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1/23/2016 10:11:55   
TJByrum
Member

Hey guys, I have been working on this RP for almost a week now, but the content is almost a year old; BK is the only one around here who might be familiar with some of it.

This will be a war role play, very similar in mechanics to The Rise of Domrius where strategy, tactics, and teamwork play a major role, but with some differences. It takes place in the Eastern March, the setting of an armed religious conflict known as the Eastern Crusade. You'll each take on the role of a commander, fighting for either the Crusading westerners, or the Allied commanders of the March (who have banded together for mutual defense). There will be many battles across many landscapes. Both groups will begin with equal troop numbers that will not replenish over time, regardless of how many players are on each side (so if one team has 2 players and the other has 4, then both armies will still be the same size at the start of the RP). The Crusaders are trying to purge the worshipers of a dark pagan god, conquer the holy cities in the March, spread the worship of Angelism, and find an ancient tome known as the Scripture. The Alliance is trying to protect its people from the ambitious crusaders and repel their invasion. But keep in mind no one is necessarily evil, there is no good or bad, and both sides are pretty morally ambiguous. Since their is nothing defining the Crusaders, and nothing defining the Allies, then you can create any kingdom/group you want because there is diversity. I will provide you with some lite background, and you may ask me anything you want to.

Some time ago, a kingdom known as Vessia (south of the Darkwald) fought a brutal civil war known as the Swavian Rebellion. The Swavians were crushed, but when the victorious Vessians returned home, they found their lands pillaged and families butchered by a pagan folk known as the Wickans. Vessia was still reeling from the tiresome Swavian Rebellion, and so could not mount any real war on the Wickans. But that didn't stop Konrad IV von Marschburg from gathering his own knights and volunteers. These vengeful Vessians marched into Eastwick, the home of the Wickans, against their king's orders and slaughtered the local population before fleeing back into Vessia. But they were arrested by the king, on treason, belligerence, and war crimes.

Fortunately for them, the High King of Asgeir (north of the Darkwald) petitioned their release. His lands had also been plagued by Wickan raiders, and he suggested Konrad be installed as the grandmaster of a crusading order that could subdue the Wickans. It was agreed, and Konrad IV became the first Hochmeister of the Knights of the Black Cross (or Knight-Brothers, or Brothers). Now bolstered by overwhelming numbers of volunteers from Asgeir and Vessia, Konrad and his Brothers marched back into Eastwick, and so began the Wickan Crusade. Within a year the crusade was successful. It became apparent that the Wickans were under the influence of a dark god whose worshipers lived all across the Eastern March. A true victory meant purging that dark god's influence all across the March.

And so that brings us to the Eastern Crusade. Calling upon the other western kingdoms, the Brothers now seek to push further eastward, into the March, and purge all the darkness that could one day consume the world. In doing so, they must come into contact with the native kingdoms that live in the March, who are not keen on seeing Angelist rule in their lands; they must repel these invaders at any costs, lest they too be purged from the history pages.

An Angelist is anyone who worships the angelic pantheon. A thousand years ago, a man named Saint John lived, and his journal is known as the Scripture. He was crucified and then burned (the 'Black Cross'), and the real Scripture lost. The Scripture has the locations of very important artifacts, and is the key to absolute power - and the Angelists must recover it, but they must search all across the March to find it. They also seek to liberate the holy cities that once belonged to the Angelists in the ancient days and convert unbelievers to Angelists.
DF AQW  Post #: 1
1/23/2016 11:57:24   
Remaint
Member

This sounds utterly wonderful. If and when you move this project forward, you'll likely have my support.

I must ask, what are the chances that I'm allowed to play one undead character that wields lightning, and is immune to many elements, and one regenerative immortal with little other distinguishing features? I think with the numbers involved, these two generally powerful characters would have relatively little effect. Their excuses for being in the East? Summoned by the Allies of March(more specifically, a Wickan witch) as Dark Entities to assist in resisting the Crusade. They will act as mercenaries, with the possibility of switching sides(not that it is likely, given one individual's undead). The characters can be captured, interrogated and tortured.
AQW  Post #: 2
1/23/2016 12:24:28   
Bastet
Member

Sounds good to me, I would join.

