Rebellion in the land of Veska.

Speaking of which, can I assume that dwarves are the standard, blacksmithing, hole-digging, hammer swinging, ale drinking, gruff talking, grudge keeping folk that we see in warhammer and LotR?

You hit the nail on the head with that description. Their basically an amalgamation of several types of dwarves.
 
Goddammit. We got the shit elves. Alright. Going human, thanks for the info.

To be fair wood elves are pretty cool, relentless tracks and archers who have been hunting in these woods since their fingers could wrap around a bow, know where and who you are from a fibre on a bramble three miles back and will hunt you down without remorse.

On the other hand you have high elves, masters of lore and architecture, sure they can building pretty spires or recount every detail of cadmodues' uniform. But they know nothing of the blade other than fencing, a sport for boys dancing in front of their mothers and calling themselves warriors.
 
[Strike]Then I will be king of the Shit Elves in the Forest of Melsemelle ...

Details pending edit[/strike]

Never got tge edit. Someone else be the elf
 
Last edited:
@See my smile
Is it okay if I modify the "Advisor" option to represent a small gaggle of mages that my character has brought together?

Edit:
Maybe just an army point cost instead of a character cost as well, or something like that?
 
Last edited:
@See my smile
Two questions:
1) I'm new here, how do I throw dice?
2) Is taking the "serfs" unit a sneaky way to balloon your population, considering they're just peasants you're pretty much forcing into combat?
 
Xon Pifor, Human, Rocbourne
Name: Xon Pifor
Gender: Male
Race: Human
Description: Though Xon was born thirty years ago, he easily passes for two-and-a-half times his age. He is entirely hairless. Wrinkles run across his body. His chest and face are badly burnt, and his eyes are set far back into his skull. Xon is entirely incapable of moving under physical power, or likewise standing without something to brace himself with, having has almost no muscle at all.

Xon's clothes are patterned after those of a young nobleman. On rare occasions, he'll wear one of the authentic pieces that he has preserved or acquired. During winter, he also wears a heavy robe and cowl, as well as thick woolen gloves. The coin-and-sword emblem of house Pifor is always affixed above his left breast. He wears no other jewelry.

Personality: He is determined; battered, yet hopeful; and seeks to spread his magical knowledge. He will avoid putting himself into direct combat if at all practicable, mainly because he will almost assuredly die in it.

Background: Xon is the firstborn child of Acon and Lieda Pifor, who he loves very much. His parents held little land, but their business savvy built a trade empire that made the House rich. He born a frail child, and would have surely died a baby had House Pifor's money brought the best doctors of every race to his aid. As a child, Acon and Lieda ensured him access to the best tutors. He threw himself into magical studies in particular, he and his parents hoping to cultivate the potential so often praised by his childhood doctors. Soon, he was even standing on his own by placing small pads of force under his shoulders and along his legs. He would develop this method into a rudimentary locomotion by using these pads to bend his knees. Today he prefers to use them to float a hair above the ground, though he cannot keep this up for an extended period of time.

The bulk of this power remains useless to him, however. By the third year of studies, the minute motions of the hand became far too precise for him execute. He fought his body for three more years, singing fingers and cracking bones. Eventually, his parents forced him to stop. Still, he studied by book. They agreed to send him to a university located at the base of the Cliffkeep Mountains, near south of Pifor lands, at the age of thirteen. There, he studied purely theoretical magic for two and a quarter more years, memorizing spell after spell he would never be able to cast.

The university was shuttered after news reached of Dread Tyrant Delacroix victory, but could not be evacuated in time. A large raiding party fell upon the campus. In the opening moments, he was struck with an arrow and fell, unable to concentrate on anything but the carnage around him. every building, burning. Students and staff, fighting impotently or massacred as they ran. Their bodies burned by the score. He was thrown on the pyres with the rest. As the flames spread towards him, he at last gathered the strength to push himself away, only to push the arrow deeper, upon landing. at the base of the He lay in the ground, in agony as the fire licked his chest and face. Xon knows he shouldn't be alive. He remembers, clearly, the demon laughing as it stared into his burning eyes. Then, two days later he was awake without an arrow in his leg.

But still he is alive. Every day alive is a blessing. Every day is another chance to spread the art of magic.

Every day is the perfect day to spread the revolution.

