Overlords and Guardians: OOC Thread and Signup.

Kadaeux

Universe Crafter
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Welcome supplicant.

Welcome to the world of Kroniki Arkadyiskis.

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If you are here you are one of the chosen, selected by the fates since time immemorial to renew the struggle between good and evil, the rise of the Guardians who protect the world and the good folk within it heroically struggling against the darkness of the world in a quest for justice and setting things aright.

Or perhaps you heard a darker calling from within. A fell calling clutching at your soul with promises to awaken the nascent power that had lain dormant within all of your life. A chance to settle the score, to gain wealth, fame, power and the chance to rule over the minute plebeian hordes that deserve little more than to be ground beneath your boots.

In either case you are drawn towards a place of power while still young, the Sanctuary Hearts for the Guardians resting in beauteous glades, churches, temples or castles, the Overlords find themselves drawn into the darker places of the world, beshadowed citadels, towers of black iron, into the depths for subterranean citadels or even the hellish daemonic places, drawn to the hearts of your new Lair.

These places awaken at your first touch of the Heart of your Sanctuary or Lair, and your power begins to manifest, whether raw martial ability, magical talent or raw power of charisma and command people begin to flock to you, in the case of many guardians the Elves, Dwarves and other good folk and beings are drawn to your banner seeing something they want in what you have to offer. In the case of most Overlords less wholesome creatures are drawn or compelled into services, from Orcs and Goblins to the Dragon Ogres.

And while you, and your compatriots and destined enemies continue to grow in power, strength and will, the world turns as it always has.

Can you change the world? Or will you be it's next victim?


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Welcome to Overlords and Guardians, you, as it says above, represent a character called to the Darkness or Light by the fates to make the world their own, or die trying.

Players Overlords or Guardians will be placed semi-randomly by me once their sheets are approved.

OVERLORD RULES

GUARDIAN RULES

Each player has 30 points to spend on their stats. A stat's highest limit is 10 to start.

When spending on stats. Each stat has an opposite.
In the case of opposites. If One stat is a 9 the opposite may be a maximum of 2. If the One stat is 10 the opposite may be a maximum of 1.
A minimum of 1 for all stats is required.

Opposites:
Physical / Magical.
Command / Wealth.
Influence / Dedication.


Once you have your stats, each point in the stat allows you to choose one trait for that stat group unless otherwise specified. (Some traits are more expensive.)

Character Sheet:
Name:
Appearance: (May be picture or description.)
Age: (Must be under 100 years, and over 18.)
History:
Personality:

Stats.
Physical:
Magic:
Command:
Wealth:
Influence:
Dedication:

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Physical Traits:
1
Magic Traits:
1
Command Traits:
1
Wealth Traits:
1
Influence Traits:
1
Dedication Traits:
1

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Lair:

Lands:

Armies:
 
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FIRSSSTTT
and CS placeholder
CS here:
Name: Kaulallr
Gender: M
Appearance:
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Bio: Despite being an Overlord, Kaulallr preferred to avoid conflict, even against the Guardians. When he got involved in a combat, he preferred to harass his opponent, hitting their supplies before retreating while in the background, he would spread false information and message to sow as much chaos as he could.


Preferred Equipment: Light equipments, Hidden Weapons, Poison, Blackmail

Physical: 3
Magic: 7
Command: 4
Wealth: 6
Influence: 5
Dedication: 5

Traits:
Physical:
  • Weapon Mastery
  • Dirty Trickster
  • Compelling Voice

Magic:

  • Curse Magic
  • Air Magic
  • Brutal Obedience
  • Mental Leash
  • Shivering Whispers
  • Raise Corpse
  • Raise Skeleton

Command:
  • Nightmares
  • Minion
  • Moredhel
  • Duergar
Wealth:
  • Assassins
  • Spymaster
  • Blackmailers
  • Small Lands
  • Furs
  • Goblin Iron
Influence:
  • Water Rats
  • Information Broker
  • Dark Loremaster
  • Local Lords Favour
  • Master Spy
Dedication:
  • A Simple Man
  • Doubtless Loyalty
  • Dark Harvest
  • Self Sufficient
  • Wiser than He Looks
Special:
-The Sinner's Virtue: The Shivering Whisper reaches deeper into the target's subconscious and causes them to act solely based on one of the 7 Deadly Sins or the 7 Heavenly Virtues.
-Hidden Evil: Kaulallr had spent disproportionate amount of time in making sure that his spider web of information can't be tracked back to him. Plans regarding intelligence or assassination, or most behind the curtains plots took longer to formulate and pull, but no one else will ever know that he's the one pulling the strings.

Library Tower
Black Tower (100)
Good (100)
2 Expanded Barracks (50)
Library (25)
Wells (50)
Meat Stores (75)
Armoury (25)
Treasure Vault (50)
Lair Portal Heart

Types: Plains & Forest
Improvements:
2 Foresters (20)
2 Trappers (40)
4 Advanced Farms (120)
Port City (110): Lacksawall
Mines (20)
Dirt Roads (10)
Move 75 to Lair (75)
Unused 5 (Extra 5k gold)
Knurl, the Minion Elder is the oldest Minion working under Kaulallr and act as the de facto leader of the minions. He lacks the physical abilities of the other captains or even the younger minions, but he makes it with accumulated wisdom and pragmatism. Under the Overlord's banner, Knurl mainly put himself as an advisor of sort, suggesting targets of opportunity, escape routes and also responsible for gathering new blackmails materials. (75)
Spot might not be the brightest tool in the bunch, but he made a distinction by his knack of spotting precious treasures and the ability to do his order without getting distracted....much. That said job usually involve clubbing his fellow minions to fall in line probably helps though. Slightly larger and slightly stronger than other Browns, Spot rides into battle at the helm of all the minion riders on the top of his trusty wolf, Lupus. Named so for the book that puts the wolf's picture in it and the words C. Lupus underneath it. (75)
(200)
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Leader of the Grimm Archers and Blademasters that guards the Tower. The gods are never appeased.
(200)
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Leader of the Black Horsemen and Knights.
(100)
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Archers Leader
(100)
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Primer Engineer of Moredhel Mechanics
(100)
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Duergar Deep Strike
(100)
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Gassli had always been fond of construction even since his childhood, especially when it involves toppling and destroying them. The vibrations caused by the explosive and the rumble as the stone, wood and metal fell down felt exhilarating to him. It was this love that fueled his ambition and decision of being an engineer. His construction style reflect his twisted love, making them sturdier and thicker in such a way so that when he does have a chance to destroy them, it would involve the biggest explosion and the most rumble he could experience. It's to be expected that his construction are expensive and he needed the fund to create the biggest and sturdiest building he could sap, it didn't take him long to join the nearest Overlord. It turns out that said Overlord apparently share Gassli's love as his first order was none other than for Gassli to map and design plan to topple everything to allow an army through, from a town and up to the Wall. And Gassli loves him for it, even more if only he got the chance to actually do the plans he has concocted.
(50)
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Hank was a royal guard captain-turned-mercenary for a warlord that had his territory absorbed into the resurging Scarazar Empire. The surviving soldiers that were not caught to be sold as slave or absorbed into the ranks of the Empire's army banded together into a mercenary force selling their service and experience to the lords of Scarazar. Despite their mastery of various weaponry, Hank and his band found themselves training recruits to acceptable standards during most of their mercenary jobs. The cycle repeats until he runs into Kaulallr who hired him permanently. At first he was wary of the contract, expecting the Overlord to almost immediately sending his group to their death. That line of thought was not proven as Hank found himself back into drilling the Overlord's soldiers while occasionally sent out to lead raiding parties. He still has reservations about it though as while the Minions are amusing and hardy bunch to abuse, he still has to put up with the unnerving Nightmares.
(50)
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Skylie is the owner of a travelling merchant caravan. Her caravan travels following profit, even against the tension between the Kingdoms, Guardians and Overlords. Her kind and polite demeanor makes her seem trustworthy and oftentimes makes her an apparent easy prey for thieves and the like. However, those that tried would usually found their entire possession had been burned down to ashes soon after while Skylie left the area with what she has left and a satisfied smile. For having dealt with the pest that annoyed her, often quietly and personally.

She is still employed under Kaulallr and gladly use her caravan's reputation for other dealings, such as smuggling items or people. All those dealings are second only to her main concern, gathering supplies and wealth for her Overlord.

10k default + 3k Wealth -1050
11950
Humans
500 Archers (1000)
100 Horse Archers (400)
200 Black Knights (1000)
500 Dark Cavalry (2000)
Minions
1000 Brown (1000)
100 Red (400)
200 Green (300)
100 Blue (500)
200 Wolf Riders (800)
50 Salamanders (300)
100 Spider Riders (500)
Moredhel
200 Pike Infantry (500)
50 Repeater Crossbowmen (300)
200 Siege Engineer (500)
Duergar
100 Warriors (200)
100 Crossbowmen (250)
100 Siege Engineers (500)
Nightmares
100 Blademasters (400)
100 Black Horsemen (600)
100 Grim Archers (500)
 
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Name:
Grand druid Sucellus Wittifan Widseolwulf, Nature's Perfection
Age: 42
Appearance:
As you roam through the darkest possible pit that the thick heart of the forest could bring you grow more and more weary. The shadows all having eyes, staring upon your very soul and each hiding monsters you are not face. Your boots and clothes are covered by mud from the bogs you needed to first cross to even reach these lands feeling more and more heavy onto your body. Soon you see a light at the distance. As you make your way closer and closer, passing a wall of thick bushes and trees you finally reached a grove. Above light shined though a large gap through the trees and and there you stood within a large grove. Flowers, long, lush green grass, bushes and many saplings, all basking against the bright, warm sun that shown. Sitting on a large rock to rest your weary legs you notice a shadow prowl its way into the light.

There in front of you stood a green hooded man with leather gloves, holding a large wooden staff, in which the bottom had a sharp rock fastened onto it, appearing as though it was naturally grown and there in case it'd be needed as a weapon. By the green cloth armor which had what looked to be petrified wood as the main decorations for his armor, you could tell by just the look that this man was some druid. As he stomped closer to you, you notice he was no bigger than 5'7 feet tall, thinking to yourself that he couldn't possibly be as great or as powerful as the tales claim the druids of old were. His toned- slim body couldn't even compare to the most basic of heroes that you always heard great tales about. Even so, you couldn't help but watch as every step he took was powerful, proud and with the demeanor of a king, or a great leader of a knightly order. When he finally stopped, he was only a few feet in front of you. Stabbing his staff deep into the ground the druid placed his gloved hands onto his hood, pulling it back, putting you in utter shock by how he looked.

You couldn't believe it, as soon as his face was shown the sun's rays of light gleamed, becoming lighter and giving the man a proud, holistic appearance. His face's skin was soft, smooth and appeared to have never been touched as it was next to flawless in every way. His blond shorn hair shined and you couldn't help but stare into his beautiful emerald, almost glowing, green eyes. He certainly was no druid of old from your stories. no messy uncared for hair, no long crazy beard, no twigs, leaves or the scat of birds in it... Rather it was well cared for and appeared to gleam in a nice clean look. He was not only handsome, but the sexiest looking man you've ever seen and probably will ever see, as even the sun itself bowed to him and gifted him it's light. "I am Sucellus, what dares you to tread these wilds?"

After talking with Sucellus and explaining your long, tiring journey, you learn quite a bit about the man as he slowly opened up more and more throughout the conversation. The outfit he was currently wearing was just one of many armors made of wood or robes made of fancy silks from the local spiders in the swamp most of which being green or silver or other materials found within the forest. When in casual garments he is wearing shining and the utmost exquisite of silk shirts or robes, having detailed stitches and decorations covering them.


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As you and Sucellus talked with one another the subject of his three forms slipped out somehow. Curious you pried him more on the subject and he explained in further detail. By the end of it you ask to see his werewolf form. With a nod the man took a few steps back and began to change his form.

Silver and green streams of energy surround the druid, passing through him and covering his body in a smoke of the natural energy. You watch as his form changed from a human's to a half-man, half wolf's. His legs turned to be more similar to hind-legs and his face en-longed, becoming a full muzzle. His muscles grew thicker and more powerful and in the end of it, he stood to be 6'5 feet tall. His arms grew slightly and his paws had razor sharp claws, about the The werewolf's fur was silvery, with a thin black stripe around his neck and a big green mark on his back-fur, symbolizing him being a moonscarred werewolf. Even in this monstrous form, the sun still shined upon him, bathing the wolf in it's holy light. You begin to wonder as you start to see something truly majestic of it, something beautiful and inspiring. Looking into his green, wolf-like eyes, which were almost glowing now you couldn't help but feel in awe at the sight. You reach your hand out and the wolf lowered himself, allowing you to pet behind the ear, though in the back of your mind you know all to well that there was still a man within this form.

By looking at him you could tell he's much, much faster and far more stronger than his previous form. His nose allowing him to catch the scent of any pray he wishes to find with ease and his big ears obviously helps him hear at far distances as well, making it all the more easier. His lengthy claws appear as though they may cut through steel, though that might be an exaggeration. His fangs also looks powerful in and of itself and maybe even break quite a few bones within them.