Remaint, what is it with you and the undead?
Post #: 3
1/23/2016 13:12:21   
TJByrum
Member

@Remaint: Those two characters would have to be part of the Alliance (Confederation?), as the Crusaders would never let something so 'dark and unholy' as undead serve them. If anything, the Crusaders would use them to further their own goals, and would never put them in a leadership role. However, those characters would be allowed. One thing to note, however, is that 'powerful characters' will have very little effect on battles outside of morale; battles will require intense leadership and strategy, not one-hitting whole units and destroying whole armies with a single spell (not saying you would, I'm just saying).

@Bastet: Glad you like it.
DF AQW  Post #: 4
1/23/2016 14:31:38   
black knight 1234567
Member

Is this a fixed ending like Domrius?

I might do a dark pagan character who wants to launch a counter Inquisition upon Angelists.
AQ DF MQ AQW  Post #: 5
1/23/2016 14:53:05   
Remaint
Member

No problem TJ! If one reads what I write, they may know that I'm a huge fan of military strategy, combat tactics and legitimate technique. I'm constantly on the look out for historical figures and things like Fiore dei Liberi, Achille Marozzo, Armizare, Kunst de Fechten, weapons techniques, weapon types, and types of troop deployments.

Woyadei, my zap-happy wight, even straight up quotes Sun Tzu, George Silver and Helmuth von Moltke!

There's two quotes of Sun Tzu that I intend to take to heart:

"Bring war material with you from home, but forage on the enemy. Thus the army will have food enough for its needs."

"Hence a wise general makes a point of foraging on the enemy. One cartload of the enemy's provisions is equivalent to twenty of one's own, and likewise a single picul of his provender is equivalent to twenty from one's own store."


Instead of using his fantastical powers to do the typical fantasy thing and attempt to vaporise whole regiments of soldiers, Woyadei always aims to siphon, or outright ruin the supply chain of his opponents via raids upon caravans, supply depots. His long-ranged lightning comes in handy in such scenarios.

Why I like my undead so much, Bastet? Because I could put them in scenarios where I can't put humans(or not-undead)~ The bottom of the ocean floor, a moon with no atmosphere, a planet with a hellishly acidic atmosphere, a spaceship that has long been blown apart. Being able to explore the very cosmos, my undead are superb conquistadors!
AQW  Post #: 6
1/23/2016 15:06:31   
TJByrum
Member

I think I will do a prelude first, to make sure things are in working order before moving onto to this project (which is very large and could be hard to handle, I think).

@BK: It has no fixed ending. Anyone can be victorious.
DF AQW  Post #: 7
1/25/2016 23:59:09   
Draycos777
Member

sounds pretty good, I might think of joining.
AQ  Post #: 8
1/26/2016 0:08:41   
Remaint
Member

Careful not to overload yourself, Draycos. While I think you easily have the capability to engage in many roleplays, I wouldn't want it to end up being a chore to get posts up by due, or not due dates.
AQW  Post #: 9
1/26/2016 16:46:36   
TJByrum
Member

Sometimes, you try to write and you just can't do it. And to be honest, I was thinking of going with an earlier conflict. Something where a warrior-queen named Alexis conquered a lot of territory, then seemingly vanished, throwing her empire into turmoil; now her governors fight over who should be the next leader, and during the conflict another large empire in the west is planning to invade pretty soon. This would allow a lot more creativity and diversity. I feel like the crusade aspect of my original idea kind of forced players into a position, and I didn't like that. I like when the players get into conflicts themselves; it makes it more original and authentic in my opinion. This wasn't a problem in Kell's TRoD because everyone was allied.

The Ashes of Alexis role play would focus on some classical/antiquity elements, with the factions being more inspired by Rome, Germania, Greece, Persia, Egypt, etc. Alexis is some kind of legendary figure based off of the Amazons, but fulfilling a role similar to that of Alexander the Great; her ambitious husband wanted to conquer the world 'for peace', but he died early on in his campaign and so she took up the mantle.. The 'western empire' would be akin to Rome, I would think, and Alexis is the only commander to have ever defeated them. As far as magic goes, I was looking into it and -might- allow some ancient mythology to be allowed, like mythological beasts and special artifacts inspired by the period.

