Post by Marko on Apr 10, 2007 2:25:02 GMT -5
Leader:
Name: Marcus Aranth
Style: Governor
Type: Manor Lord
Faction: Warrior
Description: As all imperial knights only when Marcus removes his helmet you can see his individual traits. Blue eyed, dark hared, heavier constitution, average height is your first impression of the younger knight. He keeps his hair long because no matter how much padding goes into his helmet he still complains about the helmet scratching his face. Looking closer you spot white threads among the black sea of hair, an odd thing considering he has only walked Nevedaar for thirty winters. Marcus explains that it’s a family trait, his father, brigade knight Aranth, was know by his brothers-in-arms as “Whitehair”. His skin has forever captured a brown and tan glow because of the yearlong training in the baking sun. A scar here and there, Marcus has only an arrow scar in his left leg and a torso slash as major wounds, which by imperial knightly traditions is considered lucky. Most knights can claim six or seven major wounds by their mid thirties. As for garments he is well prepared to hold his own at any aristocratic banquet but as he spends most of his time in military camps he has acquired a love for military uniforms. Especially his Fhindarian Light Armor that combines lavish dwarven metallurgy and fine fhindarian silk weaving all put togheter for better dexterity. A chain mail tunic went under his fhindarian tunic, a breastplate with floral patterns protected his chest, grieves for the legs, for his shoulders spaulders and pauldrons all polished to a silver glow, except the patterns which had a darker shade. Tied to the neck was a red cloth worn by all descendants of Aranth blood.
Background: Marcus comes from a family of minor nobility rank. But a family that has always supplied the Emperor with exemplary warriors and officers. Name a battle, any battle that the Holy Empire has fought and most certainly a Aranthian was there holding the imperial banner high.
Marcus was born and raised close to the old imperial capital living his life between the world of the open fields of his village and the urban surroundings were he trained as a knight.
The First War saw Marcus as a squire to Pegasus Knight Roger Von Iutleberg but was not present on the frontline because Von Iutelberg organized escorts for the messengers leaving capital city. Marcus joined battle in some skirmishes with thieves and bandit but nothing major. When Von Iutelberg died in the confusion after Demosthenes death, Marcus joined the Wolf Warriors Battalion of Imperial Knights under Lord Edgar, as a knight. In about one year they served four nobles that eventually died by poison or backstabbing. Marcus and his brothers-in-arms were turned into mercenaries fighting for money rather then honor as the Code asks them to do. Many knights refused to fight in such circumstances, one of them was Marcus. Lord Edgar demanded one more chance, if the next liege was not honorable then he would personally disband the battalion. The knights accepted and went in the service of the next liege. Abrissel – was their next stop, Baron Emry – their next liege. In all his time in the Wolf Warriors, Marcus did not often honor the field with his presence, Lord Edgar put the skills of organization that he acquired from Von Iutleberg to good use. Everything that had logistics in its core was the responsibility of Marcus. When the Empire was starving the Wolf Warriors marched with full bellies.
Sent to help the sandburgians in their fight for survival the Wolf Warriors did not have Marcus among them, he was back in Abrissel seeking money for a number of ships to carry the battalion. When he arrived in Sandburg he began the arduous task of bringing order to the city. When the leader of the city John Hastings of Dante mysteriously disappeared, Marcus was the only one that was able to successfully run Sandburg and was quickly elevated to the rank of general governor of the city. Two months later an official document from Abrissel arrived naming him as the official Governor Lord after the pleas of the sandburgian Communal Assembly to be part of Emry’s kingdom were answered by Emry. The day after he was discharged with honors from the Wolf Warriors as they left for North Keep.
Now Marcus has to rebuild the once proud city of Sandburg and bring order to the area.
