Ruins of Calrad: A Mount and Blade RP (interest/sign-up thread)

Recommended Videos

SamtheDeathclaw

New member
Aug 8, 2009
1,091
0
0
[HEADING=2]Ruins of Calrad- A Mount and Blade RP[/HEADING]
Calradia. A nation torn and bleeding from the constant warring of kings. Raiders roam the land, and pretenders to every throne sit and plot in the shadows.
And an adventurer can make a great deal of money off it.
Do you have what it takes? Many do not. But for those of incredible skill, intelligence, wit or strength, Calradia is a land full of opportunities.

This is a role play based on the Mount and Blade series of games- or, more precisely, Warband- though in-depth knowledge isn't necessary, though it will probably be helpful. This will be a fairly free-form rp, driven entirely by your choices as a player, with my role as a gm being to provide the world's reactions and whatnot. Fairly standard rp setup, as far as that goes.

However, true to M&B fashion, you will be in control of a party varying in size from fifteen to well over a hundred. You can ally with, fight, or merge with any other players' group, should you so choose. These armies will be the basis for most of the combat, with dice rolls dictating who wins and how many soldiers each side loses. Each character will start with fifteen or less soldiers, and gain more from there. If you chose to have more than two players in one party, the limit goes up, but they don't simply add. (I'm thinking it's one and a half normal, in case you're wondering.)

I would prefer you display at least basic competence with the English language; i.e., correct punctuation, not many outrageous spelling errors, basic grammar. You don't have to be a fantastic writer or a grammar nazi or anything, just basic competence would be appreciated.
The scholars have discovered a line descended from the true kings of Calrad, the old Empire. However, before the heir to this house could come to power, one of the kings of the land-or maybe more than one- had the family's ancestral hall burned down, and the family killed. However, the youngest son of the house escaped, and is being sought all across the land. Will you be his savior? His protector, his sword and shield? Or will you ally with the new kings, and hunt him down, in an attempt to curry favor? Your decision will decide the fate of Calradia forever. Chose wisely.
There are six major factions in Calradia, plus the old kingdom of Calrad, and I will do my best to explain them in brief. You don't actually need to read all of this, but it may be helpful to know for character creation.
Modern scholars know very little about this nation. They conquered all of Calradia in the long ages ago, and named it for themselves. However, something happened, and the great nation simply fell apart. It's not common knowledge whether it was a civil war, invaders, famine, plague or what that destroyed the nation, but it was, nevertheless, destroyed. And so it came to separate into the six other kingdoms, each claiming to be the true remnants of Calrad. A true heir to the throne of Calrad could seriously endanger the right to rule of every king, so none of them want to see the boy come to power.
The Horde! Mongolia-based, made up of fast, hard-hitting horse archers and pretty much nothing else. If you see a Khergit on foot, he's not likely to be especially important or dangerous. They live in the Steppes of the east, and are currently at war with the Kingdom of Swadia. They're ruled by one Sanjar Khan, with a capital at Tulga.
Think Scandinavia. Cold, hard men from a cold, hard land, in the north. Typically fond of axes, throwing axes and bucklers, with open-faced helms and chainmail or leather armor, though this isn't a hard and fast rule. They are heavy infantry based, militarily, and cavalry is fairly rare. The Kingdom of Nords is ruled by King Ragnar, who rules from the capital at Sargoth. They are, at the beginning of the rp, at war with the Kingdom of Vaegirs.
This nation is based on Flanders, a medieval state in northern Belgium. They live in the mountains, and are relatively poor, having few resources to trade. However, they are excellent at defending their homeland from their enemies, the mounted Swadian knights. As such, the armies typically use many pikes, spiked staves, and crossbows. They are defensive fighters, and their offense suffers for it. Horses are rare here as well. The king is one King Graveth, whose capital is at Jelkala. They are fighting against the Sarranid Sultanate.
Bog-standard medieval state, in a nutshell. They're located centrally, sharing borders with four other kingdoms, and trade caravans are a fairly common sight. They are reliant on heavy cavalry, with their infantry and marksmen suffering for it. The marksmen they do have tend to use crossbows, while the infantry tends towards swords. The cavalry use lances and swords, as well. They are at war with the Khergit Khanate, but there is discontent on every border, and King Harlaus has good reason to fear more war, in his great hall at Praven.
I haven't the slightest who these guys are based on. It seems like Eastern European medieval states, and I don't know much about those. They occupy the north-eastern part of Calradia, in a taiga. Anyways, they're the most diverse of the armies. Here, you can find an example of every kind of fighting. As such, they tend to have large, well-balanced armies, but not well-equipped or well-trained. As a general rule, however, the majority of archers you see will use bows on foot, the infantry often use clubs and axes, and the cavalry use large, two-handed axes. Again, this is only in general, and you can often find the exact opposite in any company. They're at war with the Nords, and are ruled from the city of Reyvadin, by a King Yaroglek.
Based on the middle-eastern nations, they live in the great deserts of the south, and utilize fast-hitting cavalry in combat. They're an odd combination of many other nations' armies, and suffer for it. The archers are tough and can take a few hits, but aren't very good with their bows. Their infantry carries throwing weapons so they're not helpless against archers and cavalry, but aren't as solid as most other infantry. Their cavalry, however, is second only to the Swadian knights, having less armor in exchange for faster horses. They're presently at war with the Kingdom of Rhodoks, and are ruled by a Sultan Hakim from Shariz.
This information is true as far as this rp is concerned, provided no obvious mistakes are found. However, it may not be perfectly true for the game itself.
Now, onwards! To character creation!

The equipment slots from M&B may be filled or not, at your discretion. A horse, gloves, boots, a hat/hood/helm, and body armor. In addition, all four weapon/shield/quiver slots can be filled, as per the game. If it isn't mentioned, it is assumed they have a basic level item for that slot, for the armor. If you only mention the character carrying a sword, it is assumed that the other three weapon slots are empty until they pick another up in the rp.

You don't have to start with any particular faction, and if you choose to, you don't have to comply with the above guidelines for their troops, but it would be preferred.
Name: You should know what to put here.

Gender: Male/female.

Age:X years old.

Appearance: You know how it works. How do they look? Be as detailed as possible.

Personality: What's your character like? Are they a joker, or the most serious person ever? A true romantic, believing in chivalry and honor, or are they a pragmatist?

Notable Skills: Things your character does well. Include specific weaponry they're more skilled with, etc.

Equipment: Things they've got on, as well as whatever's in their packs. Also, how many denar they have. You don't need to have an exact number or anything, just a general idea. (Make it all consistent with bio, please.)

Location: Where your character starts. City, town, village, countryside, whatever. I would suggest this for selecting a location. Please note, parts of that map are in Turkish. EDIT: Found a better map, in English. It's still the best one I could find. If you have another you prefer, feel free to use it instead.

