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A New Power


MDRud216

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A New Power, Part Two

 

The peaceful Galoric Emperor was overthrown by a merciless invading force, but before the year and a half long war was over the defense had reduced the invaders army by half. Unfortunately, that was not enough, with a final decisive action Tarnisus Darel (the prime military adviser for Adtonius Horus, the monarch of a Northern Kingdom led his last armada of over 70,000 soldiers into Rakatal, the capital province of the Galoric Empire and crushed the capital city. Shortly after his victory Darel declared himself emperor and separated himself from Horus.

 

A New Power part one picks up about two years after these events, and tells of an invading force come to take advantage of the fledgling empire trying to rebuild itself after war, their fist attempt failed at the cost of hundreds of lives. Quarian and the rest of the allocated players lead this defense. Now it is your turn to decide the fate of the Galoric Empire. In a yet further weakened state the Empire is open for the taking, but undoubtedly you will not be the only one who seeks this.

 

Okay, all previously allocated players should keep their old characters but can create an alternate char if they want to have a kingdom or Empire. For all new characters:

 

You must sign up as a neighboring Empire/kingdom or whatever you want to call it. In part two I give up all control over the plot that I previously had due to DM status, it is up to the players to decide the fate of the Galoric Empire. When you sign up you will be expected to state the direction of your Empire, to the north the mountainous highland creates a harsh environment for all who live there, but those who come from those lands are hardened warriors, some of the bravest and honorable men in the land. If you choose to come from the northern highlands think of societies such as the Mongols and Chinese for inspiration. To the west is a lush jungle, extending from the foothills of the highlands to the far south. Its inhabitants are often stealthy, and are masters of guile and jungle survival. If you choose to come from the western jungles think of societies such as the Aztecs, Mayans, Toltec or mochas for inspiration. To the south a huge inland sea suppurates the Galoric Empire from the barren desert beyond its far shore; inhabitants of the southern deserts are often masters of sea travel, desert survival and guerrilla warfare. If you choose to come from the southern desert beyond the sea think of societies such as the Egyptians, Arabians and Vikings for inspiration. Finally, to the east the climate remains temperate, although the grasslands, temperate forests and hills are often baked by high temperatures during the summer months. Inhabitants of the lands east of The Galoric Empire are often masters of strategy, using the terrain to their advantage in warfare. If you choose to come form the east think of societies such as the Romans, Carthaginians or Greeks for inspiration.

 

Those societies are guidelines and ideas for your empire, be creative and whatever you do, don't make a pyramid building, gladiator fighting blah blah blah.... okay. There is no set map outside of the territory I have already provided, just follow the guidelines of climate and geology that I gave and you will be fine.

 

Sample society:

 

Name: The fringlemingledums

Region: the Northwest, most cities reside on the plateaus overlooking the eastern Jungle.

Leader (probably your main character): King Francis

Special trait: the Fringlemingledums are known for their superior weapons and armor, the skilled smiths of the kingdom are highly recognized and are among the top of the social pyramid

Brief History/military achievements: the early nomads of the area bravely fought off the natives and over the course of a century formed a kingdom, uniting the tribes into a powerful military force.

 

Obviously I did that in three minutes, and yours should be... better. Anyway, that is all the info you will need to supply, hopefully the rest will be revealed in the RP.

 

Post the following for your main character, probobly the leader of the Empire.

 

Name:

Age:

Sex:

Leadership Tactics: (i.e. intimidation, religeous promises, etc.)

Thoughts about the Galoric Empire: Optional, if you want to have your char find out about the Empire in game

Brief History:

Description:

Favorites: Weapon, terrain, whatever you want...

 

Rules:

 

1. be realistic, don't suddenly have thousands of soldiers who will just march in and sweep the world of all who oppose them. I am not gonna be strict but, to have an army you are gonna need to get the army from place to place (obviously), have food stores that travel with them, and an army cannot be traveling 24-7, they need rest after a days marching.

