Rising in the East - Redux (OOC)

Intro
Location
Germany
Rising in the East
Its always rising in the East

IC Thread

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It was the year 1859 anno Domini, the 6th October in the Julian calendar and Tsar Nicholas I was clinging on to life and rein even as his breath was getting slower and his royal blood was getting more and more replaced by alchemical toxins that his German court alchemist mixed for him. Meanwhile his Holiness the Patriarch had to travel to the Winter palace nearly every week because the Tsar was convinced that the Ghost of his mother was close by and was going to kill him just like she had his father. His Imperial Majesties fear of death (and his mother) was only matched by his fear of undead -not that any arcane scientists would ever dare something like that- and he wanted to be burned as quickly as possible, even going so far as to have one of his guards follow him with a flamethrower just for this purpose. How the poor man was able to wield such a heavy and unwieldy "weapon" was truly a question for the court scientist.


It was also the 14 Vendémiaire LXVIII after the introduction of the new "religious-free" calendar that the French Republic was using – as well as the surrounding countries that were still under the control of the revolutionary councils and bureaus that were holding on to control in the name of Paris. Consul Bonaparte, great-nephew of the legendary General and Consul that had helped to rescue the republic was the silent modernizer of the Republic, his patronage extending to promising soldiers and mechanists – making him one of the great minds behind the new mechanical army of the republic: life sized dolls as other called them – small generators ticking inside of them and harnessing electricity from their very surroundings to make them walk, talk, fire and reload a musket in record time. New harbors were created by mechanical workers and giant machines dug the tunnels and fieldwork that connected Paris with each of its territories and "brotherly" neighbour-republics.


On the other side of the Channel, the British were once more indulging in their island-mentally, patting their own backs as their red coated armies and auxiliaries worked each day to expand and hold the largest Empire in human history. Something that was greatly helped along by the help of the royal mages and their telepathic disciplines, that allowed nearly instantiations communication through the Empire and by this alone gave it an edge that nearly no other faction could match – even before the colonisation of Africa and Asia brought in a whole lot of new disciplines thanks to the shamanistic traditions in the new colonies. The downside of this – at least in the opinion of the London High Society- was their youths' fascination for shamanistic cults and rituals that was steadily establishing itself as a new sort of parallel culture to the prim and proper Victorian attitude of their parents. How this was going to go in the long run is still to be seen – but todays visitors to the capital of the Empire will have no choice but to listen to the drums of "the movement", in which the youth of poor and rich alike communicate with and through spirits.


In between those large powers the remaining German Principalities were a power that was often neglected and only officially aligned in Unity through the Holy Roman Empire under Emperor Ferdinand I of Austria, the Benign, whose policies might be labelled weak by some, but had lead the Empire of his house into a state of peace in which the interests of the different ethnicity were balanced against one another. But while the childless Ferdinand seemed gentle and harmless to the world, Austria – which had borne the brunt of the revolutionary wars and had French troops march through Vienna three times- was on its steady way back to a Great Power thanks to the works of his Nephew Franz Joseph and the two most prominent members of the haunting Court of Vienna: The Ghosts of Metternich and Schwarzenberg. While the latter two were often at odds and had their own respective factions in the haunting Court that advised the Emperor, their gathered intellect and experience were as sharp and deadly as the touch of a haunting noble and the only reason Italy hasn't been completely lost to the Danube monarchy.


But the Austrians weren't completely unopposed in their role in the Centre of Europe or even in their own Holy Roman Empire – which was neither roman, nor holy nor an Empire. "Liberated" from the French by the Prussian Armies and their huge number of alchemists, the norther principalities of Germany had slowly but steadily fallen under the sway of their bigger neighbour: Prussia. Famous for its discipline, its frugality and the extent to which it copied the French reforms to improve its own standing, the Kingdom of Prussia is stronger than ever before and more than enough of a match for Austria's armies and the French revolutionaries that are always eagerly looking at moments of weakness on the German side of the Rhine. With the end of the restrictive guilds, the number of alchemists in Prussia and the other North German territories as risen steadily – high enough to form their own military units at and after the end of the Revolutionary wars in 1823. They might not have the sheer power of a Russian witch, the durability of a French Clockwork soldier or the utter deadliness of an Austrian Ghost…. but to engage an alchemist in closer quarter is to be drowned, burned, poisoned and shot – at once. Their concoctions are able to heal wounds, to set enemies ablaze and to improve their own bodies to survive bullets and stabs for some minutes at least. That nearly everyone with only a hint of arcane energy in their body could become an alchemist is part of their new role in the Prussian military ranks. If you run into a solider in the Prussian blue and with a face-mask that covers his mouth, noses and eyes – in short, his whole face- on the battlefield: never close on them, always keep your distance and hope they don't have an eagle-eye potion.


As for the Ottoman Empire…their military might be unable to match those of the greater European Powers, but it was still holding on to its territories: not with an Iron grip, but with a womanly touch…and the sweet taste of poison. While the Elite of the Austrian intelligence service was not only transparent but also able to tear the mind of a person apart with their own spectral hands…the hands of an Ottoman intelligence agent were far better manicured and far softer to touch when she gives you a massage. Bathing Houses and Coffee Café's lines Europe into all directions and the special agents of the Sultan are present in all of them…as well as the houses of the nobles, officers and parliamentarians – either in the evening hours or in the afternoon when their wives want to be entertained with juicy stories and details of the things they should not know about. This strategy has kept the Ottomans are harmless but exotic neighbours…and their soft hands make sure that no other voices gain any sway in such matters.​

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The situation you were in was peculiar, not that the droning of the experimental "airship" that was transporting you and your troops to the secretive location somewhere in the East of Russia. Sitting in your suite – luxuriously padded from all sides to at least lessen the noise, with a dark mahogany table holding an assortment of cigars and a small cabinet of precious spirits- you could only await for more information aside from this being an urgent mission under the personal attention of the Tsar himself. After multiple days of travel you mostly had enough from the accommodations around you and it was by the Grace of God that someone came to pick you up: one of the witches that were seemingly in command of the airship – or at least her coven was having the ear of the captain- gave you a bemused look as your door opened, giving you a view of the hallway leading towards the observation deck in the front of the airship. Most of them were strikingly beautiful and those that hadn't been like this at birth were made like that as soon as their aptitude for their coven had been proven: this one was wearing the green officer uniform with a straight infantry sabre and a pelt lined coat and fur hat that was quite surely not standard issue, just like the feathers that were playfully hanging on its side. Of course all that beauty was hard to appreciate with the nagging knowledge that most of these woman could not only burn a man with a wave of their hand, but were old enough to be most people's grandmothers even if they looked thirty at most. But most of the Coven had fought in the Seven-Years-War from what you had gathered so far and thus their veterans could look back at quite the illustrious career.