Bio: The big one. Who they are, why they're here. You can use the M&B system of "Their father was... So they grew up as... And became, when they were older,... But then left because..." or not, as you choose. Work in how they got all of their kit, why they wanted to become an adventurer, who the party is and why they're with them, the works.
Name: Goldwyn Long-Shaft

Gender: Female

Age: 29

Appearance: Goldwyn is tall, with long blonde hair in a braid most of the way down her back. She is powerfully built, with long, sharp facial features and stormy gray eyes.

Personality: Goldwyn is harsh. She was raised in the north, a spearwife and the captain of a sea galley. She is used to being obeyed without hesitation, and demands a great deal from those under her. However, she does genuinely care about their well-being and will never drag them into a hopeless battle.

Notable Skills: She's a warrior first and foremost, fighting with spear and shield, in the Nordic spearwife tradition. She is also a capable navigator in a ship, and an adept tactician.

Equipment: She's currently wearing her captain's armor, thick, warm cloth and fur over chainmail, a thick, but well-worn iron shield, and a long, sharp spear. She has nearly no denar.

Location: Richaveg.

Bio: Goldwyn is the illegitimate daughter of one of the Nordic lords, from a thrall he took once. She clawed her way up to respectable levels, working as a bounty hunter until she could buy a ship and hire a crew. After this, she entered the service of King Ragnar, hunting the sea raiders that plague the coasts. It's here she obtained her weapons and armor, either bought with coin from her fighting, or taken from the corpses of her enemies.

After a few years of this, she became restless, and began to help with the war with the Vaegirs, leading the assault on several castles, though they were quickly retaken. For her valiant efforts, she was awarded the fief of Kulum. However, the lord, on hearing his bastard daughter was rising in the world, began to plot against her. He had her framed for a false-flag attack on Buillin, claiming she wanted to expand her territory. Ragnar ruled against her, and she was cast out. She found herself amid the Vaegir at Richaveg, penniless and alone save for her loyal crew. She swore vengeance, and began to work with the Vaegirs to fight the Nords, though she doesn't like working with her old enemies. She's heard the rumors of the Calradian heir, and would seek him out as a husband, and conquer the world with him.

Feel free to ask anything, correct me, make comments, whatever. If you need to ask, it's possible (read: probable) I haven't thought of it yet.
I hope to have all of it set up and ready to get started around the first week of December. I have all day on the seventh free, so I'll hopefully start finalizing the lineup by then. We'll just see how it goes.

EDIT: Found a better map.
 

SamtheDeathclaw

New member
Aug 8, 2009
1,091
0
0
Current six sheets. Assuming no one drops out or enters a sheet before tomorrow, this will be our starting lineup. Exciting, amirite?
Dogmatic99 said:
Name: Maelum Vernst

Gender: Male

Age:32

Appearance:Maelum is a well built man of average height, with broad shoulders. He has a muscular physique (built up from a life time of soldiering) though his midsection is starting to bulge out a little (thanks to years of drink and over indulgence). He has jet black hair, neatly cut and kept combed back out of his eyes, something he doesn't have to do as much now that his hairline is receding. He seems to be trying to compensate for this by growing out his goatee. Maelum has sharp facial features and narrow, piercing, blue eyes. A feature which he loves to use to his advantage when staring down an enemy or trying (and usually failing) to charm a bar maid.

Personality:Maelum is a career solider and it shows in his manners. He is far more comfortable in a bar fight than in a noble court. His chosen lifestyle has forced him to accept that any day could be his last, so when not on the battlefield he is quick to try and live life to its fullest. Drinking and eating to his heart's content or at least as much as the contents of his coin pouch will let him. Unless he's drunk then Maelum is usually quiet and reserved, communicating with only a few words and grunts, which he maintains has nothing to do with the large sum of drink he had the night before. Although he truly comes to life when he is on the battlefield swinging a sword into someone's skull.

A stranger would say that Maelum has three states of being: Drinking, fighting, hungover.

Skills: Maelum is skilled with two handed swords and shields. He is adept at horse riding though he prefers to fight on foot. He feels most at home in heavy armour.

Equipment:Weapons and armour - A bastard sword. One handed club. Studded leather armour. Kite shield (used with sword or slung over back to protect from arrows).

Other Gear - A skin of wine. Roll of bandages. Hunting knife. 15 Denar.

Location: Sargoth

Bio: Born in Praven Maelum's father was a veteran warrior in the service of a local lord. He taught his son all he knew about the art of combat.

His father had earned a name for himself in the ever changing conflicts and managed to call in enough favours for his son to be educated at court where he learned about the world of lords, ladies and court intrigue. Although as the son of a common solider Maelum never felt like he fit in there.

Despite his lack of etiquette and education Maelum's skills with a sword brought him to the attention of a veteran knight who took him on as his squire. As he became older Maelum polished his ability with sword and lance and he learned the how to fight like a Swadian warrior. He proved himself adept with larger weapons. As a reward for his loyal service his mentor gave him a finely honed bastard sword. A large but light blade, capable of being wielded in either one hand or two. This allowed Maelum to switch between fighting with sword and shield or swinging out with his sword in both hands (his preferred tactic). Still he was always different to the other squires which did little to help him earn friends in the Swadian court.

Eventually he left. Some people whisper that he was forced from his home but none of them dare say it to his face.

Not good with numbers and barely able to read, Maelum had only one marketable skill. His sword arm. So when he left his home in Elberl Maelum took all of his squire's equipment with him and found work as a mercenary. Maelum took to it like a duck to water and quickly proved himself a skilled leader of men and dealer of death. Eventually managing to form his own mercenary company. It has been a over ten years since he started out on his career and his troupe have fallen on hard times. With money short and only ten of his men left he has come to Sargoth in the hopes of earning some money in the Nordic tournaments.

Floris2123 said:
Real Name: Trish de Molay

Fake name: Tristan de Molay

Gender: Female

Age: 24 years old

Appearance:
Trish is tall for a woman, she is about the average size of a man. She is very lean and fit. She has sharp facial features, and long light brown hair and blue eyes. She likes to wear full plate armor along with a red cape that's a bit tattered around the edges. She wears a one handed long aiming sword on her right hip, and a red heather shield on her back. She has a couple of smaller scars on her arms from all the fighting she's done.




Personality: Trish is a very reserved person and lives by a strict code of honor. She hates crime of any kind, and dislikes most nobles. She sees protecting the weak as her duty. She also hides the fact that she is a woman, and prefers to be on the road. She is also a realist and knows that even if she tries not much will change in Calderia but she still tries, hoping to save and help as many people as she can. She also sees drinking as a weakness and almost never visits taverns, preferring to sleep in the wild.