2. A small battle should last at very least 6 posts, that is 3 posts for each member, or if there are more than two participants adjust to fit it, however in a large battle such as the highlight of the first part of this RPG should last at least as long. no power posing, make your move and leave the outcome open for the next players reaction. But feel free to say that a volley of arrows devastates the front lines of the charging army, or something to that manner.

3. Diplomacy is completely up to the players, ally, pretend to be allies, unally, and fake a peace treaty, whatever. But remember, the more allies you have the stronger a force you will have, if you plan on allying with another player you cannot just ask them ooc, you must send a messenger in game or by other means, as long as there is in game interaction between the kingdoms or empires who wish to ally.

4. If an argument arises about a battle or power posing or whatever I will have the final say, after I make my call I expect the GAME to resume normally.

5. Still no Magic, race is always human, and THIS IS NOT A MORROWIND RPG.

6. Technology level is the same as in part one, swords bow and arrows, no gunpowder, however I may have some things to introduce during gameplay: this is kind of questionable, torches covered in some sort of fuel, ceramics launched from catapults that burst and ignite upon impact are fine, but no dynamite or anything. If you do not understand the ceramics thing watch the beginning of Gladiator.

 

If I have not scared everyone away by now, any of you that have made it to the bottom of this post can now sign up, enjoy. I will attach a map to this post when it is ready and i will make the RPG thread later.

 

Can't wait to see how things play out, which cities are taken over, how the battles are won or lost, and most of all who will eventually claim the ultimate prize of the Galoric Empire.

 

Name: Quarian

Sex: Male

Age: 34

Previous Profession: Farmer

Background: Family was murdered by new imperial forces and his home was destroyed. Seeing as he has nothing to lose he is starting this alliance to offer a resistance.

Weapon of Choice: broad sword

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Breton Thief Oriana

hey, cool! neato, man, count me in.

 

Name: Kataiyo

 

Age: 17

 

Previous Employment:

 

Kataiyo was a spy for the empire, freelancing, after his father, Hirotaiyo, mysteriously died of poisoning. His father gave him a single thing just before dying, his family heirloom, the Taik Locket. A dark set of black clothing gives him camoflauge, although Kataiyo is a skilled fighter with his fists. He now searches for any remnants of his lost Recon team, or anyone that will see him a member, even renegades, such as this new alliance. With nothing but the clothes on his back, the locket around his neck, and the peices of a broken bottle he carries for protection and to hunt, he strodes the wilderness honoring the memory of his forebearers, to which his locket is a constant reminder. however, more recently, he has resided in practice of the martial arts near the city.

 

 

 

Kataiyo's weapon of choice: information, and unarmed combat. Although he can be very skilled with his self-made wrist blades, he has no skill in armor or actual weaponry, because his team was taught to observe, run, report, and only battle if necessary. However, his great training in claw-class weaponry has made him nearly a master, and he had his very own set of leather ones (lost on an important mission), each holding its own row of shards that strike when he lashes out with his fists at an enemy.

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ObsidianKnight

If it's not too late, I'd like to join

 

Name: Armiena

Sex: Female

Age: 27

Previous profession: hunter

Starting weapon: iron dagger

 

Armiena is wanted for stabbing a trooper in the neck during a drunken fit. She fled from the authorities into the woods. She survived for a month on edible herbs and the occasional unsuspecting animal before they finally gave up the chase.

 

She has some experience with armor, as she was in the Legions before she was kicked out for insubordination.

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The HellBird

Name: Alenee B'Elen

Sex: Female

Age: 24

 

Previous Profession: Imperial soldier

 

Some simple character background: Alenee was a mid-level Imperial officer when the Emperor fell. Fortunately (or perhaps unfortunately), she was on patrol far from the Imperial capital when the invasion began, and she returned to find a lost battle and an enemy that wanted her dead. Along with a few of her surviving comrades, she escaped into the wilderness. Now beyond easy reach, she has begun to turn her attention to revenge for the friends she lost in the invasion.

