Likes: Nighttime Escapees, Complex Games/Games with Deeper Meanings, Cloths, Parties and Raves, Sleeping, Indian Food, Electronic Music, Philosophy, General Lewdness Dislikes: Romance, People who can't take a hint, People who can't take a joke, People who don't pay, the Aristocrats, Bugs, Prudes, Cleaning Party Trick: "I'm a fabulous entertainer, but I feel that my best party tricks are shown behind closed doors. My favorite is making people question their sexuality."
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Occupation:
Akio works at the Shine Players Casino in a multitude of roles, the most common being a waitress and an entertainer. He also openly admits to working some other jobs on the side but when asked, you'll only get a vague answer from him. His actual work time varies depending on the day, but he'll always be working almost all day on the weekends and usually night shifts on Friday.
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Personality:
Akio knows what his looks can do and how to exploit them. In short, he's a tease, a very lewd one at that. Something of a hedonistic pleasure seeker, he's constantly trying to find new things to entice himself with something new, within limit of course. That's not to say there are somethings that don't keep his interest for extended periods of time, but Akio is always on the hunt for something new, exciting and refreshing. To that end, he tend to be something of a flirt to try and entice or embarrass people for his own enjoyment which often ends with him getting a good laugh from shocking someone one about his actual gender or being able to take someone home with him. Shy is reserved are definitely things that are not part of Akio who is relatively... open to his nightly escapees. However, he never seeks out relationships and much rather prefer to have his options open.
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History:
Akio was born to a upper-middle class family and was said to be mistaken for a girl by his own parents and the doctors at birth, hence his feminine name. He's always something of a wild child, his parents having a hard time controlling him even when young. They were put in quite the pickle as Akio, while rambunctious and unruly as he was, had preformed very well in academics and athletics, especially in gymnastics. Eventually, they kinda just stopped caring about what Akio did assuming he didn't kill someone or do anything extreme.
But then, Akio did something extreme.
While those who claim to know Akio well say that its unfathomable to imagine a time where he wasn't a trap, Akio only started acting like one right before entering college. Before that, he did show some girlish tendencies, but was by and large "manly" even if he didn't look like it. The summer between his senior year of high school and freshmen year of college saw his transformation of "trapformation" as he sometimes calls it, in which he had completely reinvented himself into what he is today. He also took advantage of the fact he was also legally an adult and indulged himself in whatever he so happened to feel like which also happened to let him earn some money on the side.
Akio moved to Shine City almost in a sort of severing of ties with his parents and a sign of gaining independence, although they still are in contact with his parents sending him gifts for various holidays in the year. He started working at the casino since he felt it was easy work for decent pay; just shake his ass and act cute and get paid for it, maybe even get some tips or new "friends" out of it too.
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Misc: - As one might expect, Akio is pansexual however ends up brining more guys home than girls. - Other songs include Blackjack for when he's working at the Casino and Sweet Devil as a secondary theme. - He's actually a fantastic servant in the sense he can cook and clean really efficiently, its just that he hates having to clean.
As with many worlds that share its nature, the early history of Vultis is shrouded in myth, mystery and uncertain theories. However, what is clear is that the world has seen better days, its ashen wastelands covered in husks of old fortifications of various factions, craters that sink several miles into the ground, patches of fire which even to this day refuse to be put out, Vultis is the definition of a "wasteland world". Its entire population is forced to either live in one of the few fortress hive-cities that rivaled Cadia or vast, sprawling underground strongholds and cities.
The first definite mention of Vultis's past in Imperial Record begins in early M39 when heretical influence began to grow from the underhive of Hive City Tarkis. Many an attempts had been made by the local police forces and PDF but had failed to penetrate deep into the underhive. Eventually, after mounting casualties and great amounts of resources wasted, the local Hive Governmener had decided that it wasn't worth his time hunting down the heretics and had lied to the Planetary Governer saying that all remnants of the influence had been erased. The man in charge of Tarkis at the time thought that it would be isolated to the underhive and would either be contained their or the gangs would eventually snuff them all out.
He was wrong.
In early M40, the entirely of Tarkis had collapsed, swallowed up by a giant hole which heretics poured out from. It would seem that instead of being smothered by the underhive gangs, the heretics had unified them under the flag of the "Iron Banner", claiming to be the "true cult mechanicus". Their support was astoundingly wide spread as hives all across the world suddenly were faced with the threat of revolt and rebellion. Some hives announced their loyalty to the Iron Banner while others had been crushed and utterly destroyed in the face of massive tides of soldiers of unknown origins. It would eventually be discovered that the Iron Banner had unearthed some type of cloning or rapid-growth machine to mass produce soldiers whose details remains unclear and shadowy to this day.
Despite their best efforts, the PDF and other loyalist forces where quickly overwhelmed by the mass number of cloned soldiers forcing the Planetary Governor to call for aid from the wider Imperium. Dozens if not hundreds of regiments of Guard had been called in to quell the Iron Banner Revolts hailing from numerous worlds. After about a century of civil war, the First Vultis Uprising had been quelled, the Iron Banner now broken and its forces presumed dead or destroyed with little chance of coming back. It would seem that the world would return to peace and begin the slow and painful task of reconstruction.
Then chaos came.
It turns out that with its dying breath, the remnants of the Iron Banner had pledged their souls to Chaos. Reborn the Black Iron Banner, the Second Vultis Uprising began less than fifty years after the end of the first and lasted over twice as long. Again, regiments were called too the world but with the arrival of warp-entities, Space Marine chapters had been called in as well. Fighting was hellish as the grounds of the world would be covered in bodies and metal husks. The war once again tore apart the battered planet which would last until 957.M40 when the last of the Chaos-taint and all remains of the Black Iron Banner had been personally been hunted down and executed.
Forces would trickle out slowly but of the regiments that remained on the wasteland planet the longest, it was the recently formed Death Corps of Kreig that was assigned some form of garrison duty. It would be the Kriegers who would later inspired the planets levied regiments and PDF who at the time was still being rebuilt and rearmed after back to back wars which had greatly diminished its standing in the eyes of Imperial officials. However, Vultis was far from seeing the end to its wars.
In 959.M40, Blood Axe Ork Warboss Orkthumba Gutznacha's fleet made an arrival into the system with a special creation he had brought from a previously failed incursion of Catachan nearly a century ago, the Planta Bomma. A bio weapons of sorts, the Planta Bomma was a great bomb full of Catachanian wildlife which the Warboss had given daily tributes of grots and squigs to "keep 'em foisty 'n meen 'n green". Launching his Planta Bommas onto the barren wasteland of Vultis, the foreign wildlife flourished after being so well-cared for by Orkthumba and with no predators at all.
Now faced with both the deadliest wildlife in the galaxy and an upstart Warboss bent on making a name for himself from the ashes of Vultis. This time however, the Imperium failed to answer the planet's heed for help, leaving the planet to its own fate. Perhaps Vultis would have been overtaken by the Catachanian fauna and flora or maybe the relentless Waagghhhh, but the few depleted regiment of die-hard Death Corps that were left had bought the planet time.
Force with no other option to create an army, the remains of the broken planetary and hive governments decided to use the same machines which the Iron Banner once used to field its own armies. As the Kriegsmen died above on the hostile wasteland above, hundreds of tech-priests who had a special disregard for the nature of creating human organisms and desperate men labored to repair, purify and jump start the machines. However, their own stocks of incenses and oils where unable to appease the machine spirits.
Luckily for them, it seemed that the God-Emperor had sent them a blessing. A small Imperial Navy fleet had miscalculated their Warp jumps and landed in the system. After communicating with the desperate populace of Vultis, the fleet gave its own stocks of holy mechanicus ritual items as well as skirmishing with the Ork fleet after sending out a signal to the sector fleet command.
Their message was received by another upstart in her own chain of command, eager to prove herself much in the same way that the Ork Warboss Orkthumba was. It sounded mighty heroic for a battlefleet to come in and rescue a hapless planet besieged by foul xenos. And thus, she made her own call of sending additional ships and supplies to Vultis, going as far as ordering some of her captains or send down armsmen to defend help defend the hives for some extra glory.
With the remains of the Death Corps and the Imperial Navy's help from orbit, Vultis had been bought enough time to bring their machine to working order after an endless amount of prayers, oils, incenses and hymns. Then came the cloning, the creation of what would be known as the Vultis Bloodborn Regiments. Using the cells of both the Krieg Death Corps and the men and women deemed the "best" for cell cloning, the machines began to churn out artificial humans, the coffins of life drenched in reproduced blood before humans began to walk out; from the blood of the dying came the hunters of the Orks and ferocious wildlife, the Bloodborn was born.
As the last Kriegs men fell, the first of the Bloodborn was sent into battle. Initially very young, barely reaching teenaged years even with their accelerated growth, what they lacked in age an experience, they made up in hardwired skills and fanatic bravery. Sniping the Ork Wagghhh from afar from the old Krieg positions that the fallen Death Corps had made, they quickly reduced down the Ork's numbers. The new vat-born guardsmen even ventured into the neo-Catachanian jungles that had sprung up across vast distance of the planet with flamers to try and clear them.
Enraged that his Orks were being killed so quickly before they even had a change to fight, on land and in space, the enraged Orkthumba Gutznacha decided to plow his ships into both the ground and the battlefleet that opposed them. In a final, deranged assault, the Ork Warboss plowed his ships into the Imperial forces, guns blazing. As his ships rammed into ship and soil, the last of his might Waaggghhh was destroyed by his own hand.
And from the wreckage of his ships on Vultis, drifted out a miasma which slowly blanketed the sky and a viscous ichor that seeped into the soil. It turned out that the Warboss had been blessed with intelligence far greater than a normal ork (offset by an even more insane rage and thought process) and had been experimenting with the organisms from Catachan from his Planta Bommas. What exactly came out of his ships is unknown but what it has done is clouded the atmosphere and altered the soil composition in such a way that the Catachan jungles had been "tamed" to a degree, not nearly as hostile as it once was. Any attempts at recreating such a substance has been met with failure or tampering by the higher ups.
Finally at peace after countless years of unending war, Vultis was finally at peace. Although the admiral who had sent in the battlefleet received much praise and many honors, the planet itself had comparaetilvy little fanfare, being dragged around like a third wheel in the celebrations. However, the planet did surprise Imperial officials by "pulling a Krieg"; upon readmittance, the planet offered up 8 battle-ready regiments of Vultis Bloodborn, all trained, equipped and supplied to peak performance levels, with a promise that up to four more regiments would be available soon enough. The officers, no doubt taking cues from their Krieg blood heritage, half offered half demanded to be sent the most dangerous battlefronts, preferring jungle or forest worlds or places where active Krieg regiments were serving, sometimes even sent there by ships under the same officer who once hounded for glory during their time of need, establishing a strange relationship.
With almost a millennia of none-stop war, the hundreds of thousands of miles of tunnels, factories, hive levels and underground clearings, the people of Vultis have long since gotten used to war as a way of life. Everyday, soldiers, guns, armor, wargear, vehicles come flooding out of the facotry to feed its regiments who zealously serve the emperor and his Imperium, proving not only to the Imperium but themselves that their endless wars have not made them weaker, but stronger.
Headquarters:
Fortress of Huntsmen's Dream on Vultis
Strength:
Approx. Numbers - 16,000 Men & 400 Vehicles.
Uniforms
The Bloodborn's standard outfit comes in two layers, the first being a black synthweave undersuit and white flak plating above it. The undersuit is designed to keep the wearer comfortable in as many types of different temperatures and environments as possible as well as dispersing the energy from a laser or kinetic weaponry to some degree.. Woven from synthetic material, the undersuit's synthweave is fairly cheap for Vultis to give to all of its soldiers. The flak plating above it which acts as a Bloodborn's primary armor covers important points on the body such as the upper chest and various joints. The lower chest is special as its construction is akin to splinted armor, having small flak plates interwoven with synthweave to allow for greater mobility while also granting some protection.
Accessories for the Bloodborn also include synthetic rubber boots and gloves as well as their helmets. Given their role primary as light infantry, their helmets are fully enclosed and designed to help them at range, also in a manner similar to the helmets of the Tau. They also have built-in rebreathers and filters, vox-casters and various vision settings such as thermal and night. Each soldier also carries on them a backpack and utility belt that holds ammunition, field dressings, nutrient paste and water rations, the Imperial Infantryman's Uplifting Primer, batteries, compass, grenades and combat blade. Flake plates are also often colored to camouflage with the setting of their surroundings however the strong carapace armor of Veteran Squads are always colored a chrome black.
Weaponry
The Vultis Bloodborn makes great use of their own models and patterns of weapons, tailored to their fighting style. Such weapons typically focus on being light and accurate and are pumped out of the Hive City's factories and workshops almost endlessly to arm the Bloodborn's ever growing ranks.
Standard pattern lasgun for the Vultis Bloodborn, it has a toggled fire rate between single-shot and a full burst. Despite its shorter barrel, a practice Bloodborn can easily fire across long distance with it with great precision. Its smaller, skeleton design means that its much lighter than heavier, solid lasgun. The Vultis-pattern Mk.IV discharges a more powerful shot, but drains the power pack at a correspondingly increased rate. This also puts a great strain on the weapon, limiting the rate of fire and requiring such features as cut-out lining the exterior shroud to help cool the barrel. Even then, there has never been a Bloodborn phased by this.
A famous weapon in the Vultis Bloodborn's arsenal, the Phantom Longlas is used heavily by the deadly snipers of the regiment, often called Phantoms themselves by others from outside the unit. While it can only fire 4 or 5 shots from a single clip, it has interesting mechanisms which, in lack of a better term, "hides" the discharge. The Phantom Longlas is rigged to fire in a non-visible light spectrum, decreasing penetration slightly but ensuring the Phantom's discharge is unnoticeable; there is almost no flash or sound from the las-burst, making it extremely difficult to detect when the Phantom is firing via sight or sound.
The preferred weapon of units going into densely wooded or forested terrain, the "Scouter" Lascarbine is widely used amongst scouts in their day-to-day operations. It has been cut down even more than the normal Lasgun version, having no stock nor barrel shroud, it boasts great mobility and lightness. Has also found use in the hands of various PDF forces as well as soldiers who engage in CQB fighting in urban, industrial or hive settings.
A unique creation from the forges of the hive cities, light las cannons were first created as a response to the need of heavy fire power but traditional lascannons could not reach the desired location, as such, the Light Lascannon was created. Crewed by a two man squad (one gunner and one ammunition carrier/gunner assistant), the Light Lascannon only has at max a 3 shot magazine but the charge pack for it is far more portable and easy to change. It has become an indispensable part of the Bloodborn's support arsenal.
A copy of the ubiquitous Imperial Guard support weapon, the variant used by the Vultis Bloodborn Regiments is based on the Armageddon Pattern Autogun and is slightly smaller and thus lighter as is the case with much of their equipment. It also uses a slightly smaller caliber but can be fed more standard calibers with only a small chance of something going front. Its often put on tripods or on small wheeled carrier with a built in bipod, not to far from the Russian Maxim guns of WW2.
A unique pattern of missile launcher used by the Bloodborn, the Vultis Pattern is comparatively sleek and slim by normal standards, firing off its smaller-caliber munitions from a four round canister. While it does have a scope sight, its largely unused by the vat-grown Bloobborn who favor using their helmet's inbuilt range finders to shoot over long distances. Like the autocannon also used by the Bloodborn, they can also fire larger rounds used by other regiments, albeit only one at a time.
A relatively recent design related to the Accatran Pattern Mk Ic Flamer used by Elysian Drop Troops, the Vultis Pattern borrows heavily from the design concept or a light, very portable flame support. Resembling a stockless shotgun or rifle, the fuel canister is held under the barrel through the use of magnetic locks which can be disengaged to swap out canisters. It gets its name from the fire which it projects in a short ranged but a very large "cloud" which "blooms" from the gun; greatly useful in narrow and close quarters room clearing which the Bloodborn occasionally engage in.
Vehicles
A wheeled varient of the common Chimera APC that's mass produced for the Bloodborn. They find wide spread use as transports of everything from supplies to men, their six wheels letting them move faster than a normal tracked APC through many areas although there are certain off road terrans which is struggles with. They can also have armored bed plates to cover the open-topped bed, often used when transports troops quickly, although it lacks additional guns or firing holes that a normal Chimera does.
A common vehicle of the Imperial Guard, less common than its wheeled brother in the Bloodborn as its slightly more complex and resource consuming to create. These APCs typically boast autocannons or multilasers along with hull-mounted heavy bolters and the occasional heavy flamer to make up for the unit's general lack of heavy support weapons. They are also almost always the command vehicles given their increased armor and safety.
Commonly used on Vultis for jungle clearing, the Sentinels used by the Bloodborn reflect this usage of the walkers as they are commonly armed with heavy flamers and servo-saw blades meant to clear out swaths of encroaching land. They have also found usage in military application as effective anti-infantry units, capable of burning entire squads alive or cutting their cover open. Few carry equipment meant for anti-armor roles such as lascannons as the Bloodborn do not expect them to be used in such a manner, but pilots have taken up the act of carrying a missile launcher in some cases in case they need to hunt armor of hit something beyond their reach.