Notable Skills: Trish is trained in the ways of the knight. She is an excellent rider and is very skilled with both swords and lances. She can also read and write thanks to the teaching she received from the monks. She is quite adapt with leading people into battle.

Equipment:
Weapons and armor: battered plate armor and a battered great helmet. A balanced long aiming sword, a double sides lance, and a red heather shield.
Other: Food for her party for about 20 days, 500 denars and a charger horse.

Location: Praven

Bio: Trish is an Molay in name only. She was given to a church near the border of Caldeira as a baby and raised there. Unfortunately the lord of that piece of land didn't care much for the church, so bandit raids were quite common in those parts. To make sure that the church would be left alone, the monks hired Sir Henry, a young knight who was looking for a new home. Trish loved going outside and loved horse riding even more.

Sir Henry saw this and as an result he started escorting her, to make sure she wouldn't be hurt on her numerous trips. She and Sir Henry became very good friends. She also paid attention during the lessons in the church, and learned how to read and write and basic mathematics. She idolized Sir Henry and decided that she wanted to be a knight when she grew up.

Sir Henry had been a knight with a promising future, and he had even had a wife and a young daughter. But after crossing a crooked noble, his wife and child were murdered. Hoping for forgiveness because of his failure to protect his family, he went to the temple and was offered a job there. Trish reminded him of his daughter and he swore to protect her no matter what.

But when she was only 8, the church was raided. Sir Henry fought bravely but he was defeated by the large party of bandits. He managed to save Trish and take her with him, as he fled from the bandits. He felt responsible for her and decided to take care of her, so they started traveling together. Trish asked Sir Henry to teach her how to take care of herself. Sir Henry refused at first, but after weeks of begging he caved in. He began teaching her how to fight with a sword and lance and she learned tactics from him.

The party traveled through the country and Trish slowly grew older and stronger. Sir Henry also began to grow older and was now in his early thirties. He kept teaching Trish how to become a knight and she was talented to say the least. Sir Henry thought Trish the code of the knights, to protect the weak and help the helpless.

When Trish was 14 they came upon a village which was being raided by a small group of bandits. Trish and Sir Henry charged into the village, and without hesitating started to kill the bandits. The bandits fled and Sir Henry and Trish were seen as heroes by the villagers. They were invited to stay there and they decided to take them up on the offer. Trish and Sir Henry completely focused on her knight training now. There was an small mercenary camp near the village and Trish would often go there to learn things from these lawless men as they were excellent fighters.

Trish grew into a beautiful woman in the time they spend in the village. She began to notice how the men looked at her. She hated these looks and as an result, started to wear heavy armor and helmets. When she turned 19 there was a tournament in a nearby city. She entered the tournament just like Sir Henry, but used a fake name to hide her gender. The tournament went quite well, Trish managed to reach the finals where she had to face Sir Henry. Sir Henry had told her earlier that he wouldn't hold back if they had to face each other.

The battle that followed would be spoken of for years. The battle took more then an hour but after much blood shed a lance from Trish broke on Sir Henry's helmet. He dropped on the ground, unable to get back up. Trish and Sir Henry returned home with a lot of money won from the tournament.

Sir Henry had bet all of his money on Trish. He told her that he had always known that she would win. Trish and Sir Henry left the village, Trish decided to use her winnings to start a mercenary company. She also bought a good armor for herself and Sir Henry. She bought an armor that hid her face and the shape of her body. She acted like she was a man fearing that she wouldn?t be respected as a woman.

Trish went from village to village in Swadia looking for young and able men and, together with Sir Henry, trained them. After about a year of training they had a party of about 8 young man at arms, all of them eager to serve Trish. Or Tristan, as she called herself. She was the leader of the party, and she chose to live by her ideals. They searched the country for bandits and other low lives, took care of them and used the loot of the raids to buy better equipment.

Rumors of this knight's group began to spread through Swadia. They called themselves the Knight Order, and their party slowly grew. They sometimes lost someone, and sometimes found people willing to join them. Their party has grown steadily, over the course of the last 4 years. They now have about 13 experienced man at arms, some of them young some of them veterans. All of them are very loyal to her and Sir Henry, who is her second in command.
Mr.Ivebeenframed said:
Name: Galen Kohl

Gender: Male

Age: 29

Appearance: Galen is tall and slim with a face that looks like a wolf chewed on it. He has scars on his face from receiving a mace wound that nearly killed him. The only part of his face that remains untouched is his eyes which has served him very well. His limbs are long as well but aren't as developed as most warriors. Galen's hair is a dirty blonde and short so his peripheral vision isn't covered. Galen's nose is permanently broken which leaves a nasty bump on the bridge of his nose but it isn't like his face is any better. His face used to look attractive and boyish with his serene, green eyes.

Personality: Galen is as cold and heartless as the sea itself but is usually calm and level-headed about most things. He isn't educated and he knows that, often poking fun at the fact that despite his inability to write he still spells death to his foe. He is cocky and boastful as well but passively. Galen won't go out of his way to get obtain bragging rights but he's willing to bet every now and then. Speaking of betting, Galen is an avid gambler and is very sociable if there's something to bet on.

Skills: Galen is a skilled hunter and an even more skilled archer. Tracking, spotting, and path-finding are among his other fortes as well as some bartering but he does most of his talking through his arrows. Because of his long limbs and slender frame, Galen is also quite nimble in the field or primarily in the forests.

Equipment: Long bow with a hip quiver loaded with barbed arrows. He also carries a one handed axe and wears leather gloves along with his dirtied leather jerkin. He has meat jerky for his men along with just a measly 20 denars left.

Location: Dhirm

Bio: Galen was born to a hunter in the forests bordering the Swadian plains and Rhodok highlands. His father taught Galen and his three brothers to use the bow feverishly as he believed that it would allow his children to further themselves in life. While they are at the markets to sell meat, Galen and his brothers would usually live off the streets as another source of income along with the other street children. His father didn't mind them for as long as they made it back in time to leave then he didn't bother. Eventually, Galen took to being a hunter much like his father but he took it a step further by accepting a bounty on a criminal made by a Swadian lord.

He hunted the man down and dealt his own brand of justice. Galen's father always taught him to bring back some part of his kill as a token of completion along with the actual meat. Since he didn't need the meat, Galen always brought back "proof" of his actions. Most of the time it was a scalp or two and it became his unique calling card. He was always payed and that allowed him to hire some men to further make his bounty hunting more efficient. With 20 men, he has kept the bounty boards relatively empty and the Swadian nobles took notice of that. With their war against the Khergit, the Swadian nobles lack in the realm of skirmishing which is what Galen and his troop are good at. Galen only hires marksmen and light infantrymen so speed was on their side as opposed to the heavy Swadian infantry.

