Last Days of the Alliance-Reboot

Outsider, Noble, Paladin Roster
OUTSIDER ROSTER

Lieutenant Alranis Thornblade, you have been ordered to report to the Quel'Lithien Lodge by order of the Ranger-General and His Majesty. Your first assignment will be to report in to Commander Highblade for your operational orders in Lordaeron.

FORCES:
  • Ranger-Lieutenant: 1
  • Farstriders: 20
  • Elite Rangers: 2
  • Dragonhawk Riders: 4
Notes: Your first command consists of two sections consisting primarily of newly-trained Rangers headed by two veterans. Due to the hazards of the environment, the Commander has also decided to grant you a sizable part of the newly-arrived Dragonhawk contingent for use in scouting where Ranger deployments would be impractical. A needless precaution you would think but you will hardly turn down more elves. One of the primary advantages of Lodge work is that advancement and an increase to the size of your forces comes very quickly, especially in times of war. Succeed and you might command the Lodge yourself in the not-so distant future.

FOOD:
  • 100/100
Notes: Thanks to the Sunwell and years of physical conditioning, Rangers can sustain themselves on far less than the average elf, let alone the average human. That being said, should you take responsibility for refugees, elven or otherwise, you will quickly find your supplies stretched.

PEOPLE:
  • N/A
Notes: A Ranger unit has no need for noncombatants away from the Lodge. Still, one of your tasks will be to find and rescue any elves still in Lordaeron and you can't expect all of them to be priests and soceresses.

HOPE:
  • 100/100
Your troops are all freesh recruits from deep within Quel'thalas. For them, the death of a human king seems almost unremarkable and the chaos of the south, a myth. For now, your elves will serve without fear or hesitation.

Tildis Railflow, you command what's left of the Second Gnomergan Mechanized Company, which has had the dubious distinction of being the primary nonhuman unit attacked by Prince Arthas's expedition. Your forces have been waging a fighting retreat beyond the city walls where a farm has been converted to a makeshift airfield. Most of your mechano-tanks are destroyed and a few of the gyrocopters never got off the ground. It has been chaos around you ever since but your presence proved to be a beacon to the Princess and her retinue. For some reason she seemed almost disturbed when so many gnomes came crawling out of the woodwork shoting her name. Well, it's been a hard day for her too so that's understandable. Right now, the Second needs to get moving again to secure rations and the Princess's safety.

FORCES:
  • MG Mechano-Tank: 2
  • Flamer Mechano-Tank: 2
  • Tanki: 1
  • Gyrocopters: 8
  • Swifti: 1
  • Gnome Guards: 10
Notes: Gnomes do not fight as other races do. Lacking the strength for melee combat, gnomes rely heavily on various magi-mechancial devices to battle. The Gyrocopter, descended from the Flying Machines of the Second War, come equipped with machine guns capable of firing at varying rates, all of which are much faster than the most skilled rifleman, to tackly targets in the sky and small bombs fashioned after dwarven explosives for targets on the ground. The mechano-tank can fight with either a mounted machine gun capable of firing at the ground or in the air or a mounted flamethrower with a wide area of effect. Swifti and Tanki are your personal gyrocopter and mechano-tank respectively. Both have been fine-tuned over the years for increased performance and come with special improvments. Swifti comes with a special cargo hook capable of transporting anything up to the size of Tanki through the air. Tanki can stabilize itself in one place to fire shells from a dwarven mortar built into the hull.

FOOD:
  • 20/100
Notes: The capital was aleady running out of food before Arthas arrived and your stores had to be abandoned in order to save what was left of the Second, including the phlogiston collector. What food you have now is due to the remaining harvest abandoned by the farmer, most of which has gone to the Princess's forces.

PEOPLE:
  • Mechanics: 20
  • Gnomish Refugees: 23
  • Dwarven Refugees: 72
In addition to the noncombatants needed to keep the Second running, some groups of Gnomes and Dwarves that were living in the capital have clustered around the Second, seeing in their kin the only source of security they have in these dark days.