Tactics
Despite being trained as Light Infantry, the Vultis Bloodborn can fill several different roles if not through sheer manpower alone. Each soldier is trained to be as accurate as possible with the philosophy that a single well placed shot is worth more than a dozen randomly fired blasts; the unit's lack of fear help with this ideology but its not to say that soldiers will spray-and-pray if the enemy gets too close. Ideally they are used as a screening force ahead of larger infantry assault, charging with unwavering devotion and fearlessness, back line sharpshooters or supporting sniper teams.
Due to their large size and their vat-grown origins, they also can fulfill the role of a siege regiment should they be given the proper equipment. Their homeworld also provides them with amble opportunity to also train as hive warfare units and jungle/forest stealth specialists, spending their first years training in the hostile jungles of Vultis.
The Vultis Bloodborn heavily favor picking the enemy off from range with a storm of precise lasgun fire that's supported by portable heavy support weapons and hidden snipers. They've also gained a slight affinity towards trenches and setting up dug in defenses with a flavor of hidden positions, possibly from their presumed Kreig origins.
Mortal Enemies
Orks - The Vultis are still salty about Orkthumba's Planta Bommas which fucked their planet up quite considerably.
"Die for the Emperor or Die trying."
Name
Tristan Karis
Gender
Male
Race
Human
Rank
Lord Commissar
Personality
Karis has always been a "model" commissar, ever since his days as the star student of the Schola Progenium. With unquestioning faith and undoubtable efficiency, Karis has made a small name for himself across all of the regiments he's been commissioned into. Famed for his unrelenting, cold-hearted pragmatism, he spreads effective moral boosting and a sense of brave courage in his wake as he leads from the front.
Bio
Orphaned like many, Karis had been dredged up into the Schola Progenium once his parents who he never knew were said to have died in battle. However, this barely stopped the determined lad as he quickly distinguished himself in all of his classes, displaying the right amount of cold hearted pragmatism and fiery bravery in order to become hailed as the "model student" of his class. The young cadet impressed his teachers and tutors, outstripping most of his peers.
Upon graduation, there had been a slight debate within the Schola Progenium on where to send their talented little prodigy. Some wanted him to serve at an easier post with men already well drilled and disciplined as a sort of "reward" for being such a good student. Others wanted him to serve in more rowdy, disorganized units to make sure his talent wasn't wasted on some agri-world post. Ultimately, Karis himself chose to serve in a unit closer to the latter; the Rivita 98th Infantry regiment would become his first post as he trained under veteran Commissar Krell Hadamas.
Preforming just as well as he did in class on the feild, Hadamas was easily impressed with Karis's willingness to preform summary executions and give great, rousing speeches to keep up moral. His presence actually caused a small schism in the Rivita 98th as some hated his brutal methods while others thought of his tendency to lead from the front made him much better than some of their previous commissars, Hadamas included.
However, Karis would soon loose his commissar tutor and much of the 98th after they were sent headlong into a Tau gunline by incompetent command. Despite this however, the Schola Progenium had long decided that their star student would pass. Having been moved around several units in need of disciplining, Karis's ability to instantly raise moral was only matched by his ability not to die to the enemy or "battlefield accidents".
Once again reassigned in the face of a new campaign against some upstart empire lead by rouge Astartes, now Commissar Karis expected to be once again reassigned to some rowdy unit who would have been indistinguishable from a Chaos warband had it not been for their Imperial symbolisms. Much to his confusion however, he ended up with what's otherwise a commissar's wet dream, the Vultis Bloodborn 14th Light Infantry Regiment.
Wargear
Bolt Pistol
Chain Sword
Carapace Plate
"Nobody fucks with a Cadian!"
Name
Enola Svenson
Rank
Commissar Assistant
Wargear
Lasgun
Carapace Armor
Frag & Krak Grenades
Combat Knife
Personality/Bio
A veteran soldier from Cadia that was once in a unit lead by Karis, Enola has been the closest thing to a lover and family to the Commissar ever since he elected to take the feisty sergeant with him. She has always tip toed around Karis's limits and boundaries, knowing just how far to push them without receiving harsh punishment much of the time. Enola is a cheeky lady but a solid choice of companion who has seen many a battlefields with the Commissar and has even saved his life on more than one occasion.
Given how poor their homeworld already is and how they are the
The "standard" weapon of the Ashwalkers in theory, in practice, there is no uniform model or pattern amongst the regiment. Each laslock is unique to its owner, having been painstakingly built, crafted and refined by their own hands from the scrap they scrounge up. A strange but effective amalgamation of various components, the only uniform part amongst all the laslocks is the reloading mechanism from which they get their name of "Crankers". While they still use the standard power-pack, each shot must be "hand loaded" into the weapon by the use of a cranking mechanism which pulls out a set amount of charge and holds it in a vacuum before being focused through a series of lens upon pulling the trigger. These crude weapons are surprisingly accurate and durable, so much so that the Ashwalkers will prefer their own creations over that of normal lasguns, not that they won't take said wargear whenever they can to scrap for parts for their own creations.
Vehicles
A wheeled varient of the common Chimera APC that's mass produced for the Bloodborn. They find wide spread use as transports of everything from supplies to men, their six wheels letting them move faster than a normal tracked APC through many areas although there are certain off road terrains which is struggles with. They can also have armored bed plates to cover the open-topped bed, often used when transports troops quickly, although it lacks additional guns or firing holes that a normal Chimera does.
The smallest unit and base of all infantry units in the Fusan army is the squad whose roles are varied for their purpose and usage. Squads are generally 12 men with 9 regular infantrymen, an officer and a two-man support weapon; typically a light machine gun/automatic rifle or a specialized grenadier were placed in squads. The two most common and mainstream squads are the Hohei (Infantry) and Kogeki (Assault). The Hohei Infantry is the most "basic" squad of the the Fusan army consisting of riflemen whose role is general purpose foot soldiers. Kogeki Assault on the other hand are more specialized shock troop-type of units who are trained in assaulting enemy positions and close quarter fighting and thus armed with lighter SMGs. Assault squads for this reason are known to go without an automatic fire support and simple use their SMG to suppress enemies.
The three other types of squads within the Fusan army are that of Neginsu (Pioneers), Otakata (Support) and Yakuin (Command) squad. Pioneer squad function as specialized combat engineers and are tasked with battlefield construction and demolition and are also give enough training to act as some very crafty infantry as needed. Support squads are used to intermeshed provide fire support to moving units without the need of outside support; they carry heavier weapons such as HMG and mortars on carts and on occasion, flamethrowers. Command squads are squads consisting of commanding officers and their retinue and consist of many platoon assists. Beyond bodyguards, Command squads also feature the platoon medic, radio operator and snipers whose skills are used for the platoon as a whole instead of just a single squad. It should go without saying that Command squads are rarely ever seen in direct frontline fighting.
Once five squads are organized into a single unit, they now function as a platoon. Platoons differ in what they do and what kind of squads they consist of but generally each platoon is specialized in what they do and only have squads of that role, Command squads are ubiquitous to all platoons however with one Command squad leading the other four. The two types of Platoons are "pure" platoons and "mixed" platoons. Pure Platoons will have a single Command squad and four other squads of the same type, for example a Rifle Platoon will have four squads of infantry while a Support Platoon will have only supporting heavy weapon squads (although Support Platoons tend to be divided and squads attached to other platoons for local fire support).
Mixed platoons are just as self explanatory being platoons consisting of a mix of squads. Mixed platoons are often seen in the after math of a battle, especially a bloody one where there may not be enough units in a platoon left to effectively fight. Thus these leftover units are organized into mixed platoons where they will remain as such until more reinforcements arrive so that they may reorganized into pure platoons. There have been occasions however that mixed platoons are either kept mixed or simply raised that way as for form a flexible unit.
Beyond the platoon comes the company formed by combining 3 platoons lead by a company command squad. Like platoons, companies are sometimes a "pure company" but more often than not they will be mixed to a greater degree than a platoon to ensure the company has enough flexibility to work as an independent unit. Battalions consists of 3 companies and a battalion command squad with regiments consisting of 6 battalions and a regimental command squad.
Numerical Breakdown
Squad - 12
Platoon - 60 (2 Squads)
Company - 192 (3 Platoons and 1 Command Squad)
Battalion - 588 (3 Companies and 1 Command Squad)
Regiment - 3,540 (6 Battalions and 1 Command Squad)
ORGANIZATION: ARMORED
There are three types of armored units in the Fusan military: recon, assault, and support. Recon consists mostly of lighter vehicles like light tanks, tankettes and armored cars while Assault is more of a spearhead unit that brings in heavier armor such as medium and heavy tanks. Support is basically any armored vehicle which doesn't fall into one of the other two categories and thus consists of SPGs, SPAAs, and even just trucks.
Despite this, the three tend to follow a similar guideline in structure to a degree. An armored assault company consists of 3 armored platoons consisting of 3 tanks each and a command tank plus a company command vehicle. Armored recon company also have 3 platoons but each armored platoon has 5 vehicles and a command vehicle plus a company command vehicle. Armored support companies are the most fluid of the the three and like Support infantry platoons, tend to get divided up a lot, their structure has 2 armored support platoons to a armored support company with each platoon having 4 SPGs/SPAAs, a command vehicle (often an armored car or armored truck) and one supply trucks plus a company command vehicle.
Although not as common, armored battalions universally have 3 companies of whatever unit the battalion is. Support platoons are almost never put into battalions, more often requisitions and treated as multiple companies instead of a cohesive unit.
Egoist - Katsumi's stage name Mirror/Kagami - An alias in reference to her Kagami Concerto ability which creates mirror images of herself; Kagami is simply Japanese for "mirror".
Code Name
Egoist
Age
24
Birthdate
February 14th, 2005
Gender
Female
Sexuality
Heterosexual with slight Bisexual leanings
Role
Offensive Support
"This one goes out to my fans!"
Digging Deep
In-Depth Appearance
Standing at 5 foot 7 inches, Katsumi is something of a "diamond in the rough", born with beauty and grace despite her impoverished early life. Her doll-like skin and soft hazel eyes attract the eye of many while her dyed pink hair is certainly a point of interest. Katsumi's hair is always tied into two ponytails that sit on either side of her outside of sleeping. While she prefers not to mention it, Katsumi does take great pride in her appearance and ability to quickly apply make up to herself.
Her most common outfit which serves as both her casual and battle clothing is all black; a black leather with interwoven nano-weave corset dress with matching stockings with garter belts and a pair of long black boots. The nano-weave lets her overall appearance remain the same while also giving her much needed protection without having to wear actual plating. When going out on missions, she usually carries additional belts and pouches to store the necessary equipment and of course, all of it in a stylish black.
On occasion, she will wear her stage outfit off-stage. It its a very unique looking red swimsuit-like jump suit with black and orange detailing, a very noticable long opening that stretches from the top of her chest to above her crotch. Red and orange fingerless elbow gloves also carry long strips of equally colorful fabric as well as a flowing white shawl that goes behind Katsumi's back and around her arms. A pair of black boots with red detailing are of a similar style of that of the boots from her casual look.
Habits and Quirks
Talks with a Japanse accent
Occasionally uses ingrish
Likes to gymnastics or yoga to fill time
Tends to hum to herself a lot, even talk to herself
Can cook anything really well... as long as its related to dumplings or eggs
Tends to say thank you a lot even over the smallest things
Likes
Most musics
Her fans
Hosting events/concerts
Eggs
Electronics (Robotics & Pyrotechnics especially)
Having fun
Dislikes
Metal music
Clingy people/Stalkers
Non-functioning technology/when it doesn't work.
Slimly businessmen and corperation who want to give her sponsership
Illogical stupidity
Fears
Loosing her stardom and everything through death or otherwise
Appearing weak
Personality
A bubbly girl, Katsumi likes to appear as an easy going, fun loving and cheery girl full of youthful energy. How much of this is actualy her true self and how much of it is just being accented for stage purpose is known only to her but regardless, it seems like Katsumi is a fairly lively girl all around. Growing up with nothing, she's incredibly grateful of everything and is almost like a Canadian in that sense if you swap "sorry" with "thank you". Despite everything, she is still very, very scare of loosing everything in the face of failure but keeps up her fascade remarkbly well.
During missions, she's noticebly more serious and tries her best not to get in other people's way, especially those who are much more exprienced than her. While her aim is on point, her fear of hitting a teammate usually means she'll only aim at targets who aren't in close with her allies, owning to a fear of her own inabilty to "military aim".
"Ladies and Gentlemen, its a showtimes!"
Origins
Background
Katsumi is something of a diamond in the rough, born to impoverished parents with four other siblings, there was never enough of anything to go around. Anything beyond the bare nessicities was considered an extravagant, wasteful luxury to the point that even on birthdays and holidays gifts where often skipped over unless it was extrememly cheap. With their parents working jobs day in and day out, they often had little time to care for the children they loved so it often fell on the shoulders of the children to look out for one another while their mother and father were out slaving away for meager wages.
Katsumi at this point hadn't thought of what she was going to do with her life, believing that she'd inveitably become wage slaves like her parents. But it was one day while she was out and meandering about that she came across a TV set in a store that was streaming a concert from one of Japan's pop starts. Something clicked inside of Katsumi's head as she was entraced by the bright colorful stage effects and the dazzling outfits as well as they catchy songs. Without telling anyone, she secretly made a wish that she'd be like that girl on the TV screen, singing in front of thousands. Was it delusional? Pretty much, but it gave Katsumi something to hope and work for. Every day she'd hum to herself more often before she moved on to singing old songs she had heard for even make up her own beat. Katsumi was a natural at it, with little training she had sounded like an angel.
Her family loved her voice and while reluctant at first, encouraged her to keep at it and expand her vocal range. Katsumi like so many other in her position would then go out on to the street and sing next to a little bucket and bring home some money everyday. Soon the bucket would come home heavier and fuller which only encouraged her and her family more.
Eventually she would gather enough courage and at the age of 16, her family would make a rare trip to a talent agency known as 463 Talent Agency. 463 was going through a rough time and despite once coming out with some of the most popular idols, magicians and entertainers, had lost its glory. Katsumi's family picked them since it was said they were great at one point and because they were close by.
Katsumi would go in a girl and come out an idol in training, a new path suddenly set by herself with the support of her family. Gambling everything they had in a risky if not foolish business decision, 463 put almost everything they had on this girl and her family. Now living in an apartment, Katsumi would spend the next year in idol training, learning how to act and dance and all the other things a young, hip popstar would need to know minus the singing, it seemed the Katsumi was born with that.
And so, one year later "Egoist" held her first concert with a resounding success. Within an hour she was the top hit on social media. Within days she was known nation wide. Within weeks she had released her first album with great success. Within months she her fan base grew worldwide as a second concert was scheduled. It seemed like there was a never ending wave of success in story for Katsumi and her family who now lived comfortably. It seemed like 463's gamble had paid off.
However, a sudden terrorist attacks quickly changed some things. Katsumi's, or Egoist's, concerts had regularly brought thousands of people together in one place with thousands more watching on TV or online; if someone wanted to get a message across or cause some havoc, they would be hard pressed to find any better spot. The bombs and the gunfire opened up across her concert venue and people panicked and tried to escape. Katsumi's own life probably would have ended had it not been for some quick thinking of overloading on the stage lights. However, such creativity would cost her own arms.
In the aftermath, Katsumi had decided to play a more active role in improving the world, joining the Sentinels and a good deal of popular support with her. Having her defunct arms replaced with her current SweetARMS prosthetics and armed with a rifle whose technology can be seen as a militarized version of one of her old stage props. She's also become on the major public faces for the Sentinels given her massive fan base and often makes videos about life with them or interviewing some of the members. She's currently debating if she should also make plans for livestreaming missions at the moment as well.
Place of Origin
Tokyo, Japan
Family
Katsumi has a mother and father, both of which are living comfortably in Tokyo aftering their daughter's singing brought them out of poverty.
Abilities
Kagami Choir - Based on technology that Egoist used to use in her concerts to make holograms of herself, Kagami Choir does exactly that. It creates up to two hard light clones of Egoist which she controls and can ever fight. However, they are extremely fragile, able to be destroyed in a few hits and one can see how the clones will have a faint transparency about them up close, Egoist also has a hard limit of two she can summon out.
Kagami Encore - What's basically a glorified mirror ability, Kagami Encore causes many bright flashes of dazzling light to blind and disorient anyone in the vicinity.
Brave Shine - Whats best described as shinning holographic netting that surroundings a single target. Egoist calls it a "Super Booster" as while it does very little healing, it reduces damage taken as well as giving a speed boost; those who've been under its influence note its moral boosting effects that fills them with sudden confidence and courage.
Weapons
"Starlit Sonata" Wave Motion Harmonics Rifle - An slow-firing energy sniper with unparalleled accuracy and range which works by harmonizing the waveforms of heavy particles which resonate as they align and release energy that is channelled and focused to produce a solid, concentrated beam of energy. Starlit Sonata's beam is usually that of a blue beam although the risky process of overcharging the rifle's core can turn it into a more damaging purple beams.
