@Tatsua Aiisen Yo, I like your entry but it does throw up a little bit of an issue. If the Valkyrie guide spirits of the deceased, then they must know of the Shadow Realm.
That being the case, then Mist will be one of the more forthright advisors of this expedition when it comes to discussing the Shadow Realm, and Gargth's potential from having accessed its vast wealth of arcane power.
Would you agree? Or is she not all that familiar with the places she sends spirits to?
I only ask because I may have to provide you with information, so that your character can properly converse on the subject with some authority.
Back from work. Had time to do a little reading up on a couple of sheets whilst I was there.
@Dead Cruiser You're Vampire dude is awesome. Like, very well written. I can tell a lot of thought went into him when it came to balancing the books. His back story was also a lovely little novella all by itself.
Lemme know when you've got the rest done.
@CorpusMundum Your Crusaders were likewise a joy to read about, and I particularly liked your focus on divinity and its possible origins, and how such things can be communicated into magic rather than miraculous intervention.
Accepted!
Riiiiiiight, now I'm going to have a little sit down and see if I can't hack through some more of these.
Oh and just a shout out to those who posted "Place Holder" sheets, please let me know when you're ready to have them reviewed because I might not notice that you've updated them. Thanks!
So first things first, I'll answer the questions and queries you guys have left me, and then I'll start reading through peoples' ideas.I'm crazy short on time today though (I just had to work a 12 hour shift, and then woke up with 2 hours before the start of my next! oups!). Given the influx of players, it might need to wait until Saturday morning before everyone's applications get some feedback. However, I will try to do some when I get home tonight, and some tomorrow morning as well. This RP has my full and undivided attention, and I will strive to get everything done and dusted before the weekend if it's possible.
Anyways, without further ado!
@vietmyke If nothings changed, you can go ahead and move it over! :)
@Disciple Cain That's fair enough. Sad to lose you, but I fully understand the reasons why.
@Dead Cruiser I'd modify your regimental sheet into several shorthand versions. You wont need the history section for each contingent, just the numbers, weapons, abilities etc etc. If you get stuck, I'll throw up an example, but time's a little short for me atm.
I'll get to your champion when I get a minute.
@Klomster A single Champion on a great dragon in place of a regiment should be fine, I can't see it breaking things. I'll have to decide upon publication though.I'd imagine this dragon would be fairly powerful, capable of igniting the ground beneath it. A truly terrifying adversary! But i'll need to see him/her in more detail just in case I need to tone it down a bit.
@Vas Khaleen Muskets would be fine. I was myself thinking of a group of Dwarf gunners who used imbued-ammunition, like Frost or Lightning. I would like to put restrictions on how high tech can go, but I think it'll be easier for me to simply decide on a case by case basis rather than stifle creative potential with vague and wide ranging rules.
If you're going to venture into guns or crude mechanics, just ensure it's fit for a fantasy setting where the sword and magic are the mainstay of the world's armies.
<Snipped quote by Dead Cruiser>
In addition to this question, are logistics (squires, quartermasters, etc) considered among our allotted 500?
It happens that I have a mind to draft up numerous "Captain" characters to head the various companies of my regiment. I wonder if it would be allowed for me to use a compressed form of the sheet. "Lieutenant?"
A good question, and one I was hoping you guys wouldn't touch on! Hehe.
So, Camp Followers, let's call 'em. Usually armies would carry around a bunch of people with them; soldiers' wives, tradesmen, goods peddlers, brothels, assistants and attendants.
Given the nature of the mission, and that the invading forces are trying to keep as slim as possible (to better avoid detection on their initial landing), the Camp Followers would only exist as an absolute necessity. For example, a few smiths to pull out the dents in your troops' armour, or a small group of surgeons/healers who will deal with the most grievously wounded.
So I think it would be best to simply treat them as ghosts. They're there, in the back somewhere, but don't show up until your Champion/Captain decides his men need to refit and rearm.
Of course, this wouldn't effect regiments that were self sufficient i.e able to carry out repairs and healing by themselves.
EDIT: The Lieutenant idea sounds fine to me, but I'd expect them to be less mighty than Captains.
"And into the seas this second Armada descended; into the jaws of death they sailed. Some for glory, some for riches, some for lust of power and others out of fear only for themselves. Yet all united they were, by their bravery and by the common flag of the Alliance."
