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RE: The Rise of Domrius - OOC

 
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6/21/2015 17:28:45   
TJByrum
Member

Since I'm not really planning on moving my men, I have refrained from posting for the time being.

If Cardus decides to make his move against our forces again, then I'll attack. But right now there's not much left for me to do. Unless, of course, there's some way one of our generals can let those Alquen regulars know that Cardus is surrendering, in which case I'll assume that role.
DF AQW  Post #: 576
6/21/2015 18:07:17   
Bastet
Member

Likewise, I won't have anything to post until the current battle phase is over.
Post #: 577
6/22/2015 20:48:44   
Kellehendros
Eternal Wanderer


We're mainly waiting on Draycos at this point. Whether Cardus stands down or reengages depends on what Ivis does.

I won't be around this weekend, but I intend to post next week, probably Friday or Saturday.
AQ DF MQ  Post #: 578
6/23/2015 16:06:19   
TJByrum
Member

I've got some interesting things for Volrun to say to Domrius.

And I'm assuming that the whole bring-some-roasted-pig-and-a-tent thing is still alright?
DF AQW  Post #: 579
6/26/2015 10:32:32   
Draycos777
Member

Alrighty, sorry about the delay. I'm off tomorrow so I'll try and get something up.
AQ  Post #: 580
6/26/2015 15:48:50   
TJByrum
Member

Alright, cool Draycos, I'm ready for this parley Domrius wants.
DF AQW  Post #: 581
7/4/2015 12:22:58   
Kellehendros
Eternal Wanderer


The post is up, welcome to a night combat round. Jebrel has raised the dead from the days battle, and a force of revenants is swarming the camp. The unnatural creatures can be cut down by removal of the head and destruction of the heart, or can be dismembered to render them ineffective as combatants.

The dark magic saturating the revenants terrifies all natural animals, as such, horses will be unmanageable and cavalry troops will be forced to fight on foot.

Troop totals have been updated on the first post.
AQ DF MQ  Post #: 582
7/4/2015 13:31:47   
TJByrum
Member

I'm pretty sure that, by then, the Varan are getting drunk and celebrating. So I'm not really sure how that's going to turn out.

EDIT: Wasn't sure what to post, but Markus Rader is getting his Thanisgardians and will come to Volrun's tent, and Worun will rally what Varan he can and group up near Volrun's tent as well. Meanwhile, Volrun just ensured his lineage will continue if he dies.

< Message edited by TJByrum -- 7/4/2015 13:37:18 >
DF AQW  Post #: 583
7/5/2015 22:33:57   
black knight 1234567
Member

Are we back at the camp now?
AQ DF MQ AQW  Post #: 584
7/5/2015 23:03:07   
Kellehendros
Eternal Wanderer


Yes, black, there was a time-skip involved in my post. Unless your commander has opted otherwise, your troops are back at the Alliance main camp at this time.
AQ DF MQ  Post #: 585
7/6/2015 3:52:02   
black knight 1234567
Member

I won't be there for the night phase attack but my troops are with Ivis, I believe. So whatever is going on with her is going on with my troops.
AQ DF MQ AQW  Post #: 586
7/14/2015 20:21:08   
Kellehendros
Eternal Wanderer


All commanders, I'd like to take roll-call at this time. I need to know who is still here, and who is not. Haven't seen posts from several of you in some time. Please let me know if you are still here, and intend to continue your participation.
AQ DF MQ  Post #: 587
7/15/2015 2:44:33   
black knight 1234567
Member

Still here, just waiting for the end of the battle.
AQ DF MQ AQW  Post #: 588
7/15/2015 5:00:00   
Bastet
Member

Already posted, still here.
Post #: 589
7/17/2015 15:34:35   
Draycos777
Member

Still here. Will try to get something up Sunday since I have the time. Sorry about the delay Kell.
AQ  Post #: 590
8/1/2015 13:00:56   
TJByrum
Member

I don't know that Volrun, or any of my characters really, would know to go out and find this Jebrel unless I was to meta-game.