HOPE:
  • 40/100
Note: King Teranas might not have been your King but his death, combined with the loss of so many of your brothers eats at the hearts of the gnomes of the Second. However, the discovery of the Princes has buoyed their spirits and given them a purpose beyond immediate survival. They will fight on.

Captain Isabella Saltspite, it seems you have been thrown out of the frying pan and into the fire. Escaping Northrend with your life, you hoped to provision your ship in Stratholme, only to find an even worse hell than the one you escaped. Low on provisions, your crew must survive to discover what has happened to Lordaeron.

FORCES:
  • Commodore: 1
  • Captains: 2
  • Ship's Mates: 9
  • Marines: 60
  • Tidesages: 3
  • Hydromancers: 3
  • Chaplains: 3
  • Heavily-Armed Whaling Ships: 3
Most whalers have but a few harpooners and almost no guns or cannon. You are not like them. The thirst for beast blood has driven you and your crew onward and it shows. Each ship bristles with 16 cannon and each man in the whaling boats is skilled with a gun and a harpoon. And no sane Kul Tiran captain would be without a Tidesage to commune with the Tidemother, a secular hydromancer in case the Tidemother isn't listening, and a chaplain sworn to the Light for non-Kul Tirans. Combined, your squadron is a handful though they've never faced something like this.

FOOD:
  • 20/100
Notes: Praise the Tidemother for those whales for otherwise you'd be boiling boots and grinding up rope. But ship's biscuits mixed with week-old whale meat and waterered-down ale is no way for a man to live. Provisioning in Stratholme seems impossible and many wish to make for the great estates to the west, though they will concede there is enough for at least one expedition, possibly more if the salvage is good.

PEOPLE:
  • Cannonneers: 48
  • Cooks: 3
  • Surgeons: 3
  • Quartermasters: 3
  • Coopers: 3
  • Crewmen: 36
Notes: Many men in your squadron do not venture ashore on expeditions, and instead maintain the fleet for your return. Guard them well, lest you be stranded on foreign shores.

HOPE:
  • 60/100
Notes: You and your men may not know the tragedy taking place in Lordaeron but you know that hunger and the dead surround you. Solving both these problems will aid their recovery greatly. After all, this is not their land and they have a very easy means to leave it, more than these Lordaeronians can say.

NOBLE ROSTER

Lord Victor Drakonheart, your family has never been one for convention. Owning less land than even some yeomen farmers, your family gained prominence through its saavy use of trade and commerce, building a network that stretched across Lordaeron. A network that seems little good as the Plague and now Arthas are doing what the full might of the Orcist Horde could not. But you are not without assets. Your coffers are full, your sisters are marriageable, and Hearthglen still stands, ironically in no small part due to the traitor prince. With skill and just a bit of luck, you might see the Drakonhearts rise to the top of Hearthglen's squabbling nobility.

FORCES:
  • Lord: 1
  • Swordsmen: 60
  • Knights: 5
Notes: A supplementary force of a lordling, Victor does not command a large force but rather a force paid for with the highest coin that his father could afford, becoming loyal to Victor, whilst being commanded by five knights loyal to his House.

FOOD:
  • 40/100
Notes: Mostly food for Victor's own entourage, Victor also now depends on the foodstuffs given to him by the people and lords of Hearthglen, Bishop Isillien of the Silver Hand, who stands as a regent for the still-young Taelan Fordring.

PEOPLE:
  • Sisters: 2
  • Servants: 20
Notes: A loyal score of servants, both young and old, who have served your family for generations.

HOPE:
  • 80/100
Notes: With the Kingdom looking grimmer and grimmer, the sanctuary of Hearthglen is a welcome reprieve for you, your sisters and retinue.