Level: 1
XP: 100
HP: 150
MP: 0
Strength: 40
Stamina: 10
Agility: 10
Initiative: 20
Wisdom: 0
Charisma: 20
Wards: N/A
Immunities: N/A
Leadership: 3
Spells:
N/A
Skills:
Ride Steed
Party:
Unit: Thief
Name: Aaron Villiens
Description: “Mr. Villiers” as Marcus like to call him tried to steal horses from the Wolf Warriors stable when they were garrisoned in Abrissel but trough a series of misfortunes the thief had fallen in the grasp of the unknowing guards. Lord Edgar wanted to execute him, but Marcus found that Mr. Villiers skills could come handy in some situations. Since then Aaron and Marcus have a loose friendship. Aaron supplies Marcus with information and hard to obtain goods and Marcus keeps Aaron from the gallows. Simple, but effective.
Aaron is of average height, brown hair and dark almost blank eyes, not surrendering any emotion to the outside world, at least not to the ones that he doesn’t trust. To his friends Aaron is open and friendly/ He has a beard that he leaves intentionally uncared for to give him a “thuggish” look or that’s his official story, Marcus thinks he’s just lazy.
Faction: Guild
Level: 1
XP: 50
HP: 65
MP: 10
Strength: 20
Stamina: 0
Agility: 20
Initiative: 30
Wisdom: 5
Charisma: 5
Wards: N/A
Immunities: N/A
Leadership Cost: 1
Spells:
N/A
Skills:
Steal Gold
Unit: Acolyte
Name: Caitlyn Wynne
Description: If you have seen an acolyte you seen them all, you would say. But clearly you have not met Caitlyn Wynne, because she does not wear the same shoes as other acolytes and does not quite fit the stereo type as the others. Caitlyn likes to talk. A lot. Oh, and ask questions, many questions. Her former teacher Lambert said at one time that an entire classroom of acolytes can not tire him as much as his former pupil. He didn’t know if her curiosity was a blessing from the Highfather or a curse from Bethrezen.
After finishing her studies Caitlyn wanted, as any youngling, to travel and explore every part of The Sacred Lands. Opportunity came knocking when Marcus was hiring in Abrissel a healer for his journey to Sandburg. Sure there were well prepared clerics to choose from, but Marcus was seeking a travel companion as much as a healer.
Caitlyn has short and curly blonde hair that is covered by her hooded tunic. She’s small in height, about one head higher then your normal dwarf, thin and skin as milk.
Faction: Mage
Level: 1
XP:60
HP: 50
MP: 40
Strength: 10
Stamina: 0
Agility: 5
Initiative: 0
Wisdom: 20
Charisma: 20
Wards: N/A
Immunities: N/A
Leadership Cost: 1
Spells:
Healing (10 MP)
Skills:
N/A
Unit: Apprentice
Name: Edgar Halwin
Description: Edgar Halwin is of noble birth and joined the Magical School in Abrissel on the instances of his grandmother who was the first to discover the boys powers when he unintentionally fried the cat with a pre-lightning spell, the poor cat could not grow hair for the next three months.
He was a good student, not the best, because he had some problems with mana manipulations. Edgar managed to hit the target with his spell and occasionally ignite a few other stuff on the way. In the end he has what it takes to be a good wizard, Edgar just needs more experience.
Edgar joined the entourage of Marcus when the Wolf Warriors left for North Keep on the mainland. Marcus needed a magic wielder and he knew the Halwin family so he promised them when he was in Abrissel he would take the boy under his leadership once he finished with his training.