SweetARMS (Autonomous Reconstructed Muscle Servos) - After loosing her arms, the SweetARMS are Katsumi's replacement, meant to look and feel like actual fleshy arms with a layer of realistic artificial polymer skin. They are more durable and stronger than normal arms and contain within them the machienry needed for her to cast her abilities. Most people could never tell that her arms are fake, especially on stage or in photo shoots but if you look closely, you can spot where the arms connect to her torso.
Guilty Crowns - A grenade-like explosive, upon detonation anyone in a 5 foot radius has their auditory sense overloaded with a Harmonic Resonator and is also "marked" with a crown-like ring which can easily spotted through cover and even invisibility with most types of scanners.
"A hero is someone who has given his or her life to something bigger than oneself."
Joseph Campbell
Appearance:
Edward's an average sized man with a lanky build with hints of malnutrition, a clear side effect of not being on a proper diet of food for many years that has ironically improved since the establishment of the Railmen. His dirty brown hair is unkept and in need of a good cleaning, as is the stubble of a beard that's growing out. Despite everything, all the chaos and all the hopelessness, Edward's dull grey eyes still shine with a fire of hope.
The regular outfit of Edward is relatively simple, much of it being hold overs from his past. Hand made pants uses some drab jeans as a base and is made up of various pieces of tough fabrics stitched together with bits being replaces and swapped as Edward can find them, they've held up well against the rigors of being a Rail Guard though. A stolen auburn hunting vest acts as the basis for much of Edward's "webbing" and under it is a white t-shirt with the symbol of some old, small time band whose previous owner foolishly decided to leave it on the street. His hands have the only bit of true armor on him, red, fingerless biker gloves wrapped with a cut up pieces of an old olive sheet and bent bumper plates as "armor". The only other place that comes close to this is his knees (which have the kneepads for some sport of sorts) and Edward's boots (leather reinforced firefighter boots with nails and bolts on in the soles to assist in stomping on things). A decent show of his handiwork, the Braveheart also has a scarf with purple lines as a sign of his status of Sentinel, along with a few other purple trimmings and such on his armor.
Name:
Edward "Braveheart" Reikov
Age:
27
Origins:
Street child, orphaned at a young age and raised on the streets.
Personality:
Edward is a strange mix of cynicism and optimism. He realizes that his life before was pretty shit and that even now its improved by a marginal amount; Edward doesn't make excuses for his former status as a homeless vagrant or the "dread of society". However, its perhaps because of that that he wants to be something greater than himself. He wants to be remembered as a hero, someone legendary and because of that, he threw himself into danger, fanatically holding on to his belief. Its unknown if he's truly fearless or simply hides it very well but regardless, Edward's bravery and courage is nothing to be scoffed at.
Of course, he isn't quite like that anymore, not being much more subtle and reserved about such things, but you cannot deny that he still has such aspirations in his work even as he's mature and become a veteran Rail Guard Sentinel. In some ways, you can say that the man holds himself to a personal code of honor, altruism or chivalry or even ascetic to a degree.
Likes:
His line of work
Old stories about heroes
Books (currently trying to teach himself how to read)
Soda
Personal belongings
Dislikes:
Cowardice
Rich people/people who can't adapt
Convoluted talk or plans
Most forms of alcohol (just never got a taste for it but does enjoy a few select spirits)
Things which would detract him from his work or helping others.
Backstory:
Edward Reikov's past is an sad one and an unfortunate one, but in the current times it could be said that he is amongst the lucky ones. Orphaned before he could really remember, he grew up amongst the homeless masses that called the shadows and dark alleys of the Big Apple home. His very last name is something that he is unsure of as Reikov is simply the surname of the adoptive "father" that watched over his growth, one Pavel Reikov.
Young Edward grew up amongst the poor and needly, learning how to survive the seedy underbelly of NYC and the treacherous underworld. Never enough food and never allowed any extra luxuries, in some ways Edward was taught and prepared for the Endtimes through his tough life.
The boy old was already living in an old abandoned subway station when everything started to go to hell. He noticed how people who weren't homeless began trickling in at the news of these "reborn" and once more and more people sought shelter underground it didn't take long for Edward to get caught up to speed. His first encounter with a reborn happened when one of them caused a subway derailment at near his home station. Again, luck was on his side as he managed to quickly collect his meager belongings and was able to escape the ensuing chaos. From that point on, he would go from just another homeless child to a Railmen.
Edward would eventually settle down on another station-turned-shelter that sat on the Orange Line. He readily took to the idea of a unifying body of subway stations and its inhabitants that would become the Railmen and the future Rail Guard as he saw it as a chance to become something more than the social outcast that he and so many others were fated to be. The idea of becoming some greater than himself excited the boy more than any amount of donations ever had as it consumed his entire being and life. He would be amongst the first who would take up arms against the reborn, holding his own when killing and disposing of the bodies. He almost threw himself at tasks that he perceived to be "heroic" or "brave".
When the Railmen first organized and banned together years after the initial outbreak, Edward had already been a distinguished warrior in his own right. He joined the Rail Guard soon after and would be deployed to various stations and lines. The now veteran soldier would be one of those who would stand watch as the UUC blew the supports of the Green and Yellow Lines, hoping that it would be enough to keep the other lines safe.
Profession:
Railmen Sentinel
Equipment:
Improvised .45 SMG - A rough hand-made version of the iconic M3 "Grease Gun" SMG only with a barrel shroud with air holes in it to cool the barrel and protect the hand. Has a slightly slower rate of fire than the actual M3 but still retains a 30-round magazine.
Glock 22 - Famous handgun used by thousands of police forces worldwide, there's nothing special about Edwards' 9mm sidearm with its origins simply being from one of the many police officers who came down into the subways seeking shelter like the rest.
Painter - A blunt melee weapon which Edward made himself after seeing the inefficiency of bladed weapons, the Painter is a simple 1 and 1/2 foot long club made of an old 2x4, reinforced with iron and boasting several bolts and rivets to increase damage out put. A crude but deadly weapon against the Reborn, you can't do much if your limbs are broken and that's a fact. That said, Edward does still carry a utility knife for general purpose use.
Molotovs - Good old fashion homemade fire bombs, can't ever go wrong with them especially since it seems like the Reborn are weak against it.
Sleeping Roll - A sheet of durable canvas with a thin layer of stitched towels for "comfort", useful on those long patrols and posts when Edward is away from his little hovel.
Crowwrench - A crowbar with a wrench on it, the additional length of the crowbar lets Edward put more force on the wrench; very useful to get into places and unstuck things.
Name: Felgratz Bayleth Ironblood, the Knight of Kharthsbridge Age: 28 Sex: Male Breed: Orc
Appearance: Felgratz is something of an oddity of an orc in more ways than one. While most orcs have a natural hunch to them, Felgratz always stands tall and proud above all others, almost boasting his height to others. Although appearing to be a normal, bald orc, Felgratz is actually some what weaker than other orcs of his stature, no doubt owning to a childhood with less emphasis on beating the shit out of other orcs. Unlike many orcs whose natural face is some where between angry and contempt, Felgratz's resting face has more of a grinning smile to it. One could say that his general "aura" is more human-like than those around him, his walking strides lacking the usual orcish swagger.
Skills/Abilities:
- Mounted Combat - While no beastmaster, Felgratz's ability to not only ride wargs but also fight on them is something amazing, having distingushed amongst the company's Warg Riders. While on warg-back, Felgratz prefers to use the halberd purely due to personal preferance as well as a lack of proper lances in the company's armory but does change to his sword as needed. - Shield Combat - Both a Warg Rider and a wannabe knight, Felgratz has gotten over the normal distain for sheilds that most orcs have. Even more surprisingly the Green Knight has proven his abiltiy to block and counter enemies with sheild techniques more commonly found amongst humans and elves. - Tailoring - One of the skills he picked up growing up, having to make his own clothes as none of the villagers he lived with could produce suitable clothing for him on a regular basis, at least to start with. - Paitence - Perhaps the strangest trait in Felgratz's resume, he knows how to paitencely wait for something or someone as well as humility to a greater degree than most Tuskers. While some orcs call such behavoir "cowardly" or "unorc-like", there is value in being able to deal with humans in manners that don't involve yelling and punching. - Language Skills - After many hours spent with wisemen and reading picture books, Felgratz has a good handle on most of the human languages. While he won't be composing any spectacular epics or peoms for courts any time soon, he knows enough to properly live amongst humans and talk to them. - Wine Tasting - Born with a sensitive tongue to such things, Felgratz occasionally indulges himself in the finer things in life.
Equipment:
- Orcish "plate armor" consisting of crude metal hammered into something roughly reminiscent of a knight's plate armor; Felgratz tries his best to make it look more like a "shinning suit of armor" thought various means and methods but it seems like orcish metal simply does not have the same luster of that of other races. He also wears a hand stitched tabard made of pelts and hides, dyed in red as well as a giant red cape given to him by the people of Kharthsbridge. - A halberd that's more like a lance with two axe blades sticking out of either side - A war hammer with an axe blade on it - A human great sword, meant to be used with two hands but easily used in one by the likes of Felgratz to be used in cermeony and "honorable" duels only. - A simple but thick heater shield painted in red and white with a the company's heraldry chained to the middle. - "Gullyhat", Felgratz's loyal warg.
History:
Felgratz knows little of what a true orcish upbringing is like as he was found in a wicker cradle, floating down the River Kharth as a baby, his mother probably placing him there to protect him from some unknown threat. The orcish baby had been found by a group of peasants who were having a picnic along the river banks. Upon finding the orc baby, they disputed over what to do, some said that they should bring it home, other said that they should throw it back into the river or kill it on the spot. In the end, it was decided to let the local noble and elders decide on what to do.
Bringing the child back to the center, a council was adjoined on the matter of what to do with the child. Eventually it was decided that a half orc woman who recently moved into the village would take guardianship of the child along with her scribe husband. The woman was called Uirth and her husband one Mathais Bayleth, the two decided to name the child after Uirth's own full orc father, Felgratz. Although something of an unruly child, the two managed to raise a happy, healthy little orc baby from baby into child.
Of course there was suspicion amongst the populace on the matter of the nature of an orc. Some feared that the child would grow up a savage and slaughter them all. The Bayleths and the elders did their best to reassure the people that no such thing would happen, but some were not convinced and continued to treat the young Felgratz poorly. Being an orc, Felgratz had a tough hide, literally and metaphorically; such insults would do little on him. He'd continue about his day until night time where his parents would tell him tales of brave, heroic knights and stories of grand adventures undertaken by couragous men. This would leave a profound impact on his life. Felgratz would convinced that he would become a knight, his orc blood wanting him to be a fighter while his human upbringing wanting him to be noble.
His first chance of this would occur when he was 14 and out splitting wood for the winter to come. A large group of bandits had decided to attack the lonely village, easily overpowering the local militia. The alliance of at least a dozen small groups had besieged the village that was too far to ask for help, and they thought they have hit it rich by attacking and undefended little place in the middle of no where. Unfortunately they didn't count on an orc being in the mix.
Donning his mother's old armor and picking up his father's axe and hammer, Felgratz barreled into the the bandits as they were making their way though town, looting all they came across. Using pure surprise to advantage, Felgratz killed a hand full of them, bigger and stronger than even the burliest of the bandits. When the looters reformed to try a head on assault, a clever flanking maneuver by Felgratz lead him to the path of a oxen which he used as a glorious mount to charge into the unprotected rear of the bandits. Needless to say, they didn't come back for a long time after that.
Felgratz was celebrated as a locate hero, what ever prejudices people held against him began to fade. As the years went on, the orc had become the guardian of the village in a way, even being dubbed the "Knight of Kharthsbridge". But soon he began to grow restless, his orcish blood telling him to go and seek more battles and fights. It would be around this time at one normal dinner that Felgratz's mother would bring up the name of Nar Mat Kordh-Ishi, a mercenary company which her father had some connection to in the way of a family friend. Excited at the prospect, Felgratz wanted to go an join but his family refused. There was much heated arguement and even an incident which lead to a new hole being made in the side of the family home curtosy of Felgratz but eventually his parents caved and let him go.
The villagers gathered to see their knight off as he was about the begin his journey. Right before turning his head towards the distant horizon, one of the nobles who had once refused the orcish baby citizenship into his land presented Felgratz a beautiful red cloak and a great two-handed sword, wishing him the best of fortunes in his adventures. Smiling once last time, Felgratz shed a single tear as he left the village which he had called home for so many years. It wasn't a proper orc tribe or stronghold, but to him it was home, and that's all that mattered.
It would take him a few months before he managed to catch up with the orc mercenaries, asking around in taverns and question travelers on the road but he eventually stumbled his was into one of Nar Mat Kordh-Ishi's encampments. He took to his training with an unseen enthusiasm, requiring little discipline as a pikeorc given that he wasn't nearly as aggressive and unchained as his comrades. Some thought that he was weaker than normal orcs since he didn't have a "right n proper orcish upbringing", but Felgratz proved that he was just as much an orc they were, keeping courageous and steadfast when the rest of his unit threatened the break and route.
After his time in the pikes, Felgratz became a Warg Rider and again took to it with great zeal seeing it as the closest thing he'd be to a proper knight. The beasts were not the friendliest of creatures to the orc but with time he learned how to properly ride and care for one of them. As the years passed on, he found that his armor became less and less adequate for his needs and decided to sell or trade in most of his collected loot in exchange for the closest thing to knightly plate armor that the company smiths could make.
Little over a year from getting his prized suit of armor, Felgratz had been promoted to a Chosen due to his heroic nature, his steadfast fighting and more importantly, his ability to empathize with humans.
Personality and Psychological profile:
An orc warrior with a human childhood, Felgratz is much less savage and aggressive compared to most orcs, preferring to be more reserved and patient. Of course there's still limits on how well an orc can do that but Felgratz likes to think he does it well, a probable root to his slight narcism streak. Whenever possible, Felgratz tries to act like either a reserved gentlemanly (gentleorcly?) mentor or a heroic knight with a lion heart. His love of doing good and preforming "knightly" acts is matched only by his love of battle and wine.
The Beastmen Plague. The Unending Horde. The Ruinous Herd. The Beasts of Ends.
Beastmen were once a great threat to many a nations whom had to fight off these raiders for generations lest the beastmen destroy them all. However divided the beastmen were in their own tribes and hordes that fought one another as much as they fought civilizations and kingdoms, only once unified by a great leader known as Alpharen the World Eater who sought to lay waste to all of civilization.
However, that was in the past. Now with the advent of progress and invention, it would seem that many beastmen are departing from their wild, feral and savage roots. One such gathering the Great Horde of Torruk lead by one Torruk Sun Caller, a leader who see both the ways of old and the ways of new. Still hated by many for his species past, Torruk simply wants his fellow beastmen to be able to survive in an era which threatens to drive them to extinction.
While the beastmen may have fought for pleasure and plunder in ages past, now they fight for their survival in a world more than willing to end them.
Geography
(Choose a color and draw your borders on the map. Also you get the freedom to describe the environment and geography of your nation here, within reasonable limits. You can even talk about the important zones or places within your borders.)
History
(Talk about the history of your nation. You can make it barebones if you want or collaborate with other players to establish a shared history.)
Society
(What is your nation is like. You can describe your demographics (special mention to the various races), culture, religion and even your government. It's a bit complex category so if you feel like it you can split this up.)
[b]
Races
The term "beastmen" is an umbrella term which refers to beings neither of fully human nor fully animal makings. There are several distinct species which make up the demographics of the Horde, some more beastly than others. Despite their rapid growth and evolution in the past century, many still regard the beastmen as a brutish and stupid race, a stereotype that many Tamed beastmen enjoy to disprove.
Amongst beastmen, there are also two fairly distinct variations of them: Ferals and Tamed. Ferals are the ones who fit more in line with the older idea of a savage, barbaric beasts while Tamed are their more civilized cousins who are capable of building their own civilizations (albeit not to the level of other races); Torruk's Horde is comprised of only Tamed beastmen. The two variations look at each other with equal hatred, Ferals seeing the Tamed as weak and Tamed seeing the Ferals as barbarians from an age long past.
Ungor
Gor
Cenataurs
Minotaurs
Warbulls
Alphabeast
[b]
Religion
[b]
Government
Economy/Industry
(What is your economy like? What do you mine, produce, trade? How developed is your nation in terms of technology? Anything unique you invented or even make?)
Military
(Unsurprisingly you must also talk about your military. How militarized are you? What is your army like in general? What kind of equipment you use? Any special units or machines worth mentioning? I think you already know how this goes.) [/hider]
Your nation in brief, what are you all about? Where do you take inspiration from?
Geography
Draw your borders on the map to lay your claim. Describe the environment and geography as you wish within reasonable limits. Some important notes is that we're all somewhat in the northern hemisphere of the planet barring the southern regions so take that as you will. The west is largely cut off from us due to the World's End Mountains.
If you play a nation with multiple smaller administrative zones (ie Fiefs, Baronies, Chiefdoms, Kingdoms, etc), you might want to list them here as well as any other important zones like major cities, fortifications and of course, your capital, if you have one.
History
Self explanatory, what are some major events/figures in your history? Any historical rivalries or encounters between you and other nations/races? What about alliances and stuff?