A few days ago, you were Franzizka Schanztal, a lady-in-waiting without any prospects. Now, you are Princess Calia Menethil, heir to the throne of Lordaeron, so long as no one contradicts your claim or kills you. Calia would doubtless immediately try to locate additional followers in the city and try to restore order but you are not her and you know there are far too many people within who might be able to see through your ruse, especially when you are still uncomfortable with it. No, you must flee lest the growing throng of followers overwhelm you. But where to go? Northwest, to the secluded forests and the isolated estate beyond? South to the ferry, to Alterac and trying to navigate around the rumored host in Andorhol and the Stromic regiment said to be stomping around? Southeast, to Hillsbrad and its ambitious Grand Marshal? And what of your birth family, hidden among the great estates near Andorhal? You are faced with a variety of imperfect choices, where a single mistake can mean your death, or worse if your "brother" gets his hands on you...

FORCES:
  • Swordsmen: 50
  • Spearmen: 30
  • Archers: 30
  • Knights: 15
  • War-Clerics: 5
Notes: Sir Meklud detached a company of men to serve as your bodyguard. It is good to know a large group of men stands between you and everything wanting to kill you. You insisted that the knights remain with Sir Mekuld, officially because they would be of better use to him and more accurately because you have attended a few knights and don't want any of them to start thinking about the Princess or her retinue.

FOOD:
  • 30/100
Notes: You are in charge of most of the group's food reserves and you can tell that even after requisitioning every scrap that could be found that unless you and yours leave and soon the growing mass of refugees will starve you all. You've even heard rumors that back in the city men have started to butcher each other to be sure of an Unblighted meal. If you don't leave now or force any of the local notables to disgorge their stores (which runs the risk of you being discovered) it might be very difficult to truly escape the city and to reach a better-provisioned part of Lordaeron.

PEOPLE:
  • "Princess": 1
  • Servants: 12
  • Artisans: 63
  • Farmers: 31
  • City Dwellers: 704
Despite your best efforts to have your company keep the news of your survival secret, rumors have been spreading and more and more people are stumbling into your camp outside the city walls. Thankfully, none of them ever worked at the palace, yet, so the more immediate concern is to keep your supporters from starving you to death.

HOPE:
  • 50/100
Notes: The King is dead. There are undead in the city walls. People have begun feasting on each other. The growing throng is both terrified of the city and what lies beyond the walls. Only you provide them any sort of comfort, giving all the hope you can and leaving none for yourself.

Lucian Hargrove II, Baron of Light's Point, even in your distant corner of Lordaeron, it seems you are destined to contend with the growing chaos. You have arrived with a small group of bodyguards only to discover chaos all around you in the wake of the King's death. You are met by the Barons of New Avalon and King's Harbor as well Lady Brigitte Abbendis, attending in place of her father, and seemingly also in place of her husband, Baron Rowley of Corin's Crossing, who has not arrived for reasons that remain a mystery to the group. Baroness Gladstone is also not present but the cause of that is clear.

A messenger arrived shortly after you announcing, that the Gladstone was dead, butchered by bandits. According to the messenger, a servant of the family managed to rally the Gladstone men to drive them off but some wonder if this is so. None have forgotten how a peasant uprising heralded an Orcish invasion during the Second War and paranoia, especially after the death of the King, is rampant. You are questioned about these events but it is clear a man wouldn't ride to meet the local notables with only a few bodyguards so soon after murdering an entire family. You will need to help prepare a response not just to this but to rest of the chaos unfolding across the realm.

In more pleasant news, another messenger has informed you that the commander of Light's Point Tower, has decided to place himself and his forces under your command, due to the growing crisis and the death of his superiors at the capital and elsewhere. They will be a great aid to you.

FORCES:
  • Baron: 1
  • Captain: 1
  • Swordsmen: 75
  • Spearmen: 50
  • Archers: 40
  • Knights: 10
  • Militia: 100
Notes: Light's Point has always needed to be ready to repel Troll raids, justifying the presence of a large militia. Now reinforced by the garrison of Light's Point Tower, Baron Hargrove has a surprisingly large well-trained force for a fief of his size.