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As you spoke with Sucellus, you learn that he had a sea-naga form. Curious about what he meant by that you asked about what it looked like and in turn he explained that it was similar to a merman and a naga. As such you asked to see such a form and the druid smiled and nodded.

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Werebear: big, strong bear-man with thick skin. Slower than other forms but very strong too.

Personality: Classic Druid personality. Has a treehugger mentality and is more focused on the tribes and people of the forests and preserving them. Smart, intelligent and the like.
History: Spent starting years as a ranger, then became a druid, then came across a broken down temple surrounded by lakes filled with pure holy-water. After that started uniting the tribes around him.


Stats.
Physical:8
Magic:5
Command:8
Wealth:3
Influence:2
Dedication:4

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Physical Traits:[/I]
  • Animal Magnetism ~ You have something that animals are attracted to, you probably have an animal companion, or your mount is an unusual beast (NOT Centaur), either way. Animals are drawn to you, of course the evil ones try and tear your face off but that’s ok.
  • Beautiful ~ You’re not just pretty, or handsome, you are, and can only be described as extremely beautiful. Your people talk about your beauty and ability to entrance your followers into whatever you want with a simple word.
  • Dance of the Bee ~ To see you fight is as if we are watching a dance. Your grace and poise during duels are of utmost importance to you, and you run circles around your clumsy barbarian opponents stabbing out with a “Touche’!” at their Achilles heel.
  • Martial Artist (x1) ~Weapons? Who needs em? You ARE a weapon! (Can be taken up to 3 times,)
  • Survivor ~ You are an expert wilderness survivor, and are able to track and hunt, know what types of plants are edible, where to find water and shelter, and other survival skills needed for the wild
  • Therianthopy (x3) ~ You are able to change your own shape to a limited degree. A Therianthrope can change into a creature of similar mass to themselves, you may take Therianthropy up to three times, and each time gives you one extra form. Your transformations are subject to approval (and outlined in the description), eg: If you do not have “Wings” trait, none of your shape-shifting forms can have wings.
    • Werewolf
    • Sea-Naga
    • Werebear
Magic Traits:
  • Healing hands ~ Simple, you can heal wounds at a touch. Watch where you put those hands, though, mister, otherwise you’re looking at a sexual harassment charge.
  • Holy Aura ~ A projected aura of light that gives hope and energy to the pure of heart and damages those corrupted by wickedness
  • Purify Toxins ~ You can purify poisons from food, drink, or body, and get rid of diseases too. Unfortunately, sometimes the toxin actually leeches out of whatever you’re purifying, so be careful not to get the toxic droplets on anything important
  • Revive ~ While it can’t bring things back from the dead (that smacks of necromancy), near-death victims can be totally reconstituted. At a cost. This still is tiring to preform, and needs a small gemstone to work, so it costs money as well.
  • Summon Faithful Animal Companion ~ Your pet, who you have raised with your very own hands and care for just as much as any of your friends and family, can be at your side in the blink of an eye. Oh, yeah, did we mention that you have a faithful animal companion back at home?

Command Traits:

  • Each has a place ~ You know the place of your men on a battlefield intimately. Your men won’t find themselves in a poor tactical position due to any actions on your part. Of course there is no accounting for what the enemy does.
  • Tactical Retreat ~ Unlike evil you do not consider your men to be mere pawns in a game of war. You value their lives and regroup and see to the healing of your men and women.
  • Wise tactician ~ You know how to take advantage of a situation, you watch your enemies and learn when you can. And much caution is seen in your battle plans before they become broad strokes of genius.
  • Dryads ~ These tree spirits are the best bow-women a Guardian of Good could ever come across. Their natural affinity with the wood gives them perfect bows and even more perfect arrows. Their beauty is without doubt, their skin as hard as bark yet soft as silk do their perfect arrows whistle through the air.
  • Merfolk ~ Dwellers of oceans and deep lakes these merfolk can actually change their fins to legs if required for extended campaigns on the ground. However they must be in a heavily moist area at all times. They can also reach submerged treasures that it would be much harder to reach otherwise.
  • Naga ~ A non-evil variant of the Lizardfolk, unlike Lizardmen ALL Naga are half snake. And while they are similar in combat skill to a Lizardman they are exceptional herbalists.
  • Treeman ~ These are ancient trees, most often oak, that is infused with the lift of the world. Born on leyline junctions these trees can take up root and march to war. Though somewhat flammable they’re more intelligent than any troll and just as strong!
  • Werewolves ~ The Werewolves are lycanthropes, but not the monsters of tale. Many live with or near Were-kind without ever realizing it. They are proud and noble people who hold to their codes of honor. Their change between wolf and (wo)man is entirely voluntary and doesn’t stop in the middle, they are either men or wolves not both at the same time. This change is entirely natural and takes but moments. They are extremely dedicated towards their families.

Wealth Traits:

  • Investment in the Future ~ By spending years donating money to schools, your family has increased the intelligence of the general population around where you live, making it that much harder for evil to win them over, because they are not as easily subjected to brainwashing propaganda as the uneducated.
  • Small Lands ~ You own 80 square km worth of land.
  • Medium Lands ~ You own 120 square km worth of land. (Requires Small Lands, and you have ONLY 120 square km, these traits are non-cumulative.)

Influence Traits:

  • Counter spy ~ An agent who’s specialty is tracking other agents and perhaps feeding them false information, a useful person to have on your list of personages attached to you.
  • Guardian of the Wild ~ Your Guardian is a known protector of the Wilderness, as such Villages and towns no longer require farms to support them. However as a protector of the wilderness you can’t have any cities or mines. However, Treemen and Dryads cost half as much to hire.

Dedication Traits:

  • Father to his Men ~ You treat your subordinates with respect and kindness, and they would follow you to their deaths if need be, for you command their utmost loyalty. (Requires Command 8)
  • Incorruptible ~ Your mind simply cannot comprehend evil, any attempt to put your closest Lieutenants under mind control will almost always fail due to the strength of their faith in you.
  • Ingenious ~ Clever ideas spring up from seemingly nowhere, and you learn from your mistakes much faster than others, you never make the same one twice. (Requires Magic 5)
  • Speedy operations ~ Getting things done fast is the name of the game. You may cut a few corners, but geeze, anything you set your mind to has a way of getting done really fast, whether it’s your extreme focus or high energy that is fueling this fast operation.


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Lair:
Type: Rundown Lakeside Temple (100g)
  • Alchemical Laboratories (100g)
  • Armories x1 (25g)
  • Escape Tunnel (25g)
  • Expanded Barracks x1 (25g)
  • Holy Moat (200g)
  • Library (25g)
  • Prisons x1 (25g)
  • Purification Rooms x1 (25g)
  • Treasury (50g)
Total ~ 600 Points
Treasury ~ 0 points


Lands:

Type: Forest/Swamp
  • Bogs (60g)
  • Cobblestone Roads (20g)
  • Ruins x1 (100g)
  • Coastal Town (44g)
  • Town (40g)
    • Alchemical Farms x1 (50g)
    • Druidic Stone Circle (20g)
    • Trappers (20g)
  • Town (40g)
    • Druidic Stone Circle (20g)
    • Foresters x1 (10g)
    • Trappers x1 (20g)
  • Coastal Merfolk Village (22g)
  • Dryad Village (20g)
  • Dryad Village (20g)
    • Druidic Stone Circle (20g)
  • Naga Village (20g)
    • Herb Farm x1 (50g)
  • Naga Village (20g)
    • Herb Farm x1 (50g)
  • Treeman Village (20g)
    • Druidic Stone Circle (20g)
  • Treeman Village (20g)
  • Werewolf Village (20g)
  • Werewolf Village (20g)
    • Trappers (20g)
Total ~ 786
Treasury ~ 14 points


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Armies:

Units:

  • 1020 Dryads (3,700g)
    • 700 Longbow (2,100g)
    • 320 Sniper Crossbowmen (1600g)
  • 265 Treemen (2,975g)
    • 200 Pummelers (2000g)
    • 65 Rock-Tossers (975g)
  • 310 Naga (1,740g)
    • 30 Archers (240g)
    • 60 Field Medics (840g)
    • 130 Swordmen (390g)
    • 90 Axemen (270g)
  • 200 Werewolves (1,000g)
    • 200 Werewolves (1,000g)
  • 290 Merfolk (760g)
    • 90 Drowners (360g)
    • 200 Tridentmen (400g)
  • 60 Humans (120g)
    • 60 Siege Engineers (120g)
Total Units ~ 2,145
Cost ~ 10,295g

Captains:

  • 2 Dryad (240g)
  • 2 Treeman Captains (300g)
  • 1 Naga Captain (200g)
  • 1 Werewolf Captains (250g)
  • 1 Merfolk Captain (100g)
  • 1 Human captain (50g)
Total Captains ~ 8
Cost ~ 1,140g


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Treasury:

  • Lair Points to Gold ~ 0 ~ > 0g
  • Land Points to Gold ~ 14 ~ > 14,000g
  • Total Gold by Points ~ 14,000g
  • Gold to Spend ~ 11,500g (10,000g + 3 Wealth)
  • Spent on Units ~ 10,295g
  • Spent on Captains ~1,140g
  • Total Gold Spent ~ 11,435g
Gold In Treasury ~ 14,065g
 
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Name: Lord-Marshall Amias Feol, Leader of the Knights Justiciar
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Age: 41
Appearance: It often comes as a surprise that storied and legendary man such as Amias appears as almost anything but. Sure, his physique is excellent, six feet tall, burly and well toned, but among heroes that's practically mundane. Even the soft nimbus of light that pours from his body does little but highlight the relatively normal man below; Moderately handsome features slightly marred by both the passage of time and the rigors of combat, kind blue eyes and shorn brown hair lightly salt-and-peppered with stray greys and whites. A spitting image of a father-like figure. He even holds himself in an overly comfortable way, walking with a casual stroll more appropriate for a squire lazily perusing the market than the leader of a knightly order.

Usually his wear is kept simply, but respectable. Navy blue and while outfit bearing only essentials of authority; Tassets, medals and tabard bearing a down turned sword under a gold-yellow star. The very symbol of the Justiciar.

Armored he is a very different beast, his grand-full plate bears the same colors as his normal wear, but is decidedly more ornate. Checkered patterns, hard angles, hog-nosed faceplate and even false tassets forged into the shoulderplates.

Personality: "Kill 'em with kindness", something that Amias has never said, but exemplifies perfectly. He maintains a jovial disposition at all times. Both friend and foe are treated equally, even despicable monsters like Overlords or greater demons still receive basic courtesies. He holds the belief that almost all creatures are capable of goodness and can be brought into the fold of the light one way or another. Naive, yes, even he'll admit so. What point is good if it simply exists to eradicate evil though? The pursuit of justice should not be simply to punish the bad, but to promote the good. With this idea in mind he sets out to make an example to the world.

As idealistic as he may be though, he is no fool. He did not come to lead an order of knights, some as zealous as they come, through understanding and kindness alone. Beliefs are great, and as much as he wishes his ideals were true all the time he understands that they are nigh-impossible to put into reality. Violence is a regretful necessity, though he may shun the notion he can't deny that it speaks louder than any voice of reason. In the names of justice, equality, freedom and peace he will war. Those who do not submit quietly will be crushed, for the charge of the Knight Justiciar is unstoppable.

