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    1. Frengo 9 yrs ago

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9 yrs ago
Current Wont be around today, too busy dying from this massive hang over. Sorry guys!
9 yrs ago
This is asking for an RP in which the Southend-on-Sea furniture bots battle for control with the Korean casino bots, in an ultimate struggle that will destroy the world.
6 likes
9 yrs ago
Suddenly building some kind of wall doesn't seem like a bad idea. Vote Frengo 2016 for RPG President.
1 like
9 yrs ago
Is it sad that I bought a 10yo Netbook from Ebay with the sole intent of using it just to write my RP posts?
1 like
9 yrs ago
Sea Gorillas are not a "personal" issue, and affect the entirety of mankind. It's morons like you that prevent social and cultural progress.
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Having thought about matters, I think we'll be best served by starting off in close proximity to each other - with the rest of the world "greyed out" until we start setting up little colonies.

There will be no restriction on culture types.

All nations will be springing up at *vaguely* the same time. To confirm, our various races will have just gone from their hunter gatherer life styles (or equivilant of), to setting up agricultural communities. At the RP's start, players will each have a SINGLE city. Then, with each post during the Evolution Phase, they will start branching out, developing governments and religions, as well as technology. If I set the tech limit for the first evolution phase as "Iron Age", I think that'll stop anyone from trying to conjure laser guns.

I know this simplifies things a little, but adhering to the realism of what would probably happen just makes everything a bit of a mind f**k. Best we just pick our peoples, and guide them through.

Here's the map with what I thought would be the best starting area; it's mostly jungle, with some plains, a whole bunch of mountains and a bit of forest.



EDIT: Having trouble uploading things to Imgur at the moment, and am using a crappy sub to stand in. The real map will be much bigger, once you use "view full image".

SECOND EDIT: Turns out Firefox isn't getting on well with Imgur at the moment, forcing me to use Edge *gasp* to upload the image. So there it is, in its entirety.
But... what if the Marshmellow Queen wants to MARRY King Edward Longshanks?

<Snipped quote>

That's not a bad thought. But it means splitting your playerbase into three groups, limiting interaction between them. I dunno. This is a hard problem to tackle.

One thing that might be important to ask is this: what are the origins of the different species and cultures on this planet? Was everything born on this planet naturally? Are you going for a traditional fantasy background? Or is there maybe a splash of science-fiction in this planet's history?

Personally, I'm not against the idea of distinct cultures slowly homogenizing, but you'd have to enforce that somehow. That'd be the problem.


Maybe we're over thinking things - aiming for too much realism.

Perhaps go with 3, and just let anyone do anything - cultural homogenization be damned. Then we're all real close with our whacky ideas, competeing at home and abroad to spread aforementioned whacky ideas.

Everything was intended to have been born onto the world naturally (yay evolution!). Though I heard someone yell "I WANNA PLAY ALIENS :D", in which case I could be swayed to allow for the survivors of a doomed expedition (stranded without their technology) to exist; although it would be easier for you just to brew your "alien" species on the planet. I mean what's an alien anyway? Just a creature from somewhere else, right?

I mean we could take this anywhere; if you wanted sci-fi, we could give each civilisation its own moon, and link them with something akin to Star Gates, and have ourselves some inter-planetary ancient warfare. But that's probably pushing things into the realm of FUBAR.

Everything is in a really early state atm, so now's the time to debate everything to death.
3) is exactly what I'd love to see. It doesn't have to be our Europe specifically, but our "Old World." I'd love to see an exploration age at some point in this roleplay, so 3 is exactly what I want. And we shouldn't know much about the New World when it finally appears on the map. We might have old documents that hint at its presence, or certain folks might actively go there (English fishermen were actually fishing off the coast of North America for a while before it was colonized), but we should effectively know jack all about what's over there.

If I had to choose between 1 and 2, I'd choose 1. But again, I don't want to lock our minds around the idea of "Europe." What if someone wants to play a China-like empire? Or something reminiscent of ancient Babylon? Heck, what if someone makes something that doesn't quite fit into something from our world at all? Etc.