I'm also up for the option to collaborate with Cardus, assuming he survives the battle. If he dislikes Domrius, perhaps there is a way we could work with him. The enemy of my enemy is my friend, as the saying goes.
DF AQW  Post #: 591
8/1/2015 14:28:07   
Bastet
Member

Same, actually. My character and her men have no reason to leave the allied camp. That is, unless the information about Jebrel is revealed to them.
Post #: 592
8/1/2015 14:46:05   
Kellehendros
Eternal Wanderer


Thus the soldier sent out by Cardus. He's looking for the Allied commanders to let them know what is happening.
AQ DF MQ  Post #: 593
8/2/2015 9:39:30   
TJByrum
Member

Well since the Varan encampment is to the south, we're going to push up (to the north) to the center of the camp, and then head east, as if we were going to the battlefield. If I come across anyone, you guys can join the Varan schiltrom.
DF AQW  Post #: 594
8/3/2015 17:39:52   
black knight 1234567
Member

I hate being that pain in the neck who's always behind on things but aren't we still in a night round?
AQ DF MQ AQW  Post #: 595
8/3/2015 17:46:45   
TJByrum
Member

Yes BK. Jebrel raised the dead, attacked the camp with the dead, and now the camp is in disarray as we try to fight the undead off. Cardus, our captive, informed a messenger to tell everyone that we need to find Jebrel and put a stop to all of this.
DF AQW  Post #: 596
8/17/2015 21:08:15   
Kellehendros
Eternal Wanderer


As TJ said, black, that's where we're at right now. I apologize for my absence here. Things have been busier than expected. Just want to let everyone know that I am still here. I'm a bit distracted with EC stuff, but I fully intend to continue.

I'm planning to post this Saturday (8/22), just so everyone knows. Hope to see some more replies before then.
AQ DF MQ  Post #: 597
9/28/2015 20:49:48   
Kellehendros
Eternal Wanderer


Attention all commanders:

I apologize for my absence, and the major slowdown that we've had. The EC has a way of consuming time and attention. That being said, the EC burden on my time has lifted, and I intend, as mentioned previously, to bring this venture to a close.

To that end, I need to know who is left. This is a mandatory check in. I need to hear from you. Very specifically, I need to see you post in this thread regarding your interest in continuing. You have until Friday (9/2) to complete this.

If I do not hear from you, I will assume you have no further interest in these proceedings, and I will dispose of your remaining forces as seems best to me. This means your commander and force may retreat, or may make the ultimate sacrifice for the Alliance, depending on my perception of your commander and the current status of your force.

Depending on how many commanders remain, we will continue as we have. If I deem the number of remaining commanders and troops insufficient, we will segue directly to Endgame.

It has been a pleasure working with you all, and I await your decisions.

< Message edited by Kellehendros -- 9/28/2015 22:23:38 >
AQ DF MQ  Post #: 598
9/28/2015 21:35:56   
Ronin Of Dreams
Still Watching...


I am onboard for attempting to get his running again.
AQ  Post #: 599
9/29/2015 2:52:04   
Remaint
Member

Is it still possible to join, and if not, can I at least have your thoughts on if this would have been acceptable, months back?(I don't expect it to be, given that the common theme's pre-medieval):

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Name: Margrave Veiron of Shuischeier
Age: 53(Undead life)
Affiliation: Confederacy of the Mist, Kleinschar

Appearance: Clad in black-stained full plate and cloaked in a short, tattered cloak, Veiron stands an imposing 6’8, is lean and well built. Slicked-back speckled black hair and a short, acute beard frame a pale, sharp face. A deep-blued Sinclaire sabre hangs to his side. His dark eyes are cold, calculated and judging. Though his composure is usually lax, he commands an air of authority.

History: He died long ago in a sinking ship. Resurrected by a necromancer, he was given another life and have been a subject to tremendous scientific and occult experiments. Veiron has captained numerous mercenary bands and ironclad ships in the constant power struggles within the Dominion of Mist. He fought alongside heavy infantry in a battlefield of musket, cannon and mass sorcery, lead breakthroughs against numerically superior opponents and laid artillery based sieges with high success for 30 years.

Additional Information: Veiron had been an active chemist, engineer and alchemist in his early undead life, to varying successes. His achievements include being a primary proponent of countering the dominant force of mages in that time by out-ranging them with heavy gunnery, perfecting the existing concoction used to restore undead flesh and mastering field-repairs through use of mass-shaping alchemy. Misfortunately, Veiron had also participated in borderline criminal experiments. Examples include testing artillery upon unsuspecting undead, grinding up residents, then having them resurrected just to grind them up again and forcefully subjecting people to drug tests. Many cruel minds have hired Veiron for his callous attitude.