Faction: Mage
Level: 1
XP: 60
HP: 35
MP: 40
Strength: 10
Stamina: 0
Agility: 5
Initiative: 10
Wisdom: 20
Charisma: 0
Wards: N/A
Immunities: N/A
Leadership Cost: 1
Spells:
Lightning (5 MP)
Skills:
N/A
City
Name:
Popular name: Sandburg
Official name: Arhandaar Vel
Description: Sandburg. Once a gleaming small community that pulsed life upon the arid lands of the southern Merchants Sea. It lies in the Ershun Plain on top of an easily defendable rocky plateau, surrounding the plateau there is a ring of Oasis that provided Sandburg with food. To the west rise the mountain range of Orib that held diamond mines. The mines were the reason why the city was founded bringing colonists from the mainland. As the mines depleted Sandburg was able to survive because of the trading routes that emerged connecting the Southern Sea and the Merchant Sea. Life in Sandburg was hard but flourished. High walls encircled the city protecting it from the occasional sandstorm. Seven gates lead to the seven oases, peasants carts entered filled with food and exited with goods, merchants led a small prayer to Fortune when entering the Red Gate as it said that a prayer there would bring a day of profit. Private homes developed around a garden courtyard. Market Square was always filled with the sound of merchants out screaming each other in the race to sell their goods. Communal Square was in the shadow of the grand Communal Palace. The arched bottom floor always hosted the proceedings of the Communal Assembly.
But now Sandburg is a ruined carcass that swims in the blood soaked desert sand. The blood of its citizens and of its enemies mix, after one year you can still see traces of the horror of war. The War for the Tears of Solonielle has cut deep wounds in Sandburg and claimed the lives of many but victory can be considered a bittersweet consolation to the denizens of the city. They have survived the tide of enemies.
Many heroes from the war had to leave Sandburg because they wanted to keep the Tears at a distance from the city and the Golden Tomb of Alk’nar.
People then turned their hopes to the Wolf Warriors and the new governor of the city John Hastings of Dante. But Hastings one day disappeared without a trace. The Wolf Warriors did their best to secure the city but the request to join the forces near North Keep has left that task partially unfinished. The Communal Assembly issued a plea for help to Emry of Abrissel who appointed sir Marcus Aranth as general governor of Sandburg with the task of securing the city with it’s own resources.
Level: 2
Buildings:
Meeting Hall: +100 Gold per week
Town Hall: + 50 Gold per week
Gatehouse: Hire Man-at-Arms
Guardhouse: Upgrade to Pikeman
Healer’s Conclave: Hire Acolyte
Mage’s School: Hire Apprentice
Thieves’ Guild: Hire Thief
Temple: Heal Units
Bank: +100 Gold per week
Garnison:
Unit: Man-at-Arms: (1) (0/0/1)
Requirements: Gatehouse
Gold Cost: 60 Gold
Faction: Warrior
Name: Andrew Kyln
Decription: TBW[to be written]
Level: 1
HP: 90
XP:60
MP: 0
Strength: 25
Stamina: 5
Agility: 10
Initiative: 20
Wisdom: 0
Charisma: 0
Wards: N/A
Immunities: N/A
Leadership Cost: 1
Spells:
N/A
Skills:
N/A
Unit: Man-at-Arms: (1) (0/0/1)
Requirements: Gatehouse
Gold Cost: 60 Gold
Faction: Warrior
Name: Camdon Kyln
Decription: TBW[to be written]
Level: 1
HP: 90
XP:60
MP: 0
Strength: 25
Stamina: 5
Agility: 10
Initiative: 20
Wisdom: 0
Charisma: 0
Wards: N/A
Immunities: N/A
Leadership Cost: 1
Spells:
N/A
Skills:
N/A
Unit: Acolyte
Level: 1
XP: 0
HP: 50
MP: 40
Strength: 10
Stamina: 0
Agility: 5
Initiative: 0
Wisdom: 20
Charisma: 20
Wards: N/A
Immunities: N/A
Spells:
Healing (10 MP)
Skills:
Base points:
Leader:
-Manor Lord (3)
City:
- Town Hall (3)
- Gatehouse (1)
- Guardhouse (3)
- Thieves’ Guild (1)
- Mage’s School (1)
- Healer’s Conclave (1)
- Temple (1)
- Bank (2)
Units:
-Man-at-Arms x1 (1)
-Thief x1 (2)
-Apprentice x1 (2)
-Acolyte x2 (2)
Earnings:
Per week: 250 Gold, 0 L, 0 R, 0 C, 0 D, 0 G
Current: 100 Gold, 0 L, 0 R, 0 C, 0 D, 0 G
Inventory
-Potion of Protection
Name: Marcus Aranth
Style: Governor
Type: Manor Lord
Faction: Warrior