The only problem I am running into is making the character for the western empire. I don't like evil characters; my antagonists need a legitimate reason for doing what they're doing, and I just can't figure it out.
DF AQW  Post #: 10
1/26/2016 17:58:51   
Vanir
Member

I'd be all up for lending a hand with an Egyptian based faction. Ancient Egyptian culture is my second favorite to read and study, only second to pre-Columbian Mesoamerican cultures.

A setup based on a huge empire like Alexander the Great's or Rome would have plenty of opportunity for believable, inner faction conflict from different cultures, religions, and their leaders fighting for power and resources.
MQ AQW Epic  Post #: 11
1/27/2016 16:47:53   
TJByrum
Member

Good Vanir, I would like to see something with Egyptian influence thrown into the RP. My own character will have some Persian/Parthian influence, and the Big Bad will be a Rome faction.
DF AQW  Post #: 12
1/28/2016 12:09:21   
Tdub
Member

I'd be interested in joining. Would this be an RP where politics and negotiations are almost as important as the actual fighting? I'm toying with the idea of a governor struggling to rally support and raise an army. Greed, I suppose, would be a motivation for either side.
Post #: 13
1/28/2016 13:09:26   
Apocalypse
Member

If I had a lighter schedule, I would definitely want to be in on this. Stretched too thin at the moment, I'm afraid. I wish this the best of luck, and I look forward to following this in the near future.
AQ DF MQ  Post #: 14
1/28/2016 17:53:20   
TJByrum
Member

@Tdub: I'd like some political aspects to be had in the RP, but then you gotta introduce some additional things that would make politics worthwhile.

@Apocalypse: Honestly, the RP would not move nearly as fast as other RP's here, because I have little time to RP nowadays. I think 1 post a week would be average for me.

So, some more info. Your characters are provincial governors, installed by Alexis when she conquered the lands of Phaeros (or maybe your characters (re)took power when Alexis disappeared). Anyway, Alexis isn't around anymore - but somebody needs to ascend to the throne. But who? The RP will begin with that question; you guys have come together to find out what to do. Maybe you want to be the next leader, or want someone else to be, or want to be independent. Whatever the case, there is still the looming Legions in the west. None of you - alone - can beat the Legions, so you'll need to work together and become one, or somebody needs to conquer all of Phaeros in order to build an army large enough and can sustain itself to fight off the Legion. Something like that.
DF AQW  Post #: 15
1/29/2016 18:57:08   
Remaint
Member

Demo Bio: How close is this to sufficient?

Army Commander: Harsiff, Seer of the False Sea
Affiliation: Territory of Heiyath
Troops Fielded: Should be a minority compared to others.

The unity of Phaeros under Alexis provided much for peace. Now that the Imperatorship is vacant, discord and warfare once more ravages the land. It has been 40 years since the denizens of Heiyath had to invoke the Cursed Powers, once more they are forced to utilise such ancient horrors.

Territory of Heiyath:

A surprising mix of dominating sand dunes surrounding a city state situated next to an enormous river and a lush forest of desert trees. Its people understand the reality of seemingly perpetual warfare, and so work hard to keep their state industrial, operational, and valuable should there exist the choice of being annihilated, or assimilated. Gods Seth, Osiris and Nut are typically prayed upon for mercy and fortune. The gods of desert, death, and sky. Violence, insurance, and rain.

Harsiff: Known as a Seer, Harsiff oversees and directs the political and mystical matters concerning the land of Heiyath. He doubles as the primary priest and military commander of Heiyath. Though he is not typically a frontline fighter, Harsiff is familiar to combat and his very symbol and weapon is an Austrian styled halberd. 6'3'' in height and muscled, this figure wields an aura of authority. He is typically seen in a pale coif, obscure robes and heavy boots which hides armour of maille.

Horse Archers: 140 pound composite bow equipped troops on horseback with a maximum volley range of 380 yards. Mobile and extremely long ranged, they excell in harassing opposing forces. While Heiyathian horse archers primarily fight at distance, they are each equipped with an assortment of buckler alongside a messer, falchion, or falcata and are very able melee combatants.