By the present, the Margrave of Shuischeier is skilled in the use of unarmed combat, daggers, single swords, two handed swords, polearms, maces and firearms. He’s formidable in countering non-conventional weapon styles, such as dual-wielding, chain-based weapons, thrown projectiles and war-modified civilian tools. Despite his tall stature, Veiron is supremely nimble and possesses blindingly quick reactions.

Being undead and emotionally distant, Veiron typically does not make even a decent diplomat. His insensitive and pragmatic demeanor is quick to unnerve and provoke. He handles sentiments and culture with little regard. Rather fortunately for Veiron, 45 years of experience in foiling assassination attempts and an army at his disposal negates a great deal of problems.

Command: Located so greatly South, the Confederacy of Mist is slow to receive news of the mainland. As soon as news, or rumours, stated the threat Alquen posed to the Western nations through Gripclaw Pass, the first available force, Kleinschar, was deployed with the objective of guerrilla warfare in mind. The Alquen Empire imposed tariffs upon trade, and for economic reasons the Confederacy of Mist will act. The Western nations also had a history of buying Confederate exports, and in good faith, or business sense, the Confederacy will aid them, albeit in a small way, due to civil strife from within the Dominion of Mist.

Depending on battlefield circumstances, Veiron will flank alongside light cavalry, defend with heavy cavalry or advise artillery. The Margrave usually delegates secondary tasks to his subordinate, Ethna, alongside most social tasks.

Name: Ethna Graves of the Confederacy Honoured
Age: Appears 19
Affiliation: Confederacy of the Mist, Kleinschar

Appearance: Draped in a tattered blue cloak, equipped with black-stained half-plate, Ethna stands a humble 5’3. Despite being a warrior, she keeps a fresh, youthful appearance and long, white hair. Her dark brown eyes are lively, optimistic and warm, perhaps deceptively so. A blackened basket hilt claymore hangs to her side.

History: She did not originate from within the Dominion, nor did she ever truly die. Ethna fought young and paid her price by being corrupted into undeath. She spent a decade behaving as light and heavy infantry before being subjugated by Veiron into the Confederacy and learning the position of light and heavy cavalry, continually acting as either positions for two decades. Kleinschar was formed from her influence.

Additional Information: For a supposedly dead person, Ethna keeps high spirits, acting with mirth and frequently visiting her comrades. Those in Kleinschar pet-named her ‘Cheerleader’, which infuriates her in a friendly way. She’s not hesitant to drink and challenge her fellows to duels, which leads to many, would-be mortal wounds, laughs and humourous losses on her part(she becomes drunk far easier than the usual undead, and even humans due to her small mass and some life-like characteristics).

Ethna is a remarkably potent duelist, highly proficient in targe and baskethilt, unarmed(and unarming) combat. Those who have fought with or against her remarked that she can sustain conflict for abnormally long periods, taking more damage than typical undead. Wielding plate, as opposed to restrictive lamellar or heavy maille allows Ethna to act with frightening agility, easily controlling the distance of engagements.

Command: Despite her combat prowess, Ethna isn't actually in control of any Kleinscharen troops. Most really do see her as a cheerleader of sorts, a mascot. Simply there to brighten the otherwise grim campaign. She still commands significant respect, but even she comprehends her place. After all, few could hope to match the machine-like efficiency of Veiron's leadership, and the potential of other legends that take membership within Kleinschar.

Kleinschar
This particular force is comprised of 159 undead combat veterans, formerly 170. Named “Kleinschar”, the unit focuses on mobility, resistance to cavalry charges and resistance to opposing mages. The force has been in existence for 20 years, dealing in guerilla warfare, defensive confrontations, sieges and naval battles.

Heavy Artillery (KanonenPede V model 0093; 5 pieces, 15 humanoids): 122mm caliber, breech-loading long-barreled cannons towed by a team of large, horse-length millipedes or three land lobsters. They are capable of out-ranging battlefield mages by a few kilometres, firing low-velocity shells of high explosive, rock busting or magic-nonconductive types. The shells are heavy, having a high-explosive blast diameter of 12 metres. Rock-busting and nonconductive magic rounds have a 4 metre blast diameter and respectively has high penetration or isn’t affected by magic.