FOOD:
  • 100/100
Notes: Light's Point did not receive any grain from Andorhol and the lands of Light's Point and sea beyond have always more than provided for your people. Fish and homegrown crops provide a robust diet.

PEOPLE:
  • Farmers: 180
  • Woodsmen: 20
  • Fishermen: 20
  • Artisans: 8
  • Servants: 4
Notes: Nestled in the mountains separating Lordaeron from the Amani, Light's Point is a small farming and fishing community, isolated from all harm save for the occasional bold Troll freebooter.

HOPE:
  • 80/100
Notes: The King's death darkens the hearts of all, especially with the chaos in Havenshire but with the dead so far away, it is easy for the people believe that they will survive whatever comes next.

PALADIN ROSTER (One Slot Still Open)

Durrant the Sixth, you are an unusual paladin. A common man becoming a knight, mastering the self-discipline needed to properly wield the Light and renouncing all titles and ties with the Order to return to his farm is unheard of. Lord Uther himself was heard to have praised your humility and when you left the Order you received enough gold for your years of service to purchase your land and the surrounding plots from the Baron of Northdale, ascending from serfdom to the rank of a yeoman farmer. You had believed your struggles were over but the Scourge and Arthas have put paid to that. As you were retrieving some of your old equipment, the pieces you were allowed to keep, one of the Baron's knights appeared at the front gate to your land. The Baron has long been an admirer of yours and he's summoning you to his estate.

FORCES:
  • Paladin: 1
Notes: You could press your children and farmhands into service if you so wished. But for the moment, you are the only man who seeks to take up arms on your farm. However, if matters with the Baron go the way you think they might, you will likely be commanding a much greater host very soon.

FOOD:
  • 100/100
Notes: No one would confuse your lands for one of the great estates to the west. But it more than provides for your family.

PEOPLE:
  • Wife: 1
  • Daughter: 1
  • Sons: 4
Notes: One of the advantages of a large family is that past a certain point, you have no need to hire farm hands.

HOPE:
  • 80/100
Notes: Northdale is close enough to Stratholme to know of the horrors beginning to trickle out and the death of the King has shaken many. But, with a stalwart warrior like yourself at hand, there is room for confidence.

Sister Johanna, the Dawnbringer, you readied yourself for war many years ago but it seems to pass you by and there's always been a part of you that wondered if the path you took to become a Paladin was the best use of your life. Those doubts are gone now. The Light is needed in Lordaeron now than ever as you see people continuing to race east to escape the Scourge. Just now you have stumbled upon a truly grisly sight: a young woman, a girl really, surrounded by what appears to have been recently reanimated corpses. A sword is by her side but the corpses all appear to have massive burns all over them. The girl, herself is in shock, her hair bleached white in terror.

FORCES:
  • Paladin: 1
  • Paladin-Acolytes: 2
  • War-Priests: 2
  • Swordsmen: 12
  • Spearmen: 7
  • Archers: 13
Notes: A small force of soldiers has begun to assemble around you and your retinue, mainly stragglers or men purporting to be stragglers. In more peaceful days, you'd investigate this but as it stands you can't afford to turn away any help.

FOOD:
  • 30/100
Notes: The rations you got at the start of your journey are nearly gone due to the soldiers and refugees flocking around you. You can easily reach Andorhal but in the long-run, more supplies will be needed.

PEOPLE:
  • White-haired Girl: 1
  • Refugees: 102
Notes: Many refugees will cling to any hope they can find and a Paladin of the Silver Hand is a very hopeful figure. They are devoted but hard to feed and they will need a destination sooner or later.

HOPE:
  • 80/100
On this journey Johanna has proven to be a capable paladin in her fights with wandering undead and the news of Uther's survival and his rallying the army and Andorhal has led many to believe the worst is truly behind them.
 