The Swadians needed an answer to the fast Steppe riders and Galen along with his men were part of it. Galen was hired for a campaign to venture in the Khergit Steppes. On the fields near Uhhun Kaleshi their army was attacked by a large war party. The hooves of the Khergits trampled those who weren't fast enough to retreat to Swadian lines but Galen had a hand in harassing the Khergits long enough for the Swadians to counter attack. Galen and his men held the flanks that was usually taken by the Khergit horse archers which were now being forced to deal with Galen. Whenever the Khergit lancers would run after them, Galen told his men to retreat to within the Swadian's crossbows range which further discouraged them from encircling the army. After the attack the countered, Galen's skirmishers were able to regain lost ground. He lost men in the process but saved countless others.

The battle began to turn to the Swadians' favor as Khergits lost more horsemen to Galen's own tactics. As Galen was watching over the flanks, a Khergit lancer caught Galen by surprise by pretending to be dead next to his horse. Galen's face was hit by a swing from the man's mace. He collapsed to the ground with his face bloodied and misshapen. Before the Khergit could finish him, he was struck down by several crossbow bolts from Swadian marksmen. Galen was rushed to a surgeon before he bled out. Luckily, his life was saved but he was in no more condition to fight so he was forced to go back to Dhirm to recuperate.

It's been several months and Galen has since been trying to keep his archery skills in tip top shape by hunting wildlife and not men. Just recently, Galen's men have since come back from the campaign making him fear for the worst. With the rest of the money he has left he's hired 15 men to help him in his quest to get them back after a letter came in saying that they've been captured by the Khergits. Now it's just a matter of finding them.
Fishtie said:
Name: Gerick Crito

Gender: Male

Age: 25

Appearance: Gerick is perhaps an inch or two below average with broad shoulders though the rest of him is somewhat thin. Gerick's face is quite squarish and his brown curly hair is quite short and wild. Gerick lacks any major scars or marks, but his rough and generally dirty skin indicate that fine beds and bathing are a rarity in his lifestyle. Gerick's eyes are a lighter brown and he's got a tendency to squint slightly to make up for his slight farsightedness. Gerick almost never stands up straight, mostly slouching when he can't find a shady spot to lean or lay in.

Personality: Gerick is most happy when he's allowed to be rather laid back and humorous, often finding a sour laugh in his sometimes black sense of humor. On the other hand, whenever engaged in any kind of business Gerick becomes exceedingly serious with his lack of joking directly proportional to how many lives could be at stake. Gerick tends to have an easy relaxed aura about him and is particularly unflappable when lying though heavy fighting tends to unsettle him. Gerick has a rather peculiar sense of personal honer; despite being a lier, cheat, and bandit; he always sticks to his morals and promises.

Notable Skills: Gerick is a highly knowledgeable engineer learned in both classic and modern construction methods and materials. Gerick's profession has also led to becoming decent at a series of skills. Gerick is quite skilled at hiding as well as setting up ambushes, particularly in forests. He's also a decent if not good shot with a bow and he knows how to handle a knife in a fight. Gerick is also a skilled bluffer, he lies easily and well as well as knows how to spot someone else deceiving in an instant.

Gerick also know a touch of first aid and is surprisingly good at keeping his motley crew in line.

Equipment: Gerick's main weapon is an old worn short bow with some bent arrows. He also keeps a notched dagger as well as a few throwing knifes on him most of the time. Like most of his followers, Gerick doesn't wear much armor beyond a few hardened leathers and a bit of padding but he maintains a pair of tough cloaks; one thick and white for winter and the other is a dark green for when it isn't snowing. Gerick also likes keeping a few caltrops on hand.

Gerick has a handful of coins for expenditures, but most of his wealth is tied up in long term food and wages for his crew.

Location: A surprisingly well constructed bandit hideout in the woods between Ibrian and Tahlberl. (East of Suno)

Bio: Long ago... when the Old Empire controlled Calrad and all were united the Empire held great power and knowledge. And when the royal family wanted a river bridged or a fort destroyed they called upon the Imperial Engineer to oversee the work knowing that he would never fail them. For generations the position of Imperial Engineer was held by a member of the Crito family representing the true mastery of the empire. But as the end drew upon the Old Empire, Decimus Crito's political enemies united and drove him out, he swore then that he would serve no lesser lord and that his time of return would come. And so he made his way out into the mountains and forests to live as he must...

Or, at least that is the story that Gerick was told by his father all his life. Gerick's father was the leader of a group of forest bandits, the same group that his grandfather had led and allegedly so on back to Decimus Crito. Gerick's father never tiered of telling Gerick that these situations were merely temporary; that one day the Old Empire would rise again and Gerick would have a place within it at the vary top. Well... maybe Gerick's grandchildren... that wasn't important, the time would come.

Appropriately, Gerick's father raised him both to lead the bandits when his time came, as well as in the methods of construction and destruction of all manor of buildings and contraptions. Over time Gerick came into the skills and when his father died of disease he took up his place as head of the bandit crew.

As years went by Gerick shaped the group and their operations even more to his liking. They focused their efforts even more on making their traps and raids bloodless and even chased most of the rival bandit gangs out of their turf. Since the group had never harassed the local villages the area actually became quite safe and some caravan leaders even came to consider it a good idea to pay a 'nominal fee' rather then travel more dangerous roads.

Meanwhile, Gerick became even more interested in engineering. His father had taught him a lot about old ways of doing things, but Gerick would sneak into cities disguised not only to negotiate the release of prisoners and do other business, but also to learn about more modern constructions.

Geth Reich said:
Name: Jakob Aidler

Gender: Male

Age: 26

Appearance: A slender giant of a man, Jakob is both uncommonly tall and uncommonly slim for a nobleman, standing roughly a head taller then most men of Calradia. The sharp aristocratic features of his face are dominated by sunken swamp green eyes and an enormous forked black beard and moustache, giving him a permanmently tired, brooding look. His hair is the same colour as his bard and is cut short in a manner befitting his military upbringing and his skin, normally of a pale complexion thanks to his noble Swadian birth, has been tanned by the heat of the Sarranidian enviroment. The most distinguishing feature Lord Aidler possesses-other then his height-is a clubbed left foot, a legacy of an ambush by bandits in his earlier years. While not severe enough to require the use of walking aids, Jakob cannot run as quickly as others nor is particularly agile: an interesting situation given the man's preference for fighting on foot.

Personality: Jakob Aidler is a Swadian aristocrat through and through: contemptuous of his lessers, paranoid about his fellow nobles and their insidious designs and utterly convinced of his own superiority; be it with blade, intellect or blood. Calculating and mistrustful, Jakob suspects treason and plots at every corner and while he is usually adept at maintaining a calm facade, sometimes his paranoia gets the better of him and can cause fits of violent temper as he lashes out at real and percieved foes: an expensive education has only excacerbated this trait as the man is convinced the same coups and conspiracies of history can happen again.