History: TBW

-

Stats.
Physical: 8
Magic: 2
Command: 5
Wealth: 5
Influence: 2
Dedication: 8

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Physical Traits:
  1. Bulwark: Your might is a wall against evil, and none shall pass while you guard the bridge! (or gate, or whatever.) Basically, if you can channel the enemy into a narrow approach towards you, you are very skilled at holding them off.
  2. Arm Of Justice: You have the upper body strength of a god! Well, not literally, but seriously man, how did you get those guns without steroids?
  3. Weapons Master (3): You have been raised or trained with practically every weapon under the sun, and are at the very least proficient with them, if not a total master, which in some cases, you are. This can be taken up to three times.
  4. Grace of the Panther: Simply put, you are a solid fighter, your body toned while not looking overly muscular, and probably look really good with oiled skin and a loincloth. This counts for intimidation as well as pure fighting talent.
  5. Armour Expert: Defense should never be overlooked, and you are defiantly not one of those people who has a very impressive looking and totally useless metal bra. Unless its covered by a full suit of plate and chain mail. And you know how to move around effectively inside such a heavy suit. Shields and their uses are also no mystery to you; in fact, you may use your shield more for offense then your actual weapon!
  6. Animal Magnetism: You have something that animals are attracted to, you probably have an animal companion, or your mount is an unusual beast *not if Centaur*, either way. Animals are drawn to you, of course, the evil ones try and tear your face off but that's okay.
Magic Traits:
  1. Holy Aura: A projected aura of light that gives hope and energy to the pure of heart and damages those corrupted with wickedness.
  2. SMITE EVIL!!: You pray to your gods, and they grant you a holy hand grenade! Ok, not really, but you can use divine power to charge an object with pure good energy, and that is unhealthy for anything evil like that diabolical killer rabbit over there.
Command Traits:
  1. Hero’s War Cry: Whether a mighty shout to the heavens, a war horn that summons your allies, or those bagpipes you insist on bringing with you everywhere, you are able to make a loud noise that inspires all around you to cry out as well and charge the enemy!
  2. Chosen Light: You choose your battles carefully, and when you do so the light is always at your back shining down and blinding the enemy to your charge. Of course chances are they're going to take you up the ass at night.
  3. Unicorns: These beings are not terribly intelligent and can only be mounted by those of pure spirit (virgins) so their numbers are few. But they are powerful steeds with a horn like adamantium upon their heads with which they can rend an enemy to burger meat.
  4. Paladins: Men of purest of souls. They are followers of a faith that leaves them undoubtedly the most beloved of goods human servants. Though powerless their sheer faith leaves them immune to trickery of the mind.
  5. Knights of Honor: These men, while not the virtuous paragons of good the Paladins are they are still "second best" when it comes to mounted combat. Wearers of heavy armor and wielders of Lance, sword and shield.
Wealth Traits:
  • Leather: You can afford the best in leather goods, mostly for armor.
  • Iron: Iron can be bought in enough quantity and quality for you to use it in most your equipment, both armor and weapons. (Requires Leather)
  • Master Craftsmen: You only hire the best of craftsmen and architects to make and build stuff for your people, and invest in the training of apprentices, resulting in top quality goods available to the common man, which will no doubt make them very happy with you and give your own self some shiny toys to play with.
  • Small Lands: You own 80 square km worth of land.
  • Monster Tamers: You have access to a limited amount of monsters. But they‟re expensive and hard to replace and train.
Influence Traits:
  1. Call to Arms: When the time comes, and you need reinforcements on the line NOW, you are famous enough that you can rush to the nearest village or city and call the people to arms so that they can defend themselves against the forces of evil, and if there is an actual militia there, they will gladly join the fight under you.
  2. Knight Templar: One of your contacts is a little... extreme in his methods, and you might not agree with some of the things he does in the name of the gods, but he sure is effective. You don't like being near him, though, for fear that his fanaticism might wear off on you.
Dedication Traits:
  1. Dreaded by Evil: As your presence becomes known, wherever there are evil forces, they will start to quake in their boots at the thought of meeting you face to face.
  2. Incorruptible: Your mind simply cannot comprehend evil, any attempt to put your closest Lieutenants under mind control will almost always fail due to the strength of their faith in you.
  3. Adventure Time!: You are always on the hint for a new quest, always looking forward towards your goal, and never wondering about whether what you‟re doing is dangerous or not. This attitude is infectious, and spreads to your subordinates.
  4. Karma Coordinator: When karma needs to hit evil in the face, you are the one that provides the fist to do it with. Making sure that punishment equals the crime committed is one of the best things that you are good at. Those rapists better say their prayers...
  5. Hero Worship: You inspire this in the younger men in the army, and they will follow your every command just to earn a "thanks" from you. Even some of the older veterans deeply respect you.
  6. Righteous Power: Evil is usually fighting only for itself, and is inherently self destructive eventually. Whereas good has the benefit of being wholly constructive in nature. If you are defending something innocent, then you are under the influence of Righteous Power, and you and your men will fight twice as hard to defend what is pure in the world, no matter the cost. If you succeed, then the thing you were just defending will no doubt become a major part of things to come. (Requires Dedication 8)
  7. There’s Something About The Good Side...: Your so charismatic that you sometimes inspire
    weak willed evil guys to turn on their masters and join your side. Course, their loyalty will always
    be in question, and if the enemy is watching them at the time, they either wont to it or wont survive
    long enough for their betrayal to matter.
  8. An Heir: (Requires: Dedication 8) You have an heir to your Guardian ways. This heir is between thirteen and eighteen years of age. They are assumed to have half the physical traits you have except for Weapons Mastery, though all their traits are weaker versions of your own considerably.
-------------------------------------------------------------

Sanctuary: 5oo
  • Adequate Desert Cathedral: 150
    • Expanded Barracks: 25
    • Purification Rooms: 25
    • Prison: 25
    • Wells: 50
    • Meat Stores: 75
    • Armory (2): 50
    • Monster Stables (Drakes): 100
Lands: 300 - 100 reassigned to Sanctuary

Mountainous Desert:
  • Cobblestone Roads: 20
  • Oasis Town (2): 80
    • Oasis Farm(4): 80
  • Village: 20
    • Oasis Farm: 20
  • Great Mines: 40
    • Farm (2): 40

Armies: 12500

Heir: Trait

Commander Urus Feol:

Amias's controversial adopted son. Urus was rescued by the Knight-Marshall seventeen years ago after he successfully drove off a band of orcish raiders. Amias found the screaming babe dangling from the hand of a vengeful guard, talking with another about what they should do with it. He tore the baby from the man's hands and took him in as his own, determined to prove once and for all that evil was not 'in the blood'.

So far, that seems to be true. Urus is at least as virtuous as his adopted father and his ability to channel the will of the gods as Amias can has managed to silence all but the most stubborn critics. Judging glares and whispered remarks are still occasionally directed his way, but a stern glare stops both.

Physical Traits:
  1. Bulwark: Your might is a wall against evil, and none shall pass while you guard the bridge! (or gate, or whatever.) Basically, if you can channel the enemy into a narrow approach towards you, you are very skilled at holding them off.
  2. Arm Of Justice: You have the upper body strength of a god! Well, not literally, but seriously man, how did you get those guns without steroids?
  3. Armour Expert: Defense should never be overlooked, and you are defiantly not one of those people who has a very impressive looking and totally useless metal bra. Unless its covered by a full suit of plate and chain mail. And you know how to move around effectively inside such a heavy suit. Shields and their uses are also no mystery to you; in fact, you may use your shield more for offense then your actual weapon!
  4. Animal Magnetism: You have something that animals are attracted to, you probably have an animal companion, or your mount is an unusual beast *not if Centaur*, either way. Animals are drawn to you, of course, the evil ones try and tear your face off but that's okay.
Magic Traits:
  1. SMITE EVIL!!: You pray to your gods, and they grant you a holy hand grenade! Ok, not really, but you can use divine power to charge an object with pure good energy, and that is unhealthy for anything evil like that diabolical killer rabbit over there.

Captains: 100

Lord Lionel DePaulize:


Captain Izai'i, The Desert Whirlwind:

Beasts of Justice:
  • Drake: 1500
Knight Justiciar:
  • Paladins(150): 1500
    • Unicorn Mounts (150): 600
  • Holy Knights (300): 2400
  • Knights: (600): 3000
Justiciar Auxiliary:
  • Calvary: (300): 1200
  • Archers(500): 1000
  • Swordsmen (600): 600
  • Spearmen (600): 600
 
Last edited:
Hiya Kad, a couple quick questions.

1) Are custom traits intentionally gone? Not that it's hard to make a unique character without 'em, but...
2) What is to be done with spare Lair/Land points? Last time they were transferred into Gold iirc. Is that the same again? How goes it.
3) Are you selecting our starting region again? What about the Nemesis system, is that returning?
 
-PlaceHolderForCsSheet-

Questions:
How do I know how many land / lair points do I have?

Character Sheet:
Name:
Appearance: (May be picture or description.)
Age: (Must be under 100 years, and over 18.)
History:
Personality:

Stats.
Physical:
Magic:
Command:
Wealth:
Influence:
Dedication:

-------------------------------------------------------------

Physical Traits:
1
Magic Traits:
1
Command Traits:
1
Wealth Traits:
1
Influence Traits:
1
Dedication Traits:
1

-------------------------------------------------------------

Lair:

Lands:

Armies:
 
Last edited:
Land/Lair points are defined by the size of the Kingdom you choose under Wealth. The bigger your lands, the more points you get in both. It's about 2/3rds of the way from the end, iirc.
 
IMPORTANT NOTICE>>>>>>>>>>>>>>>>>>>

Apologies ladies and gents, but the Guardians rules have an old legacy rule.

The correct information for armies is.


All players (GUARDIAN OR OVERLORD) by default have 10'000 Gold Pieces to spend.
For each point in wealth you may add 500 GP to the amount.
If you have the Gold Mine trait each point in wealth is worth 600 GP.



In addition. The Lands and Lair goes as follow. (Lair and Sanctuary are interchangeable terms here.)

No Lands: 200 Lair Points 0 Land Improvement Points (Cannot re-assign Points)
Small Lands: 400 Lair Points 400 Land Improvement Points (Can move 320 Points)
Normal Lands: 600 Lair Points 800 Land Improvement Points (Can move 640 Points)
Big Lands: 1200 Lair Points 1200 Land Improvement Points (Can move 960 Points)
Bigger Lands: 1600 Lair Points 1600 Land Improvement Points (Can move 1280 Points)
Great Lands: 2000 Lair Points 2000 Land Improvement Points (Can move 1600 Points)
 
0956a7b363e2e0af0ad952713c0a52af.jpg


Name: Lailah, The Arrow in the Night

Appearance: Lailah stands at 5' 10" and weighs in around 150 pounds (not including wings). Her large, feathery white wings span twelve feet tip to tip, making her appear far larger than she actually is. Much like how she is far stronger than her size would suggest, able to string and draw her powerful longbow with relative ease. A task most mortal men would fail entirely.

Age: 27

History: Lailah is the illegitimate child of a distant Lord. The offspring of her father and an angel, she has been cast both out of the heavens, and from her father's hold. She longs to return to the heavens and live among the angels. Her younger half-brother is the current lord of her father's holdings.

Personality: Lailah is a kind and innocent sort. She feels great compassion and empathy for people under her lead, and has found the Khajit particularly endearing. She is a beacon of angelic purity which resonates strongly with creatures of good. Professionally educated by noble scholars and military leaders Lailah is intelligent, and knowledgeable especially in military tactics and maneuvers. What she has in intellect and knowledge, she lacks in experience and is fairly naive. She has not truly earned the respect of her soldiers, though her lieutenants respect her immensely.


Stats.

Physical: 5

Magic: 4

Command: 2

Wealth: 9

Influence: 7

Dedication: 3


-------------------------------------------------------------


Physical Traits:

  1. Wing'ed

  2. Eye of the Eagle

  3. Celestine
  4. Voice of Honesty
  5. Beautiful
Voice of Honesty
Magic Traits:

  1. Summon Cherubim

  2. Summon Angels

  3. Summon Archangels

  4. Summon Seraphim
Command Traits:

  1. Wise Tactician

  2. Khajit
Wealth Traits:

  1. Leather

  2. Iron

  3. Steel

  4. Small Lands

  5. Normal Lands

  6. Big Lands

  7. Smart Budgeting

  8. Gold Mine

  9. Gem Mine
Influence Traits:

  1. Call To Arms

  2. Distant Royal Relation

  3. Kindness Counts

  4. Counter-Spy

  5. Always Rewarded

  6. Nice Guys Finish Last

  7. Body of a God
Dedication Traits:

  1. Raised Eyebrow

  2. Celestial Service

  3. Incorruptible

-------------------------------------------------------------



Lair: 1440-215 moved to Lands


Citadel- Excellent (350)


  • Expanded Barracks 2 (50)

  • Prison (25)

  • Wells 2 (10)

  • Meat Stores (75)

  • Siege Engines (100)

  • Holy Moat (200)

  • Holy Summoning Chamber (50)

  • Advanced Siege Engines (100)

  • 3 Armouries (75)

  • Large Smithy (50)

  • Treasury (50)




Lands- Plains/Desert


Land improvements- 1200+215 from lair


Walled Coastal City: Cern. Human. (165)

Walled Oasis City: Khala’desh. Khajit. (150)

Dirt Road: (10)

Cobblestone Road: (10)

Paved Road: (10)

“Silk Road”: (30)

6 Mines: (160)

14 Advanced Farms: (450)

15 Foresters: (150)

2 Towns: (80)

2 Oasis Towns (80)

2 Villages (40)

2 Khajit Villages (40)

5 points towards money in the bank


Armies: 15,400 Gold

Khajiit

Rangers- 3,000 (7,500)

Warriors- 2,000 (3,000)

Skirmishers- 800 (2,000)

Captains: 4 (300)



Human

Pikemen- 2,000 (2,000)

Siege Engineers- 200 (400)

Captains: 4 (200)
 
Last edited:
Hiya Kad, a couple quick questions.

1) Are custom traits intentionally gone? Not that it's hard to make a unique character without 'em, but...
2) What is to be done with spare Lair/Land points? Last time they were transferred into Gold iirc. Is that the same again? How goes it.
3) Are you selecting our starting region again? What about the Nemesis system, is that returning?

1: Yes, they are.
2: They're stored in your treasury as gold. 1000 gold per point. (They may not be used at the start.)
3: Yes, and optionally. If you want to have a background with someone else in such regards you may.
 
sin_and_thunder_by_daylight13-d4sc3z2.jpg


Character Sheet:


Name: Kherak, Scourge of the Mountains
Appearance: Kherak is a strange sight to behold. He is a hulking monstrosity of a man, standing at well over Twelve foot in height, and with a wingspan of Twenty-five feet. He is handsome, even despite his obvious alien additions, and has the physique of a Greek deity. His hair is a long mess of crimson red, reaching past his spine, and his eyes are an emerald green that seems to pierce the soul. Truth be told, it is hard to ignore his most distinguishing feature; his hulking leathery wings. These wings are a veiny, leathery membrane that most closely resemble the wings of a Wyvern. Large spikes tip the wings, as to a pair of large clawed hand-like appendages. They do lack any noteworthy armour or scales that might protect them though. Interestingly, his flesh is tan and human-esq, despite the fact that the average Arrowtip would merely bounce off of his skin as if he wore a suit of armour.