(I'm debating between what cultures to draw inspiration from and what fantasy species I want in my empire.)


And as you've pointed out, 3 would create another issue: the problem of differing cultures.

If all our states start next to each other, then there's going to be a mixing of cultures, until we're all one big blob of likey-likes... just like Europe, barring the odd war monger or genocidal maniac.

A society like Ancient Rome and a society like Ancient China would hardly coexist, unchanged, if living side by side for five hundred years. More than likely, they'd have a bit of a merger, and end up with a bastardised form instead.

Getting around this hoohah:

Identify 3 starting areas on the map, allowing players to pick either of those three. Categorise the starting areas as: "Westernised" (Roman/Greek/Egyptian like cultures), "Easternised" to cover the more outlandish nations that reflect the likes of India and China, and then an "Exotic" area, where literally anything goes.

It wouldn't work perfectly, but it would at least stop the Marshmellow Queen from living next to King Edward Longshanks.
I'd have to third the Bronze/Iron Age for the endpoint of the first "evolution". No particular opinion for the geography issue though; I'm cool with either. That map does look a tad large though, at least in my opinion.


Bronze/Iron (or let's call it Ancient?) era it is. I think that's the general vibe I'm getting.

But Sovereign raises a good point about the map's size. Obviously, a real world is comprised of hundreds of countries and empires - where as we'll be lucky to get 4-6.

So naturally, if we all went with a nation as large as modern day France, there's probably going to be thousands of miles between us and interaction is going to suffer as a result.

Brainstorming a few ideas, I've got the following:

1) I change the world map for a regional map, which will lock us into an area roughly the size of Europe.

2) We aim big, and everyone grabs themselves a huge ass Empire.

3) We all start in the same kind of area (our version of Europe?), and branch outwards from there? Guess that'll make for some great colonial adventures.

Anyone want to throw some logs on this fire?
I had hoped to have been an alien race that looked towards the stars ^^


Well that brings up our starting era I guess. Initially I thought by the end of the first evolution phase, we'd be somewhere along the lines of a bronze or iron age.

What are you guys into? I guess if I want any success, I'll need to pander to your immediate needs.

So what I'm asking is, should the first evolution phase end at:

The Iron Age-Greeky/Romany period.

Medieval shenanigans.

Enlightenment/Napoleonic

World War Onesy

World War Twosy

Modern Era

Near Future

Space Age

What we thinking?
Okay, here's a time line to completion, just so's you're all roughly aware of what I'm up to:

Map - Today

How to Play/Rules - Today/Tomorrow

Combat Resolution Rules - Today/Tomorrow

NPC Handling Rules - Today/Tomorrow

City/Civilisation Sheet - Tomorrow/Friday

Species Sheet - Tomorrow/Friday

"Evolution Phase" Turn System - Tomorrow/Friday

Other fluff - Tomorrow/Friday

So we're looking at a 48 hour period of hard graft to turn those bullet points into something epic, basically. I may over or under shoot, depending on how quickly I'm able to think things through, and also depending on how time I can dedicate to this vast project.

All in all, we should be good for Saturday no matter what happens.

Check back here from time to time, as I'll begin uploading the RP's draft to the first post of this thread - and modifying it from there.

EDIT: Alright, for a map we're going with Fractal World Generator - my favourite resource for this sort of thing. Here's a preview:



I have two versions, one with geography, and one without. The USSR is for scale.

What do you guys think? Geography? Or plain? There's pros and cons to both, I guess.

With geography: Everyone knows what kind of terrain a particular region has. However, a player wont be able to significantly alter it without me editing the image - which is something I don't really want to be tied down with, speaking honestly.

Without geography: Players are free to craft their terrain as they go. However, people might end up forgetting or confusing themselves over where certain terrain features are.

That's how I see it to be honest, and I'm leaning towards the pre-set geography myself, for simplicity's sake.
Yes, but, good sir, the nukes clear do belong to me.