Notable Skills: Jakob is a skilled if unexceptional swordsman, highly trained and well experienced in the use of sword and shield. Although he is a competant rider, he only uses his steed for travelling purposes and dismounts when combat is afoot. Jakob's other expertise lies in commanding others as he is well versed in tactics and possesses a forceful charisma born of complete self-conviction that enables him to dominate the lower orders.

Equipment: Left almost completely destitute by the fortunes of war, Jakob can only boast a few score Denars to his name and is equipped with merely a simple arming sword and the tattered clothes of a Khergit captive. However, he is determined to rise again......

Location: Outskirts of Jameyyed castle

Bio: The Aidler family had served as margraves of the Swadian-Khergit border for many generations when Jakob was born in their ancestral castle at Rindyar. His was a privileged upbringing: the only son of a prestigous family, he was afforded the best martial training and education money could buy since he would not only assume the position of Margrave of Rindyar when fully grown but he was also vital to the continuation of the Aidler bloodline. As might be expected, Jakob grew up relatively spoiled and became used to the idea of inherent lordship over all, an idea reinforced by frequent trips accompanying his father to conscript local peasants and passing mercenaries for the defense of the border.

In spite of any personality flaws, Jakob soon assumed responsbilities in his family's fiefdom in his teen years and was often charged with leading small patrols around its territories, on the lookout for Khergit forces, outlaws and simply anyone the young lord didn't like the look of. It was during one of these patrols that Jakob experienced a defining moment of his life: spying an infamous outlaw of the region, Jakob gave chase at once, racing ahead of his surprised comrades. It was only when the first javelin whipped past his head did he realise he'd been lured into an ambush. Seperated from his horsemen and having foolishly followed the outlaw into the wooded border with Tilmaut fied, Jakob was forced to fight for his life alone and against a dozen bandits-worse, attempting to dismount, his horse was brought down by more javelins and pinned him to the earth by his left leg. Though his party arrived in time to scare off the bandits and drag him free, Jakob was left seething from what he saw as the humilation of being outwitted and outfought by common peasantry, even after his leg had been set at Rindyar and the outlaws caught and hung. He vowed that so help him gods, he would never be outmanoeuvred again.

The next decade saw Jakob orphaned by a thankfully minor outbreak of plague and fighting in the seemingly endless border wars with the Khanate, chasing off raiding parties and crossing the border to raze villages. It was here he excelled, showing a ruthless enthuaism for plunder and little quarter to the enemy. The Rindyar garrison saw off numerous Khergit attacks but it was never employed as the starting-off point for a serious counter-attack: something that increasingly infuriated Jakob. He petitioned Praven again and again for the right to launch a campaign against the Khanate, to conquer their lands and ensure the safety of the margrave but again and again the royal court refused. To add insult to injury in Jakob's eyes, he was constantly invited to feasts and tournaments even as his fief wrestled with invaders! Strategically frustrated, convinced that the lords who attended the feasts were mocking him and viewing King Harlus as a weak man incapable of decisive action, Jakob took action and mustered everything he could from Rindyar for his own assault on the Khergit.

When Calradian scholars talk of the greatest military defeats of modern history, the Battle of Halmar features most prominently.

Jakob's campaign against the Khergit targeted the town of Halmar, a key trade point for the Khanate and no doubt a wealthy source of plunder, not to mention that the capture of such a prize would prove to Harlus and his court that Jakob had been right all along and would galvinze them into true war. But the campaign ended in disastor: despite initial success in raiding nearby villages and destroying small enemy parties, the campaign ground to a halt when Jakob committed his men to a seige of Halmar, despite the advice of his lieutenants. Barely a few months into the seige, a relief force arrived, greatly outnumbering the Swadians-investing the town, they could not escape the fast moving Khergit horsemen and were brought to battle. It was a slaughter: Jakob personally fought with ferocity but his arrogance had doomed his men from the moment they had arrived at Halmar. His army was destroyed in short order, cut down by lancers and horse archers with the few survivors taken prisoner, including Jakob who had tried to organise a last ditch defense when the Khergit infantry approached to mop-up the remnants of his forces. Had his captors recoginised his heraldry they might have lopped off his head there and then, great was the hatred the Khanate bore for the latest Aidler but as luck would have it, his coat of arms had either been hacked from his armour or was so rent and damaged by blows it was impossible to decipher, giving Jakob the dubious fate of imprisonment in the town he had sought to capture.

The new few months in captivity brought further ill-tidings: Jakob learnt from his captors that another great victory had been achieved by the Khan's warriors and that the castle of Rindyar had fallen, leaving him dispossessed and penniless. Before long he was taken from his cell: he feared that his identity had finally been discovered but it was not so-instead he was to be taken to the slave markets of Narra to see if he could fetch a fine price for his foes. Stripped of his title and family holdings and destined for a life of slavery in some distant Khergit pit, it seemed Jakob's saga was coming to a ignominious end-however fate smiled on the man.

The prisoner caravan was halfway to Narra when it came under attack by a sizeable force of deserters and brigands garbed in the manner of Rhodoks-surely the remnants of some army defeated by the Sarranids, whose border was only a day's travel to the south. Volleys and counter-volleys of arrows and crossbow bolts flew across the plains as the caravan guards fought with their assailiants and in the confusion the ropes binding Jakob came loose and he was able to free himself, pausing only to grab a sword some food from a fallen guard before fleeing the fight on a stolen horse. The caravan a distant object and hidden inside a copse, the nobleman took stock: his holdings in Swadia were gone and with them his wealth and worth in the kingdom. To stay in Khergit lands was a death sentence: even if no-one recoginised him as the Margrave of Rindyar he was still an escaped prisoner and lords paid just as well for the heads of such individuals as they did for the whole body. There was only course left to Jakob and so he took it, making his way to the Sarranid border with the intent of regaining his status in this world at any cost.....
Tyrannical said:
Name: Raddas Milyar

Gender: Male

Age:28

Appearance: Black ragged unwashed hair, almost shoulder length. Slight stubble. Green eyes, with a cruel glint to them. He is heavily scarred across both his arms, and a thin pale scar runs across his left cheek.

Personality: Raddas is extremely egotistical, and violent. He has been known to lash out against subordinates for the smallest of provocations, and is extremely cruel to his prisoners, especially those belonging to the Kingdom of Rhodok. The only thing he took away from his time in the Sarranid military is a hatred of the Rhodok.

Notable Skills: Raddas is a skilled tracker and rider, and is competent at making strategies designed to take as many enemies alive as possible.

Equipment: Sarranid Archer Armour (check the game), Desert Turban, Sarranid Robes, Desert Horse, Winged Mace, Leather Covered Round Shield, Leather Gloves, Leather Boots. Approx 500 Denars, a small desert bandit group. (10 men including himself?)