From your liaison you soon heard that you were closing in on the Aerodrome of Vilyuysk and when you arrived at the observation desk, you could see the river Vilyuk, its wide stream moving underneath you and parting just at the height of the town of Vilyuysk. This formed a small peninsular of some kind – one that was a hive of activity: you could see thousands of green clad soldiers moving all over it, cutting down forests spreading outwards from it and the beginning of field work appearing all around, while wooden palisades were pulled up. The slowly constructed fortress was connected over a bridge with the settlement, that seemed quite small and quaint from above and had only a few stone buildings. Downright tiny compared to the rows upon rows of tents that spread in all directions of the Peninsula: at least a Brigade of Infantry and a Cavalry Division had set up camp below you.

Even more curious were the number of witches cycling above the camp: air-covens that excelled at scouting and messenger services for the army – there must be dozens of them down there and magic was indeed weak. The number of people who had at least a tiny spark that was enough to become an alchemist was close to one in a thousand and the potential to become a witch like the woman before you was….rare to say at least, with the basic studies taking decades and the strongest witches being able to harness a chosen element, be it water, lightning, wind, earth or fire with enough concentration to turn into a one woman artillery piece, create fieldworks in a matter of minutes or to burn a field of man after hours of preparation before a battle. Still: why would you not get one or two, but nearly two dozen of them attached to your corps? It all came down to the question: What purposes would the First Expeditionary Corps have? Created on the orders of the Tsar himself it was pulled together from regiments of the whole Imperial Army and lead by officer's like you that had just as little knowledge about what was going on as you. One of the rumours had been that the corps would be send to Alaska to defend the further region of Russia against the British – something hardly to look forward to with the weeks it took for a Russian Messenger to reach the Tsar, while the same message would only take hours to reach London. But the troops were getting pulled together at Vilyuysk and not in the far East harbours. So what else could be going on?

The answer to the question came in the person of what was usually called "An Elder" – ancient looking and wizened: undoubtedly even older as she was one a witch, with white hair and just as milky eyes, together with a frail body, small and shrivelled by age. On a normal woman you would have guessed her age at a hundred, but this one must surely be thrice as old – not that many witches survived that long. But Elder Vasillia was here with her coven on the personal orders of Father Tsar, to inspect a set of ruins she was going to show all of you – ruins which might change history in favour of the Russian Empire. The extend of it became only visible when you entered the interior of the hastily constructed fortress and were greeted by a floor made up by a seemingly seamless and polished stone that stretched in all directions. The walls and buildings of the fort were build in a way that didn't cover even the smallest inch of this stone, as its whole surface was covered in the script of the Vodyanoy with their frog-like visages staring back up to you with wide weathered eyes. With the disbelieving eyes of the other officers on her, the Elder merely cackled as she greeted:

"..to the Gateway of Vilyuysk. The place at which the Vodyanov first touched the ground and water of our world more than four thousand years ago!"
The elder cracked a small smile and took a few steps forward, swinging her cane and putting it down on the floor…on a small part which suddenly started to sink in with a tiny crack, smoothly sinking down as a golden flow started to appear in the cracks, starting to sink into millennia old lines.

"Once upon a time there was no magic on Earth or at least none of us would have been able to use them. Then the Vodyanov arrived."

The golden light was flowing outwards from the point the elder had touched, other officers and even some of the witches fearfully moving aside as the magical lightly brushed past them, underneath their boots and seemed to fill pictograms, pictures: a large frog like creature being illuminated with its large eyes seemingly staring right up at you as you were left standing on its belly.

"They are not human, instead they seem to share more with the frogs we know and thanks to dear Charles I'm also quite sure that they are no prior step of humanity on the ladder of evolution…instead they were foreign to this world and arrived from their old lands."

She pointed at another pictogram and before your eyes the golden light filled them out and you could see dozens of froglike creatures moving over a bridge…a bridge made out of golden light that was connecting two orbs….and one had a freighting accurate representation of the continents you knew on it, while the other was completely…foreign.

"The point of their arrival was here: right on the very stones we stand on. This is one point of a bridge connecting their old World with ours. A bridge that me and my daughters were able to awaken from its slumber, the magic of the rivers and water around us keeping it stable since ages…and now connecting it once more with the home the Vodyanov left behind because of some natural disaster that had threatened them."

Maybe it was your imagination but for a moment her eyes seemed to be filled with the same golden light that had flooded the ground below you, even the soldiers on the walls were staring at it in awe or saying their prayers as the Elder looked at you with a grin on her lips and said softly:

"And by the Orders of Tsar Nicholas the First, you and all your troops are ordered to cross this Bridge to take possession of the land, magic and artefacts on the other side for Russia, for the Honor of the Tsar and for the Glory of God. His Imperial Majesty is eager to read your reports of success in gaining new territories that not even the English can threaten with their telepaths."

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You the Players:

Welcome to "Rising in the East - Redux" something only made possible because @Mina ended up inspiring me to start this again trough a mix of relentless compliments and nostalgia. I hope the intro has put you into the mood for the kind of world you are going to look forward to: You are going to take the roles of a cadre of Imperial Russian Officers, who have been tasked with nothing less than crossing a bridge through and Space…to claim the world on the other side in the name of the Tsar. You are going to field troops, specialists and science from a low fantasy/steampunk/beginning Dieselpunk world on a campaign that will take you into a more magic-enriched world to secure resources, room and subjects for the Tsar. Or as my sole Beta Reader said so eloquently:
And of course... its a gateway by which a creepy group of beings first made their way to earth. This is the point where anyone with any genre sense would start running away screaming.
So, what do you need to do, to join this game, if you haven't started running yet? Well for one: create your character, the officer you are going to be playing. At this point one might say that you are allowed to play female or male officers, but please keep in mind that things like playing a witch, Alchemist or Engineer might require a few certain choices in the character creation to work out. After you have finished that, you are welcome to create your own personal forces, either from the list of available units, which you can tweak or by creating your own – if you have any particular ideas or want to talk about it, you are welcome to poke me.