Light Artillery (KanonenPede II model 0067; 4 pieces, 12 humanoids): 57mm caliber, breech-loading long-barreled cannons towed by a team of large, pony length millipedes or one land lobster. They are capable of out-ranging battlefield mages by several hundred metres, firing high velocity shells of high explosive, rock busting or magic-nonconductive types. The shells are light, having a high-explosive blast diameter of 2 metres. Rock-busting and nonconductive magic rounds have a 0.5 metre blast diameter.

Heavy Cavalry (59): Full-plate encased lancemen mounted on partly armoured giant vinegaroons or giant land lobsters with a length greater than large horses. The humanoids are equipped with heater shields, warhammers or maces in addition to their prime weapon. 29, 3,000 pound vinegaroons are counted amongst the ranks, they wield the ability to spray streams of vinegaric acid and are often positioned before the lobsters for this reason. The 32, 3,800 pound land lobsters are very hardy creatures, able to weather rockfalls and avalanches; allied vinegaroons typically retreat behind land lobsters if the heat of melee is too great. Overall, this unit is effective against charging cavalry and formidably capable of absorbing long-range punishment. The heavy cavalry is, however, not adequate in pursuing anything faster than heavy infantry. Although capable of sustained cross country locomotion at human march pace, burst speeds do not exceed a sprinter.

Light Cavalry (65): Half-plate encased pistoliers or lancemen mounting pony-length, partly armoured fleas and millipedes. The humanoids are equipped with complex-hilted single swords and targes alongside their prime arm. The 38, 480 pound fleas possess great mobility, rivaling the swiftness of horses while being capable of 4 metre high jumps. The 27, 600 pound millipedes are quite resilient and are capable of crawling up steeply inclined surfaces. The light cavalry’s purpose is to harass against infantry, pursuing cavalry and to perform reconnaissance even through the toughest terrain. Valuing only the most necessary of combat weight and being a relatively safe, low-loss unit, the light cavalry is made of primarily females.

Supply Wagons (6): 6 personnel and 6, rhino-length millipedes manage 6 wagons containing weaponry, musical instruments, scientific equipment, maintenance items, food for those still living and miscellaneous material.


Dominion of Mist
The Dominion is a massive chain of islands situated to the far South, maybe reminiscent of the Arctic circle. The Confederacy is loosely based off Renaissance Germanic, Swiss, Italian and Spanish culture. Primarily consisting of demons or undead, the people of the Confederacy act and appear surprisingly humane. Trade is the dominant agenda, with iron, oil, coal, lumber, plastics and a native, magic-nonconductive material termed Aeternasphalt being produced at numerous sites. Universities centred upon war, alchemy, metallurgy, chemistry, biology, engineering, shipwright, business and even necromancy adorn the usually frigid, but many times simply rainy or overcast lands.

Known to the world as the ‘Haven of Civlised Dead’, the Dominion of Mist is the place of second, or in many cases, third chances. Emotion is of superficial value, family is forgotten, tradition is downtrodden. Rage is unbridled, laws are unwritten, nothing is sacred. Seemingly anarchistic, the concepts, or lack of it, simply leads to numerous, but inconsequential duels and battles. Fellowship exists, comrades are ever-forging and governing bodies function unimpeded. The fact of the matter is, the Confederacy of Mist is successful, to the point where combat is welcomed, sometimes artificial, always scientific and possibly profitable.

Sentient zombies, skeletons, Jiang-shi, ghosts, banshees, vampires, succubi, wendigos, synthetic golems and humans are the common sight. Trench coats, great coats, hats, furs, scarves, breeches and boots are norm, complemented by military uniforms, armoured diving suits and the seasonal fashions of female residents. Fish, sea mammals and certain giant, omnivorous arthropods are the typical wildlife, including whales, seals, penguins, bears, honey ants, fleas, solifugae, spiders, scorpions, vinegaroons, centipedes, millipedes, moths, land lobsters, land crabs and natural golems.

As a general rule, the climate is often rainy in the North, often snowy in the South, and otherwise overcast. Prominent territories include Morseren to the Northeast, known as ‘Asylum of the Dead’, Shuischeier to the Southeast, known as ‘Womb of Ships’ and Karaser to the Northwest, ‘City of Migrants’. Naktenvale, a demon-headed lumber and iron based city-state lies North, Harrowshreik is a war-torn, plague-ridden and industrial site to the centre. Remilon was formerly a crusader colony, now paladin city-state, to the Southwest.



< Message edited by Remaint -- 9/30/2015 5:54:33 >
AQW  Post #: 600
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