Location: A small hidden camp in between Barriye and Bardaq castle.

Bio: Raddas was raised in the harsh desert enviroment of the Sarranid Sultanate, and was always of a dark disposition, the origin of which is uncertain. He was to be doomed to a life of farm service, but left his home (and killed his parents for good measure) to work for the military. There, he trained to be a Mamluke, but quickly found that the military didn't pay him enough. He did not complete his training, and deserted (after killing his commanding officer for good measure.)
He found work with one of the local bandit groups, and quickly murdered his way to the position of chief. Driven purely by a lust for money, Raddas will fight for the highest bidder, provided they are not Rhodok.
 

Yokillernick

New member
May 11, 2012
557
0
0
Well colour me interested. Got a couple of questions first. 1. The party members, can't they all just be generic mercenaries ? I suppose I don't have o give them all a story. 2. How long does the bio need to be ? I just want to know if I need to write a book's worth for this RP like most of them out there. 3. Do you mind if I used the original Mount and Blade weapons and armour as I never got around to buying Warband.
 

SamtheDeathclaw

New member
Aug 8, 2009
1,091
0
0
Yokillernick said:
Well colour me interested. Got a couple of questions first. 1. The party members, can't they all just be generic mercenaries ? I suppose I don't have o give them all a story. 2. How long does the bio need to be ? I just want to know if I need to write a book's worth for this RP like most of them out there. 3. Do you mind if I used the original Mount and Blade weapons and armour as I never got around to buying Warband.
1. They can, or they can be character specific. It doesn't properly matter. Just whatever you'd prefer.
2. Hm... As long as it needs to be? That's a cop-out, but if you can give me a good idea of their backstory in three sentences, right on. If you need thirty paragraphs, go right ahead. Detailed is better, but anything you don't have in your bio can be expanded in the rp.
3. Sure! You don't even really have to use the exact equipment. Just things that could feasibly exist in-world.
 

ThreeWords

New member
Feb 27, 2009
5,179
0
0
I would like to signify my interest. I shall be playing a stoic rider of the Khanate, I think.
 

Dogmatic99

New member
Jun 24, 2012
914
0
0
Name: Maelum Vernst

Gender: Male

Age:32

Appearance:Maelum is a well built man of average height, with broad shoulders. He has a muscular physique (built up from a life time of soldiering) though his midsection is starting to bulge out a little (thanks to years of drink and over indulgence). He has jet black hair, neatly cut and kept combed back out of his eyes, something he doesn't have to do as much now that his hairline is receding. He seems to be trying to compensate for this by growing out his goatee. Maelum has sharp facial features and narrow, piercing, blue eyes. A feature which he loves to use to his advantage when staring down an enemy or trying (and usually failing) to charm a bar maid.

Personality:Maelum is a career solider and it shows in his manners. He is far more comfortable in a bar fight than in a noble court. His chosen lifestyle has forced him to accept that any day could be his last, so when not on the battlefield he is quick to try and live life to its fullest. Drinking and eating to his heart's content or at least as much as the contents of his coin pouch will let him. Unless he's drunk then Maelum is usually quiet and reserved, communicating with only a few words and grunts, which he maintains has nothing to do with the large sum of drink he had the night before. Although he truly comes to life when he is on the battlefield swinging a sword into someone's skull.

A stranger would say that Maelum has three states of being: Drinking, fighting, hungover.

Skills: Maelum is skilled with two handed swords and shields. He is adept at horse riding though he prefers to fight on foot. He feels most at home in heavy armour.

Equipment:Weapons and armour - A bastard sword. One handed club. Studded leather armour. Kite shield (used with sword or slung over back to protect from arrows).

Other Gear - A skin of wine. Roll of bandages. Hunting knife. 15 Denar.

Location: Sargoth

Bio: Born in Praven Maelum's father was a veteran warrior in the service of a local lord. He taught his son all he knew about the art of combat.

His father had earned a name for himself in the ever changing conflicts and managed to call in enough favours for his son to be educated at court where he learned about the world of lords, ladies and court intrigue. Although as the son of a common solider Maelum never felt like he fit in there.

Despite his lack of etiquette and education Maelum's skills with a sword brought him to the attention of a veteran knight who took him on as his squire. As he became older Maelum polished his ability with sword and lance and he learned the how to fight like a Swadian warrior. He proved himself adept with larger weapons. As a reward for his loyal service his mentor gave him a finely honed bastard sword. A large but light blade, capable of being wielded in either one hand or two. This allowed Maelum to switch between fighting with sword and shield or swinging out with his sword in both hands (his preferred tactic). Still he was always different to the other squires which did little to help him earn friends in the Swadian court.

Eventually he left. Some people whisper that he was forced from his home but none of them dare say it to his face.

Not good with numbers and barely able to read, Maelum had only one marketable skill. His sword arm. So when he left his home in Elberl Maelum took all of his squire's equipment with him and found work as a mercenary. Maelum took to it like a duck to water and quickly proved himself a skilled leader of men and dealer of death. Eventually managing to form his own mercenary company. It has been a over ten years since he started out on his career and his troupe have fallen on hard times. With money short and only ten of his men left he has come to Sargoth in the hopes of earning some money in the Nordic tournaments.

Basically recreated my character from the game. Let me know if it meets the standard.
 

SamtheDeathclaw

New member
Aug 8, 2009
1,091
0
0
CaptainHook69 said:
I'm interested but out of curiosity will there be an overarching story or will it be entirely up to us?
There's to be some story- the heir of Calrad mentioned a few times in the spiel- but it's completely up to the player if they want to pursue it. Otherwise, no, not much of an overarching storyline. Of course, there will be missions and whatnot if you choose to ask for one from a lord, or accept them from the peasantry, and a few minor arcs may arise from that.
 

Mr.Ivebeenframed

New member
Jan 6, 2011
1,483
0
0
Hope you like it. As always criticisms and/or suggestions are welcome

Name: Galen Kohl

Gender: Male

Age: 29

Appearance: Galen is tall and slim with a face that looks like a wolf chewed on it. He has scars on his face from receiving a mace wound that nearly killed him. The only part of his face that remains untouched is his eyes which has served him very well. His limbs are long as well but aren't as developed as most warriors. Galen's hair is a dirty blonde and short so his peripheral vision isn't covered. Galen's nose is permanently broken which leaves a nasty bump on the bridge of his nose but it isn't like his face is any better. His face used to look attractive and boyish with his serene, green eyes.

Personality: Galen is as cold and heartless as the sea itself but is usually calm and level-headed about most things. He isn't educated and he knows that, often poking fun at the fact that despite his inability to write he still spells death to his foe. He is cocky and boastful as well but passively. Galen won't go out of his way to get obtain bragging rights but he's willing to bet every now and then. Speaking of betting, Galen is an avid gambler and is very sociable if there's something to bet on.