Age: Thirty-Three

History
: Rumours of Kherak's existance before his ascension to Overlord status are many and varied. Some think he was a radical scientist, or alchemist, or sorcerer; attempting to channel the powers of a dragon for the betterment of his people. Some think he is secretly the son of a dragon and a human, an unnatural bond that birthed an unnatural and terrifying creature. Some think he is nothing more than a freak occurance in nature, made possible by some strange quirk of fate.

What is known is that no one even knew of the name Kherak, much less knew of the terrifying dragon-like Overlord's existence, until about six years ago. Fully formed, Kherak lay claim to the Sanctuary with the brutality and ferocity you might expect from such a physical creature. He slaughtered the previous encumbants - a group of bandits who had not awakened the crystal - and embraced the power of the Overlord; beginning his quest for conquest and for domination. Since his glorious ascension up the local realm's power-ladder, various forces have tried to barter favour from Kherak, some - such as the Lizardfolk and their fair queen - have succeeded. Others, like the Once-proud Goblin King of his mountain keep, are but bone and ash.

Personality: Kherak models himself upon the most despicable of draconic creatures. He is a covetous, philandering, capricious man with a fixation upon the acclimation of wealth and power above all else. His grand schemes are the simplest of sorts: Acquire a horde of treasure, and a kingdom that might fittingly worship him. He sees himself as a living, breathing Dragon-god, and would let the world know it. His prideful ways show in his every action, but they do serve to hide a genuine intelligence and cunning that befits the man who would become a dragon. He is by no means stupid, and his physical dominance serves to embolden him. Strangely enough, he is a seemingly honourable sort...for an overlord. He prides himself on the long-standing rumour that he has not, and will never, tell a lie. Whether this compulsion is true or not, however, is yet to truly be seen. Perhaps the people he lies to just do not survive to tell the tale.

Stats.
Physical: 10
Magic: 1
Command: 4
Wealth: 8
Influence: 3
Dedication: 4

-------------------------------------------------------------

Physical Traits:
  1. Dragonheart: You breathe fire like the dragons of lore. Few things can withstand a sustained blast. Even a castle wall soon runs like liquid if you sustain such.
  2. Great Wings: The Evil Overlord has a pair of great draconian/ demonic/ batlike etc wings. Unfeathered and typically black these allow the Evil Overlord the powers of flight.
  3. Ironskin: Flesh like iron, the durability of the Evil Overlord is boundless, at least so far as Iron is concerned.
  4. Hulking Physique: (REQUIRES: Physical 10) You are large, whether you're part monster or something else you're big, powerful, reasonably speedy and you damned well know it!
  5. Thunderous Strength: Your strength is prodigious, when you stomp or otherwise strike the ground the effect is like a localised quake, everything up to 2x the size of a human is knocked over.
  6. Cannibal: You can gain sustenance from eating just about anything. Including your own kind. Moreover it is believed that you may in fact grow stronger with such consumption.
  7. Compelling Voice: Your words hold extra weight with those who hear them as they are drawn to your cause. Though this is not a control method, if they are already opposed to you or what you do then you can be as compelling as you like they will not change their minds.
  8. Hatred & Fury: With a bellow from the depths of your Evil Soul you strike down your enemies with terror as you wade into combat.
  9. Weapon Master: Your skill with weapons is considerable, you can pick up a blade, an axe, a club, a crossbow, you know how to use them all without too many difficulties. This trait can stack to a total of 3, each point improves their skill by 50% above a normal being.
  10. Weapon Master II: With two points in Weapon Master, your skill is 100% better than the average being.
Magic Traits:
  1. Fire Magic: You can control fire magics to a degree, ranging from fireballs to walls of fire to whips of burning willpower. Your power is that of flame and you will make it known!
Command Traits:
  1. Orcs: The larger, slower breeding and tougher cousins of Goblins, though an Orc cannot climb a wall like a goblin they‟re generally stronger and tougher than a human. Though they are not as agile.
  2. Lizardmen: Lizardmen prefer wetter environments and are generally on a humanoid level of capabilities, however they are amphibious and this gives an Overlord an edge over others in swamps, lakes, rivers, oceans etc.
  3. Kobolds: These little lizard-like creatures are much like Goblins and share many similarities, but at the same time they‟re also nothing alike. Kobolds are more intelligent and cunning than goblins and more prone to ambushing a target and peppering it with arrows. Also their bite is poisonous.
  4. Dragon-Ogres: The Dragon Ogres are only distantly related to Ogres and not related to Dragons at all despite the name. These large powerful Ogrekind have half the body of a large powerful draconian creature. These are dangerous for their strength and surprising speed.
Wealth Traits:
  1. Furs: You and your forces are armoured in thick furs as capable as any leather armour, and while it is heavier it does provide some extra protection compared to leather due to its thickness.
  2. Goblin Iron: Cheap metals mined from the bowels of the world protect you and your servants. It is comparable to the Iron of the good but is lower quality, it makes up for this with increased thickness, while it is more capable of absorbing damage it is heavier than normal Iron armour. It also makes a good weapon. (Requires Furs)
  3. Orcish Steel: Orc forged steel. This is stronger than human-forged steel and is extremely reliable. Though it weighs considerably more than its human equivalent it is tougher to boot. (Requires Goblin Iron)
  4. Small Lands: A prerequisite to attaining...
  5. Normal Lands: You own 120 square km worth of land. This translates to: 600 Lair points, 800 Land points, and the ability to move 640 points between the two.
  6. Red Gold: Your slaves mine gold, but it is a brutal and harsh practice; leading to the deaths of thousands of slaves. Their blood has mingled with the gold and becomes a dull red-gold colour. Those who are paid with it are corrupted with the evil essence of the gold to desire more of it without end.
  7. Gold Mines: You have a larger gold mine than most. This costs 2 points if you also have the Red Gold Trait. This gives you a larger income at least.
  8. [Gold Mines Cost 2 due to Red Gold]
Influence Traits:
  1. Annual Sacrifice: You annually sacrifice an individual, it doesn't gain you any actual power, however it serves dual purposes, the first is simply to keep the populace in line. The other is to draw the Guardians out of hiding to try and stop it.
  2. Master Spy: This man is a master at his trade. Get one on the payroll and you can learn almost anything you put it to your mind to know.
  3. Thieves Guild Master: The master of the Thieves guilds has contacts within your organisation, if you want something stolen just pay the guild and they will retrieve it for you. Of course they are steep prices.
Dedication Traits:
  1. A Simple Man: I will not use any plan in which the final step is horribly complicated, e.g. "Align the 12 Stones of Power on the sacred altar then activate the medallion at the moment of total eclipse." Instead it will be more along the lines of “Stick sword in that guy.”
  2. Doubtless Loyalty: Your men and minions are loyal far beyond than might be expected of their race or kin, they will follow you unto the ends of the earth and beyond the gates of heaven to pillage the gods treasuries with a smile on their face and a war cry on their lips.
  3. Shield of Hate: Enemy spells that might affect your mind, or those of your closest followers, simply cannot work in proximity to you, your hate is proof against their petty magics and those who are in proximity to you share the power of the mental shield it projects.
  4. Dominator: You're compelled to conquer and dominate all life, perverting that which is good etc. This draws like-minded evil beings to you.


-------------------------------------------------------------

Lair: 725 Points

Good Mountainous Castle (200 pts)
  • 4x Expanded Barracks (100 pts)
  • 2x Armoury (50 Pts)
  • 1x Armoured Treasure Vault (100 pts)
  • 2x Meat Stores (150 pts)
  • 2x Wells (100 pts)
  • 1x Dungeon (25 pts)

Lands: 640 Points

Lands: Mountainous Plains


1x Walled City (150 Points) (-10 ‘farms’)

2x Towns (40 points) (-4 ‘farms’)

2x Villages (40 Points) (-3 ‘farms)

2x Great Mines (80 points) (-4 ‘farms)

1x Standard Mines (20 points)

10x Advanced Farms (300 points) (20 ‘Farms’

Dirt Roads (10 points)

[35 points remain unspent]

Armies:



Captain Skaan Shadowhand (500 gold)

A Dragon-Ogre after Kherak’s own heart, Skaan dedicated himself to the Scourge of the Mountains after challenging Kherak to a one-on-one duel and being bested. Instead of killing the man, Kherak declared his intent to make the man his captain. Skaan declined at first, and Kherak told him to leave, and challenge him again the next day. This dance repeated twelve times, and twelve times did Skaan lose to Kherak, only to be spared and turned away upon his show of resolution. On the Thirteenth loss, Skaan yielded to Khreak’s will, and has served as his most loyal and fearsome warrior since. His mastery with a sword is only heightened by his strange shadow-magic; shadow magics that make him feared and revered amongst his kin.


Serpent Queen Val’aash (100 gold)


The Queen of the Lizardfolk who’ve flocked to Kherak’s side, Val’aash sees Kherak as the only man suitable of being her suitor. Thus far, Kherak dodges around the issue of marriage, but he sees the woman as an incredible asset to have; both because of her beguiling beauty and charisma, and because of her potent magical talents.


Captain Aspedese (100 gold)


The herald of the Serpent Queen, and a master of stealth, Aspedese serves Kherak as his prime spymaster and master of his assassins. His speed and cunning more than make up for the lacking of strength that some of Kherak’s other captains have, and his skill with poisons and illusion magic make him a threat, even to them.


Captain Grognar ‘Longtooth’ Greataxe (75 Gold)


The elder Warchief of the orcs who follow Kherak, Grognar is an aged warrior who is able to wield his cunning where he once wielded raw, unadulterated bloodlust. His clan bowed down to Kherak once he claimed his stake of the land as Kherak offers the greatest rewards and the greatest threat.


Captain Thraand ‘Dirge' Greataxe (75 Gold)


The son of Grognar, Thraand is a fearsome Orcish warrior who leads his people into battle with the fury and fervor one would expect from an Orc. His skill with an axe and shield has led him thus far, and Kherak promises great rewards for the warrior and raider who wishes to one day replace his father as Warchief.

Captain Anastasia, The Arbiter (50 Gold)

The only Human captain amongst Kherak's ranks, and one who holds a special role in his army. Anastasia is the woman in charge of selected Kherak's concubine; a role held in both incredibly high regard and dreaded for it's near certain fatality. Anastasia was chosen for this role due to her incredible judge of character, her unshakable loyalty to Kherak, and her unwavering ability to detect lies. She is the closest thing to a Judge that the kingdom has, and she is incredibly popular because of it.

GENERAL ARMIES: 14,800 gold (-900 for Captains)


13,900 gold


Humans: 2750 in active service.

1000 Human Swordsmen – 1000g

1000 Human Pikeman – 1000g

750 Human Archers -1500g


Orcs : 3100 in active service

2000 Orcish Infantry – 3000g

1000 Orcish Pikeman – 1500g

100 Warg Riders – 400g


Lizardfolk: 1250 in active Service

1000 Lizardfolk Infantry – 2000g

250 Lizardfolk Archers – 1000g


Kobolds: 500 in active service

500 Kobold Raiders – 750g

Dragon-Ogres: 200 in active service

200 Dragon Ogres = 1600 g

Final Total Spent - 14,650g

Starting Treasury Total:
3650g (35 Land/Lair Points unspent x 1000 + 150g (Unspent Army gold)
 
Last edited:
FIRSSSTTT
and CS placeholder
CS here:
Name: Kaulallr
Gender: M
Appearance:
Jackconceptart.jpg

Bio: Despite being an Overlord, Kaulallr preferred to avoid conflict, even against the Guardians. When he got involved in a combat, he preferred to harass his opponent, hitting their supplies before retreating while in the background, he would spread false information and message to sow as much chaos as he could.


Preferred Equipment: Light equipments, Hidden Weapons, Poison, Blackmail

Physical: 3
Magic: 7
Command: 4
Wealth: 6
Influence: 5
Dedication: 5

Traits:
Physical:
  • Weapon Mastery
  • Dirty Trickster
  • Compelling Voice

Magic:

  • Curse Magic
  • Air Magic
  • Brutal Obedience
  • Mental Leash
  • Shivering Whispers
  • Raise Corpse
  • Raise Skeleton

Command:
  • Nightmares
  • Minion
  • Moredhel
  • Duergar
Wealth:
  • Assassins
  • Spymaster
  • Blackmailers
  • Small Lands
  • Furs
  • Goblin Iron
Influence:
  • Water Rats
  • Information Broker
  • Dark Loremaster
  • Local Lords Favour
  • Master Spy
Dedication:
  • A Simple Man
  • Doubtless Loyalty
  • Dark Harvest
  • Self Sufficient
  • Wiser than He Looks
Special:
-The Sinner's Virtue: The Shivering Whisper reaches deeper into the target's subconscious and causes them to act solely based on one of the 7 Deadly Sins or the 7 Heavenly Virtues.
-Hidden Evil: Kaulallr had spent disproportionate amount of time in making sure that his spider web of information can't be tracked back to him. Plans regarding intelligence or assassination, or most behind the curtains plots took longer to formulate and pull, but no one else will ever know that he's the one pulling the strings.