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Currently – Accepted Players
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Waiting List
 
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Character Creation
>-]Character Creation[-<
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Name:
Nickname:

Gender:
Age:
Height:
Sexual – Orientation:


Appearance:

Personality:

Motto:
Motivation:
Likes & Dislikes:


Biography:

>-]Attributes[-<
You may assign eight points in total on your Attributes, but none may be higher than four at the start of our little campaign.

Valour – Bonus to leading Elements into Battle and Heroic Actions that need Brute Force
Cunning – Bonus to Reconnaissance, and Heroic Actions that need a more subtle touch.
Intelligence – Organising Reports, looking into making some sense of your scouts scribbling and logistics.
Strategy – Guiding Battles and planning campaigns
>-]Background[-<


Noble:
Balls, soirees and ever-growing intrigue shape the public image of the commoners onto the Noble Houses – not completely wrong, but neither completely correct. The new century hasn't been kind to the old families and many times the old order of aristocracy has been turned on its head as those in lower rank become rich and princes lose their estates and more. For many members of nobility, the only thing that helps to staff of uncomfortable questions is to take a commission as officer in the Tsars army. Maybe you are all sparkling new with your first command bought and in your pocket – or maybe you have chosen to take command of what had once been a hereditary regiment and still calls upon your family to send officers out of tradition. Either way you might have become a military officer, but the pleasures and vestiges of a noble life still have a stronger hold onto you.​

Skills: Noble, Etiquette, Intrigue


Army Officer:
You have served your country and Tsar faithfully in the blood stalemate the Crimean war had become in the last few years and neither the biting gunpowder in your nose, nor the alchemical weapons burning in your eyes are foreign to you. You have started with your commission to Ensign and bought yourself up the ranks whenever it was possible, staying in two units for the most part, before getting around a little as you climbed ranks. You are not only used to the hours spend planning over drawn maps and images of rivers and hills, but you have been in the thick of battle more often than you could count: inspiring and leading chargers against the Allies with sabre and pistol in your hands. Now you have been chosen for another mission…​

Skills: Tactician, Commander, Pistoleer


Intelligence Officer:
As the first departments of Military Intelligence are cropping up in this time, it isn't too surprising that every army has people like you: eager to gather up whatever scraps of information can be brought together from the reports of scouts, scared locals and whatever else the rest of the army can come up with. An aptitude that you cultivated since your times in the Skirmishing lines of your battalion: the art of reconnaissance the ever-unseen clashes of one scout against another and the perpetual short sightedness of armies keep you awake at night. It's of no surprise that experts like you will be send along with the expedition.​

Skills: Analyst, Skirmisher, Intrigue


Naval Infantry
Able to look back at a little more than one hundred-fifty years of history, the Naval Infantry of the Russian Empire is renowned for its discipline and ability to endure and suffer in the face of enemy superiority. You were part of the Infantry man holding Sevastopol in the decisive phase of a war Russia nearly lost completely and it was your regiment, that was able to break through the English Blockade and launch an amphibious assault against the train station supplying the besiegers with ammunition. The bonfire of hundreds of artillery rounds going off at once was more than enough for the covens of the eastern wilderness to see and swoop down on the confused allies. The war might have ended with an uneasy peace, but at least you never had to buy drinks again when in Sevastopol.

Skills: Amphibious Assault, Commander, Boarder


Combat Engineer:
There's little glory to be had in war – if anyone would know it, then a combat engineer. While others dream of valorous cavalry charges and glittering ranks of bayonets marching forward, your dreams were filled with trench lines, electric signals and exploding mines that turned breaches into charnel houses for attacking infantry. You are an expert when it comes to placing the traps that turn charges into suicides, you have done your fair share of tunnelling and have survived pitched battles in the absolutes dark, as well as the use of smoke and gas from both sides. The new world is hopefully going to be a breath of fresh air compared to that.

Skills: Sapper, Fortifications, Mineur


Witch:

Not many children have that kind of spark, of magical potential, that would allow them to field magic in the same devastating way the Russian Covens regularly do on the battlefield: for the Tsar and with the blessing of his Orthodox church. You might have come from all sorts of families, serfs, merchant daughters, even the daughters of noble families: it didn't matter much – in the coven you were all sisters: from the youngest to those that had lived for more than a century without visibly aging. With only the Tsar above you and your coven leader, you might be some of the most unbound people in an otherwise firmly set social hierarchy – allowing you to circumvent and sidestep it when you want. But now you have been called up by the Tsar himself to accompany this project and keep an eye on the Elder Witch accompanying the whole endeavour – there have been some murmurs about her here and there, but hopefully she's just a multiple century old eccentric.

Skills: Witch, Supernatural, Coven leader

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Force - Creation
>-]Personal Forces[-<
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You do arrive at Vilyuysk not merely on your own – following you are the troops that have been under your command when you were ordered here. Maybe you were in charge of a coven of Witches patrolling the icy wastes of Alaska? Maybe you had been running drills at the Baltic Fleet or maybe you are the only one able to call the penal regiment under your command to heel. Hopefully the following lines will give you all information you need to create the troops you want. To get an example and to know what the standard Army under your command will be (more or less the backbone before you go wild) see here.

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>-]Organisation[-<

To keep it short, I would wish for everyone to stick to standard formation sizes when creating their forces, because having straight numbers that are always going to stay same will be easier for me to manage – of course if you need to deviate from it, you should either expect to not split up your forces (ever) for my ease or have a good reason for it: like your troops being a coven, irregular troops etc. otherwise please keep to the normal formula, which would be:

For the Infantry: One Division of 16.000 Soldiers is made up by 2 Brigades of 8000 each with each parted in two Regiments of 4000. Those in turn are split into four Battalions of 1000 Rifles and each is made up by four companies with 250 soldiers.

The Cavalry Division is only 2400 Man & Horses strong, made up by 4 Regiments of 600, which split into 6 Escadrons of 100 riders each.

A Battery of Guns (Artillery, Fast-firing Weapons etc.) is made up by 12 pieces each.
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>-]Building your Force[-<

Based on GURPs Mass Combat, your Force will be made up by Elements. In this case each Element represents a Squad or Artillery piece – as we are looking forward to a game which will involve thousands of soldiers, the currently lowest structure we are looking at is the Regiment – but I can only assume that we are going to have to work with small budgets here and therefor hope you can organise your Elements from the standard list into at least Battalions – so I can work with them better.