Skills: Galen is a skilled hunter and an even more skilled archer. Tracking, spotting, and path-finding are among his other fortes as well as some bartering but he does most of his talking through his arrows. Because of his long limbs and slender frame, Galen is also quite nimble in the field or primarily in the forests.

Equipment: Long bow with a hip quiver loaded with barbed arrows. He also carries a one handed axe and wears leather gloves along with his dirtied leather jerkin. He has meat jerky for his men along with just a measly 20 denars left.

Location: Dhirm

Bio: Galen was born to a hunter in the forests bordering the Swadian plains and Rhodok highlands. His father taught Galen and his three brothers to use the bow feverishly as he believed that it would allow his children to further themselves in life. While they are at the markets to sell meat, Galen and his brothers would usually live off the streets as another source of income along with the other street children. His father didn't mind them for as long as they made it back in time to leave then he didn't bother. Eventually, Galen took to being a hunter much like his father but he took it a step further by accepting a bounty on a criminal made by a Swadian lord.

He hunted the man down and dealt his own brand of justice. Galen's father always taught him to bring back some part of his kill as a token of completion along with the actual meat. Since he didn't need the meat, Galen always brought back "proof" of his actions. Most of the time it was a scalp or two and it became his unique calling card. He was always payed and that allowed him to hire some men to further make his bounty hunting more efficient. With 20 men, he has kept the bounty boards relatively empty and the Swadian nobles took notice of that. With their war against the Khergit, the Swadian nobles lack in the realm of skirmishing which is what Galen and his troop are good at. Galen only hires marksmen and light infantrymen so speed was on their side as opposed to the heavy Swadian infantry.

The Swadians needed an answer to the fast Steppe riders and Galen along with his men were part of it. Galen was hired for a campaign to venture in the Khergit Steppes. On the fields near Uhhun Kaleshi their army was attacked by a large war party. The hooves of the Khergits trampled those who weren't fast enough to retreat to Swadian lines but Galen had a hand in harassing the Khergits long enough for the Swadians to counter attack. Galen and his men held the flanks that was usually taken by the Khergit horse archers which were now being forced to deal with Galen. Whenever the Khergit lancers would run after them, Galen told his men to retreat to within the Swadian's crossbows range which further discouraged them from encircling the army. After the attack the countered, Galen's skirmishers were able to regain lost ground. He lost men in the process but saved countless others.

The battle began to turn to the Swadians' favor as Khergits lost more horsemen to Galen's own tactics. As Galen was watching over the flanks, a Khergit lancer caught Galen by surprise by pretending to be dead next to his horse. Galen's face was hit by a swing from the man's mace. He collapsed to the ground with his face bloodied and misshapen. Before the Khergit could finish him, he was struck down by several crossbow bolts from Swadian marksmen. Galen was rushed to a surgeon before he bled out. Luckily, his life was saved but he was in no more condition to fight so he was forced to go back to Dhirm to recuperate.

It's been several months and Galen has since been trying to keep his archery skills in tip top shape by hunting wildlife and not men. Just recently, Galen's men have since come back from the campaign making him fear for the worst. With the rest of the money he has left he's hired 15 men to help him in his quest to get them back after a letter came in saying that they've been captured by the Khergits. Now it's just a matter of finding them.
 

SamtheDeathclaw

New member
Aug 8, 2009
1,091
0
0
Mr.Ivebeenframed said:
Hope you like it. As always criticisms and/or suggestions are welcome
Looks good to me!
As a sidenoete, on the map I gave, the "Kaleshi" means castle. So, rather than saying 'near Uhhun Kaleshi', you could just say 'near Uhhun Castle'. It doesn't matter at all, just telling you. For some reason there are no large maps that are all in English for this game. >:\
Anyways, I like it. I take it he's not much of a rider, then? Don't be surprised if the Khergit demolish you for a while, when you've not got many men. But then you get to wreak your revenge and wipe the floor with them. :D
 

Geth Reich

New member
Sep 16, 2012
107
0
0
Well well well, what have we here then? I'm definitely interested! Just give me a bit of time to get a character sheet ready (later tonight or tomorrow)-quick question though: how important will the plotline of the Calradian heir be? I've no problem with letting stories develop naturally from our zany adventures in the realm but I did find that sometimes Warband could devolve into a tedious grind with no real objective other then "keep raiding".
 

SamtheDeathclaw

New member
Aug 8, 2009
1,091
0
0
Geth Reich said:
Well well well, what have we here then? I'm definitely interested! Just give me a bit of time to get a character sheet ready (later tonight or tomorrow)-quick question though: how important will the plotline of the Calradian heir be? I've no problem with letting stories develop naturally from our zany adventures in the realm but I did find that sometimes Warband could devolve into a tedious grind with no real objective other then "keep raiding".
Yeah, my intent with the storyline was to keep it from turning into that. I had originally written it to absolutely free-form, but then I spent a few hours on a Warband game, and I realized how boring it could get.
So, it won't start at the very beginning of the rp, and so there will be a period of just undirected adventuring, but once it seems reasonable for the character to hear about it from a lord or whomever, i.e., after they've gotten enough men to be able to do anything, they'll hear about it.

As I have it planned now, anyways. If you'd like for it be a different way, tell me your suggestion! Nothing is very concrete right now, so pretty much anything can be rewritten.
 

Floris2123

New member
Apr 26, 2011
991
0
0
Real Name: Trish de Molay

Fake name: Tristan de Molay

Gender: Female

Age: 24 years old

Appearance:
Trish is tall for a woman, she is about the average size of a man. She is very lean and fit. She has sharp facial features, and long light brown hair and blue eyes. She likes to wear full plate armor along with a red cape that's a bit tattered around the edges. She wears a one handed long aiming sword on her right hip, and a red heather shield on her back. She has a couple of smaller scars on her arms from all the fighting she's done.




Personality: Trish is a very reserved person and lives by a strict code of honor. She hates crime of any kind, and dislikes most nobles. She sees protecting the weak as her duty. She also hides the fact that she is a woman, and prefers to be on the road. She is also a realist and knows that even if she tries not much will change in Calderia but she still tries, hoping to save and help as many people as she can. She also sees drinking as a weakness and almost never visits taverns, preferring to sleep in the wild.

Notable Skills: Trish is trained in the ways of the knight. She is an excellent rider and is very skilled with both swords and lances. She can also read and write thanks to the teaching she received from the monks. She is quite adapt with leading people into battle.

Equipment:
Weapons and armor: battered plate armor and a battered great helmet. A balanced long aiming sword, a double sides lance, and a red heather shield.
Other: Food for her party for about 20 days, 500 denars and a charger horse.