Government
Simple run down of how you're nation runs, does it have cities and settlements or is it a horde? Reminder that your "king"-like character will be one of your Lord characters (aka one of the badasses who can lead armies and kick ass in their own right).
Race Description
Explain a bit about your race and any natural leanings they may have. If they're just humans than feel free to skip this part.
Culture
How does your people act most of the time/stereotypically? We're most focused on military culture and things like it but feel free to expand on it as much as you'd wish with holidays, customs, habits, etc if you want.
Economy/Industry
How does your nation make money and the stuff they need? Anything unique tech wise that you've come up with? Do they just raid for everything and use slaves and such? Again, try to make it simple but if you really feel the need, go ahead and fill it out to you're heart's desire.
Magic
What kind of magics does your race use if at all? If they don't use magic, do they have some other method of using something close? You can just copy the "lores" of magic from any generic fantasy universe (ie Lore of Flames, Lore of Night, etc); if you an other player both use the same lores or one of the same lores, then please do talk to them about this. I'd prefer that everyone using Lore of Flames knows exactly what a fireball does rather than having to deal with 4 different types of them.
[b]Name:[/b] What is the spell called? [b]Lore:[/b] What Lore (type) of magic is it? Fire, Storm, Beast, etc. Feel free to make up your own lore if you feel inclined. [b]Type:[/b] (Offensive, Support, AOE, Single Target, Debuff, Buff, etc) [b]Short Description:[/b] Tell us a little about your spell, enough to wrap our heads around it.
Military
Tell us about your army, namely the units. Feel free to add as much other fluff as you wish so long so first do your roster.
[b]Name:[/b] Whats the Unit called? [b]Type:[/b] What kind of unit are they? [b]Short Description:[/b] One or a few lines about what they are, what weapons they carry, Total War style if that makes any sense
[b]Name:[/b] Whats is their name/titles? [b]Position:[/b] What spot do they occupy in your faction? [b]Powers:[/b] Do they have anything of note about them or use any spells or carry any unique weapons? [b]Short Bio/Personality:[/b] A few short lines on why/how they came to power and how are they generally perceived.
Special note: If you have a unit that can use two different types of weapons, they you must list them as two different units in the roster. IE if I have warriors that can use swords or axes with swords as their "default", I would have to put them down as "Warriors" and "Warriors (Axes)".
Now we get into the interesting meat and bones of the NS. This is going to get a bit complicated, warning you now. Your units can be divided the following categories:
Light
Medium
Heavy
Large
These should be fair self explanatory to anyone whose played strategy games before. Light, Medium, and Heavy all refer to the armor and weaponry of the unit, a group of archers with bows and daggers might be light infantry while full plate armored soldiers with great weapons would be Heavy. That said, relying solely on a single type of unit has obvious tactical drawbacks. Large refer to things larger than the average soldier, things such as Minotaurs, Giants, and Chaos Spawn would all count. Large units also tend to be Monsters units aka anything that's not a normal human/zombie/dwarf/elf/etc; all Monstrous units count as Large but not all Large units have to be Monsters.
Tiers Basic separation of units by their quality, also should be familiar to many people who play strategy games. I will not be putting any hard limits and will hope that everyone can make good decisions on this and make stuff somewhat balanced out. That said, if there is something truly ridiculous, I will be stepping in.
Tier 1 - Units of this tier should be something like the weakest of your army or otherwise the least impressive. Things such as militia, conscripts, peasants, and slaves should be in this level.
Tier 2 - This is where your professional army starts to come in and its also the lowest a cavalry unit and artillery can go.
Tier 3 - Special/Elite units should occupy this slot. Something like knights or an elite version of one of your Tier 2 (or even 1) units should go here.
Tier 4 - The cream of the crop, this slot boasts the finest soldiers and warriors your nation/race can produce. Wether they be the most brutal, the most technological, the most experienced, these troops should understandably be few in number but legendary fighters.
Heroes and Lords Lords are people who rule you race or nation and are asskickers in of themselves. Try to only have 1 or 2 at max. If you've already explained one in your government section and don't want to do another, you can skip over the lord section. Lords cannot be killed, only wounded unless you really want to kill them off. Heroes on the other hand are like Lord in beta-testing. They can be great warriors, powerful officers/leaders or mystical spell casters. They act similar to Lord albeit less powerful. Like Lords, they too can be wounded but they do tend to have slightly higher death rates.
Pros and Cons Just a simple little thing to let everyone else get an overall feel for your army in a more direct way. I do expect some semblance of balance here, probably more so. I don't want to see anyone be extremely good at everything and then only have one downside. Pros and Cons should be something visible or RPable that you will do. If you say you lack archers or ranged then I shouldn't see much range in your unit roster. If you say that troops have poor moral, then I should see them be much more panicky and rout more often in-game compared to other soldiers.
The Beastmen, a once proud race that claim rule over all the lands long before any other had. But with the rise of the Empires of other races, they were forced to abandon their old claims and hide in the forest and mountains. These new savage creatures fight not for honor, land or gold, but for vengeance for the humiliation their forefathers suffered at the hands of the other races.
Geography
Draw your borders on the map to lay your claim. Describe the environment and geography as you wish within reasonable limits. Some important notes is that we're all somewhat in the northern hemisphere of the planet barring the southern regions so take that as you will. The west is largely cut off from us due to the World's End Mountains.
If you play a nation with multiple smaller administrative zones (ie Fiefs, Baronies, Chiefdoms, Kingdoms, etc), you might want to list them here as well as any other important zones like major cities, fortifications and of course, your capital, if you have one.
History
Long before the Empires of men, elves and dwarves arose, beastmen roamed free upon the land, the world as their grazing field. The people were happy and content as they formed the first large scale gatherings and even permeant tribe locations. Then, the other races, despising the beastmen for their "savage appearance and primitive ways" and took to eradicate them. In this new age of violence, the beastmen were forced to become the brutal warriors they are known as today just to survive but even then, they were still killed off or pushed back into the deep forests that would protect them and shelter their kind. Now, they sense the time is right to come out in full, no more small raiding parties but great warherds. Reckoning is upon the Old World, and with the fire of vengeance, the beastmen shall either resettle their civilization or raze it to ash.
Government
The beastmen employ a brutal but simple method to determine leadership, survival of the fittest. As long as one beastmen can best the current Alpha, he will become the new one which will command the respect and loyalty of the rest of the herd he is a part of. Different herds are referred to by the name of their Alphagor. Varax the Moon Caller is the currently Alphagor of the Herd of the Moon Caller.
Race Description
Beastmen are most well known for appear as humans with animalistic legs and heads, commonly that of a sheep or goat. Many other races consider the beastmen to be stupid barbaric savages in the wilderness. The beastmen may be brutal, but they are far more cunning than many believe or even want to believe, savagery and cunning makes for a deadly combination. The term beastmen is actually just an umbrella term however as there are a few variants or "breeds" of beastmen.
Gors - The most common and well known type of beastmen, these are the horned creatures with animal legs and heads that the beastmen are known for.
Ungors - These beastmen are at the bottom of the heriarchy, their horns either no large enough be considered Gors or they may not even have horns at all. They make up much of the "civilian" part of the herds as they do much of the cooking, crafting and general labor. Ungors can either be naturally born from existing beastmen or children of other races who've been born with unholy mutations and rejected by their parents.
Beastwomen - Rarer than their male counterparts, Beastwomen are noted to be very docile, calm, submissive and even shy in comparison to the trademark aggressiveness of their race, all of them either Gors or Ungors.
Harpies - Spindly flying creatures which often accompany beastmen, they are scavengers that pick at and help loot the bodies of the fallen although their sharp talons and mischievous ways makes them a foe worthy of caution in a fight.
Centigors - Perhaps the most noble (and arrogant) of beastmen, Centigors have human torso connected to the body of a horse or oxen. They like to see themselves as the "best" beastmen, but they're all wise enough not to mention that around Minogors or the Alphas. Their hatred of the other races is the greatest as they have terrific memories and love telling stories of past battles.
Minogors - The largest breed of beastmen with the head and bottom half of a bull. They stand taller than any normal person at around 10 feet, intimidating and brutish with massive muscles. Needless to say, Minogors tend to have some of the higher positions within a herd. A special sub-class of Minogors are Warbulls, Minogors who've grown so large and strong that they are almost always chosen as Alphas.
Alphagor - While not technically a special breed, Alphas are the leaders of Beastmen herds and are almost always extremely tough, durable and strong but more importantly, they're cunning. While many Alphas are Minogors, there have been instances of Centigors or even normal Gors obtaining this rank.
Culture
The life of a beastmen is more often than not a very, very rough life with martial strength being prized above all else, forcing people into a strict hierarchy. Many live in roaming hordes that live off the land and raid for a living. Others living in well hidden encampments and settlements. With the strength-based hierarchy, Ungors are typically given the worse equipment for battle while also being treated the worse with each rung on the ladder above them being treated better and better.
The moon also plays a great role in the religion of the Beastmen which is also tied to battle through the their beastly rituals and one of their lores of magic, Lore of Beasts.
Given their innate connection to nature, the Beastmen are also capable of using various Beast Paths to quickly go through dense forests and even some mountains that are otherwise not passable by nearly all other races.
Economy/Industry
The beastmen are a fairly primative race, lacking the ability to make gunpowder as well as most forms of complex artillery. However, what they do make is sturdy enough to protect while also being simple enough to pump out on the scale a herd needs. No where near as fancy as the armor seen in use with the other races, Beastmen armor is characterized by being simple and effective if not crude and relying mostly on the user's natural durability and stubbornness. To the surprise of many outsiders, the Beastmen do have something resembling a crude barter system as many Gors and Ungors are a thing for tokens, pendants and various other little fetishes, a taste that has slowly made its way up to even Alphagors.
Magic
The Beastmen use two primary lores fairly unique to them: Lore of Beasts and Lore of Wild. Lore of Beasts relates heavily to the moon while Lore of Wild relates largely to that of the Wilderness. Mages of the beastmen are commonly referred to as Witchdoctors. Interestingly enough, there is a single spell from the Lore of Light which the beastmen use: Homeward Bound.
Name: Call of the Moon Lore: Lore of Beasts Type: Buff Short Description: A common spell known by all those who study the Lore of Beasts, it taps and increases the beastly rage within beastmen making them fighter harder, dealing more damage and ignoring causality and wounds.
Name: Ramsteed's Ironpelt Lore: Lore of Beasts Type: Buff Short Description: Ramsteed was a legendary Minogor, famous for being able to shrug off volley after volley of arrows. His spirit hide blesses those under it with similar effects, effectively increasing their armor and durability especially against ranged.
Name: Heart of Darkness Lore: Lore of Beasts Type: Debuff Short Description: Evolution leaves its marks, this spell exploits those marks, driving those affected by it mad to the point they attack anyone and everyone one, even their comrades.
Name: Skyfather's Lance Lore: Lore of Beasts Type: Direct Damage Short Description: Summoning out a great magical lance, the Witchdoctor throws it towards the enemy, leaving deep holes in their ranks as it tears through them in a straight line.
Name: Roar of Glurrag Lore: Lore of Beasts Type: Debuff Short Description: A short ranged spell used for self defense in a way, the magical roar is loud enough to stun if not outright kill those too close to the caster.
Name: Anchor Howl Lore: Lore of Beasts Type: Buff Short Description: A rarity amongst Beastmen spells that typically increase offensive capabilities, this spell actually increases the defensiveness of units especially against a charge where their braying can disturb the enemy charge enough to further weaken its affect.
Name: Call of the Wild Lore: Lore of Wild Type: Buff Short Description: A common spell known by all Witchdoctors of the Lore of Wild, it increases the speed at which Beastmen do their actions ranging from attack speed to charge speed.
Name: The Endless Hunt Lore: Lore of Wild Type: Buff Short Description: The hunt never ends, units affected by this spell will not tire and can detect any hidden or hiding units or persons while being dead silent themselves.
Name: Savage Dominion Lore: Lore of Wild Type: Debuff Short Description: Casted upon enemies, Savage Dominion opens the eyes of those affected to the true, unhinged world, tapping into their fear to weaken them.
Name: Murkrow's Mantle Lore: Lore of Wild Type: Buff Short Description: Murkrow was a legendary Gor warrior whose skills and abilities impressed even Minogors; those who don his mantle are given a taste of his strength and fighting prowess making them hard hitting and savage fighters.
Name: Entanglement Lore: Lore of Wild Type: Offensive Support Short Description: Summoning thick roots from the very earth to snarl on and catch the feet of enemies, this spell is favored as it increases the damage dealt by charging forces. Its hard to dodge something when you can't move after all.
Name: Spirit Beast Froyord Lore: Lore of Wild Type: Offensive Summon Short Description: Collecting the wild animal souls and forming them into a single entity and adding the very essence of the earth to it, this spell is known to but a few Witchdoctors. Froyord was once a great wild wolf-like beast that was bested by the legendary Alphagor Alcorr the White and then used the beast as his mount. Froyord will run around wildly upon being summon, crashing into friend and foe alike leaving carnage in his wake. Legends speak that one day, an Alphagor chosen to lead the beastmen to greatness will be able to mount this spirit beast and use its corporeal form in the real world.
Name: Homeward Bound Lore: Lore of Light Type: Support Short Description: A rarity even amongst the races who practice the Lore of Light regularly, there are few Witchdoctors who know this spell but its use is unquestionable. Besides being the only healing spell that Witchdoctors know, it also increases the stamina and resolve to fight for the Beastmen, especially if they are location they fell is important.
Military
Strengths and Weaknesses:
+ High Charge Damage + Fast Movement Speed over any and all terrain + Can Easily stalk, ambush and hide
- Lacks Ranges Units - Lacks Artillery - Low Armor
Name: Ungor Scouts Type: Light Archers Short Description: While Ungors are considered the lowest breed of beastmen, their smaller size makes them ideal as light troops. They are excellent trackers as they often serve as the main hunting and scouting unit of herds.
Name: Ungor Spearmen Type: Light Spear Infantry Short Description: While Ungors are considered the lowest breed of beastmen, their smaller size makes them ideal as light troops. Surprisingly, they are the few members of their race who commonly use spears.
Name: Ungor Warherd Type: Light Melee Infantry Short Description: While Ungors are considered the lowest breed of beastmen, their smaller size makes them ideal as light troops. All beastmen seek glory and bloodshed of their enemies who cast them down from their paradise generations ago, Ungors are no different.
Name: Warbeast Pack Type: Light Creatures Short Description: Living so close to nature, some beastmen learn how to get very familiar with animals to the point they can command packs and groups of wild wolves, foxes, hounds and other feral animals.
Name: Gor Warriors Type: Light Melee Infantry Short Description: Gors are the iconic "average" beastmen, known and feared by many who live near woods. Many of them carry two axes, clubs or warpicks to battle to savagely bring down their enemies. While some say that their lack of defense is concerning, Gors are more than willing to show that their speed negates the need of such frivolous things.
Name: Gor Warriors (Sheilds) Type: Light Melee Infantry Short Description: Gors are the iconic "average" beastmen, known and feared by many who live near woods. Some carry crude wooden shields to hide themselves from arrows and parry blows. Cowardly? Perhaps. Cunning? Very much.
Name: Gor Warriors (Great Weapons) Type: Medium Melee Infantry Short Description: Gors are the iconic "average" beastmen, known and feared by many who live near woods. Although their horns are killer enough on the charge, some still insist on carrying great swords or large ages to further increase the damage they will do upon impact.
Name: Harpies Type: Light Flying Melee Infantry Short Description: Although frail, Harpies are commonly used as ariel reconnaissance and tactical units, able to take out guards from guard towers and haunt exposed artillery crews and units. While they mostly attack with their sharp talons and claws, they are known to pick up enemies in small groups and drop them from extreme heights.
Name: Razorgors Type: Medium Creatures Short Description: Resembling a cross between a boar and a bear with a whole lot of spikes added on. These creatures are bred and raised to be tough and aggressive, their legendary metabolism and tough digestive system letting them devour a horseman and his horse in under a minute. If you ever wanted to know what a ball of sharp would look like going at you faster than you can run, a charging Razorgor is a good example.
Name: Ungor Chosen Type: Medium Melee Infantry Short Description: While Ungors are typically seen as the weakest of their kind, there are still a select few who impress and outclass even Gors. Such are often said to have been chosen by the moon to be great warriors and given various trinkets and tattoos as a result. These Ungors are often person of great respect to other Ungors who look up to them as some of these Chosen lead their own Ungor herds into battle.
Name: Centigors Type: Medium Melee Cavalry Short Description: Proud and prideful, Centigors see themselves as valiantly fighting a great crusade against an dishonorable enemy that stole their homes away. Armed with lances and shields, they bravely charge the enemy in their quest for glory. Some outsiders consider them a mockery of horseback noble knights, a comparison that Centigors happily accept.
Name: Blackhands Type: Light Ranged Infantry Short Description: Experts at fire starting and exploiting natural flammable materials, Blackhands carry clay earthen jars and pots of natural tar mixed with other flammable materials to create deadly fire bombs, often used to clear out hidden enemies or put villages to the torch. These pyromaniacs also have the best understanding of fear tactics and exploit it ruthlessly.