Your Starting Budget is 15 Million Ruble, which won't be enough for a standard Infantry Regiment, but I am sure you can work out something else. Starting with the standard elements of the Tsarist Army in the spreadsheet, you can then work out how many of them you want, what stats they will have and then add qualities from the other side of the spreadsheet to give them a personal touch. Feel free to mix a little, like making one half of a Battalion Line Infantry and the rest Close Combat Troops etc. When it comes to adding qualities and features to the troops you are welcome to come to me with ideas and if you are able to work them into a nice fluff background for your troops that might be appreciated by me.

Now if you are wondering what the Elements of the Spreadsheet mean:

Element: The smallest part of a fighting force that's assigned game statistics – a squad of troops, a vehicle, a weapons team, etc.

Troop Strength (TS): A numerical measure of fighting power that is assigned to each element and added up for an entire fighting force – or in our case: sub formations like Regiments, to keep an easier track of them.
Some elements have Troop Strength in quote: TS "20" for example. It means that the element's TS can only be used when calculating special class superiority – never when determining the TS ratio. Support TS designates troops that can perform a particular tactical role (e.g., artillery bombardment or antiaircraft fire), as indicated by Class, but that lack the ability to close with and destroy the enemy, and thus to win the battle on their own.


Class: Elements that aren't just foot soldiers with melee weapons may belong to one or more special classes; e.g., "Artillery" or "Recon." Troop Strength superiority in a particular class can provide combat bonuses in certain circumstances.

Transport Weight (WT): An abstract measure of how bulky and massive an element is. Some elements are too large to transport!

Mobility (Mob): This indicates how an element moves:

Land Mobility
Foot: Elements that move on foot using muscle power. This includes not only infantry but also slow draft animals and large, lumbering beasts.
Mechanized (Mech): Elements that move using powered tracks, legs, or highly capable off-road wheels, enabling them to traverse all but the worst terrain.
Mounted (Mtd): Elements that move quickly over ground under muscle power – notably horsemen and other four-legged or swift runners.

Water Mobility
Coastal (Coast): Elements that travel by water but lack the provisions, endurance, stability, and/or size for extended sea voyages while carrying a militarily significant payload – boats, war galleys, mini-subs, etc.
Sea: Elements with sufficient seakeeping ability for "bluewater" (ocean) operations, such as most ships, full-sized submarines, and sea creatures.

Air Mobility
Fast Air (FA): Elements capable of extended high-speed flight, like a modern airplane.
Slow Air (SA): Elements capable only of short-range flight, like a dragon or a helicopter.

Quality Troops & Quality Equipment: Self-explanatory but open to some fluff description. Poorly equipped units might still field flintlock muskets, while average troops use percussion muskets and Elite Units use breach loader rifles.
Features: A special trait that an element may have; e.g.,"All-Weather."
Techlevel (TL): Pretty self-explanatory – but necessary to keep track of what you will be to recruit later on and what not.
Raise & Maintain: A bit ill-placed in a Scenario, where you are playing an already established Force, but it might come in handy later on. For now you should just keep it in mind in regards to your starting budget and of course:

>-]Logistics[-<
Logistics troops have simplified statistics:

Logistic Strength (LS): The maximum total cost to maintain of combat troops that the logistics troops can support, expressed in thousands of Ruble. This represents delivering supplies, performing maintenance, and other "rear area" services (medical, cooking, etc.). Don't count the cost to maintain the logistics troops themselves in this figure. It equals the costs of maintaining a formation: so a maintenance of 5.500k Ruble equals an LS of 5.500.

Cost to Raise: This is the cost to raise the logistic force. It is LS x 3k Ruble. Multiply by 2 for naval LS or by 4 for air LS.

Cost to Maintain: The monthly cost to support the logistic force. This is 10% of the cost to raise that force. It doesn't count against LS – logistics troops are assumed to have sufficient capacity to support themselves first, with the excess supporting the fighting force.

Class: Logistics troops are classed as follows:

Air Logistics: Can support all elements. Need not accompany the fighting force, but must be based at an airbase. Their LS can be divided among multiple fighting forces.

Land Logistics: Can support elements on land provided that a clear supply line can be traced back to home base. They must "accompany" a specific fighting force.

Naval Logistics: Can support naval elements and land elements at a port, and can also support elements on land if paired with equal strength of Land Logistics. Need not accompany the fighting force, but must be based at a port. Their LS can be divided among multiple fighting forces.

Logistic forces may also be rated for their personnel as part of their description, but this doesn't have a direct rules effect. It may have a major roleplaying effect ("We'll convert 2,000 logistic troops into infantry!").

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Hmmm I'm certainly interested in this, although it might take me a while to read through everything and come up with a character that works. Although I will be playing a certain song to get me in the right mood
 
So after a quick read I think I have a better idea of the setting I would like to ask @Simpli for a more detailed explanation on the tech level and how magic is handled.
 
detailed explanation on the tech level and how magic is handled.

I'm not quite sure what you expect me to write - because a complete primer on the tech level might take some time. For the most part you are looking at an alternate 1856 - so you have the usual things ranging from percussion cap rifles to artillery, cavalry etc. telegraphs and sophomores next to messengers and riders. So at least every soldier gets a mass produced uniform, coat, tschako and firearm. On the other hand there are things like mechanical soldiers, Alchemists who make the step between gas-warfare and old fashioned potions and witches that can fly, control flames or bury people under Earth. Its a mix of everything, but with the bedrock being the kind of technology you would expect from our normal 1856.

In regards to how magic is going to be handled: as another superiority game mechanic wise and as solution to problems that might be presented to you IC-wise, while your own character if being a witch or magician, could use those talents in heroic actions in and outside of the battle.
 
I'm not quite sure what you expect me to write - because a complete primer on the tech level might take some time. For the most part you are looking at an alternate 1856 - so you have the usual things ranging from percussion cap rifles to artillery, cavalry etc. telegraphs and sophomores next to messengers and riders. So at least every soldier gets a mass produced uniform, coat, tschako and firearm. On the other hand there are things like mechanical soldiers, Alchemists who make the step between gas-warfare and old fashioned potions and witches that can fly, control flames or bury people under Earth. Its a mix of everything, but with the bedrock being the kind of technology you would expect from our normal 1856.