Location: Praven

Bio: Trish is an Molay in name only. She was given to a church near the border of Caldeira as a baby and raised there. Unfortunately the lord of that piece of land didn't care much for the church, so bandit raids were quite common in those parts. To make sure that the church would be left alone, the monks hired Sir Henry, a young knight who was looking for a new home. Trish loved going outside and loved horse riding even more.

Sir Henry saw this and as an result he started escorting her, to make sure she wouldn't be hurt on her numerous trips. She and Sir Henry became very good friends. She also paid attention during the lessons in the church, and learned how to read and write and basic mathematics. She idolized Sir Henry and decided that she wanted to be a knight when she grew up.

Sir Henry had been a knight with a promising future, and he had even had a wife and a young daughter. But after crossing a crooked noble, his wife and child were murdered. Hoping for forgiveness because of his failure to protect his family, he went to the temple and was offered a job there. Trish reminded him of his daughter and he swore to protect her no matter what.

But when she was only 8, the church was raided. Sir Henry fought bravely but he was defeated by the large party of bandits. He managed to save Trish and take her with him, as he fled from the bandits. He felt responsible for her and decided to take care of her, so they started traveling together. Trish asked Sir Henry to teach her how to take care of herself. Sir Henry refused at first, but after weeks of begging he caved in. He began teaching her how to fight with a sword and lance and she learned tactics from him.

The party traveled through the country and Trish slowly grew older and stronger. Sir Henry also began to grow older and was now in his early thirties. He kept teaching Trish how to become a knight and she was talented to say the least. Sir Henry thought Trish the code of the knights, to protect the weak and help the helpless.

When Trish was 14 they came upon a village which was being raided by a small group of bandits. Trish and Sir Henry charged into the village, and without hesitating started to kill the bandits. The bandits fled and Sir Henry and Trish were seen as heroes by the villagers. They were invited to stay there and they decided to take them up on the offer. Trish and Sir Henry completely focused on her knight training now. There was an small mercenary camp near the village and Trish would often go there to learn things from these lawless men as they were excellent fighters.

Trish grew into a beautiful woman in the time they spend in the village. She began to notice how the men looked at her. She hated these looks and as an result, started to wear heavy armor and helmets. When she turned 19 there was a tournament in a nearby city. She entered the tournament just like Sir Henry, but used a fake name to hide her gender. The tournament went quite well, Trish managed to reach the finals where she had to face Sir Henry. Sir Henry had told her earlier that he wouldn't hold back if they had to face each other.

The battle that followed would be spoken of for years. The battle took more then an hour but after much blood shed a lance from Trish broke on Sir Henry's helmet. He dropped on the ground, unable to get back up. Trish and Sir Henry returned home with a lot of money won from the tournament.

Sir Henry had bet all of his money on Trish. He told her that he had always known that she would win. Trish and Sir Henry left the village, Trish decided to use her winnings to start a mercenary company. She also bought a good armor for herself and Sir Henry. She bought an armor that hid her face and the shape of her body. She acted like she was a man fearing that she wouldn?t be respected as a woman.

Trish went from village to village in Swadia looking for young and able men and, together with Sir Henry, trained them. After about a year of training they had a party of about 8 young man at arms, all of them eager to serve Trish. Or Tristan, as she called herself. She was the leader of the party, and she chose to live by her ideals. They searched the country for bandits and other low lives, took care of them and used the loot of the raids to buy better equipment.

Rumors of this knight's group began to spread through Swadia. They called themselves the Knight Order, and their party slowly grew. They sometimes lost someone, and sometimes found people willing to join them. Their party has grown steadily, over the course of the last 4 years. They now have about 13 experienced man at arms, some of them young some of them veterans. All of them are very loyal to her and Sir Henry, who is her second in command.

I hope that this sheet meets the standards. And I am always open to criticism and suggestions.
 

CaptainHook69

New member
Nov 6, 2010
45
0
0
Just out of curiosity how will the combat work in this? Will Swadian Knights still be completely OP? or will careful planning and real world tactics work better?
 

CJ1145

Elite Member
Jan 6, 2009
4,051
0
41
Will submit a sheet tonight. Vet Taleworldian here, and I played this thing to death.
 

SamtheDeathclaw

New member
Aug 8, 2009
1,091
0
0
CaptainHook69 said:
Just out of curiosity how will the combat work in this? Will Swadian Knights still be completely OP? or will careful planning and real world tactics work better?
It'll be mostly number-based, i.e., a 15-person party against a 175 is likely going to lose a straight-up fight, no matter how good your tactics are. But in smaller engagements, tactics- which is a statistic- and party types will play a big part. Basically, it's complicated and I haven't actually figured it all out yet.
For example, say Mr. Galen up there, with a party made mostly out of sharpshooters, has to fight a Nordic force, which is mostly infantry, in a wooded area. So, since archers are bad in a forest, -2 to Galen. Since infantry has to charge right at an archer, +1. And he's not stated to be much of a tactician, but neither are Nords typically, so no change. So he would roll with a modifier of -1, and if it's over 10 out of 20, he'd win. And then he could chose to write the fight, or just accept the way it turned out and move on. The required proportion is based on the size difference between the two parties, and 10 out of 20 is assuming similar party sizes.

That's the way I have it planned now, but it may be too cumbersome to keep up for very long. So if you have something you'd prefer, feel free to suggest it.

Floris2123 said:
I like it, rather nicely built. You haven't by any chance read Men of Iron by Howard Pyle, have you? Your character is basically a genderswapped Myles from that book. This is not a bad thing, though. :D
Anyways, as a word of warning, you are aware of the amount of sexism in Calradia, yes? It's not going to be toned down, and you're going to have to deal with more difficulty with nobles than anyone else so far. At least, at first.
 

Geth Reich

New member
Sep 16, 2012
107
0
0
SamtheDeathclaw said:
Geth Reich said:
Well well well, what have we here then? I'm definitely interested! Just give me a bit of time to get a character sheet ready (later tonight or tomorrow)-quick question though: how important will the plotline of the Calradian heir be? I've no problem with letting stories develop naturally from our zany adventures in the realm but I did find that sometimes Warband could devolve into a tedious grind with no real objective other then "keep raiding".
Yeah, my intent with the storyline was to keep it from turning into that. I had originally written it to absolutely free-form, but then I spent a few hours on a Warband game, and I realized how boring it could get.
So, it won't start at the very beginning of the rp, and so there will be a period of just undirected adventuring, but once it seems reasonable for the character to hear about it from a lord or whomever, i.e., after they've gotten enough men to be able to do anything, they'll hear about it.

As I have it planned now, anyways. If you'd like for it be a different way, tell me your suggestion! Nothing is very concrete right now, so pretty much anything can be rewritten.
That sounds like the best solution: let everyone get settled, build a powerbase and then let us loose on the Calradian heir story. Hopefully with lots and lots of dirty politicking, betrayals and gory battles!