Abilities and Items:

-Basic Magic: Xon's magic is well-rounded but weak. Notably, he can create simple colored images, perform crude manipulations with his force pads, launch weak magical bolts, make simple wards, and quickly heal wounds of the sort that would normally require only first aid. (1 Point)

-Memorized Magic: Though Xon has no hope of ever casting these spells himself, he can teach these spells to others with an aptitude for advanced magic. These include sounded illusions, combat spells around the level of fireball, flight, and advanced wards and enchanting. He knows no more healing magic than what he can already cast. (4 Points)

-Monetary Assistance: The local puppet has opted not to purge the already-present nobility upon his instillation as governor. Instead, he curbed their power and integrated them into his government. Avoiding the numerous micro-uprisings and civil wars common to most of the early puppet governments has made his kingdom, a rough rectangle between the coast, the river, the Cliffkeep Mountains and the Plains Mountain, one of the most prosperous regions in the new empire. Though plenty are happy with receiving a far better deal than most, plenty are not. Mom and Dad in particular make sure to send some aid Xon's way now and again. (+5 to Army and Town Budget) (5 Points).

Army Creation: Total points: 25

The "First Class" - A year ago, a peculiar shipment arrived from Mom. Along with the normal 'abandoned' cartloads of wood, gold, metal, and food were seven young men and women, bearing a letter explaining how Mom had disappeared some confirmed mages from the public record and sent them to Xon for training. He's been able to teach them all some basic defensive wards, as well as his force pads, which give them very high mobility and let them travel extremely quickly, but has yet to make a breakthrough in teaching his other knowledge. Much more fit for sabotage then combat. (Cost 10) (Defense: 2 Mobility: 6 Attack: 1) (# of Soldiers, 7) (Instead of fighting, may grant +1 Mobility, to any other unit).

Militiamen - Rocbourne, being a private Pifor sanctuary, had a decent force of guardsmen, though mostly depleted by the war (Cost 10) (Defense: 2 Mobility: 1 Attack: 2) (# of Soldiers) (50)

Archer Militia: Lady Lieda's propensity for archery ensured that Rocbourne has decent fletching and bowmaking facilities, and someone misplaced a couple cartloads of bows recently, so... (Cost 5) (Defense: 1 Mobility: 3 Attack: 4) (# of Soldiers) (50)

Town: Rocbourne: After Xon came to, he worked his way down to Rocbourne. Soon enough, he managed to have Dad contrive it so no record showed his safehouse's existence at all. Rocbourne is less "town" and more "manor," with all its facilities aside from some outlying farms being contained within a single building, compactly built into the mountainside.

Location: Rocbourne is built a half-mile or so into the Cliffkeep Mountains, near to the coast. It is connected to civilization by an offshoot of an obscure trading route. It is situated in the back of a broad, lushly forested mountain valley.

Population (90)

Upgrades: (Points: 20)

-Lumber Camp: Xon has seen fit to organize some lumber teams to clear land and secure building supplies (Cost 10) (-4 to any upgrades or buildings that require Wood)

-Blacksmith: Rocbourne's remote location required that local smithies be built. (Cost 5) (Effect: Add +2 to salvage rolls. +2 to resources per turn)

-Mill: Being so far removed from food suppliers, Rocbourne has all the facilities needed to feed itself located on-site. (Cost 3) (Effect:+3 War Resources a turn.)

-Silos and Warehouses: Xon ordered the construction of storage facilities to store Rocbourne's extra lumber and food surplus. (Cost 2) (Effect: +6 to Resource Storage, usable when times are rough)
Another Amoeba threw 4 6-faced dice. Reason: Population of Rocbourne Total: 9
2 2 2 2 3 3 2 2
 
Last edited:
Marino Acioli, Human, Greencoast.
Alright here's my sheet:

Name: Marino Acioli

Age: 19
Gender: Male
Appearance:
Personality: Friendly and calm to his friends and allies, Marino has a stalwart and stubborn streak mile wide.
Background: Fifteen years ago Marino was merely a boy training to become a sailor like many of his forbears but since the Dread Tyrants reign and the destruction of his towns port for a persevered slight, the boy now a young man has risen as the leader of those of his home that had remained and who were now willing to fight against the injustices they have suffered.