A dungeon crawl-type dark fantasy adventure roleplay on a grander scale
The Story So Far: The small island realm of Everstrine is under siege by Gargth the Fallen; a powerful wizard he was, made corrupt by the pursuit of power, and turned into something beyond the ken of Mortal Man through his tireless experiments with forces best left undisturbed.
From his Wizard's Tower located in the centre mass of Everstrine, and protected by a powerful and unbreakable barrier of arcane design, Gargth has waged war against the good people of the island. He summons legions of warriors from the fabled Shadow Realm; each one of their heinous forms constructed from the fallen arts Gargth has mastered, and imbued with the souls of those that inhabit that dark place. Gnashing fangs, brutish strength and immortality avail these vermin, and they have struck Everstrine's inhabitants hard and fast.
Already, the three townships of Amberth, Haglesrike and Sandbrick are under siege, with little hope of reprieve. The Count of Everstrine, a certain Lord Hugar Trechspir, has made several heroic attempts to beat back the forces of the Fallen Wizard, but alas, for what can these islanders do against forces so numerable, against forces so mighty?
With defeat looming, and the fate of a half a million people in the balance, Lord Trechspir finally relented his stubbornness in refusing to request aid, and ordered his Court Wizards to send out a call for help. Dutifully, they communed with their peers from across the seas, and spoke hastily of Everstrine's fate should help not be sent.
The Moonsong Alliance was quick to respond. A hundred mighty nations, bonded by political and economical unions, marshalled their forces and sent them across the great waters with the intent to rapidly put the Fallen Wizard's evil plans to the fire. However, disaster struck them, for they had greatly underestimated Gargth's new found powers. The Wizard from atop his tower instilled a devastating storm across the breadth of the approaching Moonsong Armada, and not even the greatest sorcerers, clerics and wizards in the entire Alliance could counter such powerful magic.
Six hundred ships sailed to Everstrine, and none made it there - none returned. Fifty thousand warriors and heroes with titles so mighty, were gone in an instant, wiped from the face of the planet at the whim of a deluded mad man.
With no help coming, the Count of Everstrine prepared for the worst, as did his people, for now the Wizard turned his full attention on them. Again, and again the fell-legions of the Shadow Realm crashed upon the walls of the Count's townships, and yet they were repulsed each time - albeit with grevious losses. But it was a war of attrition that the Count could not win, for every time a Shadow Warrior was felled, its soul would return to Gargth, and its body remade anew.
Realising the urgency of the situation, though shocked almost to inaction by the loss of their relieving armada, the nations of the Moonsong Alliance mustered a second, yet much smaller force. A hundred kings, queens, pirnces, warlords and magi realised that an army of tens of thousands would be spotted from far away, and crushed just as the first. But an army of a few thousand? Composed of the very best, and led by the greatest Champions the world had ever seen? There was a chance they could slip through, and cut their way to the decaying core of Everstrine.
Thus, the second invasion fleet sailed across the sea, a few scattered ships, and approached Everstrine's southern coast without even so much as a passing glance from Gargth's agents...
A Synopsis of Sorts: You take on the role of a Champion, who commands a contingent of their greatest retainers. You have landed south of Sandbrick, alongside other Champions and warriors. Together, you form a small but mighty host, and together, you look on with dismay or perhaps anxious delight at the sight of a town besieged by the hordes of evil.
Your mission will not be an easy one, and it will be fraught with peril. Many will die, perhaps your Champion included. The Fallen Wizard is protected by a barrier that will reduce a man to ashes upon touch, and it cannot be broken by any means available to you. The only way to destroy it - or so it is suspected - is to circumvent the barrier, travel around the island, liberating besieged towns as you go, until you arrive at Merandor's Stone - an ancient obelisk, that has been corrupted by Gargth. The obelisk is thought to be the key to the barrier's inexhaustible energy, and by destroying it, you should be able to gain access to the Wizard's Tower.
Whether all the might in the world could bring this corrupted man down, remains to be seen however.
Forces of the Enemy: Gargth is approaching God-hood, and as such, he is able to craft the forms of beings from anything. Give him a twig, he'll forge it into a monstrous walking tree with claws and fangs. Give him a stone, and he'll turn it into a hulking titan of rock. What he can't do however, is create life, but he can steal it, and bend it to his will.
Reaching into the Shadow Realm, Gargth is able to pull forth souls from the swirling nightmare mists, and instil them in the forms he creates. The resulting abominations are known collectively as Shadow Warriors, but share several other names depending on the culture describing them.