 

Alenee B'Elen is just over 6 feet tall, and very light weight for her height. But despite her less than impressive strength, she moves with almost effortless grace. Now instead of her Imperial uniform, she wears loose dull gray clothes, made for freedom of movement and concealment over fashion. The dirt of weeks of exile is clear on her clothes and exposed skin, and her long brown hair spends most of its time tossed carelessly over her shoulders, the scraps of plants caught in it ignored. In another life she might have been considered pretty, but now all that remains is a determined warrior. One must wonder if the sense of calm confidence that surrounds her is due to real skill, or if she just doesn't care about anything anymore...

 

 

 

Weapon of choice: longbow/pike. Alenee carries a bow she created herself, her personal weapon that has seen years of use. This weapon, and the backup pike she carries on her back, is the only thing left of eight years of Imperial service. It is the one ally she can still trust in this world.

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Ensis

Name: Akechi Tralen

Sex: Male

Age: 18

Previous Profession: Hunter (Archer)

Equipment: Short Recurve bow and quiver of 20 Steel Arrows

Inherited Items (in hiding until finding of note): Black Imperial Cloak with the old Imperial Crest emboridered on the back and Imperial Dagger.

 

Story: Akechi's father was an Agent-Knight who was captured and killed while he was on leave, thus Akechi still knows where his father's cloak and dagger are. He now lives on his own, as his mother has died recently.

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Shadow of the Fallen

Name: Thrin

Sex: Male

Age: 26

 

Previous Profession: Shipping agent (Smuggler cover profession); deals with the transportation of goods (legal and illegal).

 

History:  His parents lived to a divine old age before their untimely deaths in Thrin's home town. Everyone dies sooner or later. Before that unfortunate event though, his life had been fairly simple.

 

After their their deaths, when he was about 20, he took up a shipping and transportation job in a port city on the coast. Fairly soon, he got mixed up in some illegal smuggling and such, and ended up making more money that way then with his regular job. However, the oppression provided by the living conditions of the goverment began to push him over the edge, defining a sort of revolutionary attitude toward the whole thing.

 

Now, he is proposing such a revolt to the people, attempting to drive them to the overthrow of the local goverment, and eventually, the Empire itself. Before he can make his stand, he has to gather his troops.. claiming to a trusted freind, "we would not strike the iron of men before it was white hot with vengence."

 

General Appearance and Misc. Details: He wears the clothes of a peasent and a wanderer now, torn and ragged. His sandles are worn to the soles from endless walking. He does not stand as a large man, rather he is of good height and medium build, perhaps more agile then a larger foe, though it has not been tested.

 

His face is welcoming, though his expressions usually are not (loosing valued family members will do that to you). Recently he has been working on a small beard. Though not of length, it makes him appear slightly older then he actually is. Perhaps his most defining feature, though, is his eyes. They hold a timeless anger, though barricaded and hidden elsewhere, his fear, anger, pain, and long-suffering are clearly visible thourgh the pools of endless emotion shrouded by the brown of his hair and eybrows. In a look, those eyes can both make you think twice about the man and who he really is, and make you feel as if he can see the deapths of your soul as clearly as you see his.

 

He handles a blade well, and he has trained with most types for at least a short amount of time, favoring some over others. Pikes, spears, and bows (/other missile weapons) don't hold as much appeal to him as a good axe or sword. Though he owns few (none for the sake of the game) he has dealt with many in his dealings.

 

In his war doctrine, he favors guerilla (sp?) warfare instead of full on rank and file soldiers. Such can be derived from his smuggling days, as it often occurs that a small group of men has to sneak goods into someplace. Every man must be efficient and adept at what he does. So it is that he can accomplish more in the same way during a war. "A knife in the dark is worth a thousand swords at dawn," is commonly mentioned when discussing the subject.