Anyhow, definitely interested. I'm terribly bored right now.


Ah! The same ailment that drove me to write up this fine idea!

Well, that's two of you in the flesh, which as we all know means that statistically there's at least twenty people who are interested but are too shy to make themselves heard.

I'll start piecing things together tomorrow, and give you both a shout once I have something more concrete.
Sounds like a interesting concept.


I'm glad you agree :) I need to sit down and think about it a little more, hash out a few very draft scenarios and see how they play out in my mind; no doubt they'll all end with some nine year old shouting "ALL THE NUKES ARE BELONG TO ME!!" even as we all try to explain to him that the Bronze Age was a bit of a far cry from nuclear weapons.



By Frengo











Introduction


Hello and welcome to States of Evolution, a mechanic-less (pretty much, anyway) Nation Roleplay, where players take charge of a species of sentient life forms, and lead them through the ages.

This NRP plays similarly to others, in that players make posts from the perspectives of their nation leaders, generals, politicians etc etc.

HOWEVER, however.

The RP will start during what we'll term as an "Evolution Phase". Evolution Phases are turn-based affairs, in which each player makes a post that covers the advance of their peoples over a hundred year period. Evolution Phases last five turns, so that's five hundred years. This will allow them to modify or adjust the courses of their civilisations, in reaction to those taken by other players, creating a live and dynamic history of their nation.

At the end of an Evolution Phase, the RP resumes as it normally would - with posts from the prominent characters of the time period.

If the RP lulls, or if players wish to advance the technology, the GM will then announce another Evolution Phase, during which time MIA players will be removed and new players admitted.




How To Play!


Playing this game is really simple; there's no dice, no need to write down stats or any of that milarky. This is purely a narrative exercise.

  • Fill out a City and Peoples sheet, and submit it for review in the OOC. If accepted, move the application over to the Character Tab and await the GM's instructions.
  • Once the game starts, the GM will launch the Evolution Phase with the first post of his people's progress; this should hopefully provide a gist of the kind of thing the game is asking from you. If in doubt, do as the GM does, or ask questions!
  • The GM will post a Turn Order - await your turn before posting during the Evolution Phase. This will go on for five turns (you will post five times!). Those who fail to take their turn without warning of possible absence will be automatically removed.
  • At the end of every Evolution Phase Post, you will provide a summary of all major societal/governmental changes and technological advances. This is to help with admin.
  • On the fifth turn, you will provide an updated map of your nation's bounds, identifying any key settlements.
  • Once everyone has taken their turns, the GM will announce the closure of the Evolution Phase, and the RP will begin properly. There is no turn based system for the normal mode of play, and things become nice and casual.




Evolution Phase Explained


An "Evolution Phase" is basically the history of your peoples, except that it is a "live" history, that can twist and turn its way through five centuries. What makes this feature unique is that each stage of your civilisation's development will happen alongside that of other players, allowing you to gear yourself towards technological, cultural or diplomatic conflict or cooperation.

An Evolution Phase post will be written as if by a historian, who chronicles the progress of your peoples. There's no need for a ten thousand word essay, but you do need to mention the key points of a century - whether it was a series of wars, technological innovations or national catastrophes.

The GM will provide an "end of state" advisory on the bounds of technological advancements allowed during the Evolution Phase, to prevent people from discovering WMDs a hundred years after they forged iron.

At the end of each post, players will be expected to give a brief outline (bullet points are fine!) of the significant advances and changes their civilisation has achieved during the century.

Study the GM's post if you're unsure how to write or format things properly - but you can't really go wrong, I don't think.

As mentioned previously, the Evolution Phase is governed by a turn-based post system, which will be published for all to see prior to the start of the phase.




Combat Resolution


This is an NRP, and despite the best efforts of mankind's greatest philosophers and mediators, there's going to be a situation in which two players want to destroy each other - which will in turn risk tearing the RP a sunder.

I have two simple premises for resolving battles, and they are as follows:

1) Mutual agreement between two mature players about a battle's outcome.