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Soldier Roster
SOLDIER ROSTER (One Slot Remains Open)

Marshal Tailion Halford, the Third Aerial Lancers have held a distant vigil over the skies near Stratholme, unable to help the elements of the Silver Hand still within without reinforcements. Reinforcements that are clearly not coming. You have assumed command over the forces at Northpass Tower but now you must decide your next move. Attempt to fulfill your original orders to reinforce the men in Stratholme or listen to the rumors of Lord Uther calling all forces of the Royal Army to Andorhal?

FORCES:
  • Sky-Marshal: 1
  • Gryphon Lancers: 36
  • Enchanters: 12
  • Captain: 1
  • Swordsmen: 20
  • Archers: 20
  • Spearmen: 10
Notes: The Gryphon Lancer was born after the Second War showed the need for an aerial force to combat threats like dragons. The Wildhammer dwarves were happy to supply Gryphon eggs but the storm hammers wielded by their riders were too sacred to be given away. The lance is an imitation of the lances used by Dragonhawk Riders, capable of releasing magical bursts at a target in the air or on the ground. Squadrons operate in tandem with teams of enchanters who recharge their lances, compensating for the lack of magical reserves possessed by Dragonhawk Riders.

FOOD:
  • 60/100
Notes: While the Northpass Tower is normally well-supplied, the need to destroy the grain stores and the lack of any new shipments has led to the group's food reserves starting to run low.

PEOPLE:
  • N/A
Notes: Any refugees that reached Northpass after trying their luck with the elves have already been sent to Northdale or Tyr's Hand. Nothing can be spared for noncombatants right now.

HOPE:
  • 50/100
Notes: The Third and Northpass have clearly been forgotten but discipline holds and the men will obey your orders.

Sir Connor Mekuld, destiny smiles on you. Traumatized by the events of Stratholme, you were unable to continue with Prince Arthas, and drifted back to the capital, just in time to see his return. Rallying a small force of veterans and city guards, you led them into the palace, desperately trying to save something, anything. You had all but given up on being anythign besides the witness to another massacre when one of your men managed to discover none other than Princess Calia herself. Despite her insistence on her secrecy, you have rallied various bands of men across the city, including a mage of the Kirin Tor and now the Second Gnomeragn Mechanized Company. Now equipped with a regiment of men you are ready to reclaim your honor by restoring the rightful heir to the throne.

FORCES:
  • Knight-Commader: 1
  • Swordsmen: 313
  • Spearmen: 154
  • Archers: 172
  • Knights: 83
  • War-Clerics: 40
Forces: You have detached a company to serve as the bodyguards of the Princess, leaving the bulk of the men with you. You are ready to lead this host to whatever end the Princess might command. You have urged the Princess to try to recruit the remaining forces of the Royal Army in the city to her side but she insists that they should remain here to hold off the undead. You trust her judgment.

FOOD:
  • 10/100
Notes: Trusting in the Princess's wisdom, you have left the bulk of the food stores with her, leaving just enough to keep your men going for a few days. You are not concerned about this, if no new source can be found, the city Barons can be commanded to supply your men by royal command.

PEOPLE:
  • N/A
Notes: The Princess can readily tend to the civilians, allowing you to focus on military affairs. You wish you could invite more to her side but given the lack of supplies, it is for the best.

HOPE:
  • 60/100
Notes: The men were scared and traumatized by the hell they endured in the capital but now they are beyond the walls and ready to march to restore the Princess to her throne. Where she leads, you will follow!

Captain Luthon Farhill, you have endured a terrible blow. Your family is dead and now it seems only your duty compels you forward. Tyr's Hand is ruled by DukeJames Abbendis, once granted the rank of General by the King, though it was withdrawn when the war ended. A force of the King's Men has remained in the Hand ever since the end of the war and with the King dead, the officers are debating the next course of action. Some argue that the traditional action is to serve the nearest noble until word is received from the next monarch. Others argue that the orders given by Lord Uther supersede these traditions, and now they should march west, to reinforce the Royal Army at Andorhal. Your veterancy gives you a great deal of weight in this debate: do you grant your men to Duke Abbendis or march west to the aid of Lord Uther? Or perhaps do something else entirely? The men await your answer.