Library Tower
Black Tower (100)
Good (100)
2 Expanded Barracks (50)
Library (25)
Wells (50)
Meat Stores (75)
Armoury (25)
Treasure Vault (50)
Lair Portal Heart

Types: Plains & Forest
Improvements:
2 Foresters (20)
2 Trappers (40)
4 Advanced Farms (120)
Port City (110): Lacksawall
Mines (20)
Dirt Roads (10)
Move 75 to Lair (75)
Unused 5 (Extra 5k gold)
Knurl, the Minion Elder is the oldest Minion working under Kaulallr and act as the de facto leader of the minions. He lacks the physical abilities of the other captains or even the younger minions, but he makes it with accumulated wisdom and pragmatism. Under the Overlord's banner, Knurl mainly put himself as an advisor of sort, suggesting targets of opportunity, escape routes and also responsible for gathering new blackmails materials. (75)
Spot might not be the brightest tool in the bunch, but he made a distinction by his knack of spotting precious treasures and the ability to do his order without getting distracted....much. That said job usually involve clubbing his fellow minions to fall in line probably helps though. Slightly larger and slightly stronger than other Browns, Spot rides into battle at the helm of all the minion riders on the top of his trusty wolf, Lupus. Named so for the book that puts the wolf's picture in it and the words C. Lupus underneath it. (75)
(200)
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Leader of the Grimm Archers and Blademasters that guards the Tower. The gods are never appeased.
(200)
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Leader of the Black Horsemen and Knights.
(100)
skilled_sniper_by_satibalzane-d595dcw.jpg

Archers Leader
(100)
night_elf_engineer_by_manticora_miorro-d5dexwt.jpg

Primer Engineer of Moredhel Mechanics
(100)
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Duergar Deep Strike
(100)
cave_stalker_by_satibalzane-d595aoy.jpg

Gassli had always been fond of construction even since his childhood, especially when it involves toppling and destroying them. The vibrations caused by the explosive and the rumble as the stone, wood and metal fell down felt exhilarating to him. It was this love that fueled his ambition and decision of being an engineer. His construction style reflect his twisted love, making them sturdier and thicker in such a way so that when he does have a chance to destroy them, it would involve the biggest explosion and the most rumble he could experience. It's to be expected that his construction are expensive and he needed the fund to create the biggest and sturdiest building he could sap, it didn't take him long to join the nearest Overlord. It turns out that said Overlord apparently share Gassli's love as his first order was none other than for Gassli to map and design plan to topple everything to allow an army through, from a town and up to the Wall. And Gassli loves him for it, even more if only he got the chance to actually do the plans he has concocted.
(50)
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Hank was a royal guard captain-turned-mercenary for a warlord that had his territory absorbed into the resurging Scarazar Empire. The surviving soldiers that were not caught to be sold as slave or absorbed into the ranks of the Empire's army banded together into a mercenary force selling their service and experience to the lords of Scarazar. Despite their mastery of various weaponry, Hank and his band found themselves training recruits to acceptable standards during most of their mercenary jobs. The cycle repeats until he runs into Kaulallr who hired him permanently. At first he was wary of the contract, expecting the Overlord to almost immediately sending his group to their death. That line of thought was not proven as Hank found himself back into drilling the Overlord's soldiers while occasionally sent out to lead raiding parties. He still has reservations about it though as while the Minions are amusing and hardy bunch to abuse, he still has to put up with the unnerving Nightmares.
(50)
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Skylie is the owner of a travelling merchant caravan. Her caravan travels following profit, even against the tension between the Kingdoms, Guardians and Overlords. Her kind and polite demeanor makes her seem trustworthy and oftentimes makes her an apparent easy prey for thieves and the like. However, those that tried would usually found their entire possession had been burned down to ashes soon after while Skylie left the area with what she has left and a satisfied smile. For having dealt with the pest that annoyed her, often quietly and personally.

She is still employed under Kaulallr and gladly use her caravan's reputation for other dealings, such as smuggling items or people. All those dealings are second only to her main concern, gathering supplies and wealth for her Overlord.

10k default + 3k Wealth -1050
11950
Humans
500 Archers (1000)
100 Horse Archers (400)
200 Black Knights (1000)
500 Dark Cavalry (2000)
Minions
1000 Brown (1000)
100 Red (400)
200 Green (300)
100 Blue (500)
200 Wolf Riders (800)
50 Salamanders (300)
100 Spider Riders (500)
Moredhel
200 Pike Infantry (500)
50 Repeater Crossbowmen (300)
200 Siege Engineer (500)
Duergar
100 Warriors (200)
100 Crossbowmen (250)
100 Siege Engineers (500)
Nightmares
100 Blademasters (400)
100 Black Horsemen (600)
100 Grim Archers (500)

Ok. Your Lair is 75 points richer than it should be. Otherwise it's all in order.

Name: Lord-Marshall Amias Feol, Leader of the Knights Justiciar
NPlVlIi.jpg

Age: 41
Appearance: It often comes as a surprise that storied and legendary man such as Amias appears as almost anything but. Sure, his physique is excellent, six feet tall, burly and well toned, but among heroes that's practically mundane. Even the soft nimbus of light that pours from his body does little but highlight the relatively normal man below; Moderately handsome features slightly marred by both the passage of time and the rigors of combat, kind blue eyes and shorn brown hair lightly salt-and-peppered with stray greys and whites. A spitting image of a father-like figure. He even holds himself in an overly comfortable way, walking with a casual stroll more appropriate for a squire lazily perusing the market than the leader of a knightly order.

Usually his wear is kept simply, but respectable. Navy blue and while outfit bearing only essentials of authority; Tassets, medals and tabard bearing a down turned sword under a gold-yellow star. The very symbol of the Justiciar.

Armored he is a very different beast, his grand-full plate bears the same colors as his normal wear, but is decidedly more ornate. Checkered patterns, hard angles, hog-nosed faceplate and even false tassets forged into the shoulderplates.

Personality: "Kill 'em with kindness", something that Amias has never said, but exemplifies perfectly. He maintains a jovial disposition at all times. Both friend and foe are treated equally, even despicable monsters like Overlords or greater demons still receive basic courtesies. He holds the belief that almost all creatures are capable of goodness and can be brought into the fold of the light one way or another. Naive, yes, even he'll admit so. What point is good if it simply exists to eradicate evil though? The pursuit of justice should not be simply to punish the bad, but to promote the good. With this idea in mind he sets out to make an example to the world.

As idealistic as he may be though, he is no fool. He did not come to lead an order of knights, some as zealous as they come, through understanding and kindness alone. Beliefs are great, and as much as he wishes his ideals were true all the time he understands that they are nigh-impossible to put into reality. Violence is a regretful necessity, though he may shun the notion he can't deny that it speaks louder than any voice of reason. In the names of justice, equality, freedom and peace he will war. Those who do not submit quietly will be crushed, for the charge of the Knight Justiciar is unstoppable.

History: TBW

-

Stats.
Physical: 8
Magic: 2
Command: 5
Wealth: 5
Influence: 2
Dedication: 8

-------------------------------------------------------------

Physical Traits:
  1. Bulwark: Your might is a wall against evil, and none shall pass while you guard the bridge! (or gate, or whatever.) Basically, if you can channel the enemy into a narrow approach towards you, you are very skilled at holding them off.
  2. Arm Of Justice: You have the upper body strength of a god! Well, not literally, but seriously man, how did you get those guns without steroids?
  3. Weapons Master (3): You have been raised or trained with practically every weapon under the sun, and are at the very least proficient with them, if not a total master, which in some cases, you are. This can be taken up to three times.
  4. Grace of the Panther: Simply put, you are a solid fighter, your body toned while not looking overly muscular, and probably look really good with oiled skin and a loincloth. This counts for intimidation as well as pure fighting talent.
  5. Armour Expert: Defense should never be overlooked, and you are defiantly not one of those people who has a very impressive looking and totally useless metal bra. Unless its covered by a full suit of plate and chain mail. And you know how to move around effectively inside such a heavy suit. Shields and their uses are also no mystery to you; in fact, you may use your shield more for offense then your actual weapon!
  6. Animal Magnetism: You have something that animals are attracted to, you probably have an animal companion, or your mount is an unusual beast *not if Centaur*, either way. Animals are drawn to you, of course, the evil ones try and tear your face off but that's okay.
Magic Traits:
  1. Holy Aura: A projected aura of light that gives hope and energy to the pure of heart and damages those corrupted with wickedness.
  2. SMITE EVIL!!: You pray to your gods, and they grant you a holy hand grenade! Ok, not really, but you can use divine power to charge an object with pure good energy, and that is unhealthy for anything evil like that diabolical killer rabbit over there.
Command Traits:
  1. Hero’s War Cry: Whether a mighty shout to the heavens, a war horn that summons your allies, or those bagpipes you insist on bringing with you everywhere, you are able to make a loud noise that inspires all around you to cry out as well and charge the enemy!
  2. Chosen Light: You choose your battles carefully, and when you do so the light is always at your back shining down and blinding the enemy to your charge. Of course chances are they're going to take you up the ass at night.
  3. Unicorns: These beings are not terribly intelligent and can only be mounted by those of pure spirit (virgins) so their numbers are few. But they are powerful steeds with a horn like adamantium upon their heads with which they can rend an enemy to burger meat.
  4. Paladins: Men of purest of souls. They are followers of a faith that leaves them undoubtedly the most beloved of goods human servants. Though powerless their sheer faith leaves them immune to trickery of the mind.
  5. Knights of Honor: These men, while not the virtuous paragons of good the Paladins are they are still "second best" when it comes to mounted combat. Wearers of heavy armor and wielders of Lance, sword and shield.
Wealth Traits:
  • Leather: You can afford the best in leather goods, mostly for armor.
  • Iron: Iron can be bought in enough quantity and quality for you to use it in most your equipment, both armor and weapons. (Requires Leather)
  • Master Craftsmen: You only hire the best of craftsmen and architects to make and build stuff for your people, and invest in the training of apprentices, resulting in top quality goods available to the common man, which will no doubt make them very happy with you and give your own self some shiny toys to play with.
  • Small Lands: You own 80 square km worth of land.
  • Monster Tamers: You have access to a limited amount of monsters. But they‟re expensive and hard to replace and train.
Influence Traits:
  1. Call to Arms: When the time comes, and you need reinforcements on the line NOW, you are famous enough that you can rush to the nearest village or city and call the people to arms so that they can defend themselves against the forces of evil, and if there is an actual militia there, they will gladly join the fight under you.
  2. Knight Templar: One of your contacts is a little... extreme in his methods, and you might not agree with some of the things he does in the name of the gods, but he sure is effective. You don't like being near him, though, for fear that his fanaticism might wear off on you.
Dedication Traits:
  1. Dreaded by Evil: As your presence becomes known, wherever there are evil forces, they will start to quake in their boots at the thought of meeting you face to face.
  2. Incorruptible: Your mind simply cannot comprehend evil, any attempt to put your closest Lieutenants under mind control will almost always fail due to the strength of their faith in you.
  3. Adventure Time!: You are always on the hint for a new quest, always looking forward towards your goal, and never wondering about whether what you‟re doing is dangerous or not. This attitude is infectious, and spreads to your subordinates.
  4. Karma Coordinator: When karma needs to hit evil in the face, you are the one that provides the fist to do it with. Making sure that punishment equals the crime committed is one of the best things that you are good at. Those rapists better say their prayers...
  5. Hero Worship: You inspire this in the younger men in the army, and they will follow your every command just to earn a "thanks" from you. Even some of the older veterans deeply respect you.
  6. Righteous Power: Evil is usually fighting only for itself, and is inherently self destructive eventually. Whereas good has the benefit of being wholly constructive in nature. If you are defending something innocent, then you are under the influence of Righteous Power, and you and your men will fight twice as hard to defend what is pure in the world, no matter the cost. If you succeed, then the thing you were just defending will no doubt become a major part of things to come. (Requires Dedication 8)
  7. There’s Something About The Good Side...: Your so charismatic that you sometimes inspire
    weak willed evil guys to turn on their masters and join your side. Course, their loyalty will always
    be in question, and if the enemy is watching them at the time, they either wont to it or wont survive
    long enough for their betrayal to matter.
  8. An Heir: (Requires: Dedication 8) You have an heir to your Guardian ways. This heir is between thirteen and eighteen years of age. They are assumed to have half the physical traits you have except for Weapons Mastery, though all their traits are weaker versions of your own considerably.
-------------------------------------------------------------

Sanctuary: 5oo
  • Adequate Desert Cathedral: 150
    • Expanded Barracks: 25
    • Purification Rooms: 25
    • Prison: 25
    • Wells: 50
    • Meat Stores: 75
    • Armory (2): 50
    • Monster Stables (Drakes): 100
Lands: 300 - 100 reassigned to Sanctuary

Mountainous Desert:
  • Cobblestone Roads: 20
  • Oasis Town (2): 80
    • Oasis Farm(4): 80
  • Village: 20
    • Oasis Farm: 20
  • Great Mines: 40
    • Farm (2): 40

Armies: 12500

Heir: Trait

Commander Urus Feol:

Amias's controversial adopted son. Urus was rescued by the Knight-Marshall seventeen years ago after he successfully drove off a band of orcish raiders. Amias found the screaming babe dangling from the hand of a vengeful guard, talking with another about what they should do with it. He tore the baby from the man's hands and took him in as his own, determined to prove once and for all that evil was not 'in the blood'.