These souls are thus bound to Gargth, and will carry out his bidding so long as he is powerful enough to control them. When their mortal forms are destroyed, they return to him, and he simply inserts them into another body. Thus his armies are constantly regenerating.
The Champions and their forces will encounter several types of adversary. From fell-creations of rotting putrid flesh and rock-clad juggernauts to the ghastly visage of men formed from sand. Each type has their weaknesses and strength, and the Champions will need to demonstrate versatility if they are to survive.
The Shadow Realm: The Shadow Realm goes by many names. Hell, the Underworld, Death's Realm, Demonic Paradise, the Unyielding Fires and many more. However, most arcane (and even scientific) scholars agree that the Shadow Realm is a plain of existence that dwells on the borderlands between time and space.
It is a plain of great magical energy, and countless individuals - ranging greatly in power and skill - have attempted to tap the Shadow Realm from time to time, and all have failed miserably; indeed, usually they were killed in the attempt, and their souls sucked into the void.
It is called the Shadow Realm by those of spiritual and arcane prestige purely because of the way it appears to an observer; a land of eternal twilight, inhabited only by swirling mists that themselves contain the souls of almost explicitly "evil" individuals. Many however have never looked upon the Shadow Realm, and wrongly believe it to be a place of fire and eternal damnation, when really, no one is sure as to its purpose, or what draws the darker souls to it.
The Moonsong Alliance Explained: What happens when two nations possessing the means to obliterate large swathes of the planet come toe to toe in a conflict of political, religious or economic interest?
There are only two outcomes of this age-old conundrum. Mutual annihilation, or a reluctant peace.
The Moonsong Alliance was birthed from the latter scenario, between a group of warring nations many centuries ago. None had the power to both destroy their enemies and yet guarantee their own survival in a cauldron of war and death that had all but exhausted both their peoples and their resources over the span of decades.
Realising that they could not move forwards with continued hostilities, this group of nations instead formed an Alliance - creating a shallow peace in exchange for the liberty of conquest in areas that were not contested by conflicting interests.
This should have paved the way for mighty empires to arise, but it was not so. In their bid to expand their borders, the founding nations of the Moonsong Alliance raced each other to acquire land and influence. Rather than conquer smaller countries and isolated city states, they sought to bring them into their own respective blocs. A way of officiating this process, was allowing these vassal states into the Alliance.
At first, the founding members of the Moonsong Alliance and their political blocs ballooned. Large swathes of land came under their respective influences, and soon, over a third of the world carried the same banner - if only in name. However, it did not take long for these blocs to break down, as minor nations sought their own independence. Revolutions erupted across the land, thus fracturing what power the founding members held over all those that had once paid homage to them.
Fast forward five hundred years, and several thousand rewritings of the Moonsong Treaty, and the Alliance is now a loosely aligned patchwork quilt of over a hundred nations, all bound by the same flag, but little else. Petty skirmishes and minor wars are a common daily event, and any attempt at creating a central authority has proved a fruitless endeavour. Instead, the Alliance has so far maintained itself by a method of self-policing.
A country invades a neighbour; that neighbour's sponsors and allies rush to its aid, as do those who hold sway with the aggressor. Before long, nations from across the globe are dispatching soldiers to fight on the newest battlefield, until things come to a head and all parties realise that the only way forwards is mutual destruction. What usually follows is a slow de-escalation of violence, lengthy negotiations, reparations, and then the world goes on.
Several times the Alliance has come to the brink, where the greatest warriors and wizards of the land threaten to undo each other in an hour of senseless and wide reaching destruction - yet always reason has prevailed, and both sides back down after realising the futility of their struggle.
But this can't last forever; in fact, it wont last forever. Gargth's rise to power in Everstrine is perhaps the first time the Alliance has mustered its forces for reasons other than keeping the peace; this time, the soldiers of Moonsong fight to stop a great catastrophe from casting a shadow over the world.
Character and Regiment Sheets:
These sheets are open to manipulation if you feel some of the things asked don't cover all aspects of your characters or regiments. Furthermore, your characters/regiments are fully customisable within reason, though I do mention some examples.
Players who wish merely to play as a champion may do so; players who see no need to have a captain is likewise fine.
Post your application in the OOC first, and draw my attention to it. Once approved, you'll be instructed to move it over to the CS tab.