Janissaries: Heiyath is no stranger to war, and over centuries the land had faced, and triumphed over, many enemies. A good portion of those enemies have been enslaved, and now serve the very land they sought to conquer. Armoured in bronze helms, coat-of-plate, equipped with a sidearm in the form of bronze axes, maces or hammers alongside a main arm of sarisa or pike, they make the standard frontline defence.

Mummies: Through the esoteric and hadal power of the Black Tome of Reinforcement, living people can be converted into unresting and dead combatants. Additionally, those fallen may be returned as vengeful fighters. Because they do not originally owe loyalty to Heiyath, converted Janissaries are feral, and though they continue to fight with Heiyathians, they are too savage to wield weapons. Converted Heiyathians retain their intelligence and skill, but are now blessed with unyielding stamina and resistance to mortal wounds. Mummies are, of course, cursed with rotting flesh, and so cover themselves in bandages to spare others of their inhumane sight. So rotten becomes their organs, that they do not speak, and only groan incessantly.

Through use of the Black Tome of Summoning, otherworldly entities augment the military strength of Heiyath.

Sand Golems: Huge and bulky entities comprised entirely of sands or grainy equivalents, Sand Golems are immensely durable and physically herculian. They are fifteen feet tall and possess a massive frame. Population: 4

Living Walls: Even taller than Sand Golems, Living Walls wield enormous reach with their great arms of brick. Their whole bodies are likewise made of brick and thus effectively resist projectiles, but are generally physically weaker and less durable than Sand Golems. Their height is 22 feet. Population: 4

Sand Golems and Living Walls require sorcery to repair.

Men O’ Sand: The largest of the Heiyathian desert summons, a Man O’ Sand towers at 65 feet. They are mostly comprised of sand, but a significant amount of their mass is oddly what appears to be bone. Similar to Living Walls, they have long limbs and thus their reach is murderously formidable. They are not proportionally strong as Sand Golems, but their sheer mass makes them a mighty foe to face. Additionally, they gradually regenerate when within the desert. Population: 2

Foreigners: 4 Individuals have been inadvertently called to the aide of Heiyath. Their affiliation is to the Confederacy of Mist, an organisation based on the alien and hadal realm of the Dominion of Mist.

Ethna Graves: A true immortal, this vernal and voluptuous girl wields targe and baskethilt, and commands great proficiency in close combat. She hails from underworldly Morseren. 5’5’’ in height and hardly armoured, Ethna provokes others to underestimate her.

Woyadei: An undead soldier from the frozen domain of Shuischeier. He wields an Austrian glaive and bends lightning to his will. Though well muscled, he is 5’5’’ in height and his rather young appearance may cause others to underestimate him.

Folliwen: A lithe, blonde elf hailing from the ravaged lands of Harrowshreik. 5’4’’ in height and a mere girl in appearance, it is her weapon and skill with it that may garner respect. Folliwen wields a black musket, and is able to shoot targets up to an accurate range of 234 yards.

Qarusis: 6’5’’ in height and armoured in full plate stained black, Qarusis is daunting to behold. Even outside of his armour, this undead fighter radiates the visage of strength with chipped and toned muscle. Equipped with mace and metal rodela, or arm strapped shield, Qarusis is a brutally quick and highly resilient soldier of Shuischeier.



< Message edited by Remaint -- 1/30/2016 0:26:46 >
AQW  Post #: 16
1/29/2016 23:41:05   
Apocalypse
Member

@TJByrum: As tempting as that is, I fear it would be a bit too much for me right now. Perhaps if my load lightens up in the near future. Until then, best of luck.
AQ DF MQ  Post #: 17
1/30/2016 1:41:43   
Vanir
Member

@Remaint: Okay, guess I won't be using any of those Egyptian ideas I had floating around. I'll fall onto my Assyrian back-up plan. We've got libraries to fill with your books.
MQ AQW Epic  Post #: 18
1/30/2016 9:09:48   
TJByrum
Member

@Remaint and Vanir: Just out of curiosity, would you like me to include some magical stuff in it, or would you prefer more realism?