In regards to how magic is going to be handled: as another superiority game mechanic wise and as solution to problems that might be presented to you IC-wise, while your own character if being a witch or magician, could use those talents in heroic actions in and outside of the battle.
So say for instance I wanted to make a group the emulates WW1 era gas attacks with ambush tactics I'd probably have to make a force with a mixture of Skirmishers and Alchemists right? Because I have an image in my head of a group that ranges ahead of the army and creates chaos by turning the battlefield into a living hell of fire and gases.
 
So say for instance I wanted to make a group the emulates WW1 era gas attacks with ambush tactics
In that case you might want to take Alchemist Grenadiers (who use gas and fire in their bombs) and Skirmishers. Maybe add Neutralise Recon to the Alchemists for an 25% increase on their Raise and Maintenance. Having a few boni like Night-Experience, All-Weather etc. works too.
 
In that case you might want to take Alchemist Grenadiers (who use gas and fire in their bombs) and Skirmishers. Maybe add Neutralise Recon to the Alchemists for an 25% increase on their Raise and Maintenance. Having a few boni like Night-Experience, All-Weather etc. works too.
Yeah I'm probably going to need some help making it reality in this system since I am certain I don't fully understand everything just yet. Although right now I'm trying to figure out a good name for my character and then find a suitable picture, unless gas mask and trench coat is acceptable?
 
Sinsystem - Oktavia Koval
Name: Oktavia Koval
Nickname: The White Death
Codename: Mercury 1

Gender: Female
Age: 24
Height:
5' 10''
Sexual – Orientation: Heterosexual

Appearance:

Personality: Oktavia is a meticulous and methodical woman who runs her forces with the cold calculus of war, willing to do whatever it takes to fulfill her mission. The only time her ice cold mask slips is when her enemies are brought to their lowest point as everything they built crumbles around them, because only then does she believe one's true nature is revealed.
Motto: "Only in hell do we find who we truly are."
Motivation: To serve her country and perhaps one day settle down in a quite backroom position.
Likes & Dislikes:
  • Likes: Chocolate, Fire, Mystery Novels and Tea.
  • Dislikes: Alcohol, Coffee, Dogs and Witches.

Biography: Oktavia's earliest memories are of the Orphanage where she was raised. There food was scarce and competition was fierce as the only way to survive was to be strong enough o clever enough to take what you wanted from the other children or if you were feeling brave steal it. It was this environment that Oktavia began to learn what would one day become her craft as she used cunning and stealth to climb above her starving peers and adopt the mound of bodies gain salvation.

She was adopted, along with many others, by the man who she would only know by the codename 'Father' and sent to a secret training facility in the Siberian wastes, a place known by few as The Crucible. There she along with others were taught the ways of espionage, reconnaissance, sabotage and assassination. They were agents of Russia and they were loyal to their country above all else.

Upon her graduation Oktavia was chosen to investigate the Russian Diplomat to Austria who was suspected of planning to defect along with information that could threaten Russian power. As such Oktavia infiltrated his private manor in Austria posing as a servant girl and performed the difficult task of verifying the information without being detected by the Ghosts that guarded the manor. Eventually she succeeded and upon relaying her discovery to high command was ordered to eliminate the Diplomat before he could defect and in a manner that would not be traced back to them. She accomplished this mission as ordered as the Diplomat soon died of mercury poisoning from the poisonous metal that had been laced into his evening meal.

Following her success Oktavia continued to serve as an agent for her country, sometimes as a spy or an assassin and sometimes as a covert bodyguard for valuable personnel. However it was her service as the commander of a scouting and covert operations force during the Crimean war where The White Death would start to be whispered among the forces of Russia and her foes alike.

During the war Oktavia lead her unit on a series of operations that would called "The Winter of Flames" by the enemy. In these operations Oktavia's unit orchestrated the assassination of key personnel, the destruction of critical supplies and facilities and most famous of all a terror campaign behind enemy lines in which hundreds were killed or horrifically maimed by ambushes utilizing poisonous gases and White Phosphorous.

However despite how effective her tactics were Oktavia and her unit were eventually recalled after an altercation with a Witch coven leader that according to Oktavia had ruined several carefully planned operations in her reckless attempts at capturing enemy magical knowledge and artifacts. While the truth of these claims could not be verified they cemented Oktavia's dislike of the Witches and their covens, viewing them as holding too much power and being too focused on their own power rather than the interests of Russia.

As such when it came time for high command to choose a agent to accompany the Expeditionary force Oktavia and her "White Devils" were the natural choice. Her mission was simple, aid the Expedition in any way you can and to watch the Covens for any sign of treachery and if necessary eliminate them before they can jeopardize the entire operation.

>-]Attributes[-<
You may assign eight points in total on your Attributes, but none may be higher than four at the start of our little campaign.

Valour – 1, Bonus to leading Elements into Battle and Heroic Actions that need Brute Force
Cunning – 3, Bonus to Reconnaissance, and Heroic Actions that need a more subtle touch.
Intelligence – 3, Organising Reports, looking into making some sense of your scouts scribbling and logistics.
Strategy – 1, Guiding Battles and planning campaigns

>-]Background[-<

Intelligence Officer:
As the first departments of Military Intelligence are cropping up in this time, it isn't too surprising that every army has people like you: eager to gather up whatever scraps of information can be brought together from the reports of scouts, scared locals and whatever else the rest of the army can come up with. An aptitude that you cultivated since your times in the Skirmishing lines of your battalion: the art of reconnaissance the ever-unseen clashes of one scout against another and the perpetual short sightedness of armies keep you awake at night. It's of no surprise that experts like you will be send along with the expedition.

Skills: Analyst, Skirmisher, Intrigue

>-]Personal Forces[-<
The White Devils: A unit that became infamous during the Crimean War under the command of Oktavia Koval the White Devils were formed from the lesser graduates of the program that gave birth to the White Death herself. Each and every one of them molded in The Crucible to become a truly loyal soldier, willing to do anything for their country. It is this training that made them the stuff of nightmares during the war as they infiltrated enemy positions and turned them into burning hellscapes of toxic gas and burning phosphorous snow. Whether it be night or day, rain or snow the White Devils accomplished their grim task with zeal that unnerved the common soldier.

Organized by Oktavia into Mercury, Arsenic and Lead companies The White Devils accompany their leader on the expedition, rifles loaded and ever watching for signs of treachery from their fellow soldiers.