Abilities and Items:
Mighty Mount:
A Mighty Earthshaker has become Marino's steadfast mount. (Cost:2)

Banners of Power:
Standard of Stalwart Hearts: Since the time of its creation this standard has given the armies bearing it an almost unshakable will. (Cost:3)


Monetary Assistance: While several of the local lords would like to assist you they are unable to do so militarily, so they have instead given you a small sum of money. (+5 to your Army and Town Budget.) (Cost:5)


Army Creator:
  • 1 Unit of Militiamen: Men that had been armed and armored by the regional governments before the war and hid their equipment and passed it down to their sons and daughters. Poorly maintained swords, shields, and padded linen armor with some leather inserts. (Cost:10) (Defense:2 Offense:2 Mobility:1)(# of Soldiers in a group:50)
  • 1 Unit of Peasant Spears: A group of soldiers armed with what are, essentially, pointy sticks. They're not that great against other infantry, and heavy infantry will maul them. But, they do have an advantage against cavalry. (Cost:10) (Defense:3 Offense:1(+3 against Light Cav,+2 against Heavy Cav.) Mobility:1)(# of Soldiers in a group:50)
  • 1 Unit of Archer Militia: A group of relatively inexperienced archers. They have Hunting bows and little in the way of the skill necessary to use them without injuring themselves but, they can shoot. (Cost:5) (Defense:1 Offense:3 Mobility:4)(# of Soldiers in a group:50)


Name of Town: Greencoast, a port town now deprived of her port. Now her population rallies for a rebellion.
Location: Southern Plains
Population: 180
  • Silos and Warehouses: Your village can stockpile resources for the future. (Cost:2) (Effect: +6 to Resource Storage. To be able to be used when times are rough)
  • Mill: Your town can produce flour and in turn allowing your town to provide some amount of food. (Cost:3)(Effect:+3 War Resources a turn.)
  • Blacksmith: Every town needs a smithy whether it's to reshoe horses or repair farming equipment. In times of war, a simple smithy like this may be used to resize captured armors and repair existing armor. (Cost:5) (Effect: Add +2 to salvage rolls. And +2 to resources per turn)
  • Market: the town is the Meeting place of several minor roads and as such a multitude of even smaller villages go there to sell their wares and extra goods. (Cost:10)(Effect: random opportunities for bargains, mercenaries, and additional supplies.)
  • Fishing Jetty
Slick threw 4 6-faced dice. Reason: Town Popuation Total: 18
5 5 1 1 6 6 6 6
 
Last edited:
@See my smile
Two questions:
1) I'm new here, how do I throw dice?
2) Is taking the "serfs" unit a sneaky way to balloon your population, considering they're just peasants you're pretty much forcing into combat?

All of your troops are technically part of your population. The rolling is just seeing how many you have left over after you recruit. And to roll: you see that little thing in the bottom right hand of the screen should say more options. It's in There.

Basic Magic: Xon's magic is well-rounded but weak. Notably, he can create simple colored images, perform crude manipulations with his force pads, launch weak magical bolts, make simple wards, and quickly heal wounds of the sort that would normally require only first aid. (1 Point) (?)

Yeah, this looks good these are all fairly weak things I'd probably have put them at 1 point as well.


Memorized Magic: Though Xon has no hope of ever casting these spells himself, he can teach these spells to others with an aptitude for advanced magic. These include sounded illusions, combat spells around the level of fireball, flight, and advanced wards and enchanting. He knows no more healing magic than what he can already cast. (4 Points) (?)

Hmm, this all looks good just a real quick thing at this moment in time none of your people could consider anywhere near content enough to use these spells. They learned your teachings because you where able to demonstrate them but, they will learn the rest considerably slower. (I.E. You'll have to to use turns to teach them.)

The "First Class" - A year ago, a peculiar shipment arrived from Mom. Along with the normal 'abandoned' cartloads of wood, gold, metal, and food were seven young men and women, bearing a letter explaining how Mom had disappeared some confirmed mages from the public record and sent them to Xon for training. He's been able to teach them all some basic defensive wards, as well as his force pads, which give them very high mobility and let them travel extremely quickly, but has yet to make a breakthrough in teaching his other knowledge. Much more fit for sabotage then combat. (Cost 10) (Defense: 2 Mobility: 6 Attack: 1) (# of Soldiers, 7) (Instead of fighting, may grant +1 Mobility, to any other unit).