2) I take the opposing armies into account, and use a Total War game to fight the battle in a 1 vs 1 A.I match. The outcome of these battles are non-negotiable. Where the armies seem evenly stacked, I will simply use pre-generated forces and let them go at it. Where one army is vastly superior to the other, then I will of course modify the army set ups to reflect this.

If a player is unhappy with the results of a battle, whether they begrudgingly agreed to pre-determined outcomes or their fate was decided by Total War, then they are free to leave the RP. I will waste no time in catering to this childishness. People lose wars, it happens, get used to it.




Handling NPCs


Standing between the handful of player-controlled nation states and world domination, are the innumerable masses of NPC entities.

Crush, stomp and murder them at will, or alternatively, absorb them through peaceful means. It matters little - they are filler content, and nothing more.

This of course changes, when two players both want the same area. As with battles, I'd prefer mature players to discuss things constructively, but where diplomacy fails, we'll call on Total War to relieve us of our selfish burdens.

Empires that spread rapidly will come under close scrutiny, but will not necessarily be smacked down by the almighty GM. If the story behind rapid territorial expansion sounds reasonable, then I'll likely let things be.

Nation Bots: Throughout the NRP, as GM I reserve the right to "summon" a significant NPC entity that threatens a player (or players) either politically, economically or militarily.

When dealing with Nation Bots, your moves will be watched closely; anything unreasonable will be overruled by yours truly.

An example of this, would be the emergence of a "mongol horde" type threat. If your leader brushes them off by dispatching some half arsed force to deal with them, I may step in and ask you to reconsider the seriousness of the threat.

If you wish to diplomatically engage with the entity, consult me either in the OOC or via PM, for their response to your efforts.




Custom Races


When one thinks about it, humans are a totally awesome race. We're a mixture of so many things; we've built empires, slaughtered millions of ethnic minorities cured loads of diseases, invented about a bajillion different religions, and are driven to accumulate more than what we already have. There's more to it, of course, but that's just a little summary for ya.

However, speaking from experience, this whole four-limb, monkey-related get up can become a bit of a drag. And that's why, in this new world of ours, we should be free to pursue whatever species we'd love most to see thrive throughout the ages.

Raptor people? Amphibians? Rat men? Orcs? Dwarves? Whatever floats your boat.

HOWEVER, the more outlandish races will come under scrutiny, so do not be embarrassed if I draw attention from other players to your app, so that I may see what the consensus is. Even if you PM in secret a proposed race, if I am uncertain about it, I will still haul it before a People's Tribunal and let the masses decide.

There is no magic in this world, but my arm might be twisted when it comes to mental abilities i.e telepathy. Although, again, a People's Tribunal will probably be called to decide.

Do not attempt to make a race of super men. Be reasonable. Humans have their advantages, which are equalled by disadvantages. Try to do the same.




City and Peoples Sheet


Caution: This is a draft sheet, and is under review. Draft at your own risk.

Species Sheet


Name of Species: i.e Orcs, Skaven, Humans, Gorillaraptors etc
Genetic Compatibility: A bit gross, but what other races can they mate with? If anyone?
Physical Characteristics of Males: Male appearance. If applicable.
Physical Characteristics of Females: Female appearance. If applicable.
Physical Characteristics: If your race is one of those self-sexing types. Ignore if it's not.
Life-Span:
Diet: Herbivore, Omnivore, Carnivore etc.
Racial Attributes: Resistances to certain climates, elemental weaknesses - anything important that your race can or cannot do. An example would be a fish race struggling to breathe on land, or dolphin-people only being able to communicate telepathically.
Age: How long have they existed for? Humans were around for 200,000 years, and only started building cities 6,000 years ago. This is a benign detail, aimed it giving a little colour.

City Sheet


Location on Map. Put a big dot for now, and I'll copy it the best I can into the big map. If you can't do this, THEN HOW THE HELL HAVE YOU SURVIVED THIS LONG IN THE 21ST CENTURY I'M JOKING JUST GIVE ME A ROUGH IDEA AND I'LL DO IT FOR YOU LOL :D


A picture of your flag - or a text description.