A note on power levels. Your champion is either a mighty warrior, a legendary assassin, a powerful wizard or a mix of the three. However, they are not Gods. On a power scale of 1 - 10 (1 being a peasant, and 10 being a God), they cap their rank at around 6. Please keep this in mind.
Name: Race: Anything, but keep it reasonable. Known Racial Abilities: Age: Appearance: Renowned Skills: What made your Champion a Champion; why are they the legendary warriors that they are? Magic: A description of the kind of magic they use, and what powers it i.e mana, life force, blood etc. Weapons: Armour: Steed: A mighty destrier or a great crow? As with the race, it can be anything but keep it reasonable. Bio: A brief chronicle of their rise to becoming a Champion.
Your secondary character. Not a champion, but not a push over either. Consider your Captain to be your Champion's right hand man/woman, perhaps even their greatest friend. Their job is leading the troops, and also to act in your Champion's place should they fall. Consider them a 4 or a 5 on the power scale.
Name: Race: Anything, but keep it reasonable. Known Racial Abilities: Age: Appearance: Famed Skills: What makes your Captain more memorable than the soldiers he or she leads? Magic: A description of the kind of magic they use, and what powers it i.e mana, life force, blood etc. Weapons: Armour: Steed: A mighty destrier or a great crow? As with the race, it can be anything but keep it reasonable. Bio: A brief summary of their relationship/history with your Champion.
Regiment Name: i.e The Fighting Five Hundred Banner: i.e a White clenched fist upon a field of orange, a gold tree crossed with blue and white etc Nationality/Race: i.e Elves of Moonspire/Dwarves of Goldcrest. Racial Specifics: Any buffs, pros or cons of aforementioned race. Size of Host: As few as you want, but caps at 500. Speciality: Heavy infantry, mounted rangers, mages, archers, scouts, or a mixture. Typical Arms: Typical Armour: Typical Steeds: Magics Used: History: From their formation to the present day.
Name: Muhsin Shaer, Chosen of Bakau the Soothsayer of Wrath and Justice.
Race: Human
Known Racial Abilities: N/A
Age: 42
Appearance: Mushin is a tall and spindly warrior with tanned skin and black hair. His face is masked by a broad beard with oiled curls, from which juts a hawkish nose. Two emerald eyes, full of passion and fury stare out from a brow devoid of wrinkles or blemishes.
Renowned Skills: Muhsin Shaer is a master of the Art of Viper, a martial discipline centering itself around the use of two curved scimitars and fire magic. At a whim, he is able to ignite his blades with flame, and with his lightning speed and reflexes, he is able to carve a foe into a smouldering pile of meat within seconds. Furthermore, the Art of the Viper allows him to ward off hostile magic attacks, though the effectiveness of this is determined by his stamina and ability to prepare.
Magic: The Art of the Viper requires Muhsin to momentarily pray to the Almighty Bhakau - the Soothsayer of Wrath and Justice - and ask for his blessing. If his calls are heard, which they usually are, for Muhsin is Bhakau's Chosen, then Muhsin's blades will ignite with fire indefinitely until he sheaths them, or are dispelled by an opposing force. Once his blades have been blessed by the Soothsayer of Wrath and Justice, they are able to physically bat away magical attacks, such as bolts of lighting or fireballs, provided Muhsin has the physical stamina to withstand the blow. If overpowered when deflecting an attack, Muhsin risks being hit full on.
Though Muhsin can call upon Bhakau's favour at will, and inexhaustibly, his blessings and augmentations are vulnerable to being dispelled or interrupted by a magic-user that has a grasp on the workings of the divine.
Weapons: Wrath and Justice are the names given to Muhsin's curved swords. Both have been forged from Divinstone - a rare composite alloy, found deep in the ground and said to be the remains of the Gods that walked the world eons ago. It is invaluable, and only a precious few can work the metal, but as a result it is also unbreakable and extremely sharp. Indeed, the edges of Wrath and Justice never dull.
Armour: Muhsin relies on little armour, instead he chooses the free-flowing and decorative robes of his home. Preferring speed to protection, Muhsin is a shimmer of elaborate colours and whirling patterns when he rides into battle.
Steed: Alae, a white courser thoroughbred of remarkable speed and dexterity, said to be the Prince of all horses.
Bio: Muhsin was always destined to greatness, ever since his mother conceived him from the very seed of Bhakau himself. His birth was foretold by a thousand-year old prophecy, which itself concludes with him sacrificing himself against some great evil. Suffice to say, he sees his journey to Everstrine as the completion of his life-long endeavour.