33 Skirmisher Squads (330 Men. Troop Quality: Elite. Equipment Quality: Good. Night, All Weather, Fanatic): Raise (3 613 500), Maintenance (405 900)
9 Pioneer Squads (90 Men. Troop Quality: Good. Equipment Quality: Good. Night, All Weather, Fanatic): Raise (715 500), Maintenance (99 900)
27 Grenadier Squads (270 Men. Troop Quality: Elite. Equipment Quality: Good. Night, All Weather, Fanatic): Raise (3 942 000), Maintenance (442 800)
6 Field Apothecary Squads (60 Men. Troop Quality: Good. Equipment Quality: Good. Night, All Weather, Fanatic): Raise (795 000), Maintenance (111 000)
Land Logistics: Raise (3 178 800), Maintenance (317 880)
 
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Ceslas - Kiril Avalov
The Cossacks ride again!

Name: Kiril Avalov
Nickname: "The Bolt" "The Flashing Blade" "That Treacherous..."
Gender: Male
Age: 39
Height: 6 ft. 10 inches
Sexual–Orientation: Left blank as he did not understand the term and did not wish to know.
Description:

Personality: (See Biography)
Motto:
"A Cossack scares most men. A Cunning Cossack scares everyone."
Motivation: Glory, Gold, and the survival of the Cossack way of life
Likes & Dislikes:
  • Likes
    • Wine
    • Women
    • Battle
    • Speed
    • Cunning
    • Warm Clothing
  • Dislikes
    • Cold
    • Incompetence
    • Disobedience
    • Boredom

Biography:
In public, Kiril Avalov is the quintessential Cossack. Large, booming, voice; great, swaggering strides; a love of wine, women, and song only exceeded by a lust for war and booty. However this is in many ways, an act. What it conceals is a skilled, cunning officer who has survived what many men could not. The Cossacks suffered more than any other branch of the service during the Crimean War. In the age of the Mitrailleuse and the Clockwork Soldier a man on horseback with a lance and a sword is out of his league. During the early days of the Crimean War, Kiril saw many Cossack bands wiped out by more advanced units whenever their superiors underestimated enemy defenses. Eventually the Cossacks were assigned duties more suited to them but Kiril saw it was not enough. Bravery and speed were not enough in this new age and the Cossacks had to evolve or die. When Kiril finally received a regiment of his own, he set to work molding it in his image. It was not easy. He lacked the great physical strength that many of his comrades possessed and his hidebound troops often resisted his notions. But he had a great deal of cunning and a silver tongue. Slowly he wove the society of his regiment around himself, flattering and charming those he could (the witches found him particularly appealing compared to the average Cossack) and others he ruined, either socially or, if need be, mortally (though he defies you to find any actual proof he is responsible for those "accidents.") After years of training his men, molding his ideas, and perfecting his tactics, he has turned his Cossacks into a force that can survive on a modern battlefield while maintaining what Kiril sees as the Cossacks' greatest virtue: courage and valor against even the most implacable foe.

Stats:
Valour –3
Cunning –3
Intelligence –1
Strategy –1

Class: Army Officer
Skills: Tactician, Commander, Pistoleer

"The Lightning Riders" -
Cossack Escadrons raised after the Crimean War and assigned to a veteran of the conflict, they have undergone an astounding transformation: being turned from a force of looting, pillaging cavalrymen into a disciplined force that ranks among the best cavalry the Empire has produced. Equipped with carbines instead of the traditional saber and lance at its commander's request the Riders tended to lag behind other Cossack units during its first year. Seeking to reverse this the commander, through a series of talks, fortunate accidents, and a heavy infusion of religion into regimental discipline, got the men under his command to accept relying on supply lines instead of plundering and forcing the regiment to wait while replacement guns and ammo were brought up. Once this change was accomplished its commander ran the supply section with almost-Prussian precision forcing the supply wagons to fly nearly as fast as the Escadrons' witches to satisfy his standards. As a result the Cossack-Dragoons were able to keep up with their less-heavily laden peers. In fact the supply reform worked so well that a field hospital attachment was established and run under the commander's supervision. Given how many Cossacks it has returned to the field, the doctors have become almost as respected as the witches that fly overhead, letting the Cossacks know the best way to strike the enemy's flank and rear and sow chaos in the enemy's ranks. If the Cossacks are unable to immediately flee from whatever retaliatory strike the enemy is able to throw at them then the rarely-seen Earth Witches are employed. Trenches are opened and the men briefly dig in to rain fire on the enemy until help can arrive or they can find a way to break out. With these methods the Lightning Riders have become elite cavalry units, units that have been considered for the expedition through the portal.

Forces
30 Dragoons (TS: 180; Class: Cv, F; WT: 60; Mounted; Good Quality; Good Equipment; TL: TS 5; Raise: 7.5 Million Rubles; Maintain: 1.02 Million Rubles)
Field Hospital (Support; Foot/Mounted; Good Quality; Good Equipment; TL: TS 5; Hospital; Raise: 500k Rubles, Maintain: 68k Rubles)
5 Mil. Priests (TS: "10"; Support; Foot; Good Quality; Good Equipment; TL: TS 5; Morale-Support; TL: TS 5; Raise: 250k Rubles; Maintain: 17k Rubles)
2 Wind Witches (TS: 24; Recon, C3I; WT: 2; Slow Air; Good Quality; Good Equipment; TL: TS 5; Raise: 1000k Rubles; Maintain: 136k Rubles)
2 Earth Witches (TS: 32; Engineer, Fire; WT: 2; Foot; Good Quality; Good Equipment; TL: TS 5; Raise: 1000k Rubles; Maintain: 136k Rubles)
1377 Logistics (Support; Mounted; Raise: 4.131 Million Rubles; Maint: 413,100 Rubles)
Total: Raise: 14.381 Million Rubles, Maint: 1,790,100 Million Rubles
 
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@Simpli, I noticed an issue with the spreadsheets. Heavy Cavalry and Dragoons seem to be mixed up with the Heavy Cav in the Expedition Force spreadsheet having the stats of Dragoons in the 2.0 spreadsheet. Also, based on the maintenance numbers in the Expedition Force spreadsheet I don't think you want us to multiply Maintenance costs by 5,000 to get Logistic Strength.
 
Heavy Cavalry and Dragoons seem to be mixed up
Thank you - mix up should be corrected now.

I don't think you want us to multiply Maintenance costs by 5,000 to get Logistic Strength.
Thanks again - another mix-up. I want you to take your maintenance costs, divide them by 1000 and then multiply them by 3000 Rubles~ The effect now is, that the whole expedition is 1.5 times more expensive and therefor you get 15 Million Rubles starting budget.
 