Name: Bestigors Type: Medium Melee Infantry Short Description: Elite Gor veterans who get the best equipment available, unlike many other beastmen warriors, they understand the value of discipline and training to the point that some might even consider them an actual professional military unit.
Name: Minogors Type: Large Heavy Melee Infantry Short Description: Exceptionally large and strong, there brutish Beastmen strike fear with every blow as they tear through ranks to sate their primal bloodlust. Like Gors, Minogors often favor dual axes to case the most chaos as they can, charging head first into the enemy before cutting them up into bloody chunks with their axes.
Name: Minogors (Sheilds) Type: Large Heavy Melee Infantry Short Description: Exceptionally large and strong, there brutish Beastmen strike fear with every blow as they tear through ranks to sate their primal bloodlust. While some Gors may use shields to protect themselves, Minogors use them primarily to show off their grizzly war trophies; bodies without legs chained to the front, carved skulls with bloody paint, it takes a brave man not to be intimidated by these thick shields.
Name: Minogors Executioners Type: Large Heavy Melee Infantry Short Description: Exceptionally large and strong, there brutish Beastmen strike fear with every blow as they tear through ranks to sate their primal bloodlust. Executioners are more often than not, Warbulls who weild massive great axes that can cut multiple men in half with a single mighty swing. These behemoths take as much pleasure in slaughter as they do in raiding and pillaging.
Name: Centigor Rider Type: Medium Melee Cavalry Short Description: While often too haughty and prideful to do so, sometimes female Centigors will form close relationships with Gors and even Ungors, allowing them to ride on their back, an act that's almost like sex in their culture. The two beastmen would have shared a very close and trusting relationship at this point, even deadlier than they were separated as the Centigor uses her lance and shield to charge into the enemy while her rider swings axes and blades once locked in combat.
Name: Beastlord Alphagor Varkex the Moon Caller, Elf Slayer Position: Alphagor of the Herd, Beastlord of the Beastmen,
Powers: Varkex is a rarity amongst Alphagors and Beastmen in general as he prefers the use of the bow over much else. He carries a legendary bow that is the size of a normal man and fires enchanted arrows more akin to spears, the Moon Caller Greatbow. How Varkex obtained such a weapon has spawned numerous rumors and stories ranging from it being made for him to it being a gift from the moon itself. What is known is that the bow can only be drawn by him and can even be used as artillery. However, to underestimate his melee abilities would be foolish as numerous rivals have learned the hard way.
Short Bio/Personality: Born to a Minotaur and a Ungor Beastwoman, Varkex seemed to be destant for greatness since the day he was born as his birth was hailed by a full, pale moon. Over the years he would distingush himself from others in his brave (if not extraordinary) acts of battle and savagry like forcing an entire village into a pit he dug himself to cover them in pitch and setting them on fire as they desperately tried to claw their way out. However, Varkex was always a clever and cunning one, leaving one to live to tell the tale and letting his name grew. His fame would grow as he began to hold greater and greater power in his tribe until the Alphagor banished him out of fear. A moon phase would pass but Varkex would return, his Moon Caller Greatbow in hand before he pierced the heart of the Alphagor, ripped his head off and mounted it on a stake, taking control of the tribe and the Alphagor's breeding stock. Since then, Varkex's raids have only become more daring and brutal but now it seems he prepares for full scale war against the other races for vengeance of his forefathers as he seeks to unite more and more beastmen herds under his bloody banner..
"It is well that war is so terrible, otherwise we should grow too fond of it."
For years the Old World found itself in a period of relative peace, but something stirs beyond the walls of civilization. From the great forests of the lands, the Beastmen seek to reclaim their ancient ancestral grounds from the races who stole it from them, their small raids becoming ever fiercer and larger. From the east, a new horde of Greenskins pour over the World's End Mountains, their bloodlust and warmongering unparalleled. From the north, the savage Norscan tribes with their unholy pagan gods are only becoming more and more dangerous as the bitter cold winds speak of great, horrific rituals they carry out for their gods now try to summon something. From the south, the living bones of a long dead empire reawakens, with them they carry the reclamation of their vast empire with legions of warriors that now serve them in death as they had in life.
War is coming. A great, eternal war.
This was a story of how people held firm in these dark times chasing after a glimmering beacon of hope. This was a story of how soldiers faced perilous odds but held brave in front of death. This was a tale of how leaders faced both bitter defeat and glorious victory. The battles would be legendary on a scale rarely ever seen before as would the hardships of war on the people. But from them would be forged the greatest of heroes and villains.
This was their story.
This was their Legacy.
Welcome to the world of Salvus, one right on the edge of inevitable all out war. Inspired heavily by Warhammer Fantasy as well as some other fantasy universes, this NRP will be focused on a part of NRPs that we all love but never really get a chance to do, war. Yes, the main focus of this RP isn't diplomacy or expansion or whatever, its just war. That said, there are three things I am going to heavily stress:
1 - You cannot "win", there is no victory and nations/races cannot be completely destroyed without their creator's approval first. This may be a war-based NRP, but its to create something more of a story and also letting people release their desire to write epic battles and just generally have bloody fun.
2 - While the main focus of the RP is good old fashioned killing with some grimdark mixed in, this isn't a nothing but slaughter edgefest. Even in times of great despair, people usually find something normal to do or to be happy about and your posts can relate to things outside of war such as rituals or just about normal civilians who aren't directly in the front lines.
3 - Rule of Cool is definitely in play here but I still do encourage some bit of reason and realism. Most armies aren't made up of only heavily armored knights in real life and they shouldn't be in here. Besides, that's a terrible tactical choice anyways. I'm not going to allow you to have magical nukes or for every single one of your soldiers to carry Unholy Flaming Bastard Swords of Brutal Skullfucking +99.
Because I don't know where to put this otherwise, here's the military crunchy bits which know are confusing. Trust me it was hard enough trying to write it out while knowing what was going on.
Now we get into the interesting meat and bones of the NS. This is going to get a bit complicated, warning you now. Your units can be divided the following categories:
Light
Medium
Heavy
Large
These should be fair self explanatory to anyone whose played strategy games before. Light, Medium, and Heavy all refer to the armor and weaponry of the unit, a group of archers with bows and daggers might be light infantry while full plate armored soldiers with great weapons would be Heavy. That said, relying solely on a single type of unit has obvious tactical drawbacks. Large refer to things larger than the average soldier, things such as Minotaurs, Giants, and Chaos Spawn would all count. Large units also tend to be Monsters units aka anything that's not a normal human/zombie/dwarf/elf/etc; all Monstrous units count as Large but not all Large units have to be Monsters.
Tiers Basic separation of units by their quality, also should be familiar to many people who play strategy games. I will not be putting any hard limits and will hope that everyone can make good decisions on this and make stuff somewhat balanced out. That said, if there is something truly ridiculous, I will be stepping in.
Tier 1 - Units of this tier should be something like the weakest of your army or otherwise the least impressive. Things such as militia, conscripts, peasants, and slaves should be in this level.
Tier 2 - This is where your professional army starts to come in and its also the lowest a cavalry unit and artillery can go.
Tier 3 - Special/Elite units should occupy this slot. Something like knights or an elite version of one of your Tier 2 (or even 1) units should go here.
Tier 4 - The cream of the crop, this slot boasts the finest soldiers and warriors your nation/race can produce. Wether they be the most brutal, the most technological, the most experienced, these troops should understandably be few in number but legendary fighters.
Heroes and Lords Lords are people who rule you race or nation and are asskickers in of themselves. Try to only have 1 or 2 at max. If you've already explained one in your government section and don't want to do another, you can skip over the lord section. Lords cannot be killed, only wounded unless you really want to kill them off. Heroes on the other hand are like Lord in beta-testing. They can be great warriors, powerful officers/leaders or mystical spell casters. They act similar to Lord albeit less powerful. Like Lords, they too can be wounded but they do tend to have slightly higher death rates.
Pros and Cons Just a simple little thing to let everyone else get an overall feel for your army in a more direct way. I do expect some semblance of balance here, probably more so. I don't want to see anyone be extremely good at everything and then only have one downside. Pros and Cons should be something visible or RPable that you will do. If you say you lack archers or ranged then I shouldn't see much range in your unit roster. If you say that troops have poor moral, then I should see them be much more panicky and rout more often in-game compared to other soldiers.
NS guide that will certainly be edited, revised and explained more than once:
Nation Name
Overview
Your nation in brief, what are you all about? Where do you take inspiration from?
Geography
Draw your borders on the map to lay your claim. Describe the environment and geography as you wish within reasonable limits. Some important notes is that we're all somewhat in the northern hemisphere of the planet barring the southern regions so take that as you will. The west is largely cut off from us due to the World's End Mountains.
If you play a nation with multiple smaller administrative zones (ie Fiefs, Baronies, Chiefdoms, Kingdoms, etc), you might want to list them here as well as any other important zones like major cities, fortifications and of course, your capital, if you have one.
History
Self explanatory, what are some major events/figures in your history? Any historical rivalries or encounters between you and other nations/races? What about alliances and stuff?
Government
Simple run down of how you're nation runs, does it have cities and settlements or is it a horde? Reminder that your "king"-like character will be one of your Lord characters (aka one of the badasses who can lead armies and kick ass in their own right).
Race Description
Explain a bit about your race and any natural leanings they may have. If they're just humans than feel free to skip this part.
Culture
How does your people act most of the time/stereotypically? We're most focused on military culture and things like it but feel free to expand on it as much as you'd wish with holidays, customs, habits, etc if you want.
Economy/Industry
How does your nation make money and the stuff they need? Anything unique tech wise that you've come up with? Do they just raid for everything and use slaves and such? Again, try to make it simple but if you really feel the need, go ahead and fill it out to you're heart's desire.
Magic
What kind of magics does your race use if at all? If they don't use magic, do they have some other method of using something close? You can just copy the "lores" of magic from any generic fantasy universe (ie Lore of Flames, Lore of Night, etc); if you an other player both use the same lores or one of the same lores, then please do talk to them about this. I'd prefer that everyone using Lore of Flames knows exactly what a fireball does rather than having to deal with 4 different types of them.
[b]Name:[/b] What is the spell called? [b]Lore:[/b] What Lore (type) of magic is it? Fire, Storm, Beast, etc. Feel free to make up your own lore if you feel inclined. [b]Type:[/b] (Offensive, Support, AOE, Single Target, Debuff, Buff, etc) [b]Short Description:[/b] Tell us a little about your spell, enough to wrap our heads around it.
Military
Tell us about your army, namely the units. Feel free to add as much other fluff as you wish so long so first do your roster.
[b]Name:[/b] Whats the Unit called? [b]Type:[/b] What kind of unit are they? [b]Short Description:[/b] One or a few lines about what they are, what weapons they carry, Total War style if that makes any sense
[b]Name:[/b] Whats is their name/titles? [b]Position:[/b] What spot do they occupy in your faction? [b]Powers:[/b] Do they have anything of note about them or use any spells or carry any unique weapons? [b]Short Bio/Personality:[/b] A few short lines on why/how they came to power and how are they generally perceived.
Likes: Dislikes: Party Trick: Mostly various magic tricks and singing
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Occupation:
Kiseki is an entertainer, both a singer and a dancer with some acting ability making her an ideal stage entertainer. She's most often on the stage of Shine City Players Casino but also does shows elsewhere on occasion. Sometimes Kiseki will also just go out on to the casino floor to play dealer for one of the games or just preform a few quick magic tricks outside and on the floor to passerby. Needless to say, she's quite an attraction at the Casino. Of course she does tend to have wonky hours given the fact that she only preforms at night.
Karthis is something of what he would call the "pragmatic sort", something others would define him as a radical Inquisitor no doubt due to his mentor he served under as an acolyte, the ends justify the means after all. The man is a strange mix of cautious and bold, weary and brash. Karthis is the one to first draw his gun and shoot but is also the first one to dive for cover; some may call it cowardice but he knows that he can't exactly serve the Emperor if he's dead. He knows how to make a statement but also knows the importance of being subtle. Whatever "plans" he makes are often never set in stone completely both in part of letting him be flexible in his approach and also because sometimes he's just too lazy to really lay out a plan in its entirety. As is with all Inquisitors, he is devoted to the God-Emperor but he tends to be a bit more reserve about it as Karthis doesn't see himself as the demagogue sort. Unlike many Inquisitors of his age, Karthis isn't exuding endless vigor and zealotry and acts a few decades more mature most of the time putting emphasis on the "duty" part of the "holy duty" of the Inquisition. He still is prone fits of hotheaded outbursts and raging, the guy's only human after all.
History:
Born and raised on the Frontier World of Zanfrik Prime to a large family of 10 others, Karthis would loose 8 of his siblings to the sands of the Zanfrik. Enduring hardship and getting accustom to lose might have not been the best childhood ever but it certain made him tougher on a mental level. Given he was a natural psyker, such mental fortitude was more than helpful as he became older. His parents were an interesting bunch, his father an Imperial Guard veteran whose regiment was used as a defense force for Zanfrik while his mother was a former priestess hailing from a Shrine World and was the acting head of the local cathedral. Although both were highly devout, Karthis's father was the more reserved and humbled one while his mother, while having a soothing voice, was very, very passionate about the God-Emperor and Karthis preferred not loosing his voice all the time so he followed his father's more reserved approach.
Upon reaching the age of 10, he was sent to a local chapel where his psychic powers were trained and honed as best as they could. Although his powers at this point were fairly weak, he could easily control and suppress them meaning that they had very little affect on his life beyond being able to do some cool magics. After 5 years of studying, he decided to join local PDF, proving his worth and getting a few promotions thanks to his marksmanship skills and a few of his father's connection. So great was his skill that he had been selected to be on an Arbites support squad for the local Arbiter (local being more or less that entire system) in which there he had also proven himself capable and found himself in charge of a squad within a year of joining.
It would be when a local uprising on another world turned to heresy and the Ordos Hereticus was called in that Karthis would be set on the track of joining the Inquisition. During one particularly intense fire fight, the young man was in the right place at the right time for on Inquisitor Hargos to witness this single warrior firing into a swarm of heretics armed with nothing but an autogun and faith. Once the insurrection was put down, Karthis was given the offer of becoming an Acolyte in the retinue of the Inquisitor, an offer Karthis readily accepted with his the full support of his parents and remaining siblings.
Serving dutifully under Hargos for a decade, Karthis found himself promoted to the role of Inquisitor after making a deduction on another Frontier world that suggested a possible heretical uprising and was snuffed out before it blossomed its ugly flower (in truth it was more blind luck and some lucky coincidences that fell into place for him). Upon taking the rank, he decided to run with the Ordo Fronterius, an Ordo Minorus which dealt primarily with Frontier and Colony worlds. In all honesty however, Karthis mostly took the position and role as a way of finally being able to reunite with his family for a short while. During his time with Ordo Fonterius, he mostly acted as support for another Inquisitor with very little of a network or retinue. It would only be until he was told that his mentor had fallen in Emperor's holy duty and took it upon himself to continue in his mentor's steed, joining the Ordo Hereticus and starting his journey of proving himself to be a competent Inquisitor to himself at least, honing both his combat and psycic abilities through
Equipment:
Ranged
Bolt Pistol - Nothing too special, just an average Inquisitorial bolt pistol that was given to him upon his promotion to full Inquisitor.
"Trusty" - One of Karthis's first guns, given to him by his father at a young age. Its an old revolver-type stub gun which has served the man well in many years of fighting. He always carries on him in some form or another and his ability to quick draw with it will ensure he gets the first shot off.
"Break Out" - A gift from Inquisitor Hargos, an easily concealable break-action shotgun that Karthis always keeps hidden in his cloths.
Melee
Power Maul - A holder over from his days on an Arbites Support Squad although its more often than not set to kill over stun.
Special
Psyk-Out Grenades x 1
Frag Grenade x 1
Servo Skull "Ahmes"
Abilities:
Feats
Quick Draw Crack Shot - Being on the Frontier tends to lend you pretty amazing shooting skills compared to those who haven't lived that kind of life. Karthis can reliable get the first shot off in any gunfight as well as having some impressible pistol accuracy especially with lighter Stub and Auto pistols.
Pskyer - The man's a Pskyer, not all to powerful but strong enough to help him plenty in his line of work.
Psyker
Invisibility - Self explanatory, Karthis can only cast it for a few minutes though on someone or something, although that's usually more than enough.
Force Jump - Basically letting Karthis "jump" into the very edge of the warp and appear a few feet away in what is basically a teleporting like fashion. Its range can only safely go to about a dozen feet and he can't pull anyone else through.