Yeah, this looks good, the number is low enough that I don't have a problem with them and by the time that they get to where they would be a problem they enemies will have gotten good enough to be balanced.
Alright here's my sheet:

Name: Marino Acioli

Age: 19
Gender: Male
Appearance: WIP (Still haven't quite found a Pic that speaks to me.)
Personality: Friendly and calm to his friends and allies, Marino has a stalwart and stubborn streak mile wide.
Background: Fifteen years ago Marino was merely a boy training to become a sailor like many of his forbears but since the Dread Tyrants reign and the destruction of his towns port for a persevered slight, the boy now a young man has risen as the leader of those of his home that had remained and who were now willing to fight against the injustices they have suffered.

Abilities and Items:
Mighty Mount:
A Mighty Earthshaker has become Marino's steadfast mount. (Cost:2)

Banners of Power:
Standard of Stalwart Hearts: Since the time of its creation this standard has given the armies bearing it an almost unshakable will. (Cost:3)


Monetary Assistance: While several of the local lords would like to assist you they are unable to do so militarily, so they have instead given you a small sum of money. (+5 to your Army and Town Budget.) (Cost:5)


Army Creator:
  • 1 Unit of Militiamen: Men that had been armed and armored by the regional governments before the war and hid their equipment and passed it down to their sons and daughters. Poorly maintained swords, shields, and padded linen armor with some leather inserts. (Cost:10) (Defense:2 Offense:2 Mobility:1)(# of Soldiers in a group:50)
  • 1 Unit of Peasant Spears: A group of soldiers armed with what are, essentially, pointy sticks. They're not that great against other infantry, and heavy infantry will maul them. But, they do have an advantage against cavalry. (Cost:10) (Defense:3 Offense:1(+3 against Light Cav,+2 against Heavy Cav.) Mobility:1)(# of Soldiers in a group:50)
  • 1 Unit of Archer Militia: A group of relatively inexperienced archers. They have Hunting bows and little in the way of the skill necessary to use them without injuring themselves but, they can shoot. (Cost:5) (Defense:1 Offense:3 Mobility:4)(# of Soldiers in a group:50)


Name of Town: Greencoast, a port town now deprived of her port. Now her population rallies for a rebellion.
Location: Southern Plains
Population: 60
  • Silos and Warehouses: Your village can stockpile resources for the future. (Cost:2) (Effect: +6 to Resource Storage. To be able to be used when times are rough)
  • Mill: Your town can produce flour and in turn allowing your town to provide some amount of food. (Cost:3)(Effect:+3 War Resources a turn.)
  • Blacksmith: Every town needs a smithy whether it's to reshoe horses or repair farming equipment. In times of war, a simple smithy like this may be used to resize captured armors and repair existing armor. (Cost:5) (Effect: Add +2 to salvage rolls. And +2 to resources per turn)
  • Market: the town is the Meeting place of several minor roads and as such a multitude of even smaller villages go there to sell their wares and extra goods. (Cost:10)(Effect: random opportunities for bargains, mercenaries, and additional supplies.)

Looks good we talked about everything in PM already.

 
Would these Centaurs be modeled on Mongolian or nomadic hordes with a focus on horse archery?

Sorta kinda. I can say this without giving any thing away as your characters would know this. But,the Centaurs where oriinally a theocracy led by a Paladin and twelve bishops it was more of a loose theocracy than many of today's and for the most part they the Paladin was a leader in times of war and such.

As such several of the tribes that made up the Theocracy where nomadic and multiple camps. These tribes where primarily Archers and Skirmishers.

So, the short answer to your question is yes there are horse archers similar to the Mongols and Huns.
 
What's awesome is losing one's net connection for 12 hours straight just when they were in the middle of making a sheet. Nice, very nice. @!*&

Will edit in my sheet here or post it later, depending on whether someone replies in the meanwhile.
 
Da Mad One, Goblin, Dwarvebane Village
~Da Mad One~

Gender: Male
Age: 42
Personality: There's a thin line that separates the visionaries from the mad, and that line gets a little... indistinct when it comes to him. Is it mad to see the world as it truly is? To see the chains heaped upon his kind? To wish to see the blood of the oppressors leak onto the soil that thirsted for so long? He's mad with a dream, and it's clear to all who sees him, but it's a dream that has an almost irresistible pull. An aura of madness matched only by vision and charisma cloaks him like the shadows, with beady eyes cutting into your soul.. or a knife into your flesh if he wishes.