FORCES:
  • Captain: 1
  • Swordsmen: 70
  • Spearmen: 50
  • Archers: 80
Notes: Your company is hardly the largest or the best equipped but then again, it was meant to be a reserve force to assist the local nobility in quelling troll attacks and the occasional bandit raid or peasant revolt. Still, it is your company and you have seen it each man is well-drilled and ready to do his duty to the throne.

FOOD:
  • 100/100
Notes: Tyr's Hand is a well-supplied city and Duke Abbendis is ever a careful provider to the Royal Army. You will never run short as long as you remain here and as long as the farms to the east keep producing.

PEOPLE:
  • N/A
Notes: You are the Captain of a company of the Royal Army of Lordaeron, not a nursemaid. Refugees and the like are a matter for Duke Abbendis.

HOPE:
  • 70/100
Notes: The wounds your heart has suffered will never fully heal but the men themselves still feel confident and secure. Draw from their strength, and know that among your brothers-in-arms you are never alone.

Sgt. Double Steward, your path, long ago parted from your kin now in Stormwind, has kept you a sergeant in the King's Men while native sons of Lordaeron have been promoted to greater things. But today, matters have changed. When you arrived in Ambermill you saw the town emptying. The banners of Gilneas had been bought down and wagons were leaving the village as quickly as possible, guided by angry, grumbling peasant. At the heart of the village you found out why.

By decree of King Genn Greymane, the lands of Gilneas were to be sealed by the end of the month. All Gileans who failed to journey south behind the Greymane Wall immediately would lose their status as Gilnean subjects and would have to look to their own defense. As you read this, you were approached by someone you knew to be a clerk of the village, now styling himself as Magsistrate. He has a proposition for you: many have no desire to leave their homes and if you could offer so much as the promise of Lordaeron's protection, he would be willing to turn the entire town over to you. With Lord Crowley already dragged away beyond the wall, no one would oppose your elevation. True, Baron Silverlaine to the west has refused the King's order to abandon his people so all of Crowley's lands might be outside your grasp but even this much would make you a Baron in all but name. And who would oppose it? Terenas is dead, and so are your superiors in the capital. Such a tempting once-in-a-lifetime offer, dare you refuse it?

FORCES:
  • Sergeant: 1
  • Swordsmen: 8
  • Spearmen: 4
  • Archers: 8
Notes: Your section is a small force indeed, but the need for qualified leaders is great. More men could be found at Ambermill or elsewhere if you decide the offer is beyond your means.

FOOD:
  • 100/100
Notes: Ambermill has always been a fertile farming community and with so much needing to be left behind, your men are already topping off their rations.

PEOPLE:
  • N/A
Notes: Civilians are not your responsibility for now, though that can suddenly change.

HOPE:
  • 100/100
Notes: The tragedy in the capital is a world away at the moment, though even if you leave, the men should still be in high spirits.
 
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APPLICATION:

Bertha Branchlivy of Browman's Mill



Race and Age: Human, 27
Archetype: Commoner
Location: Browman's Mill

Biography:

Bertha Branchlivy was born to a family of 6 other siblings, Bradley, Bill, Richard, Lewis and Paul. The eldest of the bunch and the only daughter of carpenter Bruce Branchlivy and Marigold Cowman, Bertha was born into a hard working family of ranchers and carpenters.

She had a good relationship with her grandfather Willy, who was an archer turned retired plowshare who served in the last Alliance-Horde war (and the one who bought property at Browman's Mill, where he had grown up), she only learned a little bit from Willy before he disappeared one day when she was 9 years old, saying that he "had to go pick up a package from the coast." Willy was never seen again, much to the distraught of his beloved granddaughter.

Growing up as the only daughter in an all boys household was hard for Bertha, and all the other village girls were mean to Bertha, often calling her a stupid cow.