Nation Name: National Flag: What do you call the denizens(ex. Americans come from America, Israelites comes from Israel): Government type: Nation type (native or colonial?): Leader/Leaders: Ruling factions/dynasty if applicable: Other Important political figures: Currency: State Religion(If applicable):
Demographics and Geography
World map location:
Interior map:
Major cities Major military installments: Important locations and buildings: Capital:
Population: Race and Ethnic demographic:
Economy(how well is it?): Wealth balance(is it concentrated solely on the aristocracy, such as in feudalism, balanced, high level of poor, optional): Major exports: Major Imports: Staple agricultural crops: Trade partners:
Culture
Religion: Denomination: Religious heads:
Popular opinion on wars: Popular opinion on magic: Popular opinion on religion: (pious?) Popular opinion on the Aristocracy: Pauper opinion on the Government: Popular opinion on foreigners: Popular opinion on other cultures:
Cultural name for Eawritodour: (what do your people call it)
A look into the unique culture: (tell us what makes your average citizen unique, take us through their values and life style, throw in any sub cultures such as the culture of the formal classes as well)
Cultural history:
Notable figures: Military and History
Type of Military: Volunteer, conscripted, standing, semi professional, culture affects, levies etc. Go into detail. Total Military fighting units:
Unit demographics: (heavy infantry, marksman, etc and their equipment/training)
Notable figures:
Past wars and notable events:
Past conflicts with other nations:
Current conflicts and wars:
Other
Artifacts and famous enchantments under control of the nation:
Branton is a child of a noble house on the Hive World of Hilgoth, born with great charisma, he spent his youngest days charming adults for candy before growing up and charming women to get in their panties. Even while he was studying to be a commander on Londor as is common practice in the Londor System. His appearance betrays his true age, appearing no older than his late twenties despite being well over sixty and full of vigor, no doubt rejuvenation treatments thanks to his noble status are helping it. In battle he is known for his rousing speeches and surprising wit and cunning, able to look surprisingly deep into situations, not exactly what one might expect of a former playboy.
Lord Commissar Victorius
A rare lady commissar whose name is truth for she has lead many a regiments to victory. Her record is surprisingly bloodless (in regards to the executions). Adopting the regiment’s culture, her own outfit is much more reserve than the traditional red and black of striking commissariat uniforms, now largely more khaki and has forgone the hat, showing off her blond braids, although she still has a red sash over her body. The rest of the Commissars in the regiment have similarly changed their uniforms into a much more reserve color scheme with sash, letting their hair loose. Its theorized that such behavior has allowed the Commissars assigned to the Londor Regiments to be much more embedded and feel more apart of the regiment instead of some random outside officers.
QC Jethero Langly
The Quartermaster-Chirurgeon is a fairly unique position found in the Londor regiments. Born of a desperate need after Chief Chirurgeons kept dying in combat, it was ultimately decided that it would be the Quartermaster who would take on the role. The Quartermaster already looks over all of the logistics and supplies of the regiment, including the medical equipment. However, the QC as its commonly called simply directs medics and Field Chirurgeons as they often lack medical knowledge.
QC Langly however is not one of said people, his years of warfare and his family’s medical knowledge letting him operate on the wounded with little qualm. He even has a bionic arm which has various medical and surgical implements to assist him in this. He’s always stressed out about the resource situation and worries about a lack of enough stockpiles of gear.
Sargent Gilden Lancelot
Distinguished veteran of innumerable battles; he was actually transferred from the remains of the 23rd when they fell in battle. He’s a very down to earth and pragmatic guy although prone to fits of rage as he snaps somewhat easily. Lancelot is well known for both his stubbornness and his embleshment of the past. Although he will often claim he’s out fisted an Ork or slew a Carnifex with a knife, his ability to lead charges is without a doubt one of his most appealing features along with his refusal to die that gains him the attention of both the rank and file and the officers.
-=+[ Troops ]+=-
The troops of the Union Guard are a mixed force, requiring to be able to storm enemy positions while also holding out in defensive positions. Support and Heavy weapons tend to lean on the simpler side given the mass production quotas for anything not a "vehicle-idol of the Omnissiah" on the Forge World with things such as Heavy Bolters, Missile Launchers, Mortars and Flamers; the Melta gun is about the most complex hand held weapon produced and even then its only in small numbers and given exclusively to more elite and experienced troops.
As a whole, the Union Guard are renowned for their stubbornness and determination fueled by grit and faith. They've faced down more than a single dire last stand and they'll surely see more, fighting to the last with their lasguns and grenades, even with pistols, knives and fists if they must. The bravery of the soldiers are often attributed to the complete lack of danger sense their officers show. Even though the officers are typically recruited from various wealthy or influential noble families, there is a high degree of apathy to danger, officers brazenly walking about on the field of battle like they're on a stroll in the park. Of course, such habits of apathy tend to get people killed but there is nothing quite like seeing an officer with a sword and a fine metal chest piece calling you to arms.
Infantry Platoon - (3 Rifle Sections and 1 Heavy Weapon Section) - [40 Soldiers]
Rifle Section - (10 Guardsmen with Vox, Flamer, Grenade Launcher and Sargent) - [10 Soldiers]
Heavy Weapon Section - (3 Heavy Bolters, Mortars or Missile Launchers teams with 3 Spotters/Spare Gunners and Sargent) - [10 Soldiers]
Platoon Command - (5 Guardsmen with a Lieutenant, Vox, Medic, Standard Bearer and Flamer) - [5 Solders)
Infantry Company - (1 Company Command, 5 Infantry Platoons, 1 Veteran Platoon**, 3 Sniper Sections) - [237 Soldiers]
Company Command - (6 Veterans with a Captain, Vox, Medic, Standard Bearer, Master of Ordnance, and Melta Gunner) - [6 Soldiers]
Sniper Section - (2 Heavy Snipers*, 2 Spotters and 3 Ratlings) - [7 Soldiers]
*Heavy Snipers are a unique weapon of Londor, capable of accurately placing an autocannon shell on target over hundreds of meters. These specialized marksmen are given special training and gene therapy in order for them to be able to use these armor piercing precision rifles. **Veteran Platoons and Sections are identical in layout to normal infantry sections/platoons but boast Meltaguns instead of Grenade Launchers; all Veterans are trained with Grenadier Doctrine and as such are often referred to as Grenadiers.
A symbol of an enduring friendship and cooperation, the Ogryn Sections are often used as loyal body guards and dutiful protectors who lay down their lives to repay the debt they bear to the former Union even if they themselves don't remember what it is exactly. While not an "official" part of the regiment, it is rare to ever see a Londor regiment without some Ogryns in some capacity.
Ogryn/Bullgryn Section - (5 Ogryns/Bullgryns* with a Bonehead) - [5 Soldiers]
*All Bullgyrns are equiped with Slabshields and Grenade Gauntlets or Power Mauls of some form.
Listed here are the people who are basically notable support staff. Their work is generally less about going to the front and more about ensuring that the regiment stays motivated, dutiful, equipped and in fighting condition. They tend to float about to whatever company or platoon are in need of their services.
Regimental Staff/Advisors*
3 Commissars
5 Priests
2 Masters of Ordinance
QC's Staff**
12 Engineseers
30 Mechanicus Servitors
9 Field Chirurgeons
3 Medicae Servitors
*List does not include administrative and miscellaneous staff such as Scribes, Logisticians, Ratling Cooks, etc. **The QC's Staff is primarily a back line unit, operating out of field hospitals and small tech shrines, while capable of defending themselves, should they be in open combat, its a sign something has generally gone wrong.
-=+[ Vehicles ]+=-
Curtsey of the Forge World Ymir V, the regiment is blessed with a good stock of vehicles to use, most of them based on the Chimera or Macharius Chasis. The scout vehicles are somewhat unique as despite their delicate and frail nature, the Union Guard uses them as vehicle hunters, mounting autocannons, missile launchers and the only lascannons to be found in the regiment.
The slightly heavier vehicles (the Chimera derivatives) are used to support advancing infantry, even firing while moving. Hellhouds destroy cover and burn anyone foolish enough to be caught in its burning gaze while Chimeras mow down enemies with blasts of its multilasers; the Griffons are an interesting case as they can bombard and area while on the move (with accuracy to be expected of such acts). However, even though crews of Griffons are able to get off an impressive volume of fire, Londor crews are drilled in something known as the "Mad Minute", letting them release massive amounts of mortar shells while stationary. More than one enemy has been surprised to discover that the rain of death they suspect was from an entire detachment worth of artillery pieces came from a single battery of Londor Griffon Carriers. Amusingly enough, all Londor vehicles have in built tea makers so the troops can safely make tea on the go. It seems that even the local Mechanicus enjoys their natural beverage, somehow.
Recon/Reaction
14 Scout Sentinel Pack - (3 Sentinels and 3 Crewmen) - [42 Sentinels and 42 Crewmen]
20 Tauros Venator Patrol - (2 Venators and 4 Crewmen) - [40 Venators and 80 Crewmen]
TOTAL: 198 Vehicles and 340 Crewmen *Crassus has been modified into a command vehicle complete with communications suite and a small arsenal
-=+[ The Londor System ]+=-
The Union Guard are unique in that they do not technically hail from a single world in their eyes, but a single system, the Londor System that contains the following planets:
Hive World Hilgoth is were the vast majority of recruits are drawn from although its not uncommon for the other planets to pitch in their own volunteers or conscripts. Many rank-and-file soldiers are a mix of drafted ex-gangers and volunteers while the noble families of the Hive World send their children off the military academies to become officers for the regiment and is seen as a great honor and even a duty of the noble houses to lead the regiment’s soldiers to glorious victory.
Forge World Ymir V is the obvious producer of the weapons and gear of the Union Guard and has a very interesting dimorphism in production thought. While they churn out thousands of lasguns and grenades and the likes, the tanks and armored vehicles are painstaking built with extreme care, each step being blessed and inspected throughly.
As such, many of the Chimeras and Leman Russes built for the Union Guard work remarkably well and are hailed as some of the best vehicles in the Imperium but the true crown jewel is the Macharius heavy tanks, typically of the Vanquisher or Vulcan variant, that are seen as the best example of this loving care the Forge World puts into its vehicles.
Agriworld Lumarine produces vast amounts of edible plankton that are processed into Soylens Viridens rations although not quite as bland and tasteless as there are some species of plankton which farmers have managed to breed for some extra zing on occasion. The world also produces a good part of the foodstuffs for the system itself and thus also has grox farms and industrial, multi-level grain, corn, fruit farm facilities. This is also where the Londor's all important tea rations come from where industrial plantations grow Erral Bushes and harvest their leaves to be turned into Erral Tea.
Qork’s Rest is named after a famed Ogryn Bullgyrn who held a bridge from a swarm of Orks by himself for over a day before finally dying to his wounds. Its population is primarily that of the Ogryn variety which provides the Ogyrn Auxiliaries to the regiments of Union Guard. the moon isn’t actually the “homeworld” of the Ogryns in the Londor System; the true homeworld was actually an even more distant rock that was destroyed by a rouge astroid. The Union managed to rescue 98% of the abhuman population and transporting them to the moon that would become Qork’s Rest, earning the loyalty and trust of the tinier humans and have dutifully served as their auxiliaries.
The moon is also something a bit of a holy world to the Ogyrns who live on it as they see it as a bit of a Shrine World to an “Ogryn Saint” and have even come to remember bits of the tale due to countless retellings of it by the Priests to inspire zeal and duty in the abhumans. In addition, the harsh terrain of the moon makes it an ideal training ground.
Londor is just a relatively normal civilized world that acts as the figure head of the entire system. Back in the Union of Worlds, the capital was located on this planet but now it plays a much more administrative role, housing the primary HQs of various Imperial organizations in the system like the Arbites and the Munitorum. Its a jack of all trades and assists where ever is necessary; if the Forge World is falling behind in production, it’ll help pick up the slack, if the Agriworld needs more hands, a group will be sent over.
The planet also has small populations of Ratlings who often find work all over the system as cooks for nobles, specialized industrial workers and of course, regimental snipers.
-=+[ History ]+=-
To know the history of the Londor Union Guard, one must first know about the Londor System comprising of the Hive World of Fertach, Forge World Charon V, agriworld Lengrowth, the Ogryn world of Qork’s Rest and the imperial world of Londor. In the days of the Age of Strive, the system was lucky enough no to regress too much and still stay someone interconnected as a loose confederation of plants called the “Union of World” lead by a high King.
When the Great Crusade kicked off, the Emperor resorbed the Union of Worlds who had joined without a fight under the sole condition that for the purposes of the Imperial Tithe, the system as a whole would be considered a single planet and was willing to pay additional in the Tithe to make up for this treatment and their request was accepted by the High Lords of Terra and the Emperor at the time.
Of course, at this time the system looked little of what it does today. It was once an incredibly flashy unit of drilled line infantry known as the "Londor Foot Rifles". The Foot Rifles marched into battle with colorful banners and loud drum lines and horns. Many of these regiments where sent to battle and many were sent to die aimlessly with the System soon coming to the conclusion that the Foot Rifles were becoming of less value as the war they thought they fought was not like anything they thought. They would issue sweeping changes and reforms to the Foot Rifles, but the men on the ground had long since changed their ways.
Those who survived had long abandoned the ways of square formations and the Thin Guard Line, having become accustom to getting their proud uniforms dirty not because they were careless while digging trenches, but because it would prevent their bright uniforms from standing out. There was already a shift in battle thinking and doctrine on the field and many veterans rejoiced when they learned that newer regiments would be free of such ridiculousness. After many centuries of going under the name of "Foot Rifles", the Londor regiments were rebuilt with new tactics, more practical uniforms and flexible tactics and was named the "Union Guard". In addition to the new infantry, newer tank regiments where raise with the local forge world being given the STC to the Marches Vanquisher and Vulcan, both of which have seen use in almost all regiments regardless of designation.
The system as a whole is renown for its unity and cooperation with each other with several recorded instances of the Magos of the Forgeworld Charon V actually doing more than staring at old kitchen appliances everyday. As such whenever a regiment of Union Guards are raised, it is considered a system wide affair with each world providing something to the newly created regiment.
Raised recently the 36th is by no means a veteran regiment of elite warriors but they are no strangers to war, hardened and toughened in the heat of battle. They faced off against many a foe such as the Ork Warboss Razkill God'unta, the Tau Commander Shas’ka Jien’Un (Star Soul) as well as various traitor forces such as the renegade 49th Talus Regiment, the Yangorn 81st Armored Regiment and the 402nd Miltri Rifles.
-=+[ Misc. ]+=-
-=+[ Regiment Info ]+=-
Imperial Guard Infantry Regiment
Londor Union Guard
3,398 Personel and 84 Vehicles
-=+[ Forces ]+=-
The troops of the Union Guard are a mixed force, requiring to be able to storm enemy positions while also holding out in defensive positions. Support and Heavy weapons tend to lean on the simpler side given the mass production quotas for anything not a "vehicle-idol of the Omnissiah" on the Forge World with things such as Heavy Bolters, Missile Launchers, Mortars and Flamers; the Melta gun is about the most complex hand held weapon produced and even then its only in small numbers and given exclusively to more elite and experienced troops.
As a whole, the Union Guard are renowned for their stubbornness and determination fueled by grit and faith. They've faced down more than a single dire last stand and they'll surely see more, fighting to the last with their lasguns and grenades, even with pistols, knives and fists if they must. The bravery of the soldiers are often attributed to the complete lack of danger sense their officers show. Even though the officers are typically recruited from various wealthy or influential noble families, there is a high degree of apathy to danger, officers brazenly walking about on the field of battle like they're on a stroll in the park. Of course, such habits of apathy tend to get people killed but there is nothing quite like seeing an officer with a sword and a fine metal chest piece calling you to arms.
Infantry Platoon - (3 Rifle Sections and 1 Heavy Weapon Section) - [40 Soldiers]
Rifle Section - (10 Guardsmen with Vox, Flamer, Grenade Launcher and Sargent) - [10 Soldiers]
Heavy Weapon Section - (3 Heavy Bolters, Mortars or Missile Launchers teams with 3 Spotters/Spare Gunners and Sargent) - [10 Soldiers]
Platoon Command - (5 Guardsmen with a Lieutenant, Vox, Medic, Standard Bearer and Flamer) - [5 Solders)
Infantry Company - (1 Company Command, 5 Infantry Platoons, 1 Veteran Platoon**, 3 Sniper Sections) - [237 Soldiers]
Company Command - (6 Veterans with a Captain, Vox, Medic, Standard Bearer, Master of Ordnance, and Melta Gunner) - [6 Soldiers]
Sniper Section - (2 Heavy Snipers*, 2 Spotters and 3 Ratlings) - [7 Soldiers]
*Heavy Snipers are a unique weapon of Londor, capable of accurately placing an autocannon shell on target over hundreds of meters. These specialized marksmen are given special training and gene therapy in order for them to be able to use these armor piercing precision rifles. **Veteran Platoons and Sections are identical in layout to normal infantry sections/platoons but boast Meltaguns instead of Grenade Launchers; all Veterans are trained with Grenadier Doctrine and as such are often referred to as Grenadiers. ***Battalions have no official commanders and are instead simply an administrative division within a Londor Regiment.
A symbol of an enduring friendship and cooperation, the Ogryn Sections are often used as loyal body guards and dutiful protectors who lay down their lives to repay the debt they bear to the former Union even if they themselves don't remember what it is exactly. While not an "official" part of the regiment, it is rare to ever see a Londor regiment without some Ogryns in some capacity.
Ogryn/Bullgryn Section - (5 Ogryns/Bullgryns* with a Bonehead) - [5 Soldiers]
*All Bullgyrns are equiped with Slabshields and Grenade Gauntlets or Power Mauls of some form.