Background: Live, Work, Bleed, Die. Live, Work, Bleed, Die... The back of the Goblins creak as the carry the burden of the eternal cycle. Born to live under the oppression of those who deem themselves stronger, born to die against those for whom they have no hope in vanquishing. Their lives are like burning matches, no matter how long they struggle and flicker, they die in a blink of an eye. For the Spirits on High have lavished the other races with their blessings, while they are silent to a millennia of tears and silent prayers.

But hidden in the ancient caverns, under the breath of toiling workers, upon the dried lips of martyrs was hope. Hope for a saviour, for the One to free them from their shackles. And how they hoped, and they waited, waiting for the One to break their chains, to take the lives of their oppressors... and they waited and they waited. They waited until the soil was stained red with blood, until their howls of pain and the wind became one, until under every rock a goblin corpse could be found, lying in silent agony. And one day, He realised the One wasn't coming, that no prayers to the Spirits could save them, the only way to end the suffering of the Goblin people was APOCALYPSE. One where the Old World lay dead in order for its corpse to give birth to a New World, a world where no goblin had to live under the lash, where all races may live free amongst the scattered ashes of the Old. A better world, a free world... a world built upon Dwarven and Elven corpses.

Oh do the mountains sing of freedom, do the bleached bones of the dead sleep in the ashes of the old, do the decapitated heads of abominations and demons look in awe at the New World being built. In the shadows, red eyes alight in new hope, the shrieks of the oppressors echo through the mountains.

Is this so-called prophet mad? Maybe, but perhaps in freedom from reality and reason has he found true freedom, and may the World cry it's grief as a New one birthes.

Freed by Death's Embrace
A Goblin serf entered the Fields of Amulon, unknown in name or deed, and from the broken ruins of the united armies rose a Visionary. That is all that there is to know about his past, because the past must be burned for the New to grow.

Abilities and Items:

The Smallest Blessing: The Goblins live a life of ritual, every step, every breath dedicated to the appeasement of those who walked before them, and the spirits who whisper in their ears. And what does it gain them? From their halls lit with hellish fire, upon their tainted soils, the Dwarves forge their works of wonder. The Harpies soar above the bleeding races of Veska, like the wind spirits? And what do the Goblins receive? They receive but a morsel compared to those who are deemed blessed by Veska, and are forever condemned to live under their heels. But one spirit was merciful, and though they were lowly, they gave unto Da Mad One their blessing, an item, a small fragment of a Greater Spirit's clothing, which allows one to speak with but a fraction of the High Being's eloquence and power. (Magic Item, small boost in speaking and diplomacy)

Foreign Language Knowledge: Da Mad One speaks the language of the Dwellers of the Winds eloquently, both soothing and enrapturing, capturing it's audience in its mad ramblings.(Cost: 3)

The Sneaky One: A forgotten shadow of the past, the monster that demons fear, Death's Shadow. The Sneaky One is a figure that many wish to forget, one that reminds them of why they fear the dark, and why the dark fears him. (Goblin saboteur) (Advisor)

Army:

2xArcher Militia: A group of relatively inexperienced archers. They have Hunting bows and little in the way of the skill necessary to use them without injuring themselves but, they can shoot. (Cost:5) (Defense:1 Offense:3 Mobility:4)(# of Soldiers in a group:50)

Town: Dwarvebane village, deep within the Cliffkeep Mountains, the soil anointed by the blood of generational warfare, given unto it by Dwarves and Goblins both. Forever scarred by the lash of endless war, it stands on creaking foundations, barely focused on surviving the next day.
Location: Cliffkeep Mountains
Population:215 (including 45 Harpies)
Buildings:
Blacksmith: Every town needs a smithy whether it's to reshoe horses or repair farming equipment. In times of war, a simple smithy like this may be used to resize captured armors and repair existing armor. (Cost:5) (Effect: Add +2 to salvage rolls. And +2 to resources per turn)

Mill: Your town can produce flour and in turn allowing your town to provide some amount of food. (Cost:3)(Effect:+3 War Resources a turn.)