 

In his business dealings, he has a good relative grasp on how the economy works, and how people value things. He can usually get a good deal when working on smuggling and legal transport operations alike.

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Thanateros

 

Name: Vengul

Age: 35

Sex: Male

Leadership Tactics: First Mate on the Raider ship Undertoe

Thoughts about the Galoric Empire: He doesn't really know that much about it to make a judgement

Brief History: Brought up in a wealthy Southern family whose front for their piracy organization is a well-respected shipping organization, Vengul learned from an early age the real face of his family's wealth. He was brought up on the merchant ship Rainbow Chaser and taught sword fighting, spear fishing and knife throwing. By the age of 15 he had married a rival merchants' daughter, uniting the two families and securing shipping, merchant, and pirate organizations on the northern coast of the southern empire. From 20 on he was first mate on the Undertoe. After 15 years he was granted leave for several years and was encouraged to explore the empire that was to the north, where he now resides for the time being.

 

Description: 5'11" tall, muscular and well built. Lean facial features give him an experienced look. His dark blonde hair is shoulder length and pulled back into a pony tail. He has a short sword at his side and spear strapped across his back. Strapped across his chest is are throwing knives. He is typically seen wearing a dark blue cloak with a golden emblem on the back. For body armor he wears a brown leather studded cuirass with a silver emblem of a serpent wrapped around a ship in the center of his chest. He also has leather studded greaves and heavy leather boots.

 

Favorites: Harpoon (spear), shortsword, throwing knives. Prefers the ocean and arid climates so long as there isn't too much humidity.

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alright, those were all the active players in part one, they may post an Empire and have multiple so they can have a chance to have an army and whatnot. I encourage new people to join, you can picture this thread almost like the snow arena type of play, but with a little stricter rules. LEt the battle for the Galoric Empire begin, sign up.
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Well, I have some plans for these boys, enjoy..

 

Name: Army of the Eastern Fringe Rebelion

 

Region: Dren'Ios, Revatal, Ganuros. The easter fringe is just about as far east as you can get and still be east. It sits on the 'edge of the world', where the main continent ends before wrapping around on itself. Ganuros, Thrin's homeland, has finnaly decided to follow thier true leader, instead of living in the shadow and opresion of their own government. Now, they arrive in the more central areas, following the path of the one who began their revolt all the way to the capital city of the Galoric Empire.

 

Leader: Thrin Arigante

 

Special trait: While their countries were once brillant artists of warfare and combat in the open feilds of their region, The Army of the Eastern Fringe Rebelion (ERF) is a motley collection of pheasents and mid-classmen. While there are some broken bits of the old armies in their midst, only a handful of the leaders remain. Thus, most of the army is undertrained and I'll equiped, and they now turn to THrin as their leader.. Simply, he is the one who began the rebellion, and he is the only one who the people can trust.. The combined populus of three countries gives this army a good size, but its true worth could be debated.

 

Brief History/military achievements: They have over thrown their own countries with mass rebellion and guerilla tactics, fighting in the streets of their own cities and villages. Slaying countless soilders in their angry mobs. The army has little to show for acheivements other then a good revolt.. This however, may turn to use enough.

 

Discription: Heres some other specifics. The army has a high number of craftsmen and workmen, like smiths, fletchers, and hunters. The army is able bodied, while the ones who were not able (and women, as would have been law in the time) were left to run the country and make sure there was something to fight for.

 

The banners are those of their old countries, stained in the blood of the old leaders. Some thing that Thrin would know, as he first devised the significance of the symbol.

 

They have weapons, though they are few. Most carry weapons that have been taken from storehouses or bodies, made by the blacksmiths, or were originally farmtools.

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Name: Habassan Empire

 

Region: The far northwest, centered on a large island off the western coast. Much of the "worthless" northern lands between the more civilized empires and Habassa have been settled and fortified as a defensive wall. The capital city and one of the few ports is named Habassa as well, and the central territories extend north and west into the nearby mountains.