Name of City:
Population:
  • Males:
  • Females:
  • Half-Races: If applicable

This is an early indicator of your race's overall demographics. Girl power? Sausage fest? Balance? A million people is probably the utmost limit for a race of bipedals i.e humans.
Known For: Industry? Agriculture? Fine spices? Recurrent Civil Wars? Art? The things that others would associate with the city.
Culture: A brief overview of your city's starting culture; is it heavily embedded in religious beliefs? Is there gender equality? Is education prized? Is it warlike? Does it have laws?
Religion Overview: Who do they pray to? The Sun? Give a brief outline of their religious beliefs; are they Jesus loving compassion bots? Or are they constantly seeking more BLOOD FOR THE BLOOD GOD?
Government Type:
Calendar: Promethean or custom.




tl;dr to be found further down :)

Still under construction, but it's ready for public scrutiny. Most of the big stuff has been nailed down, just a matter of refinement.

A Kingdom Under Siege


Grythelm has ever stood as an independent trading city; a prosperous gateway between the civilised and industrious nations of the east, and the unruly, backwards tribes of the west. Through her gates goods from both worlds passed, and into her coffers fell decades of generous tariffs. Her walls stood tall, her soldiers strong- for five centuries, no foreign power dared to threaten her sovereignty.

In a city made of wealth, it was inevitable that one day greed would drive a King to madness.

King Keradon, the eighth Crown Bearer of House Jalsador, saw that the west was a fruit ripe for the taking; indeed, for what were a random collection of villages, spread out over hundreds of miles, to a King who possessed a legion of steel and heavy horse? Would it not be best, if the city-state of Grythelm became the Empire of Grythelm? Such thoughts occupied the mad King, whose lust for power beyond his means grew to a point of great folly.

A year of warfare; a surprise attack on the liberty of a hundred western clans. Thousands slain, dozens of savage realms brought under the banner of the mighty Grythelm. Atrocities were committed; men quenched their lust for all things earthly on the hapless populations they enslaved. Indeed, it seemed that for a moment, the King may not have been mad - just another powerful fool who would cause unimaginable suffering at the behest of his own legacy.

But each month saw more losses in the King's ranks; every hundred miles of land taken, only stilled the resolve of the savages. Eventually, the Grythelm campaign ground to a halt, and at the Battle of the Black Crag, the mighty army of the world's most prosperous city-state came crumbling down in an hour of the utmost savagery. Of the ten thousand Royal soldiers that entered the vast expanse of the west, none returned.

Chief among them, the Crown Prince - and this loss only broke the King's already fractured mind.

And now the savages have come to reap their vengeance upon Grythelm. The western defences were overcome in a single night; the defenders too few to cover walls so mighty, and the attackers too courageous in their costly assaults. A day later, the West Bank fell - thousands of citizens caught in an orgy of rape and slaughter, as the savages sought to repay the atrocities of the King's campaign ten-fold.

In the trembling War Room of Grythelm Keep, around a table of maps, does our story begin.

A Prince tempts his father from further folly; a King denies the inevitable.





Prince Galdron, a young man of his mid-twenties and as handsome and as tall as any member of Royalty should be, arched his back over the vast oaken table.

"The Wildmen have broken through on a wide front, sire," he said, not looking up to acknowledge his father's passive gaze. "They have surged across the South Bridge, and are battering down our defences along the North Bridge. A Count and his men have deployed to contain the southern breach, but he will not hold for long. If we do not dispatch reserves to the north, then we'll face a similar situation there."

King Keradon snickered, his glassy eyes rolling over the map of his city with insane denial. He waved his hand dismissively. "Captain Hulwater's counter attack will bring the Southern Front under control, he's a good man and full of courage. As for the north, I believe Captain Grymes is preparing his regiment to drive the savage scum back into the West Bank as we speak."