Mill 2: Your town can produce flour and in turn allowing your town to provide some amount of food. (Cost:3)(Effect:+1 War Resources a turn.)

Tannery and Butcher: Your town has a small tannery and butchery that uses hides and meat brought in by assorted hunters and farmers. (Cost:6)(Effect:+10 Resources and -2 from the cost of any unit that uses leather in large amounts.)

Silos and Warehouses: Your village can stockpile resources for the future. (Cost:2) (Effect: +6 to Resource Storage. To be able to be used when times are rough)

Cattle herds: Your town has accesses to a relatively large herd of cattle they give your town milk, meat, and Hide. (Cost:5)(+5 Resources, and -1 to the cost of any troops that require leather.)

Tavern: Your town has one of the only Taverns in a good number of kilometers, Leading to men of less than reputable jobs frequenting the town. (Cost:3)(Effects: Possibilities of Recruiting brigands, assassins, and spies increase by a considerable amount and increase in general moral.)

Carpenter: Your town has an accomplished carpenter living in it who is willing and able to work for and with you. (Cost:5)(-2 to any future upgrades or Building projects in this township.)

Lumber Camp: A number of the local villagers make their living by logging and timber falling. (Cost:10)(-4 to any upgrades or buildings that require Wood)
RedDragon2000 threw 4 6-faced dice. Reason: 12 Total: 17
5 5 5 5 2 2 5 5
 
Last edited:
Nienna o Lloegyr, Elf, Ashgrove Hamlet.

Name: Nienna o Lloegyr
Race: Elf
Age: 51
Gender: Female
Personality: As an individual, Nienna is friendly and caring to her friends and indeed, most people, though the war has left her somewhat morose and 'tired', in a mental sense. As a leader, she does her best to be a diplomat, 'preaching' cooperation and unity among the remaining free peoples, though she isn't afraid or hesitant to take up arms against the Dread Tyrant and their followers. She's also perfectly aware that as a Southern Elf, not only does she not actually speak the language of the Elves' greatest rivals - the Gnolls and Centaurs - but that she also hasn't been anywhere near the center of elven politics.

Background: Born in one of the elvish communities located in the small woods that dot the Southern Plains, Nienna had a mostly traditional childhood, training as a Ranger and guardian of her people. While many consider the Elves of Melsemelle to be haughty and arrogant, those in the southern plains were friendlier as a whole, though still considered aloof and isolationist. Curious to see the wider world, Nienna would often be found guarding trading expeditions and guarding the diplomats of her people.

Barring visits to the port city Qaurd's Landing, including one memorable visit where she helped the City's garrison track down a particularly elusive and dangerous cult of murderers, this was Nienna's life. And so it continued until one day, one of the Elvish King's elite rangers appeared among her commune bringing an order for the entire Elven military across Veska to unite. The free-peoples of the continent were forming the single greatest army in history to resist, halt and break the Dread Tyrant's advance.

In the war that followed, Nienna would earn an impressive tally of kills with blade and bow both and praise from the Elite Rangers of Melsemelle - always (more than) a bit inclined to think less of their Southern Kin. But a single individual's skill could never win a war, as the tally of dead and wounded champions, Elvish and otherwise, that grew and grew each battle would prove. The free peoples never actually created a united battle plan. Every race still fought as they would, taking little heed of the techniques of their supposed allies. Nowhere was this flaw better exploited than in the final, climatic clash of the war. Delacroix superbly exploited these flaws and the free peoples were unable to resist. A heroic and selfless rearguard action and fighting retreat by the Elves, even after their King (supposedly?) died, allowed many to escape and these survivors would form the nucleus around which future rebellions would rise up, but the armies of the free people were utterly crushed as a united force.

Following the war, Nienna wandered for a time, the loss of so many of her comrades - of all races - and death on such a scale having left its mark on her. During her wandering she found a small, decrepit collection of shacks masquerading as a hamlet, what was left of a once bustling human town. As fate would have it, as she came across the 'hamlet', so did a band of looters. She cut and shot down all of them, leaving none alive. The inhabitants she saved begged her to stay and look over them. For a time Nienna was hesitant to do so. What experience or talent did she have leading a town? Eventually she relented and agreed, hoping to find peace in her new role.