Here are my costs so far. Maintenance will eat me alive if I take a whole regiment.

60 Dragoons (TS: 180; Class: Cv, F; WT: 120; Mounted; Average Quality; Basic Equipment; TL: TS 5; Raise: 6 Million Rubles; Maintain: 1.2 Million Rubles)
Field Hospital (Support; Foot/Mounted; Average Quality; Basic Equipment; TL: TS 5; Hospital; Raise: 200k Rubles, Maintain: 40k Rubles)
10 Mil. Priests (TS: "10"; Support; Foot; Average Quality; Basic Equipment; TL: TS 5; Morale-Support; TL: TS 5; Raise: 200k Rubles; Maintain: 20k Rubles)
3 Wind Witches (TS: 18; Recon, C3I; WT: 3; Slow Air; Average Quality; Basic Equipment; TL: TS 5; Raise: 600k Rubles; Maintain: 120k Rubles)
3 Earth Witches (TS: 24; Engineer, Fire; WT: 3; Foot; Average Quality; Basic Equipment; TL: TS 5; Raise: 600k Rubles; Maintain: 120k Rubles)
Logistics (Support; Mounted; Raise: 4.5 Million Rubles; Maint: 450k Rubles)
Total: Raise: 12.1 Million Rubles, Maint: 1.95 Million Rubles
 
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Here are my costs so far. Maintenance will eat me alive if I take a whole regiment.

60 Dragoons (TS: 180; Class: Cv, F; WT: 1200; Mounted; Average Quality; Basic Equipment; TL: TS 5; Raise: 6 Million Rubles; Maintain: 1.2 Million Rubles)
Field Hospital (Support; Foot/Mounted; Average Quality; Basic Equipment; TL: TS 5; Hospital; Raise: 200k Rubles, Maintain: 40k Rubles)
10 Mil. Priests (TS: "10"; Support; Foot; Average Quality; Basic Equipment; TL: TS 5; Morale-Support; TL: TS 5; Raise: 200k Rubles; Maintain: 20k Rubles)
3 Wind Witches (TS: 18; Recon, C3I; WT: 3; Slow Air; Average Quality; Basic Equipment; TL: TS 5; Raise: 600k Rubles; Maintain: 120k Rubles)
3 Earth Witches (TS: 24; Engineer, Fire; WT: 3; Foot; Average Quality; Basic Equipment; TL: TS 5; Raise: 600k Rubles; Maintain: 120k Rubles)
Logistics (Support; Mounted; Raise: 4.5 Million Rubles; Maint: 450k Rubles)
Total: Raise: 12.1 Million Rubles, Maint: 1.95 Million Rubles
Seriously, how are we supposed to get more money to keep paying maintenance and hire more men down the line? I'd like to know how many turns I should be planning to make do without income.
 
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Space Multiply - Laulos Vasiliev Makaelvich
Really want in. Will work more after party!

Name:
Laulos Vasiliev Mikaelvich
Nickname: The Captive, Tsar's Hound, Water Rat

Gender: ???
Age: 34
Height: 1.425 meters
Sexual – Orientation: Heterosexual. Probably.


Appearance:



Personality:

The core of Laulos personality is fairly simple to grasp. Firstly, she has a very...manly zeal for life. She is the epitome of a glutton, drunk in the pursuit of flesh, food, fighting, and anything else she may become enamored with. She loves deeply and totally, to an obsessive degree, and an object of her affection will be treasured.

Secondly, despite what her reputation would suggest, she is at heart a soul meant for the service of mankind. In times of peace she is a philanthropist, giving help to the helpless. She has an almost chronic urge to help people, to her own annoyance, and can easily be manipulated into running errands and doing favors for her neighbors.

Thirdly, she is vain. Not just for a woman, she has a higher opinion of herself than a queen. She seeks to represent herself in the most powerful, memorable light. How that manifest depends on her mood. She can be the charming Lady Vasiliev, the bloodthirsty Captive, or the excitable Laulos. She simply tends to present herself in a extreme.

Fourthly, her loyalty is deep and absolute. She places her nation above all else except for the Lord himself. Temptations have no effect when she draws from her reservoir of fervent patriotism.

Motto: The freedom to commit to total war is only allowed to the victors of any conflict.

Motivation: To conquer the world. Now worlds.

Likes: Blood sport, conviction, conquest, fashion, fire, flattery, food, fortune telling, gambling, God, oceans, Russia, wealth

Dislikes: Conscription, critics, demons, dissent, dryness, meaninglessness, mirrors, monsters, pagans,


Biography: Laulos began her life on the shores of the Black Sea, in hardy Derbent. The eldest of a young soldier and a blacksmith, she was born during one of the worst storms in the history of the region. Some might point this out as the reason for the impermeable intensity of the woman.

She was apprenticed to the forge at a young age. Unknowingly, her body was prepared for the rigors she would face in her adult life. Muscles uncharacteristic of such a slight girl formed from practice ad nauseam on a body that did not develop easily. The much hated heat was preparation for the hells she would enter. The weapons she had created, a prophecy for a future dedicated to the destruction of Russia's enemies.

The first to earn her fury was her own father, a traitor to Tsar and countrymen. The death she gave him for his desertion and leaking information during a time of war was far kinder than what the monarchy would have done. She only wanted to give him a peaceable end...

Patricide, no matter if it was justified, and the law on her side, was unforgivable. The once beloved daughter of Derbent, respected and desired, was blacklisted. The foundations of her former life crumbled, but she had already chosen a new path.

She swore a blood oath, with the Almighty as her witness. No matter the war, the enemy, or the order, she would never abandon her country. Soon she had donned her disguise and enlisted in the Imperial Navy.

The majority of her life has been spent in the Empire's armies. She would develop a new reputation for herself, and don the identity of the Captive, a beast in human skin ready to be set loose at any moment. The comrades who served alongside her often speak of her immense cruelty to the enemy, making quick vendettas for meager crimes. She made a name for herself in the Hungarian Revolution, throwing herself at the enemy with ferocity more in line with a hunting orca than a soldier.

With a title under her belt, she would soon be defending her country again during the Crimean War, and live through the entirety of the Siege of Sevastopol.

Despite popular belief, her commanding officer did actually fall on his sword. Accusations otherwise make her uncomfortable and she would like it if they would stop. Regardless, after her superiors unfortunate death, she took control of her regiment, and led her men to the end of the conflict.

While they did not win the war, she was recognized as a hero in the region. For the first time in near two decades, she was welcome back home.