Bertha had to tussle with her brothers from a young age and handle the family farm. She learned her father's trade as a carpenter, and while her brothers were off dreaming about being knights, soldiers and other jobs that would likely see their heads severed by enemies much bigger than them, Bertha had hard farm and woodworking labour to attend to, because as her father got older her work only increased, and her brothers were all too eager to spend what snippets of paltry coin drinking and following their father's fumbling foot steps.

Bertha was by all accounts not an ugly girl, but her father Bruce was an intimidating drunk and Bertha herself being an axe wielding, log splitting, hammer on nail hitting woman that herding and milking the Cowman's cows as well meant that she was built strong, sturdy and with rough hands.

Bertha was almost as broad and sturdy as the barns she helped built, and because of the amalgamation of various "unlady like" physical features, and her reputation for sticking up for her younger brothers and dragging them by the ears back home when they got too drunk and rowdy at the tavern intimidated many of the malnourished peasant men who may have been potential suitors for her.

Sometimes Bertha wondered if there was more to life than splinters in her fingers and the mooing of cows, and the jeering moo's many of the black eyed farmers and lumberjacks of Browman's tavern. Sometimes she believed that her rather beautiful singing voice would get her fame in some city, or perhaps she could save up enough to then petition the local lord to then build a mill. Or at the very least, inherit whatever was left of her family's property... being one of the few families who weren't complete tenant serfs, but rather freeholding peasants.

But when 'funny' stories about the grain being off and then people eating each other's faces hit, horrors of the Culling of Stratholme being the talk of the taverns, with some woodsmen saying they see rotten faces in the darkness and sometimes come upon ghoul shamblers... she started sharpening staves and praying to the Light that maybe she and her cacophony of idiot brothers, her ageing booze ridden beer bellied father and her sweet but increasingly senile mother and their lazy dairy cows could maybe survive.

Little did she know what horrors were to come.
 
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Sorcerer+Commoner/Priest Roster
SORCERER ROSTER (One Slot Still Open)

Bridgette Morell, your life has not gone the way you'd hoped. In a better world, you would be back in Dalaran, teaching young apprentices the basics of magic. Instead, you are huddled around a campfire outside the walls of Lordaeron. Your flight in the wake of Arthas's attack could be considered desertion, if there was anyone left from the Kirin Tor delegation to report you. You might take the fact that you are in the camp of Princess Calia Menethil as a sign things are looking up if you hadn't suspected a terrible truth: the woman leading you is not Princess Calia. Some might take her awkwardness or seemingly counterintuitive actions like keeping news of her survival a secret a consequence of her trauma but you see this as nothing but a means to keep herself from being exposed by interacting with people who actually knew the Princess, like you did, albeit more in passing than a deep connection.

Part of you wishes to exposes this fraud but another part wonders what good it would even do. Even assuming they would believe you, a very big assumption, who's to say the Princess is even alive now? And the people around you are only clinging to some shred of hope because of this lie. Is it truly right to take that away when it could mean their deaths? You do not know, which keeps you silent for now.

FORCES:
  • Mage: 1
Your abandonment of the delegation has left you alone but far from defenseless. From conjuring ice magic, to invisibility, to projecting barriers, and launch burst of arcane energy you have a variety of means to defend yourself, equal to the Mages who fought in the Second War if not better. There are limits to your power of course, you can't just open a portal to Dalaran to escape this nightmare nor can you teleport yourself and a group of armed men short distances (though you do bother to show up on time until a certain golden girl chasing snarks and grumpkins in the west) but in general you are a formidable threat. But your talent lies in teaching. Given a short time, you can teach anyone with the right disposition a few basic spells.

FOOD:
  • 100/100
Notes: A lesser-known talent of mages is the ability to conjure food. The amount you can produce is limited, no more than enough to feed yourself and a few other people but you are for now the one person in the camp who doesn't have to worry about starving to death.

PEOPLE:
  • N/A
You abandoned the Kirin Tor delegation back in the capital but you sense that among the refugees around you that there may be a few that have latent potential for magic. If you can identify them and start training them you can gain allies.