So far, that seems to be true. Urus is at least as virtuous as his adopted father and his ability to channel the will of the gods as Amias can has managed to silence all but the most stubborn critics. Judging glares and whispered remarks are still occasionally directed his way, but a stern glare stops both.

Physical Traits:
  1. Bulwark: Your might is a wall against evil, and none shall pass while you guard the bridge! (or gate, or whatever.) Basically, if you can channel the enemy into a narrow approach towards you, you are very skilled at holding them off.
  2. Arm Of Justice: You have the upper body strength of a god! Well, not literally, but seriously man, how did you get those guns without steroids?
  3. Armour Expert: Defense should never be overlooked, and you are defiantly not one of those people who has a very impressive looking and totally useless metal bra. Unless its covered by a full suit of plate and chain mail. And you know how to move around effectively inside such a heavy suit. Shields and their uses are also no mystery to you; in fact, you may use your shield more for offense then your actual weapon!
  4. Animal Magnetism: You have something that animals are attracted to, you probably have an animal companion, or your mount is an unusual beast *not if Centaur*, either way. Animals are drawn to you, of course, the evil ones try and tear your face off but that's okay.
Magic Traits:
  1. SMITE EVIL!!: You pray to your gods, and they grant you a holy hand grenade! Ok, not really, but you can use divine power to charge an object with pure good energy, and that is unhealthy for anything evil like that diabolical killer rabbit over there.

Captains: 100

Lord Lionel DePaulize:

Captain Izai'i, The Desert Whirlwind:

Beasts of Justice:
  • Drake: 1500
Knight Justiciar:
  • Paladins(150): 1500
    • Unicorn Mounts (150): 600
  • Holy Knights (300): 2400
  • Knights: (600): 3000
Justiciar Auxiliary:
  • Calvary: (300): 1200
  • Archers(500): 1000
  • Swordsmen (600): 600
  • Spearmen (600): 600

All good. Accepted pending History, you'll be PMed your starting location (and some information about it.)

-PlaceHolderForCsSheet-

Questions:
How do I know how many land / lair points do I have?

Character Sheet:
Name:
Appearance: (May be picture or description.)
Age: (Must be under 100 years, and over 18.)
History:
Personality:

Stats.
Physical:
Magic:
Command:
Wealth:
Influence:
Dedication:

-------------------------------------------------------------

Physical Traits:
1
Magic Traits:
1
Command Traits:
1
Wealth Traits:
1
Influence Traits:
1
Dedication Traits:
1

-------------------------------------------------------------

Lair:

Lands:

Armies:

Looking forwards to seeing what you come up with ;)

Character Sheet: WIP

Name:

Appearance: (May be picture or description.)

Age: (Must be under 100 years, and over 18.)

History:

Personality:


Stats.

Physical: 4

Magic: 4

Command: 2

Wealth: 9

Influence: 8

Dedication: 3


-------------------------------------------------------------


Physical Traits:

  1. Wing'ed

  2. Eye of the Eagle

  3. Celestine

  4. Voice of Honesty
Magic Traits:

  1. Summon Cherubim

  2. Summon Angels

  3. Summon Archangels

  4. Summon Seraphim
Command Traits:

  1. Wise Tactician

  2. Khajit
Wealth Traits:

  1. Leather

  2. Iron

  3. Steel

  4. Small Lands

  5. Normal Lands

  6. Big Lands

  7. Smart Budgeting

  8. Gold Mine

  9. Gem Mine
Influence Traits:

  1. Call To Arms

  2. Distant Royal Relation

  3. Kindness Counts

  4. Counter-Spy

  5. Always Rewarded

  6. Nice Guys Finish Last

  7. Overseas Hero

  8. Decree This!
Dedication Traits:

  1. Raised Eyebrow

  2. Celestial Service

  3. Incorruptible

-------------------------------------------------------------



Lair: 1440-215 moved to Lands


Citadel- Excellent (350)


  • Expanded Barracks 2 (50)

  • Prison (25)

  • Wells 2 (10)

  • Meat Stores (75)

  • Siege Engines (100)

  • Holy Moat (200)

  • Holy Summoning Chamber (50)

  • Advanced Siege Engines (100)

  • 3 Armouries (75)

  • Large Smithy (50)

  • Treasury (50)




Lands- Plains/Desert


Land improvements- 1200+215 from lair


Walled Coastal City: Cern. Human. (165)

Walled Oasis City: Khala’desh. Khajit. (150)

Dirt Road: (10)

Cobblestone Road: (10)

Paved Road: (10)

“Silk Road”: (30)

6 Mines: (160)

14 Advanced Farms: (450)

15 Foresters: (150)

2 Towns: (80)

2 Oasis Towns (80)

2 Villages (40)

2 Khajit Villages (40)

5 points towards money in the bank


Armies: 15,400 Gold

Khajiit

Rangers- 3,000 (7,500)

Warriors- 2,000 (3,000)

Skirmishers- 800 (2,000)

Captains: 4 (300) *Will add flavour after knowing what their rolled stats are.



Human

Pikemen- 2,000 (2,000)

Siege Engineers- 200 (400)

Captains: 4 (200) *Will add flavour after knowing what their rolled stats are.

The Captains in this one don't have rolled stats, the reference to it in the book is a legacy rule. Otherwise, looks good pending the missing stuff.

sin_and_thunder_by_daylight13-d4sc3z2.jpg


Character Sheet:


Name: Kherak, Scourge of the Mountains
Appearance: Kherak is a strange sight to behold. He is a hulking monstrosity of a man, standing at well over Twelve foot in height, and with a wingspan of Twenty-five feet. He is handsome, even despite his obvious alien additions, and has the physique of a Greek deity. His hair is a long mess of crimson red, reaching past his spine, and his eyes are an emerald green that seems to pierce the soul. Truth be told, it is hard to ignore his most distinguishing feature; his hulking leathery wings. These wings are a veiny, leathery membrane that most closely resemble the wings of a Wyvern. Large spikes tip the wings, as to a pair of large clawed hand-like appendages. They do lack any noteworthy armour or scales that might protect them though. Interestingly, his flesh is tan and human-esq, despite the fact that the average Arrowtip would merely bounce off of his skin as if he wore a suit of armour.

Age: Thirty-Three

History
: Rumours of Kherak's existance before his ascension to Overlord status are many and varied. Some think he was a radical scientist, or alchemist, or sorcerer; attempting to channel the powers of a dragon for the betterment of his people. Some think he is secretly the son of a dragon and a human, an unnatural bond that birthed an unnatural and terrifying creature. Some think he is nothing more than a freak occurance in nature, made possible by some strange quirk of fate.

What is known is that no one even knew of the name Kherak, much less knew of the terrifying dragon-like Overlord's existence, until about six years ago. Fully formed, Kherak lay claim to the Sanctuary with the brutality and ferocity you might expect from such a physical creature. He slaughtered the previous encumbants - a group of bandits who had not awakened the crystal - and embraced the power of the Overlord; beginning his quest for conquest and for domination. Since his glorious ascension up the local realm's power-ladder, various forces have tried to barter favour from Kherak, some - such as the Lizardfolk and their fair queen - have succeeded. Others, like the Once-proud Goblin King of his mountain keep, are but bone and ash.

Personality: Kherak models himself upon the most despicable of draconic creatures. He is a covetous, philandering, capricious man with a fixation upon the acclimation of wealth and power above all else. His grand schemes are the simplest of sorts: Acquire a horde of treasure, and a kingdom that might fittingly worship him. He sees himself as a living, breathing Dragon-god, and would let the world know it. His prideful ways show in his every action, but they do serve to hide a genuine intelligence and cunning that befits the man who would become a dragon. He is by no means stupid, and his physical dominance serves to embolden him. Strangely enough, he is a seemingly honourable sort...for an overlord. He prides himself on the long-standing rumour that he has not, and will never, tell a lie. Whether this compulsion is true or not, however, is yet to truly be seen. Perhaps the people he lies to just do not survive to tell the tale.

Stats.
Physical: 10
Magic: 1
Command: 4
Wealth: 8
Influence: 3
Dedication: 4

-------------------------------------------------------------

Physical Traits:
  1. Dragonheart: You breathe fire like the dragons of lore. Few things can withstand a sustained blast. Even a castle wall soon runs like liquid if you sustain such.
  2. Great Wings: The Evil Overlord has a pair of great draconian/ demonic/ batlike etc wings. Unfeathered and typically black these allow the Evil Overlord the powers of flight.
  3. Ironskin: Flesh like iron, the durability of the Evil Overlord is boundless, at least so far as Iron is concerned.
  4. Hulking Physique: (REQUIRES: Physical 10) You are large, whether you're part monster or something else you're big, powerful, reasonably speedy and you damned well know it!
  5. Thunderous Strength: Your strength is prodigious, when you stomp or otherwise strike the ground the effect is like a localised quake, everything up to 2x the size of a human is knocked over.
  6. Cannibal: You can gain sustenance from eating just about anything. Including your own kind. Moreover it is believed that you may in fact grow stronger with such consumption.
  7. Compelling Voice: Your words hold extra weight with those who hear them as they are drawn to your cause. Though this is not a control method, if they are already opposed to you or what you do then you can be as compelling as you like they will not change their minds.
  8. Hatred & Fury: With a bellow from the depths of your Evil Soul you strike down your enemies with terror as you wade into combat.
  9. Weapon Master: Your skill with weapons is considerable, you can pick up a blade, an axe, a club, a crossbow, you know how to use them all without too many difficulties. This trait can stack to a total of 3, each point improves their skill by 50% above a normal being.
  10. Weapon Master II: With two points in Weapon Master, your skill is 100% better than the average being.
Magic Traits:
  1. Fire Magic: You can control fire magics to a degree, ranging from fireballs to walls of fire to whips of burning willpower. Your power is that of flame and you will make it known!
Command Traits:
  1. Orcs: The larger, slower breeding and tougher cousins of Goblins, though an Orc cannot climb a wall like a goblin they‟re generally stronger and tougher than a human. Though they are not as agile.
  2. Lizardmen: Lizardmen prefer wetter environments and are generally on a humanoid level of capabilities, however they are amphibious and this gives an Overlord an edge over others in swamps, lakes, rivers, oceans etc.
  3. Kobolds: These little lizard-like creatures are much like Goblins and share many similarities, but at the same time they‟re also nothing alike. Kobolds are more intelligent and cunning than goblins and more prone to ambushing a target and peppering it with arrows. Also their bite is poisonous.
  4. Dragon-Ogres: The Dragon Ogres are only distantly related to Ogres and not related to Dragons at all despite the name. These large powerful Ogrekind have half the body of a large powerful draconian creature. These are dangerous for their strength and surprising speed.
Wealth Traits:
  1. Furs: You and your forces are armoured in thick furs as capable as any leather armour, and while it is heavier it does provide some extra protection compared to leather due to its thickness.
  2. Goblin Iron: Cheap metals mined from the bowels of the world protect you and your servants. It is comparable to the Iron of the good but is lower quality, it makes up for this with increased thickness, while it is more capable of absorbing damage it is heavier than normal Iron armour. It also makes a good weapon. (Requires Furs)
  3. Orcish Steel: Orc forged steel. This is stronger than human-forged steel and is extremely reliable. Though it weighs considerably more than its human equivalent it is tougher to boot. (Requires Goblin Iron)
  4. Small Lands: A prerequisite to attaining...
  5. Normal Lands: You own 120 square km worth of land. This translates to: 600 Lair points, 800 Land points, and the ability to move 640 points between the two.
  6. Red Gold: Your slaves mine gold, but it is a brutal and harsh practice; leading to the deaths of thousands of slaves. Their blood has mingled with the gold and becomes a dull red-gold colour. Those who are paid with it are corrupted with the evil essence of the gold to desire more of it without end.
  7. Gold Mines: You have a larger gold mine than most. This costs 2 points if you also have the Red Gold Trait. This gives you a larger income at least.
  8. [Gold Mines Cost 2 due to Red Gold]
Influence Traits:
  1. Annual Sacrifice: You annually sacrifice an individual, it doesn't gain you any actual power, however it serves dual purposes, the first is simply to keep the populace in line. The other is to draw the Guardians out of hiding to try and stop it.
  2. Master Spy: This man is a master at his trade. Get one on the payroll and you can learn almost anything you put it to your mind to know.
  3. Thieves Guild Master: The master of the Thieves guilds has contacts within your organisation, if you want something stolen just pay the guild and they will retrieve it for you. Of course they are steep prices.
Dedication Traits:
  1. A Simple Man: I will not use any plan in which the final step is horribly complicated, e.g. "Align the 12 Stones of Power on the sacred altar then activate the medallion at the moment of total eclipse." Instead it will be more along the lines of “Stick sword in that guy.”
  2. Doubtless Loyalty: Your men and minions are loyal far beyond than might be expected of their race or kin, they will follow you unto the ends of the earth and beyond the gates of heaven to pillage the gods treasuries with a smile on their face and a war cry on their lips.
  3. Shield of Hate: Enemy spells that might affect your mind, or those of your closest followers, simply cannot work in proximity to you, your hate is proof against their petty magics and those who are in proximity to you share the power of the mental shield it projects.
  4. Dominator: You're compelled to conquer and dominate all life, perverting that which is good etc. This draws like-minded evil beings to you.