One of those odd quirks of the Londor regiments, the Union Knights are basically regiments of cavalry who operate much of the same way as the Ogryn Auxilla. Although listed as a separate regiment, Cavalry Regiments are always attached to an existing infantry regiment and will share their number and title (ie the 3rd Cavalry is attached to the 3rd Infantry and will move with them where ever, even if the 3rd Infantry is consolidated into another regiment, the horsemen will always follow). They ride into battle with the metal chest pieces and large shin guards (although they also have padding and plates of flak armor underneath).
Horsemanship and riding are skills exclusive to that of the system's nobility with many lesser nobles and even just somewhat wealthy families providing riders. The horses themselves are genetically modified to have greater endurance, tougher hides and not be quite as fearful as their vanilla counterparts and are usually raised on Londor itself. Tactically, they're used for raiding, recon, runners and flanking charges.
Cavalry Company - (4 Cavalry Sections) - [40 Soldiers]
Cavalry Section - (10 Riders) - [10 Soldiers]
*All Bullgyrns are equiped with Slabshields and Grenade Gauntlets or Power Mauls of some form.
Listed here are the people who are basically notable support staff. Their work is generally less about going to the front and more about ensuring that the regiment stays motivated, dutiful, equipped and in fighting condition. They tend to float about to whatever company or platoon are in need of their services.
Regimental Staff/Advisors*
3 Commissars
5 Priests
2 Masters of Ordinance
QC's Staff**
12 Engineseers
30 Mechanicus Servitors
9 Field Chirurgeons
3 Medicae Servitors
*List does not include administrative and miscellaneous staff such as Scribes, Logisticians, Ratling Cooks, etc. **The QC's Staff is primarily a back line unit, operating out of field hospitals and small tech shrines, while capable of defending themselves, should they be in open combat, its a sign something has generally gone wrong.
Curtsey of the Forge World Ymir V, the regiment is blessed with a good stock of vehicles to use, most of them based on the Chimera chassis The scout vehicles are somewhat unique as despite their delicate and frail nature, the Union Guard uses them as vehicle hunters, mounting autocannons, missile launchers and the only lascannons to be found in the regiment.
The slightly heavier vehicles (the Chimera derivatives) are used to support advancing infantry, even firing while moving. Hellhouds destroy cover and burn anyone foolish enough to be caught in its burning gaze while Chimeras mow down enemies with blasts of its multilasers; the Griffons are an interesting case as they can bombard and area while on the move (with accuracy to be expected of such acts). However, even though crews of Griffons are able to get off an impressive volume of fire, Londor crews are drilled in something known as the "Mad Minute", letting them release massive amounts of mortar shells while stationary. More than one enemy has been surprised to discover that the rain of death they suspect was from an entire detachment worth of artillery pieces came from a single battery of Londor Griffon Carriers. Amusingly enough, all Londor vehicles have in built tea makers so the troops can safely make tea on the go. It seems that even the local Mechanicus enjoys their natural beverage, somehow.
Recon/Reaction
10 Scout Sentinel Packs - (3 Sentinels and 3 Crewmen) - [30 Sentinels and 30 Crewmen]
8 Tauros Venator Patrols - (2 Venators and 4 Crewmen) - [16 Venators and 24 Crewmen]
3 Griffon Heavy Mortar Carrier Battery - (3 Griffons and 12 Crewmen) - [9 Griffon Carriers and 36 Crewmen]
4 Hellhound Packs - (2 Hellhounds and 6 Crewmen) - [8 Hellhounds and 24 Crewmen]
Total: 38 Vehicles and 123 Crewmen
TOTAL: 84 Vehicles and 302 Crewmen
-=+[ Regiment Info ]+=-
Imperial Guard Armor Regiment
Londor Union Armor
168 Personel and 54 Tanks
-=+[ Forces ]+=-
The armored might of the Union Forces that crushes oppositions under its mighty treads. The Leman Russ is a versitle and sturdy tank that can be mass produced with ease (although Ymir V rarely does such acts), an engine that can accept any fuel, simply controls that it only takes 2 men to crew it, no need for complex autoloaders or stabilizers, its all done by hand. The Londor Armor Regiments only make use of the Battle Tank and the Exterminator as their primary tanks, the Demolisher and Annihilators are specialized patters more for infantry support than anything else.
Leman Russ Battle Tank 22
Leman Russ Exterminator 16
Leman Russ Demolisher 4
Leman Russ Annihilator 6
TOTAL: 48 Tanks and 96 Crewmen
While they certain are no Baneblade, the Macharius Heavy Tanks lend awesome fire support capable of destroying swathes of enemies as living idols of the combined strength of the Omnissiah's machine and the preserving of the Emperor's crewmen. Each is made lovingly by hand ensuring that they often preform better than other tanks of the same classification and appearance.
Heavy Tank Detachment - (2 Heavy Tank Squadron) - [48 Crewmen]
Heavy Tank Squadron - (2 M. Vanquisher and 1 M. Vulcan with 8 Crewmen each) - [24 Crewmen]
First, there was a dream. A dream of a better tomorrow which drove innovation and progress, from the mechanical to the metaphysical. From that dream came a world of endless knowledge and wealth that could sate even the most wanting of men. But this grandeur was not made by the hands of men, it was made by a race whose very name has been lost to time. So great was the power these lost people wielded that they were called the Lost Gods with abilities that could alter the very nature of biology, physics, space and even time; truly gods of an era long past, humanity owes everything to them.
Mankind was indeed a pet project of these forgotten legends, rising from the ashes of the Lost Gods once they had disappeared, their civilization turned to even less than ash. But from the remains birth mankind’s civilization who discovered what they believed was what grant the Lost Gods their incredible abilities: Void Magic. Those born under the right circumstances were said to have been able to channel the world to their will and in doing so brought humanity into Age of Yore, an age where if you could dream it, it could probably happen. However, everything has a price.
With more and more magically-tuned individuals appearing amongst the new ranks of man, something took notice. It was sudden and swift, but brutal; a rift in the veil of reality had brought creatures from the Abyssal Void into the realm of man who fed on the very magic that mankind became reliant on. It was a slaughter, a culling of man, it seemed that it was inevitable that mankind’s short existence would be snuffed out, undone by their own hands.
But then, a twist of fate, from what remained, one of them rose from the barren earth and beat back the monsters from the beyond. Known only as the Prophet, they lead the remains of humanity on a daring crusade against the beasts, banishing them back to from the Abyssal Void from wince they came. And once the final beast was slain, they declared that no more would magic taint the blood of humans and decreed it to be heresy of the very nature of mankind. And with their hero decreeing it and proof that it was their dabbing into the arcane which brought forth the creatures of the Void, who were they to argue?
And so came the Age of Dreams, where mankind tore into science and knowledge, researching everything they could think of, lead by the bloodline of the Prophet. Man became masters of all fields of science, having even life at their control. It was at this time where the true power of the Lost Gods was discovered and how they created mankind. Fascinated by the Lost Gods, King Rynoll ordered further research into the beings before they uncovered the Dreamweaver Nexus and in it, the Celestial Halo, a device which has escaped untold years of decay. It allowed King Rynoll to see the fate of mankind, and a terrible fate it was. For he saw an Age of Abyss.
From that point on, he labored endlessly to ensure that his Age of Dreams would be able to reign immortal past the Age of Abyss, or better yet, to prevent it all together. The King’s age slowly consumed him, his mind failing as he turned to increasingly insane experiments. First he tried to create the perfect humans by wiping them clean and giving them shards of power in exchange for sacrificing whatever future they had; they would give up their destinies to ensure the destiny of man would not falter. These so called Fatefallen however, proved unsuccessful and despite all of the technology and science they received, it was not enough and these husk of men, deprived of even their future, were cast away and left in the Dreamweaver Nexus in stasis.
In a desperate act, the King melded his mind with that of the most AI there was, however something went terribly amiss. Instead of saving humanity, the King Rynoll damn it with his final act of insanity, causing a mechanical uprising. For 100 years, machine and man clashed, the very definition of life challenged but in the end, it would be once again the tenacious humans who would hang on and force the Synthetics to the dark shadows to rust. However, in their final act, the machines found a way to enter the Abyssal Void and some managed to escape into the realm unknown.
For a time, there was peace as new kingdoms rose and fell like the ebb and tide of the ocean waves, named the Age of Order, until the Kingdom of Weydloth rose and peaked. However, the Abbsyal Void spreads its unholy taint in the lands once more, bringing the once great kingdom of mankind to its knees. With no one to save them and no Prophet to lead them, Duke Weydloth makes one last, desperate action before his proud nation falls to dust: he summons forth the Fatefallen. However, once more fate does not smile as none of the former experiments answer the call even as the king sacrifices himself to the Wayward Beacon atop of the Dreamweaver Nexus, turning to dust in the process.
What seems to be eons later, the frozen coffins of the Fatefallen thaw out and their warriors awaken, the Beacon only finally truly sending its forlorn signal. But with age finally affecting the machines, not all wake up at the same time, even if at all. Now with mankind ground to sliver of itself, the Fatefallen this time have been given the quest of linking mankind to its creators less mankind’s Age of Dreams falls unto the horrors of the Void and plunges the world into an Age of Abyss.
"Strange things conspire when one tries to cheat fate" ~ Rick Riordan, The Son of Neptune
Welcome to FateFallen, an RP which draws heavily from Souls games of Fromsoft but also takes inspiration from Warhammer, the Elder Scrolls, Borderlands, Final Fantasy, and Monster Hunter amongst others. The world is flickering once more with the darkness of the Abyssal Void threatening to swallow the Age of Dreams whole. Players will take on the role of one of the Fatefallens as they explore and battle through the remains of the Kingdom of Weydloth, fighting monstrous creatures and piecing together the world.
The entire premise of the world of FateFallen revolves around the phrase “Any technology advanced enough can be seen as magic” and as such has an interesting sci-fi neo-medieval aesthetic. There are also obvious plot holes and missing lore which will be filled in through the IC normally, but players can also in put their own ideas or throw out their own theories on the world or the things we may come across.
But before we can get into any of that, there are some very important things I must note (also, apologizing here for the massive amounts of text walls):
My word as GM is absolute divine law, this is important as I will be controlling all of the monsters and the world of the RP and will not be having a character; think of it as me being a DM in a D&D session. Like the Souls game it’s based on, combat in this RP will not be a simple breezy easy rolf-stomp, in a style similar to a “kill the god-modder game”, I will be dictating what attacks hit me and which do not as well as attacks that can affect you. I will be out to kill your character but I will not be mercilessly fucking you over for shits and giggles, that is not my point, I can get that sort of power trip elsewhere. Of course, this will require you as the player to put a great deal of trust in me and what I do. Three additional points I would like to make is that I reserve the right to break my own rules as I see fit, I am allowed to lie to you on what I will be doing/give you contradictory information (but that is your job to either see through it or work around it) and I will also be granting out various pieces of equipment which transitions into the next section.
You as the player will be creating a character and all that jazz and have equipment you can upgrade or swap out, but there will be no stats involved. I might do some random dice rolls to spruce things up in the background but I will never say “roll 3d6+2d1 for damage”, I’m not Asian enough to deal with all those numbers. Instead, I expect you to be able to accurate role play these changes and difference, fighting with an axe is very different than fighting with a spear. I’m not asking you know the minute details of weapon combat forms, I just don’t want to see someone berserker charging an enemy swinging a spear around like a sword or wondering why stabbing someone with the head of a mace isn’t doing anything.
Oh, there’s also going to be limited slots open; I’m thinking like maybe 3-4 players? Might bump that number up once or twice but I have a feeling that this method of GMing might get quite tricky with a dozen or so people These roles will be based on quality and how well I personally know you/can contact you to a degree but they are certain not nepotistic since I'm a douche or first come first serve. At any rate, what I’m expecting is someone who can write at a Casual level but can get into plot and stuff at a depth of someone whose Advanced level.
So, risen Fatefallen, art thou prepared to set thy destiny true?
"Some Dreams Shouldn't be Remembered." ~ Chloé Danielo
Lore
Fatefallen are humans, well, they were humans. Now, they are the unliving and undying due to the copious amount of experimentation and augmentation of their bodies. Stronger and more agile; they are not fearless but will automatically ignore these fears no matter how much their minds cry out, these poor souls were once normal people, convicted of a crime and used as human lab rats. Promised freedom and granted their dreams, they were cheated out of a dream that was never going to happen, experimented and tested on endlessly for days in a vain hope that they might become the chosen ones the King Rynoll wished for.
However, the Fatefallen were cursed to fail from the start and have been interred in the Dreamweaver Nexus for a time they no longer know. All they can confirm is that their age has long since passed and yet here they are trying to restore it. With what remains of the tests and trials they underwent and but few, heavily fragmented shards of their memory left, they are but the last hope of continuing the Age of Dreams.
They are more than mere human beings but at the same time, are they really human?
Beacons of the realms, all Fatefallen are tied to Anchors and its infinite circuit of data that will collect the molecules of a Fatefallen and reassemble them perfectly. They are found in many places all around the world ensuring that any who fall will not have to travel long until they are well on their questing way once more. These Anchors are in fact so capable, some say that there exist modified versions of them which allows those who use them to transcend this realm for another.
A convergence of all things lost, the Dreamweaver Nexus or simply “the Nexus” is supported by all those who believe in it. Built long ago by the Lost Gods, it now houses those few human survivors and the Fatefallens. At least those who have survived the slumber.
Atop the building is the Wayward Beacon, the signaling device that was supposed to activate and bring all of the experiments out of their sleep to become the last hope of mankind. Below however, the Nexus is said to go down to the core of the earth, the path locked behind a mystic door that nothing can break open. Upon it are etched in eternal glowing lettering “The Unlife Awaits”.
The name of a race of ancient beings whose true names are lost to time, human civilization is built upon the ruins of their own with man being a creation of the Lost Gods themselves who combined the Void with their own Dreams to create the soul of mankind and giving them corporeal bodies. Even today in modern times, mankind can only just barely accomplish what these beings could at their height.
“If you gaze longingly into the Abyss, the Abyss will longingly gaze back at you.”
Special programing codes used by Fatefallen which lets them channel certain abilities to manipulate the world around them. The Fatefallen utilize implanted systems which allow them to use Datacores although many cannot use a wide variety to start out with, the age having corrupted coding or the users simply forgetting them. Some less enlightened souls would consider it magic, but it’s always assured that the use of Datacores will not attract the creatures of the Abyssal Void.
"“You often meet your fate on the road you take to avoid it.” " ~ Goldie Hawn
Character Creation (WIP)
Former Fate
What were you in your past life, before you were subject to the experiments and trials that ripped your destiny from you? What you choose here will determine some portion of your background, you equipment and maybe even a little bit of your personality.
Gunner - "Bet you I can hit that target yonder."
A catch all term for any type of fighter who is trained in firearms, people under this term are anything from soldiers to mercenaries to even vigilantes with violent tendencies. Whatever the case, you were good with ranged weapons and were able to survive, perhaps even thrive. You comrades spoke highly of both you and your marksmanship but were careful around the topic of your endurance for you were not one of the heartier types.
The Gunner Fate is specialized in range combat as well as taking out environment to some degree, starting out with a ballistic semi-automatic rifle and the Combustion Orb Datacore. However, the Gunner has a complete lack of melee weapons and the worse melee skill as well as low health without much agility; if a Gunner is in the front that's generally a sign something has gone wrong.
Warden - "I AM THE LAW!!!"
An officer of the divine law, you were the one at the forefront on the war against any who would question authority but you never lost heart or forgot the people you protected. A defender at heart, you were always more than willing to put yourself between dangers that threatened the innocent. Sure you got hit a few more times than was good for your health, but it made you strong and medals always look good. While you are still willing to take the hits, you're not keen on the idea of having to run there though.
The Warden comes standard with a deployable riot shield and a stun baton, focused mainly on soaking up damage for those around you. Your shield can be set down and locked into the ground to provide stationary cover in a larger area as the ward expands and your baton is capable of stunning lesser opponents but be wary of leaving your shield too far as your previous battle scars have yet to heal for some reason making you the slowest of all the Fates.
Artisan - "Go ahead and laugh at me, just wait until you're begging for your broken weapon to be fixed."
Hot forges, buzzing tools, whirring gears, all of these are sounds that you have come to love as an Artisan, creator of many machines and trinkets. You have studied intensely on the workings of the advanced machines humanity has made, but alas like so many other memories, you cannot recall much or it at all. Despite your frailer nature, you find strength in iron and steel as you prove that not all strength comes on the battlefield
The Artisan is by far very much a utility character but you are not out of luck for combat options. Your time with machines have granted you proficiency of the Spark of Life Datacore, while a fairly weak Datacore, its one of few Datacores which can reliably restart machinery from a distance without blowing it up (although it is capable of that). In addition, you have access to the Repair Datacore, letting you fix equipment on the fly! Oh and you can assume that getting hit with a Repair Tool can't feel that good, not does getting plinked with a pistol.
Knight - "Upon thy honor, into the fray!"