Trained from birth to wield swords as the extension of his own body, Muhsin excelled in the drill yards of his desert-home, and later, as a commander of men in the various wars that marred his often troubled Kingdom. Through a career of glorious conquest, blood and sometimes grief, Muhsin stands amongst his people as a warrior beyond equal, and his fame runs before him as Bhakau's Chosen, who will lift a great evil from the world.
There are few who would contest that Gargth the Fallen is such an evil, and many do not expect Muhsin to return from his latest expedition.
Name: Captain Sharaf Harroun
Race: Human
Known Racial Abilities: N/A
Age: 40
Appearance: Sharaf is a short but stocky man, with a wide girth and trunk-like arms. His physique is composed entirely of hair and muscle, it sometimes seems, and one would be hard pressed to call him anything but ugly. His nose is a broken ruin, a monument to the many battles he's fought in, and a hideous scar crosses his face from brow to mouth. A few teeth remain seated inside his otherwise empty mouth, and grey eyes cast a world-weary gaze on all who would look on him. Frizzy black hair sticks to his face in patches, where it is frequently interrupted by scars.
Famed Skills: Sharaf is an excellent swordsman, preferring the use of a single curved blade and a small rounded shield with which to conduct his battles. Furthermore, Sharaf has proven himself many times as a master of horse, and has earned his Liege's favour when leading an arm of cavalry on the battlefield.
Magic: For Sharaf, magic is something of the Gods, or something of evil. He looks upon Muhsin with religious awe, but on others as infidels and abominations.
Weapons: Sharaf uses a single curved sword in his right hand, and holds up a small rounded shield of iron in his left.
Armour: Unlike Muhsin, Sharaf lacks the speed and grace of a proper swordsman, and prefers to rely on his weight and muscle to power though most fights. As such, he is clad in head to toe in scale-mail - an armour made of hundreds of overlapping steel plates. It's heavy, but unlike the plated armour worn by some of his contemporaries, it allows for greater movement. A large helm sits on his head, with the symbol of a viper carved into its crest.
Steed: Oslin, a black courser as ugly and as scarred as its master. It is strong for a horse so nimble, and its stamina is the kind one can only gain from constant use in the business of war.
Bio: Sharaf grew up in the same village as Muhsin, and trained in the same warrior-monk temples of their homeland. It was clear to see from the start, Prophecy or no, that Sharaf was always the weaker of the two - in almost every field, from matters of war to matters of women. Regardless, they formed an early friendship, and eventually went on to serve together in several conflicts that spanned their youth.
Whilst Muhsin was lauded as the saviour of his peoples - and perhaps even the world - Sharaf was relegated to the life of a grizzled war veteran with a growing case of psychological trauma and world-weary bitterness that would eventually see the two grow apart, for a time.
Sharaf and Muhsin ended up on opposing sides of yet another civil war in their home, and at the height of this conflict, they met in single combat. Sharaf received his ugly scar in this encounter, and yet his blade never touched Bakau's Chosen; he collapsed a defeated warrior and offered his head in shame. Muhsin however, declared he could never slay a true friend, and spared him.
Sharaf has spent the last few years following Muhsin around like a beaten dog, obeying the Chosen One's every word and command without question, whilst secretly coming to lament life itself.
Regiment Name: Chosen Cohort Banner: A green coiled viper against a field of red. Nationality/Race: Men of Zapirstan Racial Specifics: N/A Size of Host: 300 Speciality: Light Horse Typical Arms: Lances, scimitars and shields. Typical Armour: Scale-mail and full helms. Typical Steeds: Coursers, light and unarmoured yet swift. Magics Used: N/A History: Muhsin's Chosen Cohort are a fairly new band of warriors, formed from his best fighters that have served alongside him for many years. They are veterans and accomplished Lords and Knights, using the best weapons, armour and mounts that the gold of Zapirstan can buy.
The desert wastes of Zapirstan give little credence to heavy armour or slow warriors, and so the Chosen Cohort relies on speed and devastating charges to obliterate an enemy. Often they will break off into two separate forces, and hit a hostile formation from two angles to create maximum devastation.
@Thecrash20 Well, the Champion is sorta leading the men. He's/she's the one who has brought them there. Whether they fight at the front of their men, or sit back and keep their strength for when the big nasties come out to play is entirely down to them and their style of getting things done.
Basically, your Champion is not only your protagonist, but is also your trump card to be played when a situation starts to turn in favour of Gargth's minions.