Prince Galdron's eyes widened as he listened to his father's prattle, and he locked glances with Brigadier Eckhardt - a Galbadian commander, who had arrived with two hundred fusiliers as a token of his peoples' support. Most of them had died on the first night of the siege. Eckhardt tugged at his collar nervously.

"My Lord," the Prince stuttered, knowing his following words would throw his father into a rage. "Captain Hulwater was slain on the West Bank six hours ago, and Captain Gryme's regiment is barely holding the North Bridge as we speak. There will be no counter-attacks, no victories - we must evacuate the city!"

The King lurched forwards, and slammed the table. "LIES! You traitor!" He roared, catching Prince Galdron across the face with the back of his ring-laden hand. "You want my throne, you insolent little prick! You want to pack me up and send me on my way when we're on the verge of victory! I knew you were scum, but if only I knew the real truth!"

Brigadier Eckhardt, in his strange grey uniform - all flattened with exquisite red lapels and gold buttons - grunted. "Begging your pardon, your grace," he spoke with the guttural twang of a Galbadian, "but the Prince has made an accurate assessment of the situation. The city, speaking from a military standpoint, is lost. There are simply not enough men to hold back the enemy. My country will prove a sound safe-haven for your peoples, until we are able to bring the situation under control at a later date. Order the evacuation, and let us live to fight another day."

The King's face scrunched into a portrait of mind-rending anger, and he turned, spitting his words. "I AM IN COMMAND HERE! THIS IS MY CITY! MY PEOPLE! MY LEGACY!" He suddenly caught his emotions, and a guise of calm passed over him. His breathing slowed, and a feint smile formed. "My son, you must take the remains of the 1st of Foot, the Brigadier's rifle company, and whoever still has the will to save this city, and lead a counter attack across the South Bridge. Drive those savages out of the East Bank, push them into the West Bank, and make them fear the day they ever thought they could lay waste to our glorious city!"

The Prince shook his head, "my lord, that's barely a hundred men. Against thousands. What you are asking for is impossible!" He had neglected to inform his father than the '1st of Foot' had ceased to exist entirely back on the West Bank.

"IS THERE STILL A PRINCE HERE THAT WILL DO HIS DUTY!?" The King roared, sweeping the table with a clumsy hand, and sending goblets and map counters crashing to the floor. "MUST I RIDE OUT MYSELF, TO DO WHAT HAS TO BE DONE?"

The Prince merely sighed, as Eckhardt found a place on the floor on which to stare. "As you wish, father."




Fighting rang out ahead, as the Prince led his hopeless hundred through a network of burning thatch, screaming children and sobbing mothers. Sword in one hand, shield in the other, he prepared himself physically and mentally to meet an enemy he had no real prospect of defeating. The mood of his followers reflected his own; they were a motley bunch, divided by wealth and combat experience, but bound by an unassailable courage to achieve the impossible or die trying. Some were men-at-arms, whose masters had perished earlier in the siege; others were knights whose fiefs had been destroyed outside the walls. There were also nobles, whose livelihoods would perish with the city, and thus had resolved to die in combat than live as penniless refugees in a foreign land.

Hired blades had been drafted in, and they represented the Prince's more exotic warriors. Galbadian fusiliers, in their neat uniforms and brass buttons, marched with muskets held at the shoulder - this was not their fight, but they were professionals, and theirs was not to reason why, they were but to do and die.

And die they all would, the Prince had little doubt of that.

The end of a street gave way to the conflict that had erupted at the South Bridge; dozens of men in mail and plate, fought in pockets against a rising tide of armourless savages. Buildings blazed, collapsing in explosions of searing embers; in the distance, masses of wildmen streamed across the South Bridge, desperate to enforce their foothold on the East Bank.

"For honour, for the city!" The Prince roared, raising his sword and pointing it forth. His company echoed him, and together they surged forwards into the chaotic melee.




Too Long; Didn't Read :/


The city-state of Grythelm has prospered for generations as a trade city, nestled on the borders of an industrialised and civilised east, and a lawless, barbarian-like west.