Description: As all imperial knights only when Marcus removes his helmet you can see his individual traits. Blue eyed, dark hared, heavier constitution, average height is your first impression of the younger knight. He keeps his hair long because no matter how much padding goes into his helmet he still complains about the helmet scratching his face. Looking closer you spot white threads among the black sea of hair, an odd thing considering he has only walked Nevedaar for thirty winters. Marcus explains that it’s a family trait, his father, brigade knight Aranth, was know by his brothers-in-arms as “Whitehair”. His skin has forever captured a brown and tan glow because of the yearlong training in the baking sun. A scar here and there, Marcus has only an arrow scar in his left leg and a torso slash as major wounds, which by imperial knightly traditions is considered lucky. Most knights can claim six or seven major wounds by their mid thirties. As for garments he is well prepared to hold his own at any aristocratic banquet but as he spends most of his time in military camps he has acquired a love for military uniforms. Especially his Fhindarian Light Armor that combines lavish dwarven metallurgy and fine fhindarian silk weaving all put togheter for better dexterity. A chain mail tunic went under his fhindarian tunic, a breastplate with floral patterns protected his chest, grieves for the legs, for his shoulders spaulders and pauldrons all polished to a silver glow, except the patterns which had a darker shade. Tied to the neck was a red cloth worn by all descendants of Aranth blood.
Background: Marcus comes from a family of minor nobility rank. But a family that has always supplied the Emperor with exemplary warriors and officers. Name a battle, any battle that the Holy Empire has fought and most certainly a Aranthian was there holding the imperial banner high.
Marcus was born and raised close to the old imperial capital living his life between the world of the open fields of his village and the urban surroundings were he trained as a knight.
The First War saw Marcus as a squire to Pegasus Knight Roger Von Iutleberg but was not present on the frontline because Von Iutelberg organized escorts for the messengers leaving capital city. Marcus joined battle in some skirmishes with thieves and bandit but nothing major. When Von Iutelberg died in the confusion after Demosthenes death, Marcus joined the Wolf Warriors Battalion of Imperial Knights under Lord Edgar, as a knight. In about one year they served four nobles that eventually died by poison or backstabbing. Marcus and his brothers-in-arms were turned into mercenaries fighting for money rather then honor as the Code asks them to do. Many knights refused to fight in such circumstances, one of them was Marcus. Lord Edgar demanded one more chance, if the next liege was not honorable then he would personally disband the battalion. The knights accepted and went in the service of the next liege. Abrissel – was their next stop, Baron Emry – their next liege. In all his time in the Wolf Warriors, Marcus did not often honor the field with his presence, Lord Edgar put the skills of organization that he acquired from Von Iutleberg to good use. Everything that had logistics in its core was the responsibility of Marcus. When the Empire was starving the Wolf Warriors marched with full bellies.
Sent to help the sandburgians in their fight for survival the Wolf Warriors did not have Marcus among them, he was back in Abrissel seeking money for a number of ships to carry the battalion. When he arrived in Sandburg he began the arduous task of bringing order to the city. When the leader of the city John Hastings of Dante mysteriously disappeared, Marcus was the only one that was able to successfully run Sandburg and was quickly elevated to the rank of general governor of the city. Two months later an official document from Abrissel arrived naming him as the official Governor Lord after the pleas of the sandburgian Communal Assembly to be part of Emry’s kingdom were answered by Emry. The day after he was discharged with honors from the Wolf Warriors as they left for North Keep.
Now Marcus has to rebuild the once proud city of Sandburg and bring order to the area.