Abilities and Items:

  • Drugaredd y chwaer - A magnificently made longbow, blessed by generations of Elvish druids and supposedly made to cement the ties of friendship, according to the few words inscribed on the weapon. Arrows fired from this bow punch through even the thickest of armor, leave truly grievous wounds and fly faster and longer. Curiously, while the magics that bless the bow are entirely Elvish in origin, the decorative designs and craftsmanship of the weapon seem to point to Goblin ancestry, yet it is also undeniable that the weapon was made to fit Elvish proportions.... (3 Pts)
  • Healing Magic Aptitude - From birth, Nienna's potential with the healing arts of the druids was often commented upon, however as she grew her fascination with the outside world made her follow the path of the Guardian rather than that of the druid. While she lacks the training and experience of a healer, the potential in her has never faded. (4 Pts)
  • Speaks Passable Goblin - Among the other races that call the Southern Plains home, it was the Goblins that had the most contact with Nienna's clan. In her time in the Combined Army, she would build on this familiarity and form bonds of friendship with several of her opposite number in the Goblin military. Though considered a 'bit' odd - If they must choose, most Elves prefer Humans and Dwarves as company - for her choice of companions, Nienna treasured her friends and mourned their passing following the disastrous climatic battle. Though a bit stiff and overly formal, Nienna speaks Goblin fairly competently. (2 Pts)
  • Speaks Poor Orcish - During her years of wandering after the campaign, Nienna spent time here and there with bands of Orc veterans that would go on to form their own mercenary groups, in order to survive in the new world Delacroix created. Though hardly fluent with the language, she picked up just enough Orcish to at least negotiate terms of payment. Although passable for the mercenary's life, this level of proficiency is of somewhat dubious use for proper diplomacy... (1 Pt)

Army:
Battle Flag:
Army Name: None for now.

Soldiers:
  • Peasant Spears (Defense:3 Offense:1 / 3 HC / 4 LC Mobility:1) x2
  • Archer Militia (Defense:1 Offense:3 Mobility:4) x3
The Hamlet of Ashgrove: A small Hamlet built in the razed ruins of a larger town by desperate survivors. Some consider the name to be in poor taste but most rather like the new name, taking merriment in what little way they can.
Location: South Plains
Population: 190 Civilians (440 Total)

Buildings:
  • Carpenter (Lv. 2)
  • Mill (Lv. 2)
  • Tannery and Butcher (Lv. 2)
  • Tannery and Butcher II
  • Blacksmith (Lv. 2)
  • Hunting Shack
  • Cattle Herds (Lv. 2)
  • Tavern
  • Training Grounds
  • Fletcher & Bowyer
  • Market
  • Wooden Palisade
  • Silos & Warehouses
Calculations:
  • Production - Mill (Lv. 2) + Cattle Herd (Lv. 2) + Butcher I (Lv. 2) + Blacksmith (Lv. 2) + Hunting Shack + Butcher II
    • 6 + 9 + 15 + 5 + 4 + 8 = +47 WR/Turn
  • Maintenance - (3x Archers) + (2 Spear Militia)
    • -8 + -10 = -18 WR/Turn
  • Total Production - 42 - 18 = +29 WR/Turn
always_confused threw 4 6-faced dice. Reason: Population Total: 20
5 5 6 6 4 4 5 5
 
Last edited:

Name: Nienna o Lloegyr
Race: Elf
Age:
Gender:
Female
Personality: As an individual, Nienna is friendly and caring to her friends and indeed, most people, though the war has left her somewhat morose and 'tired', in a mental sense. As a leader, she does her best to be a diplomat, 'preaching' cooperation and unity among the remaining free peoples, though she isn't afraid or hesitant to take up arms against the Dread Tyrant and their followers. She's also perfectly aware that as a Southern Elf, not only does she not actually speak the language of the Elves' greatest rivals - the Gnolls and Centaurs - but that she also hasn't been anywhere near the center of elven politics.

Background: Born in one of the elvish communities located in the small woods that dot the Southern Plains, Nienna had a mostly traditional childhood, training as a Ranger and guardian of her people. While many consider the Elves of Melsemelle to be haughty and arrogant, those in the southern plains were friendlier as a whole, though still considered aloof and isolationist. Curious to see the wider world, Nienna would often be found guarding trading expeditions and guarding the diplomats of her people.