The current King of Grythelm decided it was high time he annexed the barbarians, and sent his army forth. At first there were many victories, and great swathes of the west came under his control. However, ultimately, his forces were ground down by the numerical superiority of a "hundred clans", and his campaign was utterly defeated at a climatic battle. There were no survivors.

Now the barbarians have reclaimed their lands, and launched a campaign of their own - striking at the city itself. They overcame the western defences, and the West Bank; they've pushed across the South Bridge into the surrounding streets, and are trying to do the same at the North Bridge.

The King, mad with denial at his impending doom, has sent his son on a suicidal counter attack with merely a hundred men.

The story starts as the Prince and his contingent surge head first into the faceless masses of the savages.




Rules


  • Players take on the role of the Prince's men.
  • I am the Prince! Woooohoo.
  • We cut our way through the savages, retaking the city in a heroic feat of arms, or we all die and the city falls.
  • No magic/Super powers.
  • Story has no established direction; we'll make it up as we go!





Classes


Militia

Citizen soldiers, conscripted into the Prince's ranks, or who have otherwise volunteered. They are armed with whatever they can get their hands on; frying pans, pitch forks, rusty mail. They are unskilled, but their courage should not be doubted.

Men-At-Arms

Professional soldiers, wearing whatever armour they can afford. They are typically trained and are seasoned veterans of battle. They form the backbone of the city's defence force. Their masters are probably dead or unaccounted for, and they serve the Prince purely because honour demands it.

Archer

Lightly armoured, but carrying a variety of ranged weapons, these men and women are trained in the use of bows and crossbows. They have been a thorn in the savages' side since the beginning of the battle, and have inflicted grievous losses on them throughout.

It goes without saying that if an archer is captured alive, then the savages treat them to a fate worse than death.

Knights

Moral crusaders, upholding the universal ideals of chivalry. Typically they wear expensive armour and use robust weapons; they are masters of mounted combat, and are hardened foot soldiers. They will die before suffering dishonour, and form the Prince's hardened core of elite fighters.

Nobles

If the city falls, then these men and women will lose their livlihoods, condemned to live as vagrants in a foreign land with no title or wealth. Whilst some have left the city with all the gold they could carry, for others it is not so easy; a defeat here will consign them to a fate worse than death. Therefore, they will die in battle before they see some stinking savage counting their gold!

Some are veterans, some have never held a sword before; they're a mixed bunch, but with their wealth, they are certainly carrying the best weapons and armour that money can buy.

Galbadian Fusiliers

A hundred leagues onwards, into the valley of death, marched the one hundred!

Fusiliers are pseudo 18th century musket men, professionally drilled in the use of tight-unit tactics and the employment of the musket. They are well disciplined, and do not consider dying in a foreign land a negative thing; indeed, they are merely carrying out the commands of their parliament - whatever end awaits them, will be in noble service to their homeland. A soldier's death is not to be frowned at, it is to be embraced.

Their muskets will sweep aside even the most heavily armoured combatant, and their bayonets are sharp. However, their field-grey uniforms, for all their beauty, do little to deter an axe swing.

Hired Blades

Mercenaries are a normal part of Grythelm's mercantile heritage.

When thousands of screaming savages descended on the western wall, it was no surprise that the king found himself able to call forth hundreds of these sell-swords. They made a world of difference in the early hours, but after the West Bank fell, many deserted, whilst others were simply killed in the fighting.

Those who remain do so because they are honour-bound to uphold their contracts, or carry a moral obligation to stand and fight.

They ail from all four corners of the known world, and bring a variety of weapons and fighting styles to the table. They're a wild card, that could either tip the scales, or bring them crashing down.




Character Sheet


Appearance:
Name:
Gender:
Age:
Class:
Renowned Skills:
Armour:
  • Head:
  • Chest:
  • Arms:
  • Groin: If applicable
  • Legs:
  • Feet:
  • Hands:

Weapons:
  • Left Hand:
  • Right Hand:
  • Back:
  • Sheathed: (Back up weapon/s)

Personality:
Other:
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