Level: 1
XP: 100
HP: 150
MP: 0
Strength: 40
Stamina: 10
Agility: 10
Initiative: 20
Wisdom: 0
Charisma: 20
Wards: N/A
Immunities: N/A
Leadership: 3
Spells:
N/A
Skills:
Ride Steed
Party:
Unit: Thief
Name: Aaron Villiens
Description: “Mr. Villiers” as Marcus like to call him tried to steal horses from the Wolf Warriors stable when they were garrisoned in Abrissel but trough a series of misfortunes the thief had fallen in the grasp of the unknowing guards. Lord Edgar wanted to execute him, but Marcus found that Mr. Villiers skills could come handy in some situations. Since then Aaron and Marcus have a loose friendship. Aaron supplies Marcus with information and hard to obtain goods and Marcus keeps Aaron from the gallows. Simple, but effective.
Aaron is of average height, brown hair and dark almost blank eyes, not surrendering any emotion to the outside world, at least not to the ones that he doesn’t trust. To his friends Aaron is open and friendly/ He has a beard that he leaves intentionally uncared for to give him a “thuggish” look or that’s his official story, Marcus thinks he’s just lazy.
Faction: Guild
Level: 1
XP: 50
HP: 65
MP: 10
Strength: 20
Stamina: 0
Agility: 20
Initiative: 30
Wisdom: 5
Charisma: 5
Wards: N/A
Immunities: N/A
Leadership Cost: 1
Spells:
N/A
Skills:
Steal Gold
Unit: Acolyte
Name: Caitlyn Wynne
Description: If you have seen an acolyte you seen them all, you would say. But clearly you have not met Caitlyn Wynne, because she does not wear the same shoes as other acolytes and does not quite fit the stereo type as the others. Caitlyn likes to talk. A lot. Oh, and ask questions, many questions. Her former teacher Lambert said at one time that an entire classroom of acolytes can not tire him as much as his former pupil. He didn’t know if her curiosity was a blessing from the Highfather or a curse from Bethrezen.
After finishing her studies Caitlyn wanted, as any youngling, to travel and explore every part of The Sacred Lands. Opportunity came knocking when Marcus was hiring in Abrissel a healer for his journey to Sandburg. Sure there were well prepared clerics to choose from, but Marcus was seeking a travel companion as much as a healer.
Caitlyn has short and curly blonde hair that is covered by her hooded tunic. She’s small in height, about one head higher then your normal dwarf, thin and skin as milk.
Faction: Mage
Level: 1
XP:60
HP: 50
MP: 40
Strength: 10
Stamina: 0
Agility: 5
Initiative: 0
Wisdom: 20
Charisma: 20
Wards: N/A
Immunities: N/A
Leadership Cost: 1
Spells:
Healing (10 MP)
Skills:
N/A
Unit: Apprentice
Name: Edgar Halwin
Description: Edgar Halwin is of noble birth and joined the Magical School in Abrissel on the instances of his grandmother who was the first to discover the boys powers when he unintentionally fried the cat with a pre-lightning spell, the poor cat could not grow hair for the next three months.
He was a good student, not the best, because he had some problems with mana manipulations. Edgar managed to hit the target with his spell and occasionally ignite a few other stuff on the way. In the end he has what it takes to be a good wizard, Edgar just needs more experience.
Edgar joined the entourage of Marcus when the Wolf Warriors left for North Keep on the mainland. Marcus needed a magic wielder and he knew the Halwin family so he promised them when he was in Abrissel he would take the boy under his leadership once he finished with his training.
Faction: Mage
Level: 1
XP: 60
HP: 35
MP: 40
Strength: 10
Stamina: 0
Agility: 5
Initiative: 10
Wisdom: 20
Charisma: 0
Wards: N/A
Immunities: N/A
Leadership Cost: 1
Spells:
Lightning (5 MP)
Skills:
N/A
City
Name:
Popular name: Sandburg
Official name: Arhandaar Vel
Description: Sandburg. Once a gleaming small community that pulsed life upon the arid lands of the southern Merchants Sea. It lies in the Ershun Plain on top of an easily defendable rocky plateau, surrounding the plateau there is a ring of Oasis that provided Sandburg with food. To the west rise the mountain range of Orib that held diamond mines. The mines were the reason why the city was founded bringing colonists from the mainland. As the mines depleted Sandburg was able to survive because of the trading routes that emerged connecting the Southern Sea and the Merchant Sea. Life in Sandburg was hard but flourished. High walls encircled the city protecting it from the occasional sandstorm. Seven gates lead to the seven oases, peasants carts entered filled with food and exited with goods, merchants led a small prayer to Fortune when entering the Red Gate as it said that a prayer there would bring a day of profit. Private homes developed around a garden courtyard. Market Square was always filled with the sound of merchants out screaming each other in the race to sell their goods. Communal Square was in the shadow of the grand Communal Palace. The arched bottom floor always hosted the proceedings of the Communal Assembly.