Barring visits to the port city Qaurd's Landing, including one memorable visit where she helped the City's garrison track down a particularly elusive and dangerous cult of murderers, this was Nienna's life. And so it continued until one day, one of the Elvish King's elite rangers appeared among her commune bringing an order for the entire Elven military across Veska to unite. The free-peoples of the continent were forming the single greatest army in history to resist, halt and break the Dread Tyrant's advance.

In the war that followed, Nienna would earn an impressive tally of kills with blade and bow both and praise from the Elite Rangers of Melsemelle - always (more than) a bit inclined to think less of their Southern Kin. But a single individual's skill could never win a war, as the tally of dead and wounded champions, Elvish and otherwise, that grew and grew each battle would prove. The free peoples never actually created a united battle plan. Every race still fought as they would, taking little heed of the techniques of their supposed allies. Nowhere was this flaw better exploited than in the final, climatic clash of the war. Delacroix superbly exploited these flaws and the free peoples were unable to resist. A heroic and selfless rearguard action and fighting retreat by the Elves, even after their King (supposedly?) died, allowed many to escape and these survivors would form the nucleus around which future rebellions would rise up, but the armies of the free people were utterly crushed as a united force.

Following the war, Nienna wandered for a time, the loss of so many of her comrades - of all races - and death on such a scale having left its mark on her. During her wandering she found a small, decrepit collection of shacks masquerading as a hamlet, what was left of a once bustling human town. As fate would have it, as she came across the 'hamlet', so did a band of looters. She cut and shot down all of them, leaving none alive. The inhabitants she saved begged her to stay and look over them. For a time Nienna was hesitant to do so. What experience or talent did she have leading a town? Eventually she relented and agreed, hoping to find peace in her new role.

Abilities: WIP. Talking them over with the Head Honcho.

Army:

Battle Flag:
Army Name: None for now.

Soldiers:
  • Peasant Spears (Defense:3 Offense:1 / 3 HC / 4 LC Mobility:1) x1
  • Archer Militia (Defense:1 Offense:1 Mobility:2) x2
The Hamlet of Ashgrove: A small Hamlet built in the razed ruins of a larger town by desperate survivors. Some consider the name to be in poor taste but most rather like the new name, taking merriment in what little way they can.
Location: South Plains
Population:

Buildings:
  • Carpenter
  • Mill
  • Tannery and Butcher
----

Seriously considered grabbing 5 languages at 2 points each (or 3 languages at 3 points each), as part of my diplomat build. Might still go down that path, but unlikely. If this was a regular RP, I'd have probably gone down that route since its what I want both IC and OOC, but this being grand strat and with PvP enabled as well I'd be severely gimping myself I think.

EDIT : High Elves only being good at performance fencing is one hell of a hot take. I don't know which high elves we're talking about, but I was referencing the ones in Warhammer (and LotR). TIL Swordmasters of Hoeth are nothing to write home about.

Me:Oh, hey someone finally did an elf cool.
Reads through sheet.
...did you look at my notes? How did you manage to guess most of this?! I... Okay we'll discuss your abilities but, other than that this looks good. Good to have ya!
 
Me:Oh, hey someone finally did an elf cool.
Reads through sheet.
...did you look at my notes? How did you manage to guess most of this?! I... Okay we'll discuss your abilities but, other than that this looks good. Good to have ya!

Good to be here. Don't think I ever said it, just in case, I'm sorry the Tank RP didn't work out. I thought you had a good idea with that one. Maybe sometime deep in the future, but I hope you'll reconsider rehosting that.
 
Our civilian population should probably be buffed.

Units come in batches of about 50, so someone needs to roll a 10 (on 2d6) to be able to recruit one unit. I personally have 300 archers and 30 dudes available to recruit.


Also IC when?
 
Population rule Update.
Our civilian population should probably be buffed.

Units come in batches of about 50, so someone needs to roll a 10 (on 2d6) to be able to recruit one unit. I personally have 300 archers and 30 dudes available to recruit.


Also IC when?

The IC will be up sometime this weekend or early next week.

And on the Population. Your right.
@Zedalb @Slick @always_confused @Another Amoeba @JbeJ275 @RedDragon2000 @Conundrum

Add 2 more d6s multiple them by 10 as well and then add them to your existing population.

Population and abilities filled. They look alright, big-boss?
All good Dude!
 
Back
Top