It felt...nice.

Class: Naval Infantry

Skills: Amphibious Assault, Commander, Boarder

>-]Attributes[-<

Valour – 3 Bonus to leading Elements into Battle and Heroic Actions that need Brute Force
Cunning – 1, Bonus to Reconnaissance, and Heroic Actions that need a more subtle touch.
Intelligence – 1, Organising Reports, looking into making some sense of your scouts scribbling and logistics.
Strategy – 3, Guiding Battles and planning campaigns

 
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TheMaskedReader - Solomon Retrin
I'll edit more once I've got a computer.

Name: Solomon Retrin
Nickname: The Mad Miner

Gender: Male
Age: 40
Height: 5' 11'
Sexual – Orientation: Asexual (The military is his only love)


Appearance: Heavily scarred, the man's face isn't grotesque, but is still attention attracting. He's tall and of average weight. His hair is fiery red, a rarity, and his hands are constantly fidgeting with each other.

Personality: A cynical man, he was once idealistic about the realities of war. However, once he became embroiled in battles and saw hell in the tunnels, that idealism has been worn down to a sense of patriotism and an unwavering determination.
Motto: "Let's get the job done."
Motivation: To faithfully serve his country in a way that allows him to channel his true passions of building and strategy.
Likes & Dislikes:
Likes: The Military, Russia, Books, Mines, Enclosed spaces, history, Tunnels, Fortifications, and The Look of Dismay on Enemy Faces when confronted with a dug-in defensive position and minefield.
Dislikes: Flying things, People who blow themselves up, idiots, lucky idiots, open spaces, people who disrespect him, people who disrespect the military, and people who don't follow orders.


Biography:
Ever since he was a young boy, Solomon was enamored with the military. However, he was not in love with the brave soldiers or the flashy weapons or the heroic propaganda, instead, he loved the battles and their strategy. He studied the tales of these battles intently, learning from veterans of wars, even when young, learning of strategy and of the cunning and intelligence that past military leaders had. He became near obsessed with it, to the point where he became more of an outcast then before, people driven off by his red hair and his single mindedness. With his goal in mind, and no silly things like friends or lovers standing in his way, he signed up to be in the engineering corps, driven by his love of the military and wanting to use the battlefield.

It's been a long fifteen years since then, and not only did Solomon grow as a person, being able to actually lead a group of soldiers and connect, he grew as a tactician from experience, learning the best ways to set mines, build Fortifications, keep tunnels going! With that in mind, it was no surprise when he was promoted to officer. He's still relatively inexperienced in command, but is confident that his years of experience and knowledge will serve him through any potential mishaps.

Stats
Valour - 1
Cunning - 2
Intelligence - 2
Strategy - 3

Class: Combat Engineer
Skills: Sapping, Fortifications, Miner
 
Laplace - Lilya Sokolov
Name: Lilya Sokolov
Nickname: Brimstone

Gender: F
Age: 56
Height:
6ft 2in
Sexual – Orientation:

Appearance:

Personality:
Lilya is quietly proud as the devil himself. She's pretty certain that she's the best at what she does, using her magic to call up clouds of choking powdersmoke and sending bullets flying through whereever she cares to put it. She also prefers the company of herself whenever possible, but she's not a totally asocial gremlin. She possesses a mildly cruel and mocking sense of humor- she delights in making people uncomfrotable.
Motto: You miss 100% of the shots you don't take. You also miss 100% of the shots you do, because you're not me.
Motivation: Let's clear some things up first. Despite the fact that she's unfairly tarred as a cold hearted bitch that only feels warmth when she's surrounded by powder-smoke and blood, Lilya is still a scholar at heart. even if most of what she studies is the art of turning men in to ghosts. A chance to travel into the heartland of magic? She would sell her grandmother ten thousand times over for such a oppertunity. More broadly, the thing about Lilya is that she wants to hone her skills into perfection.
Likes & Dislikes:
  • Likes: Chifir Tea, her family, hunting, magic, enthusiastic walks or rides.
  • Dislikes: Coffee, moral guardians, cramped spaces, overly proud people.

Biography: Lilya Sokolov was born to a family of serfs eking out a living in the cold regions bordering the Siberian tundra. Her father often took her hunting, her and a rifle taking down the various beasts of the tundra. Her most cheerful memories were of her brother Alexei, Papa, and her tracking down moose over frosty plains. One year, during a bad harvest, a bad winter, and a cut of flesh rotted just so, her family died. She lived. Some of her brothers and sisters lived. The hunts stopped becoming a family excursion for some meat to bulk out the meal, but a serious provider for her family's livihood. The weight of providing for her family pressed on Lilya. She wasn't the oldest, but she felt as the person who hunted the diseased animal, she had some of the blame. She retreated to her hunts, which caused no end of distress to her older sisters and brothers.

One day, when she was trekking home after a long walk, she chanced upon a witches' gathering. One of the coven's members tasted magic within her, and offered her a place in the coven. She accepted, on the condition that the coven give some support to her family. The coven was the best thing that happened to her. She found a purpose in magic, serving in the Tsar's army.

>-]Attributes[-<
Valour –
2
Cunning – 3
Intelligence – 2
Strategy – 1

>-]Background[-<
Witch:
Not many children have that kind of spark, of magical potential, that would allow them to field magic in the same devastating way the Russian Covens regularly do on the battlefield: for the Tsar and with the blessing of his Orthodox church. You might have come from all sorts of families, serfs, merchant daughters, even the daughters of noble families: it didn't matter much – in the coven you were all sisters: from the youngest to those that had lived for more than a century without visibly aging. With only the Tsar above you and your coven leader, you might be some of the most unbound people in an otherwise firmly set social hierarchy – allowing you to circumvent and sidestep it when you want. But now you have been called up by the Tsar himself to accompany this project and keep an eye on the Elder Witch accompanying the whole endeavour – there have been some murmurs about her here and there, but hopefully she's just a multiple century old eccentric.
Skills: Witch, Supernatural, Coven leader

WIP while I figure out how the unit sheet works. :p
 
So making progress with my backstory but I have to quickly check @Simpli is it alright if I do the whole "Orphan taken by the state and sent to secret spy training facility" thing?

Also I added a Rough outline of the planned backstory after the WIP mark, feel free to veto anything that doesn't fit. On that note I'm unsure as to what conflict Oktavia could have taken part in as for where her unit gained it's reputation.
 
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