But now Sandburg is a ruined carcass that swims in the blood soaked desert sand. The blood of its citizens and of its enemies mix, after one year you can still see traces of the horror of war. The War for the Tears of Solonielle has cut deep wounds in Sandburg and claimed the lives of many but victory can be considered a bittersweet consolation to the denizens of the city. They have survived the tide of enemies.
Many heroes from the war had to leave Sandburg because they wanted to keep the Tears at a distance from the city and the Golden Tomb of Alk’nar.
People then turned their hopes to the Wolf Warriors and the new governor of the city John Hastings of Dante. But Hastings one day disappeared without a trace. The Wolf Warriors did their best to secure the city but the request to join the forces near North Keep has left that task partially unfinished. The Communal Assembly issued a plea for help to Emry of Abrissel who appointed sir Marcus Aranth as general governor of Sandburg with the task of securing the city with it’s own resources.
Level: 2
Buildings:
Meeting Hall: +100 Gold per week
Town Hall: + 50 Gold per week
Gatehouse: Hire Man-at-Arms
Guardhouse: Upgrade to Pikeman
Healer’s Conclave: Hire Acolyte
Mage’s School: Hire Apprentice
Thieves’ Guild: Hire Thief
Temple: Heal Units
Bank: +100 Gold per week
Garnison:
Unit: Man-at-Arms: (1) (0/0/1)
Requirements: Gatehouse
Gold Cost: 60 Gold
Faction: Warrior
Name: Andrew Kyln
Decription: TBW[to be written]
Level: 1
HP: 90
XP:60
MP: 0
Strength: 25
Stamina: 5
Agility: 10
Initiative: 20
Wisdom: 0
Charisma: 0
Wards: N/A
Immunities: N/A
Leadership Cost: 1
Spells:
N/A
Skills:
N/A
Unit: Man-at-Arms: (1) (0/0/1)
Requirements: Gatehouse
Gold Cost: 60 Gold
Faction: Warrior
Name: Camdon Kyln
Decription: TBW[to be written]
Level: 1
HP: 90
XP:60
MP: 0
Strength: 25
Stamina: 5
Agility: 10
Initiative: 20
Wisdom: 0
Charisma: 0
Wards: N/A
Immunities: N/A
Leadership Cost: 1
Spells:
N/A
Skills:
N/A
Unit: Acolyte
Level: 1
XP: 0
HP: 50
MP: 40
Strength: 10
Stamina: 0
Agility: 5
Initiative: 0
Wisdom: 20
Charisma: 20
Wards: N/A
Immunities: N/A
Spells:
Healing (10 MP)
Skills:
Base points:
Leader:
-Manor Lord (3)
City:
- Town Hall (3)
- Gatehouse (1)
- Guardhouse (3)
- Thieves’ Guild (1)
- Mage’s School (1)
- Healer’s Conclave (1)
- Temple (1)
- Bank (2)
Units:
-Man-at-Arms x1 (1)
-Thief x1 (2)
-Apprentice x1 (2)
-Acolyte x2 (2)
Earnings:
Per week: 250 Gold, 0 L, 0 R, 0 C, 0 D, 0 G
Current: 100 Gold, 0 L, 0 R, 0 C, 0 D, 0 G
Inventory
-Potion of Protection