Meanwhile, your Captain is your back-up, and when they're not busy being a back-up, they're the ones the Champion leaves to organise and lead the men if he/she has to embark on a sudden manoeuvre or other task.
Example:
Your regiment is surrounded by overwhelming forces. Though your men are fighting hard and with great skill, they risk being overrun. So your Champion gathers a few of them together, and attempts to break out of the encirclement, and then runs rampant in the enemy's rear. Whilst they're doing that, the Captain is busy leading the rest of the men.
Another Example:
Your Captain leads the regiment in an attack on an enemy encampment, and whilst Gargth's minions are busy trying to mount a defence, your Champion slips in past the chaos, and slays the enemy commander in single combat.
There's plenty of other scenarios, but those are they two I will list for now.
@Disciple Cain Undead are fine. The Moonsong Alliance isn't an alliance guided by a moral compass, but rather by mutual cooperation and prosperity. There will be hundreds of all kinds of races, from the more vanilla human-types, to the horrifying and outright weird. There will no doubt be some racial bias and cultural friction, but all in all, most nations of the Alliance realise the general importance of working towards a common goal.
@vietmyke Just read through it all. Looks good to me!
Riiiiightttt, I guess I better throw an OOC up huh? I'll put the link here once I've done that.
@Footman ah, I see. Its been personal preference to control single characters, and I've never been very comfortable with controlling multiple major characters. With that in mind, I'd most preferably control a Champion and a small cohort of "NPC" warriors, or play as another character's Captain.
- I'm also leaning towards playing as another player's Captain because my original idea for a Champion- a scholar-swordsman from the desert, would overlap with a lot of the example sheet's concepts.
I've got no problem with people who wish to play as a single character. However, the more single characters we have, then the more I might have to up the "Size of Host" cap so that we end up forming a reasonably sized force... but this is something we can discuss and resolve once I get a feel for what everyone is going to do.
Alternatively playing as someone's Captain is fine, although it sounds like you might be better off seeing if someone would be your captain, if you'd prefer to focus on the actions of a lone individual.
@Footman I know that there is one other person, and myself, who have both been watching this and not saying anything.
So I think it's safe to say that you probably have enough interest.
Oh really? Awesome! OOC might well go up tomorrow then, after I've given it another read through, and thought on it a bit more.
I'm working on a Knightly Order, mainly one that focuses on hunting down hedge-wizards and rogue sorcerers. At the same time they collect occult knowledge and either record of destory it, all in the pursuit of a greater understanding of 'God'. They allow an atmosphere to study and practice magick, but all the while the Theurgists in their charge are being watched with a sword ready to come down on their heads when they fall to the temptation that comes with magickal power. So they would mainly focus on heavy cavalry supported by medium-light infantry and magicians.
Sounds perfect!
@Footman would a small regiment of shapeshifters be feasible?
Feasible and very useful.
The Moonsong Alliance is after all composed of a "Hundred Mighty Nations", which was my way of saying "Almost anything is possible within reason!"
@Empath As above, when it comes to races and cultures almost anything is possible. I'll play things on a case by case basis, rather than lay out any guide lines. Go nuts, but don't get too carried away.
@Dead Cruiser Even an "Evil" nation would have cause for concern with Everstrine's current crisis. Gargth is a dangerous force to behold, and it doesn't look like he's going to be sharing anything but genocide with anyone. So yah, even the "bad guys" of the Alliance would be sending their best and brightest to stop him.
Also, as the Moonsong Alliance is bound by political and economical treaties, there's endless excuses for a Vampiric Realm to exist. Could be that the Vampires are simply just not all that bad, or that they have recently sued for peace with some other countries after a lengthy war, and have been allowed to live - or maybe they just simply hold a great deal of wealth, and have bought their way into the Alliance. I dunno, there's loads of stuff you could do there though.
Aye, I also have interest in this. Playing as a Champion commanding his army would be fun, but there's also the prospect of playing as another player's Captain... that'd be an interesting take.
Initially I was going to try and split players into Champions and Captains, but feared we wouldn't get enough interest, so I settled on the idea of a player controlling both. However, I'm more than happy for players to team up.
So that's four of us. Nice. I think one more would seal the deal nicely.
In the meantime I'll just be adding some polish, and rehashing any continuity errors in the plot.
If anyone has any questions or concerns, by all means shout 'em out and I'll do my best to provide adequate answers.