came back and saw the village of her birth was destroyed by the demons , she took a sword from the ground and slayed almost all demons on the island. Finishing with their leader. The remaining demons swore fealty to Alexis and her first order was for the demons to make her an armor and a new sword made from the dead demon's bones.
Regiment Name: The Cursed Banner: Alexis's face with her horns burning Nationality/Race: Demons Racial Specifics: Pro : Demonic Endurance Demonic Strength Demonic Skin Cons : Salt - Most demons cannot cross a line of salt and they feel intense pain when they come in contact with it. Don't obey orders - Need constant reminding who is the boss Aggressive - Demons are known for their aggression so they are the first that jump in battle.
Size of Host : 50 Pit Fiends Specialty : Heavy infantry Typical Arms: Vorpal Swords. Big swords that are always burning when unsheathed. Typical Armour: Pit Fiends don't need armor as they are too big for it but their skin is think and it's hard to pierce. Typical Steeds: Pit Fiends are too big to have steeds but instead use their wings to glide when needed. Magics Used: The only "magic" Pit Fiends have is that they are big and so creatures of the wild are usually scared by them. History: The Cursed are the only surviving demons left on Alexis's island after she killed the others. Every now and then Alexis has to almost kill one of the Pit Fiends to show the others that she is strong enough to lead them. This is their first real military campaign but it's also the first time they are allowed to unleash their demonic selves ( true blood lust ),
By my noble melons, this is one exceptionally edgy roleplay I've found myself taking part in. Not that I mind. I'm sure the angels, templars and warrior spirits might have a few things to say about it though.
So I think it would be best to simply treat them as ghosts. They're there, in the back somewhere, but don't show up until your Champion/Captain decides his men need to refit and rearm.
So I think it would be best to simply treat them as ghosts.
as ghosts.
If they're ghosts, can I manipulate them with my spirit magic? This is very important for my battle strategy. Dank you ahead of time~