-------------------------------------------------------------

Lair: 725 Points

Good Mountainous Castle (200 pts)
  • 4x Expanded Barracks (100 pts)
  • 2x Armoury (50 Pts)
  • 1x Armoured Treasure Vault (100 pts)
  • 2x Meat Stores (150 pts)
  • 2x Wells (100 pts)
  • 1x Dungeon (25 pts)

Lands: 640 Points

Lands: Mountainous Plains


1x Walled City (150 Points) (-10 ‘farms’)

2x Towns (40 points) (-4 ‘farms’)

2x Villages (40 Points) (-3 ‘farms)

2x Great Mines (80 points) (-4 ‘farms)

1x Standard Mines (20 points)

10x Advanced Farms (300 points) (20 ‘Farms’

Dirt Roads (10 points)

[35 points remain unspent]

Armies:



Captain Skaan Shadowhand (500 gold)

A Dragon-Ogre after Kherak’s own heart, Skaan dedicated himself to the Scourge of the Mountains after challenging Kherak to a one-on-one duel and being bested. Instead of killing the man, Kherak declared his intent to make the man his captain. Skaan declined at first, and Kherak told him to leave, and challenge him again the next day. This dance repeated twelve times, and twelve times did Skaan lose to Kherak, only to be spared and turned away upon his show of resolution. On the Thirteenth loss, Skaan yielded to Khreak’s will, and has served as his most loyal and fearsome warrior since. His mastery with a sword is only heightened by his strange shadow-magic; shadow magics that make him feared and revered amongst his kin.


Serpent Queen Val’aash (100 gold)


The Queen of the Lizardfolk who’ve flocked to Kherak’s side, Val’aash sees Kherak as the only man suitable of being her suitor. Thus far, Kherak dodges around the issue of marriage, but he sees the woman as an incredible asset to have; both because of her beguiling beauty and charisma, and because of her potent magical talents.


Captain Aspedese (100 gold)


The herald of the Serpent Queen, and a master of stealth, Aspedese serves Kherak as his prime spymaster and master of his assassins. His speed and cunning more than make up for the lacking of strength that some of Kherak’s other captains have, and his skill with poisons and illusion magic make him a threat, even to them.


Captain Grognar ‘Longtooth’ Greataxe (75 Gold)


The elder Warchief of the orcs who follow Kherak, Grognar is an aged warrior who is able to wield his cunning where he once wielded raw, unadulterated bloodlust. His clan bowed down to Kherak once he claimed his stake of the land as Kherak offers the greatest rewards and the greatest threat.


Captain Thraand ‘Dirge' Greataxe (75 Gold)


The son of Grognar, Thraand is a fearsome Orcish warrior who leads his people into battle with the fury and fervor one would expect from an Orc. His skill with an axe and shield has led him thus far, and Kherak promises great rewards for the warrior and raider who wishes to one day replace his father as Warchief.

Captain Anastasia, The Arbiter (50 Gold)

The only Human captain amongst Kherak's ranks, and one who holds a special role in his army. Anastasia is the woman in charge of selected Kherak's concubine; a role held in both incredibly high regard and dreaded for it's near certain fatality. Anastasia was chosen for this role due to her incredible judge of character, her unshakable loyalty to Kherak, and her unwavering ability to detect lies. She is the closest thing to a Judge that the kingdom has, and she is incredibly popular because of it.

GENERAL ARMIES: 14,800 gold (-900 for Captains)


13,900 gold


Humans: 2750 in active service.

1000 Human Swordsmen – 1000g

1000 Human Pikeman – 1000g

750 Human Archers -1500g


Orcs : 3100 in active service

2000 Orcish Infantry – 3000g

1000 Orcish Pikeman – 1500g

100 Warg Riders – 400g


Lizardfolk: 1250 in active Service

1000 Lizardfolk Infantry – 2000g

250 Lizardfolk Archers – 1000g


Kobolds: 500 in active service

500 Kobold Raiders – 750g

Dragon-Ogres: 200 in active service

200 Dragon Ogres = 1600 g

Final Total Spent - 14,650g

Starting Treasury Total:
3650g (35 Land/Lair Points unspent x 1000 + 150g (Unspent Army gold)

Perfect. Accepted. PM with starting location and it's rough history soon.
 
Character Sheet: WIP
Name: Greis, the Goblin King (pronounced like "grey")
Appearance: (May be picture or description.)
Age: 28
History:
Personality:

Stats.
Physical: 4
Magic: 4
Command: 2
Wealth: 9
Influence: 8
Dedication: 3

-------------------------------------------------------------

Physical Traits:
1. Weapon Mastery
2. Weapon Mastery
3. Dirty Trickster
4. Night Sight

Magic Traits
:
1. Plagues of the Eternal
2. Gateway
3. Water Magic
4. Earth Magic

Command Traits
:
1. Goblins!
2. Duergar

Wealth Traits
:
1. Furs
2. Goblin Iron
3. Orc Steel
4. Meteoric Iron
5. Small Lands
6. Normal Lands
7. Pillaging Experts
8. Gold Mine
9. Gem Mine

Influence Traits
:
1. Rule 92
2. Master Spy
3. Thieves Guild Master
4. Public Executions
5. Water Rats
6. Servants of the Mighty
7. Recruiters
8. Tranquil Lands

Dedication Traits
:
1. Wiser than he Looks
2. Doubtless Loyalty
3. Shield of Hate

-------------------------------------------------------------
Lair: 750 Points

Good Citadel of Nightmare: (300)
3x Expanded Barracks (75)
1x Torture Chambers (25)
1x Library (25)
1x Dungeon (25)
1x Well (50)
1x Meat Stores (75)
1x Treasure Vault (50)
1x Siege Engines (100)
1x Armory (25)

Lands: 750 Points

Mountainous Forests
1x Coastal City (110)
2x Town (80)
6x Advanced Farms (180)
3x Great Mines (120)
1x Ruins (100)
1x Abandoned Stronghold (100)
1x Dirt Roads (10)
1x Cobblestone Roads (10)
1x Logging Camp (20)
1x Trappers (20)

20 Points converted into 20,000 Gold for a slush fund
Treasury: 20,000 Gold

Armies: 15,000 Gold

5000 Goblin Spearmen (2500)
5000 Goblin Blades (2500)
3000 Goblin Archers (3000)
1000 Spider Riders (2000)
2000 Goblin Tunnelers (1000)
1000 Duergar Warriors (2000)
400 Duergar Crossbowmen (1000)
200 Duergar Seige Engineers (1000)

Captains: 400 Gold

Flavor to come later

1x Duergar Warrior - 100 Gold
1x Duergar Siege Engineer - 100 Gold
4x Goblin Generals - 100 Gold
1x Human Mercenary - 100 Gold
2x Goblin Other (Tunnelers, Spider Riders, etc) - 50 Gold
 
Reviews ROUND 2!!!



Name:
Grand druid Sucellus Wittifan Widseolwulf, Nature's Perfection
Age: 42
Appearance:
As you roam through the darkest possible pit that the thick heart of the forest could bring you grow more and more weary. The shadows all having eyes, staring upon your very soul and each hiding monsters you are not face. Your boots and clothes are covered by mud from the bogs you needed to first cross to even reach these lands feeling more and more heavy onto your body. Soon you see a light at the distance. As you make your way closer and closer, passing a wall of thick bushes and trees you finally reached a grove. Above light shined though a large gap through the trees and and there you stood within a large grove. Flowers, long, lush green grass, bushes and many saplings, all basking against the bright, warm sun that shown. Sitting on a large rock to rest your weary legs you notice a shadow prowl its way into the light.

There in front of you stood a green hooded man with leather gloves, holding a large wooden staff, in which the bottom had a sharp rock fastened onto it, appearing as though it was naturally grown and there in case it'd be needed as a weapon. By the green cloth armor which had what looked to be petrified wood as the main decorations for his armor, you could tell by just the look that this man was some druid. As he stomped closer to you, you notice he was no bigger than 5'7 feet tall, thinking to yourself that he couldn't possibly be as great or as powerful as the tales claim the druids of old were. His toned- slim body couldn't even compare to the most basic of heroes that you always heard great tales about. Even so, you couldn't help but watch as every step he took was powerful, proud and with the demeanor of a king, or a great leader of a knightly order. When he finally stopped, he was only a few feet in front of you. Stabbing his staff deep into the ground the druid placed his gloved hands onto his hood, pulling it back, putting you in utter shock by how he looked.

You couldn't believe it, as soon as his face was shown the sun's rays of light gleamed, becoming lighter and giving the man a proud, holistic appearance. His face's skin was soft, smooth and appeared to have never been touched as it was next to flawless in every way. His blond shorn hair shined and you couldn't help but stare into his beautiful emerald, almost glowing, green eyes. He certainly was no druid of old from your stories. no messy uncared for hair, no long crazy beard, no twigs, leaves or the scat of birds in it... Rather it was well cared for and appeared to gleam in a nice clean look. He was not only handsome, but the sexiest looking man you've ever seen and probably will ever see, as even the sun itself bowed to him and gifted him it's light. "I am Sucellus, what dares you to tread these wilds?"

After talking with Sucellus and explaining your long, tiring journey, you learn quite a bit about the man as he slowly opened up more and more throughout the conversation. The outfit he was currently wearing was just one of many armors made of wood or robes made of fancy silks from the local spiders in the swamp most of which being green or silver or other materials found within the forest. When in casual garments he is wearing shining and the utmost exquisite of silk shirts or robes, having detailed stitches and decorations covering them.


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As you and Sucellus talked with one another the subject of his three forms slipped out somehow. Curious you pried him more on the subject and he explained in further detail. By the end of it you ask to see his werewolf form. With a nod the man took a few steps back and began to change his form.

Silver and green streams of energy surround the druid, passing through him and covering his body in a smoke of the natural energy. You watch as his form changed from a human's to a half-man, half wolf's. His legs turned to be more similar to hind-legs and his face en-longed, becoming a full muzzle. His muscles grew thicker and more powerful and in the end of it, he stood to be 6'5 feet tall. His arms grew slightly and his paws had razor sharp claws, about the The werewolf's fur was silvery, with a thin black stripe around his neck and a big green mark on his back-fur, symbolizing him being a moonscarred werewolf. Even in this monstrous form, the sun still shined upon him, bathing the wolf in it's holy light. You begin to wonder as you start to see something truly majestic of it, something beautiful and inspiring. Looking into his green, wolf-like eyes, which were almost glowing now you couldn't help but feel in awe at the sight. You reach your hand out and the wolf lowered himself, allowing you to pet behind the ear, though in the back of your mind you know all to well that there was still a man within this form.

By looking at him you could tell he's much, much faster and far more stronger than his previous form. His nose allowing him to catch the scent of any pray he wishes to find with ease and his big ears obviously helps him hear at far distances as well, making it all the more easier. His lengthy claws appear as though they may cut through steel, though that might be an exaggeration. His fangs also looks powerful in and of itself and maybe even break quite a few bones within them.

naga_tulkasis_by_jmxd-d5vsqta.jpg


As you spoke with Sucellus, you learn that he had a sea-naga form. Curious about what he meant by that you asked about what it looked like and in turn he explained that it was similar to a merman and a naga. As such you asked to see such a form and the druid smiled and nodded.

9acef45210b113e5a0a94e4a1f8569f1.jpg

Werebear: big, strong bear-man with thick skin. Slower than other forms but very strong too.

Personality: Classic Druid personality. Has a treehugger mentality and is more focused on the tribes and people of the forests and preserving them. Smart, intelligent and the like.
History: Spent starting years as a ranger, then became a druid, then came across a broken down temple surrounded by lakes filled with pure holy-water. After that started uniting the tribes around him.