HOPE:
  • 10/100
You are alone in the camp of an impostor and her fanatics. There are very few ways this could get worse for you but they are all very painful.

COMMONER/PRIEST ROSTER (Four Slots Still Open)

Brother Vindicati, you have run for a long time. Assaulted by a hidden ghoul in the days prior to Arthas's arrival, you were rewarded for your vigiliance with a transfer to the village of Darrowshire, intended to keep you silent but in reality it ensured your survival. This morning, after hearing of the events in the capital you gave the sermon of a lifetime, an act of spellbinding oratory that enraptured the people. A Captain of the King's Men, Joseph Redpath, was inspired to station his men here to help defend the village. And even better, a Paladin who happened to be a native of the village, Davil Lightfire, promised he would mention your words to Lord Uther once he and his acolytes arrived at Andorhal. With the once-ruling Barov family attainted, you have become the effective ruler of Darrowshire, for as long as the people wish it so.

FORCES:
  • Captain: 1
  • Swordsmen: 40
  • Spearmen: 30
  • Archers: 30
  • Priest: 1
  • Militia: 112
Notes: While Lord Barov ordered his guards away months ago, the militia has done a good job defending Darrowshire from the few bandits and ghouls that have arrived so far and now with Captain Redpath's forcesm the villlage is secure, for the time being.

FOOD:
  • 90/100
Notes: The lands around the Darrowmere have always been fertile and Darrowshire is no exception. The former Magistrate, now fled for his life, delayed distributing the Andorhol grain Lord Barov sent to him before Barov's disappearance, which saved the lives of all in the village. That box is destroyed and the remaining stores are bountiful.

PEOPLE:
  • Farmers: 230
  • Artisans: 16
  • Deacons: 2
Notes: Like the other villages built in and around the Darrowmere, Darrowshire lives by his farmning with a few draftsmen in and around town to support the village.

HOPE:
  • 90/100
Notes: Your words have inspired the people, despite the horror of the King's death. You will see the people protected and the land purified of the Scourge, no matter what nightmares crawl out from the ruins of Caer Darrow.

Bertha Branchlivy, the forests grow dark. Browman's Mill is a quiet community built around the mill of the Browman family. Notionally, it is run by a Magistrate from the capital but he preferred life at court to actually doing his duty and now it seems has paid the price for his negligence with his life. In such moments, leadership often passes to first person willing to act, so when you started sharpening stakes for a palisade, other did likewise. You said the militia should be called up, and so it was. Even Stephen Browman, the mill owner has been willing to do as you suggested. Together, the village might just get through this.

FORCES:
  • Militia: 103
  • Veteran Militia: 8
  • Retired Rangers: 2
Notes: Browman's Mill is notionally protected by the Baron of Light's Chapel so it has no professional force. However, some veterans from the Second War live within the village and can train the militiamen into hopefully, a professional force.

FOOD:
  • 80/100
Notes: Browman's Mill is an isolated community and while this spared it from the Andorhal grain, it does mean it is dependent on its own farmers and the soil in this part of Lordaeron is not as good as it is further south and west combined with the thick forest restrictiong the amount of farmland.

PEOPLE:
  • Farmers: 100
  • Artisans: 48
  • Miller: 1
  • Unofficial Mayor: 1
  • Brothers: 5
  • Village Drunk: 1
  • Old Mother: 1
HOPE:
  • 40/100
Notes: The King is dead and your leadership had come because no one else wishes to lead. You had better be careful or the fragile confidence in your role will collapse.
 
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IC Link-Turn One Start
The IC thread is up.

Turn One begins now and orders will be due on Midnight Central Time on March 30th. Orders are limited to four actions each, submitted by PM on SV. I am not going to impose a word limit yet but I reserve the right to do so in the future.

@Cyanios @SteelWriter77 @ThatGuyMike @Terrafirma

As the four of you have doubtless noticed, your characters start off either in or about to engage in conversation with someone. Contact me on Discord or on SV to get moving on this.
 
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