Magic can be an iffy subject, especially when two players are fighting against one another and magic comes into play. If anything, higher-end magic would be scarce, fulfilling the role of artillery in place of ballistae and such. Low-key magic, like mummies, could be allowed as well.

Generically speaking, I can determine the strengths, weaknesses, and effectiveness of heavily armored troops fighting lightly armored troops, or Spearmen bracing for a cavalry charge, or infantry trying to break through an opponent's line, etc. But as far as mummies go, where do I draw the line? Should they counted in the same category as light infantry, and therefore are not very effective against anyone except other light infantry and are useful for screening heavy infantry?
DF AQW  Post #: 19
1/30/2016 11:50:42   
Remaint
Member

Some magical stuff would be nice. So long as the combat is realistic(or semi realistic. or at least, an attempt was made), I don't mind much else.

@Vanir: Hey, just 'cause I have something Egypt themed doesn't mean you can't! I in fact made this sort of Egyptian civ because you mentioned the idea in the first place! I don't know too much about ancient Egypt, and I only have rather small references toward the ancient civilisation. This is really a simple excuse to diversify the undead I write about!

Mummies generally won't have the sheer offensive impact of a heavy cavalry charge. They are durable, ever enduring in the length of time they can fight, and the damage they can cause will effortlessly pave the way for disease to take hold. Mummies are somewhere between heavy and light infantry in terms of use, but outside of cataphracts, medieval knights and the gendarmes that come after,(fully armoured heavy cavalry, including entire horses) anything melee would have, maybe not always a difficult time against mummies, but a slow time fighting them. Projectiles and magic tends to be less effective against them as well.

But simply put, they are heavy infantry, and or horse archers with higher resilience(and a diseased melee attack).

AQW  Post #: 20
1/30/2016 12:52:14   
Vanir
Member

In most cases I am pro magic, but I think this should have more realism and less fantasy. Offensive magic could exist, but it would mainly be an artillery/siege aid. I like the idea of mythological beasts and artifacts, but I don't like wizards. In a more realistic setting, undead would be out of place and easily OP depending on the particular rules of undeath. Although Egyptian mythology, being primarily focused on the afterlife and rebirth, would be perfect for it, it might only be appropriate in a scenario like this: Say a great general died in battle, then the king and his priests perform a ceremony to bring him back to life, but it requires a great sacrifice. Maybe they had to trade a life to get one back, or the reborn requires constant nourishment of some form to stay in the world of the living. Magic should revolve around the gods.

I think defining a technology range would be helpful as well. Depending on how historically based and where you want it to be, we could base technology off of the Alexander the Great/Hellenistic period which would put us about 300-200 BC. The technology is middle iron age, but bronze would still be the metal of choice for low-cost infantry. Horseshoes are an emerging technology and would not be common particularly in the East. Gunpowder is still a thousand years away. Technology is difficult to place worldwide, and even regionally, as Egypt was slow to adopt iron, considering it an impure and evil metal associated with the god Seth. However, Iranian cities (including Assur and Babylon) were casting solid steel tools and weapons efficiently at this time. Bows would be simple, but extremely powerful. Infantry archers would use powerful longbows to defend cities, and chariot and horse archers were the strongest offensive presence. By in large, geography determined the outcome of wars.
MQ AQW Epic  Post #: 21
1/30/2016 14:24:20   
TJByrum
Member

Magic will be limited in the role play, reserved for only specialized units and characters. But I want careful precautions: magic should not be OP at all. I want an extremely heavy emphasis on real-world strategy and tactics. Mummies which have been explained in this topic would fulfill the role of heavily armored (assuming they have heavy armor) infantry with protection against arrows (equal to anyone with shields). We'll need to classify these fantasy units to determine their strengths and weaknesses relative to historical combat types.

As for technology levels, I want something in classical/antiquity period. Bronze armor is common, iron is slightly less common - used primarily for weapons - and steel is rare, probably reserved for the Legion. It shouldn't feel to Medieval. The strongest units should be akin to cataphracts.
DF AQW  Post #: 22
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