 

Leader: (probably your main character): Unknown outside Habassa. Local leaders include Alenee B'Elen (scout leader and emissary) and Aseir Miristar (commander of the army in the battle for the Imperial capital).

 

Tactics: the Habassans favor skill and precision over brute force. Longbows, pikes, and absolute discipline are a natural part of Habassan tactical doctrine. With their advantages in weapon range and skill, Habassan armies have held their Empire against countless attacks from much larger, but less organized, invaders.

 

The Emissaries are the other half of Habassan power. The "knife in the dark" in foriegn countries, the Emissaries are given the duty of protecting Habassan interests. Although deadly fighters with their prefered weapons, the Emissaries can have an even greater effect through stealth and skill, often playing rival factions against each other for the benefit of Habassa.

 

Brief History/Military Achievements: Habassa was first settled by exiles from one of the northern empires. The exact details of what forced them out have been lost to time, but its lessons have never been forgotten. Since their arival on the "worthless" island, a strong military has been a top priority. Between the mountain fortifications and the stubborn defiance of Habassa's human defenders, the Empire is one of the most impossible targets for invasion in the known world.

 

Habassan military superiority was established through over six hundred years of wars, as rival empires tried to add the growing nation and its wealth to their own. But in the end, all rivals were beaten back, and only a few nations have dared challenge Habassa since then. Only a major alliance could hope to win an offensive war, and various local conflicts prevented one from ever forming. Of course the efforts of the Emissaries didn't exactly make it easy for them...

 

In recent years, Habassan isolationism has relaxed slightly to add new allies and territory. Motivated by the increasing political instability in the region, Habassa added several nearby mainland empires (all of which found the deal quite profitable) to its territory, providing a second line of fortifications to get through before an invader could even reach Habassa itself.

 

As chaos and war consumed the Galoric Empire, Habassa's presence in foriegn lands increased significantly. Emissaries and scout forces were sent to watch over the situation, and hopefully to prevent disaster from reaching Habassa. When rebellion finally threatened to restore the old Empire, Habassan leadership saw their chance to hold back the approaching disaster. The Empire itself was of no concern, but the stability it would provide was priceless. Habassan Emissaries began quietly assisting the rebellion, while a major army under the command of Aseir Miristar moved into position to strike. It was this army that swung the battle for the capital in favor of the rebels. With the invaders now in full retreat, they have taken up defensive positions while negotiations continue to restore the old Empire to power.

 

===========================

 

Since I'll be needing this one as well....

 

Name: Aseir Miristar

Age: 38

Sex: male

Leadership Tactics: Military command. If loyalty and duty are not enough to motivate his men, his history of victories is.

Thoughts about the Galoric Empire: The Galoric Empire is a distant power of no direct interest to Habassa. But as a stabilizing factor, it is useful and would be given Habassan support.

Brief History: A natural commander, Aseir rose quickly to command of one of Habassa's armies in the mainland territories. Victory in minor battles against barbarian raiders proved his skill, and attracted the favor of the Habassan leaders. When the decision to assist the Galoric rebellion was made, Aseir was given command of the attack force, and by extension, absolute power over Habassan affairs in the Galoric Empire.

Description: Aseir is a bit over average height (6'4") and a bit under average weight with none of it in fat. He carries the aura of one who is entirely and calmly confident in his combat skill, and for good reason. When not wearing his armor, he wears the standard dark blue and gray uniform of a Habassan officer under a dull gray cloak. Even when not in battle, he carries a ceremonial (but still quite deadly) katana on one hip, and an officer's dagger on the other.

Favorites:

Weapon: Longbow and pike, with katana backup against anything that gets into close range.

Armor: Light steel curiass and bracers over a chainmail shirt, along with helm/greaves depending on the situation.

Terrain (since you asked): The high mountains of his homeland, and the nasty longbow ambushes they allow.

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