For a Fate so brave and noble, one must wonder how did the likes of you end up a Fatefallen. Even without a Lord to serve and a banner to carry, you continue to battle for you noble creed demands you do. Your life was dedicated to the fields of battle; even when not fighting, you always trained for it. Once into the breach once more as they say. Durable and skilled, you are an ideal warrior but for all your brawn, you are hardly the most nimble of folk or smartest for that matter, looks like brain reconstruction can only work so many times.
The Knight lives for the close melees and up in your face fights, boasting the highest health. While some would confuse the Knight as being the same thing as the Warden, the Knight is far more aggressive, going in first for glory while the Warden stays back to protect the rest of the team. You start out with a blade wrought of fine alloys and a small buckler to deflect blows with. No ranged weapons for you as back in the day, knights were to fight with honor and valor, face to face, who needs a gun when you have a sword?
Vagrant - "This is quite the existential pickle."
Ahh... what a poor, pitiful one you are. Even in a crumbling world, surround those cursed with glum and gloom, here you are with nothing to your name, not even your memories. You don't know if you were such a fool in life or held in time without any possessions. Regardless, you fight on with great courage and zeal for even if you were to fade away completely, what is there to loose?
The Vagrant is without a doubt one of the most unlucky Fates, given only the ragged clothing to protect them and a length of metal to be used a club. One must be exceptionally brave or exceptionally foolish (or exceptionally both) to ever desire such a Fate.
Steward - "Melee? Why would I need to get dirty when I can smite thou with Datacores?"
The vast amounts of knowledge demands keepers to watch over them and you are of those who preside over the role. Despite being commonly associated with what amounts to be librarians, Stewards also played bureaucratic roles in various administrative roles. You may be unfit for combat, but you need not put yourself in harms way as your memories of knowledge, however dull and broken it is, allows you to use various Datacores for you are brains over brawn incarnate.
Stewards have access to the largest variety of Datacores at the start such as Restoration, Crystal Shards, and Crystal Dart. The Restoration Datacore simply will boost one's metabolism and thus their healing rate allowing for quick healing. The Crystal Shards and Dart Datacores are fragments of the same Logiccore, Crystal Shards will shoot out a spray of shards in a shotgun-like pattern while the Dart will shoot out a single projectile, far stronger but slower than its counterpart. And if you find yourself getting cuddly with someone who does not look like they just want a hug, you also have a dagger, just in case.
Miscreant - "In the time you've read this, I could have stolen half your wardrobe and your mother's heart."
Humans are sinful by nature, some are just more obvious about it. There's no doubting that you were forced into the Fatefallen trials by shadowy punishment but some how you survived it all. With your dashing good looks and deft movements, you charmed, tricked, entered and broke into more places than some would see in their entire life. Of course, there's not much left to try and steal but your luck has always followed you, even eons later.
Miscreants are masters of silence and getting places where they shouldn't with access to Rapid Ascention Claw to scale walls and swing about and also the Dead Silence Datacore which muffles their movements. In terms of weaponry, they start with a special silence pistol as well as a hidden blade, most sneaky indeed.
Replace "Derp" with what ever color you want. [center]<Appearance picture here, preferably non-realistic>[img][/img]
[color=derp][b]⟡ ⟡ ⟡[/b][/color][h3][color=derp][u] < N A M E H E R E > [/u][/color] [sup][sup][color=derp]❰ GENDER [b]⟡[/b] FORMER FATE ❱[/color][/sup][/sup][/h3][/center] [color=derp][sub][u][b] A P P E A R A N C E [/b][/u][/sub][/color] [indent][indent][color=CCCCCC]What does your character look like? Include what their armor/outfit looks like as well. Armor in this RP will basically be cosmetic/fashion for the most part, although there should be a difference in the mobility of heavy armor vs robes and that the really fancy looking stuff should come later, you just recently got out of stasis and will likely be wearing something simple.[/color][/indent][/indent]
[color=derp][sub][u][b] B I O G R A P H Y [/b][/u][/sub][/color] [indent][indent][color=CCCCCC]What kind of history does your person have? This should tie into their former fate. Your character will not be able to remember over 90% of their pasts, at most knowing what kind of profession they had, their name, simple things like that. If you wish to do some world building in this part, please contact me first.[/color][/indent][/indent]
[color=derp][sub][u][b] P E R S O N A L I T Y [/b][/u][/sub][/color] [indent][indent][color=CCCCCC]What is your character like? This doesn't have to be a long, drawn out thing detailing what exactly will happen, but its best to put down their overall demeanor, motivations, behavior quirks, fighting style and how what they think of their new duty to put an end to the Abyssal Void once more as they step into the shoes of heroes.[/color][/indent][/indent]
[color=derp][sub][u][b] E Q U I P M E N T [/b][/u][/sub][/color] [indent][indent][b][color=db4b30]⟡ [/color]<Stuff Here>[/b] [indent][color=CCCCCC]<Description here>[/color][/indent][/indent][/indent]
[color=derp][sub][u][b] M I S C [/b][/u][/sub][/color] [indent][indent][b][color=db4b30]⟡ [/color]<Stuff Here>[/b] [indent][color=CCCCCC]<Description here>[/color][/indent][/indent][/indent]
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F A B L E D M A I D E N ❰ FEMALE ⟡ FATEWEAVER ❱
A P P E A R A N C E
Clad in a black-grey body suit, the Fabled Maiden is one of the few residents of the Nexus who is quitely literally very attached to it, wires and tubing poking out of her back and the back of her head which allows to to monitor all of the systems and glide around. The other most notable appearance feature is the bug eye-like mask she wears over her eyes. She never takes it off but it does seem to be where she "sees" most of the world from.
B I O G R A P H Y
Although the Fabled Maiden is easily one of the oldest members within the Nexus presumably, nothing is known about her. She speaks not of her past and will ignore any attempts to get such answers out of her. For as long as it is known to the Fatefallen, helping them in their journey by giving them advice and strengthening their abilities when visited. She does not appear to be able to move outside of the Nexus but is some how connected to drones and cameras of all sorts to watch over all.
P E R S O N A L I T Y
Many would call the Fabled Maiden distant, reserved and aloof given how little she tends to speak. Whether by chose or by some anceint edict, she does not speak more than necessary but will be as helpful as possible, filling in newly awoken Fatefallen on information of the world and helping them increase their own strength through Threads that they collect in the world. Always faithful to her duties it would seem.
(Feel free to ask questions in below, there will also be some things I will be adding to this if this idea ever makes it to the actual RP stage.)
A lover of history, Hayden can be said as one of the first people who fell in love with the MockZ product lines although his family never quite had a whole lot of money to go around leading to him having to share a single pack with his four other siblings. With 20 MockZ and 2 Horses to his name, Hayden poured everything into shaping the little figures and having them study countless hours of instructional videos online before releasing them into the untamed wilderness of his backyard along with the MockZ of his younger siblings (Hayden's older siblings had taken their's with them to college or their own apartments).
Everyday, the three siblings would dash to the backyard to be greeted by their little peoples who revered them as benevolent gods, always assisting their people. Hayden was most liked (at least according to his MockZ) as he was the one who brought the most gifts. However, the backyard was still an untamed wilderness and attacks by insects weren't uncommon. In an attempt to counteract the menace, Hayden spent some pocket change and bought a box of matches and a box of needles to be used against the bugs as weapons. In time, the MockZ of the Zheng family began to unify against a common threat with Hayden's leading the charge. The creatures were beaten back and there was peace with Hayden and his tribes been hailed as the heroes.
As the years progressed, Hayden found himself in possession of an increasing number of MockZ saved up from his own pocket money. It was no surprise that it was his people who would come to call the backyard their kingdom and settle it in proper although raids from foul creatures still occurred.
With the release of the new WW2 line, Hayden felt obligated in a way to "level up" his MockZ and worked hard to make the money and do the math to try and be as cost effective as possible. Recently the job of making money has gotten easier as he's found a job as an exterminator and brings his armed MockZ to assist him. While this is certain an unorthodox way of both thinking and training, it has given his MockZ some interesting traits overall compared to some other people's.
B A N K
$0.00
Tiantan Union
G E N E R A L A P P E R A N C E
The Tiantan are pretty clearly modeled Asians of both genders with skin ranging from off-white to slightly tanned depending on the person. Eyes and hair are almost universerally black or some dark brown and bodies that are generally either fit and strong or graceful and delicate.
P U R C H A S E / M I L I T A R Y
7,500 MockZ w/ 750 Horses- $1,500
(1,500 Military & 150 Horses: 1,212 Active Combat w/ 288 Staff)
The Tiantan's history of being used in "Exterminator Hunts" has led to them developing some interesting traits and habits. For example, they operate much better at a squad/platoon level as during hunts, they have to learn to operate without direct link to a central HQ; such a lack of connection also means that squads have to be flexible and be able to improvise on the fly. Given the nature of these Hunts, there is a noticeable lack of both armor and long range weaponry as these are deemed less important in the face of swarms of bugs. The environments of these hunts also translates into the Tiantan army being able to fight well in low light/nighttime operations as well has have a high degree of fearlessness even when outnumbered since there's few things that can scare a MockZ quite like a swarm of hungry insects which also happens to make them well suited in anti-infantry roles. All of these trains combined means that the Tiantan make for the finest close range shock troops in the area, boasting special "training" that few others can compare too.
O R G A N I Z A T I O N
The very basic formation of a Tiantan unit is the platoon which consists of 50 men and 4 squads of infantry and a special weapons squad. An infantry squad has 10 men focused around the machine gune: 6 Rifles, 3 SMGs and a LMG; the officer of these squads generally carry rifles as to not mark themselves out. A Special weapons team is made of 2 Flame Squads (1 Rifle, 2 SMGs and a Flamethrower each) and one snipe team (1 Rifle and 1 Sniper Rifle).
Above a platoon is a company made of two platoons (100 soldiers), then a battalion of five companies (500 soldiers) and finally a regiment of 2 battalions (1000 soldiers) and is the entire strength of the Tiantan army. Although most of the army is on foot, there is a single motorized company mounted in trucks. In addition, a stock of horses are granted to the army as either transports and to serve as mounts for recon if needed.
The tanks operate in squadrons of two as do the artillery who operate in batteries of two with the artillery guns being either towed by horses or spare trucks.
General Dong Honghe is one of the oldest members of the Union Army in both appearance and actual age having been one of the Founding 100 and Hayden's older brother's leaders. A former "Communist", Dong is known as quite the stubborn hardass with what some would deem an uncomfortable level of pragmatism but he is one of the finest military might in Tiantan without a doubt.
Major Yuan Weibao has been Hayden's longest serving commanders being part of the Founding 100 and has a close relationship with Hayden. He leads the 1st Battalion and has served on many a front line combat roles garnering him quite the amount of respect from his soldiers.
Major Jin Meili is unique in her position as she commands all of the supporting elements such as tanks and artillery and logistics. Clad in handmade armor made lovingly by her former owner (Hayden's older sister), she's far smarter in terms of mental capacity than many think, able to keep track of a myriad numbers of running the Union's civilians and military. Her most famous feat was commanding an artillery gun to quite literally snipe flying bugs, hitting every one of them dead on in flight.
Major Shi Zhian, the new blood in the chain of command, recently promoted after the untimely death of the former Major of the 2nd Battalion. He's competent and seen his fair share of battles but he lacks command experience on a large scale, an unfortunate trait in many Tiantan soldiers. Its for this reason that Major Shi is often called as the reason the 2nd Battalion often plays second fiddle and reserve to the 1st Battalion although the new commander is trying his hardest to learn from his elders.
C U L T U R E
With a clear base in Chinese culture, the Tiantan are interesting as they are comprised of three "factions" with each hailing from a different person and modeled after a certain faction within China during the Chinese Civil War. There's the "Communists" who were originally from Hayden's older brother and are amongst the most experienced, the "Warlords" who were once that of Hayden's older sister and show clear evidence of heavy custom ornaments made by hand, and the "Nationalists" that are Hayden's own personal soldier that are the most numerous.
Tiantan are known to be highly resourceful and inventive, often reusing old bits of junk to their advantage such as reusing old cutlery and bowls as part of defenses and using what some consider to be inferior and crude "last ditch" weapons from the tail end of WW2. However, all of these practices stems from the fact that for much of their history, the Tiantan didn't have much as their owner Hayden couldn't afford much and thus encouraged and instilled them a culture of innovating and reusing old junk; the use of VG weapons is mostly due to the fact how easy it is for the MockZ to repair and maintain them on their own. Perhaps the most notable and long lasting example of this cultural practice is the Zhen Jian, or "Needle Sword" which was the first weapons that Hayden gave his MockZ to defend from the bugs that plagued their early history.
In regards to Hayden, the MockZ of Tiantan do see him as a god as any other but have more of a "polytheistic" approach, seeing him as part of the greater Zheng Dynasty of Gods. Such has made Hayden an effective "King of Gods" in their eyes and while they (the MockZ) may have different creators, they all owe allegiance to the Zheng Dynasty and its head, Great Lord Hayden.
M A P L O C A T I O N S
A - Main base and homelands of the Tiantan, the Zheng's backyard. Its a comparatively ancient nation, being without a doubt one of the oldest civilization in the area. Its dotted with shrines, temples, markets and cultural buildings as a sign to its heritage, some even built by Hayden and his siblings. However, it does still see some military build up from the hardened clay walls of old that defended the people from outdoor predators to more modern trenches and gun emplacements. Tiantans prefer trenches over bunkers simply since they're far easier to build, just dig up dirt and put it in bags and boom, solid defenses.
B - Training grounds of the Army and where the barracks are located, these are host to the firing ranges and martial arts dojos that train Tiantan MockZ in the arts of war. Although it boasts more modern defenses, there is still a great deal of culture surrounding the area such as the memorialized now-empty ant hill which remembers those who were lost in the Tunneler Campaigns against an invading ant swarm some time ago.
C - Motor Pool and Operational HQ of the Army that is linked to the Training Grounds by a transport system that runs into the Zheng's home of tubes and specialized walk ways and even a creative cart system made by one of Hayden's younger siblings using a battery powered model train, perfect for rail transport. This is also where the Army typically deploys from and houses some of the administrative "offices" (read: several reinforced shoeboxes, milk jugs and a painted doll house with additional fixtures).
D & E - Outposts Gou and Jiu respectively, they're watch stations for the Tiantan, giving them all good lines of sight and vision over the in coming roads and come equipped with both radio/scanning equipment and traditional bonfire signals. Crewed only by infantry.
The GLD is a science focused race consisting of Lothrians and their subject race which they have created called the Norruks. Despite being research heavy, the Lothrians are also quite the superstitious bunch who worship an ancient alien race called the Guevissa as creator gods mostly since they know they were created by the Guevissa (before they got wiped out) who were in turn created by an even older race. The Lothrians believe that it is their duty to continue this line of creation and that once they have reached a certain point, their race will also be destroyed leaving the Norruks they have made to continue the cycle over again.
As it stand right now, the Lothrian's process of creating the Norruks have only just started recently meaning that they still have a while until their "Reckoning" comes. Being heavily focused into science and research (and being the former subject race of an even more advanced race), they have some pretty serious tech behind them. However, they lack any real military in the traditional sense with most of their weapons being converted industrial tools and their warships old research vessels with guns.
Species
Biology
Lothrians are a humanoid species whose average height ranges from 5 feet 8 inches to that of 6 feet 7 inches. Their tall bodies slender and graceful if not a bit lanky with many joints that possess hypermobility and very dexterous hands. Naturally, Lothrians are a rather pale race with skin tones that go from a ghostly white to a bright marble with hair being of similar silvery platinum color although a fiery crimson hair color can also be seen providing quite a stark contrast. Their other most defining feature are pointed ears.
The nervous system of the Lothrians is much more refined and sensitive than that of a human's which gives them excel fine motor controls and hand-eye coordination at the cost of feeling pain more acutely. Like humans, they have red, iron-based blood however they have shorter gestation periods than humans (at about 4 months) and can live up to well over a century and still be kicking around pretty actively at age 100. There is very little natural evolution in the Lothrin genome as they are creations of science born roughly 3000 years ago. Unlike almost all other races in the galaxy, they both know when they are expected to die out and also accept it, seeing it as just "part of the cycle of life" which they know.
Homeworld
Majulua is the Lothrian homeworld with very little natural ecosystems left as the entire world is a densely built up technological urban hiveworld the Lothrians inherited from their creators. The planet is full of history from the Guevissa and several other "generations" of races who had created the one after them. The entire surface of the planet is covered in some sort of urban industry or housing often building on top of each other in layers. With dozens of layers, it should be no surprise that there are other "settlements" both in the sky in floating artificial islands and in orbit as satellite colonies. However, the most impressive and easily recognizable feature of the planet is its "Iron Halo", a massive orbital shipyard and industrial complex that stretches half way around the planet's equator, connected to the ground through several "World Anchor" space elevators.
Government
WIP
Society
Culture
WIP
Technology
WIP
History
WIP
Military
Ground Forces
WIP
Spacecraft
The Lorthians's fleet is rather special in a way as its ships are almost entirely of civilian design, retrofitted with military weapons and equipment. All ships once had a past life of freighters, explorers, research or transport vessels and many still do carry out their secondary roles.