Stats.
Physical:8
Magic:5
Command:8
Wealth:3
Influence:2
Dedication:4

-------------------------------------------------------------

Physical Traits:[/I]
  • Animal Magnetism ~ You have something that animals are attracted to, you probably have an animal companion, or your mount is an unusual beast (NOT Centaur), either way. Animals are drawn to you, of course the evil ones try and tear your face off but that’s ok.
  • Beautiful ~ You’re not just pretty, or handsome, you are, and can only be described as extremely beautiful. Your people talk about your beauty and ability to entrance your followers into whatever you want with a simple word.
  • Dance of the Bee ~ To see you fight is as if we are watching a dance. Your grace and poise during duels are of utmost importance to you, and you run circles around your clumsy barbarian opponents stabbing out with a “Touche’!” at their Achilles heel.
  • Martial Artist (x1) ~Weapons? Who needs em? You ARE a weapon! (Can be taken up to 3 times,)
  • Survivor ~ You are an expert wilderness survivor, and are able to track and hunt, know what types of plants are edible, where to find water and shelter, and other survival skills needed for the wild
  • Therianthopy (x3) ~ You are able to change your own shape to a limited degree. A Therianthrope can change into a creature of similar mass to themselves, you may take Therianthropy up to three times, and each time gives you one extra form. Your transformations are subject to approval (and outlined in the description), eg: If you do not have “Wings” trait, none of your shape-shifting forms can have wings.
    • Werewolf
    • Sea-Naga
    • Werebear
Magic Traits:
  • Healing hands ~ Simple, you can heal wounds at a touch. Watch where you put those hands, though, mister, otherwise you’re looking at a sexual harassment charge.
  • Holy Aura ~ A projected aura of light that gives hope and energy to the pure of heart and damages those corrupted by wickedness
  • Purify Toxins ~ You can purify poisons from food, drink, or body, and get rid of diseases too. Unfortunately, sometimes the toxin actually leeches out of whatever you’re purifying, so be careful not to get the toxic droplets on anything important
  • Revive ~ While it can’t bring things back from the dead (that smacks of necromancy), near-death victims can be totally reconstituted. At a cost. This still is tiring to preform, and needs a small gemstone to work, so it costs money as well.
  • Summon Faithful Animal Companion ~ Your pet, who you have raised with your very own hands and care for just as much as any of your friends and family, can be at your side in the blink of an eye. Oh, yeah, did we mention that you have a faithful animal companion back at home?

Command Traits:

  • Each has a place ~ You know the place of your men on a battlefield intimately. Your men won’t find themselves in a poor tactical position due to any actions on your part. Of course there is no accounting for what the enemy does.
  • Tactical Retreat ~ Unlike evil you do not consider your men to be mere pawns in a game of war. You value their lives and regroup and see to the healing of your men and women.
  • Wise tactician ~ You know how to take advantage of a situation, you watch your enemies and learn when you can. And much caution is seen in your battle plans before they become broad strokes of genius.
  • Dryads ~ These tree spirits are the best bow-women a Guardian of Good could ever come across. Their natural affinity with the wood gives them perfect bows and even more perfect arrows. Their beauty is without doubt, their skin as hard as bark yet soft as silk do their perfect arrows whistle through the air.
  • Merfolk ~ Dwellers of oceans and deep lakes these merfolk can actually change their fins to legs if required for extended campaigns on the ground. However they must be in a heavily moist area at all times. They can also reach submerged treasures that it would be much harder to reach otherwise.
  • Naga ~ A non-evil variant of the Lizardfolk, unlike Lizardmen ALL Naga are half snake. And while they are similar in combat skill to a Lizardman they are exceptional herbalists.
  • Treeman ~ These are ancient trees, most often oak, that is infused with the lift of the world. Born on leyline junctions these trees can take up root and march to war. Though somewhat flammable they’re more intelligent than any troll and just as strong!
  • Werewolves ~ The Werewolves are lycanthropes, but not the monsters of tale. Many live with or near Were-kind without ever realizing it. They are proud and noble people who hold to their codes of honor. Their change between wolf and (wo)man is entirely voluntary and doesn’t stop in the middle, they are either men or wolves not both at the same time. This change is entirely natural and takes but moments. They are extremely dedicated towards their families.

Wealth Traits:

  • Investment in the Future ~ By spending years donating money to schools, your family has increased the intelligence of the general population around where you live, making it that much harder for evil to win them over, because they are not as easily subjected to brainwashing propaganda as the uneducated.
  • Small Lands ~ You own 80 square km worth of land.
  • Medium Lands ~ You own 120 square km worth of land. (Requires Small Lands, and you have ONLY 120 square km, these traits are non-cumulative.)

Influence Traits:

  • Counter spy ~ An agent who’s specialty is tracking other agents and perhaps feeding them false information, a useful person to have on your list of personages attached to you.
  • Guardian of the Wild ~ Your Guardian is a known protector of the Wilderness, as such Villages and towns no longer require farms to support them. However as a protector of the wilderness you can’t have any cities or mines. However, Treemen and Dryads cost half as much to hire.

Dedication Traits:

  • Father to his Men ~ You treat your subordinates with respect and kindness, and they would follow you to their deaths if need be, for you command their utmost loyalty. (Requires Command 8)
  • Incorruptible ~ Your mind simply cannot comprehend evil, any attempt to put your closest Lieutenants under mind control will almost always fail due to the strength of their faith in you.
  • Ingenious ~ Clever ideas spring up from seemingly nowhere, and you learn from your mistakes much faster than others, you never make the same one twice. (Requires Magic 5)
  • Speedy operations ~ Getting things done fast is the name of the game. You may cut a few corners, but geeze, anything you set your mind to has a way of getting done really fast, whether it’s your extreme focus or high energy that is fueling this fast operation.


-------------------------------------------------------------


Lair:
Type: Rundown Lakeside Temple (100g)
  • Alchemical Laboratories (100g)
  • Armories x1 (25g)
  • Escape Tunnel (25g)
  • Expanded Barracks x1 (25g)
  • Holy Moat (200g)
  • Library (25g)
  • Prisons x1 (25g)
  • Purification Rooms x1 (25g)
  • Treasury (50g)
Total ~ 600 Points
Treasury ~ 0 points


Lands:

Type: Forest/Swamp
  • Bogs (60g)
  • Cobblestone Roads (20g)
  • Ruins x1 (100g)
  • Coastal Town (44g)
  • Town (40g)
    • Alchemical Farms x1 (50g)
    • Druidic Stone Circle (20g)
    • Trappers (20g)
  • Town (40g)
    • Druidic Stone Circle (20g)
    • Foresters x1 (10g)
    • Trappers x1 (20g)
  • Coastal Merfolk Village (22g)
  • Dryad Village (20g)
  • Dryad Village (20g)
    • Druidic Stone Circle (20g)
  • Naga Village (20g)
    • Herb Farm x1 (50g)
  • Naga Village (20g)
    • Herb Farm x1 (50g)
  • Treeman Village (20g)
    • Druidic Stone Circle (20g)
  • Treeman Village (20g)
  • Werewolf Village (20g)
  • Werewolf Village (20g)
    • Trappers (20g)
Total ~ 786
Treasury ~ 14 points


-------------------------------------------------------------

Armies:

Units:

  • 1020 Dryads (3,700g)
    • 700 Longbow (2,100g)
    • 320 Sniper Crossbowmen (1600g)
  • 265 Treemen (2,975g)
    • 200 Pummelers (2000g)
    • 65 Rock-Tossers (975g)
  • 310 Naga (1,740g)
    • 30 Archers (240g)
    • 60 Field Medics (840g)
    • 130 Swordmen (390g)
    • 90 Axemen (270g)
  • 200 Werewolves (1,000g)
    • 200 Werewolves (1,000g)
  • 290 Merfolk (760g)
    • 90 Drowners (360g)
    • 200 Tridentmen (400g)
  • 60 Humans (120g)
    • 60 Siege Engineers (120g)
Total Units ~ 2,145
Cost ~ 10,295g

Captains:

  • 2 Dryad (240g)
  • 2 Treeman Captains (300g)
  • 1 Naga Captain (200g)
  • 1 Werewolf Captains (250g)
  • 1 Merfolk Captain (100g)
  • 1 Human captain (50g)
Total Captains ~ 8
Cost ~ 1,140g


-------------------------------------------------------------


Treasury:

  • Lair Points to Gold ~ 0 ~ > 0g
  • Land Points to Gold ~ 14 ~ > 14,000g
  • Total Gold by Points ~ 14,000g
  • Gold to Spend ~ 11,500g (10,000g + 3 Wealth)
  • Spent on Units ~ 10,295g
  • Spent on Captains ~1,140g
  • Total Gold Spent ~ 11,435g
Gold In Treasury ~ 14,065g

Accepted, Location and details to be sent soon.

0956a7b363e2e0af0ad952713c0a52af.jpg


Name: Lailah, The Arrow in the Night

Appearance: Lailah stands at 5' 10" and weighs in around 150 pounds (not including wings). Her large, feathery white wings span twelve feet tip to tip, making her appear far larger than she actually is. Much like how she is far stronger than her size would suggest, able to string and draw her powerful longbow with relative ease. A task most mortal men would fail entirely.

Age: 27

History: Lailah is the illegitimate child of a distant Lord. The offspring of her father and an angel, she has been cast both out of the heavens, and from her father's hold. She longs to return to the heavens and live among the angels. Her younger half-brother is the current lord of her father's holdings.

Personality: Lailah is a kind and innocent sort. She feels great compassion and empathy for people under her lead, and has found the Khajit particularly endearing. She is a beacon of angelic purity which resonates strongly with creatures of good. Professionally educated by noble scholars and military leaders Lailah is intelligent, and knowledgeable especially in military tactics and maneuvers. What she has in intellect and knowledge, she lacks in experience and is fairly naive. She has not truly earned the respect of her soldiers, though her lieutenants respect her immensely.


Stats.

Physical: 5

Magic: 4

Command: 2

Wealth: 9

Influence: 7

Dedication: 3


-------------------------------------------------------------


Physical Traits:

  1. Wing'ed

  2. Eye of the Eagle

  3. Celestine
  4. Voice of Honesty
  5. Beautiful
Voice of Honesty
Magic Traits:

  1. Summon Cherubim

  2. Summon Angels

  3. Summon Archangels

  4. Summon Seraphim
Command Traits:

  1. Wise Tactician

  2. Khajit
Wealth Traits:

  1. Leather

  2. Iron

  3. Steel

  4. Small Lands

  5. Normal Lands

  6. Big Lands

  7. Smart Budgeting

  8. Gold Mine

  9. Gem Mine
Influence Traits:

  1. Call To Arms

  2. Distant Royal Relation

  3. Kindness Counts

  4. Counter-Spy

  5. Always Rewarded

  6. Nice Guys Finish Last

  7. Body of a God
Dedication Traits:

  1. Raised Eyebrow

  2. Celestial Service

  3. Incorruptible

-------------------------------------------------------------



Lair: 1440-215 moved to Lands


Citadel- Excellent (350)


  • Expanded Barracks 2 (50)

  • Prison (25)

  • Wells 2 (10)

  • Meat Stores (75)

  • Siege Engines (100)

  • Holy Moat (200)

  • Holy Summoning Chamber (50)

  • Advanced Siege Engines (100)

  • 3 Armouries (75)

  • Large Smithy (50)

  • Treasury (50)




Lands- Plains/Desert


Land improvements- 1200+215 from lair


Walled Coastal City: Cern. Human. (165)

Walled Oasis City: Khala’desh. Khajit. (150)

Dirt Road: (10)

Cobblestone Road: (10)

Paved Road: (10)

“Silk Road”: (30)

6 Mines: (160)

14 Advanced Farms: (450)

15 Foresters: (150)

2 Towns: (80)

2 Oasis Towns (80)

2 Villages (40)

2 Khajit Villages (40)

5 points towards money in the bank


Armies: 15,400 Gold

Khajiit

Rangers- 3,000 (7,500)

Warriors- 2,000 (3,000)

Skirmishers- 800 (2,000)

Captains: 4 (300)



Human

Pikemen- 2,000 (2,000)

Siege Engineers- 200 (400)

Captains: 4 (200)

Accepted, Location and details to be sent soon.

Character Sheet: WIP
Name: Greis, the Goblin King (pronounced like "grey")
Appearance: (May be picture or description.)
Age: 28
History:
Personality:

Stats.
Physical: 4
Magic: 4
Command: 2
Wealth: 9
Influence: 8
Dedication: 3

-------------------------------------------------------------

Physical Traits:
1. Weapon Mastery
2. Weapon Mastery
3. Dirty Trickster
4. Night Sight

Magic Traits
:
1. Plagues of the Eternal
2. Gateway
3. Water Magic
4. Earth Magic

Command Traits
:
1. Goblins!
2. Duergar

Wealth Traits
:
1. Furs
2. Goblin Iron
3. Orc Steel
4. Meteoric Iron
5. Small Lands
6. Normal Lands
7. Pillaging Experts
8. Gold Mine
9. Gem Mine

Influence Traits
:
1. Rule 92
2. Master Spy
3. Thieves Guild Master
4. Public Executions
5. Water Rats
6. Servants of the Mighty
7. Recruiters
8. Tranquil Lands

Dedication Traits
:
1. Wiser than he Looks
2. Doubtless Loyalty
3. Shield of Hate

-------------------------------------------------------------
Lair: 750 Points

Good Citadel of Nightmare: (300)
3x Expanded Barracks (75)
1x Torture Chambers (25)
1x Library (25)
1x Dungeon (25)
1x Well (50)
1x Meat Stores (75)
1x Treasure Vault (50)
1x Siege Engines (100)
1x Armory (25)

Lands: 750 Points

Mountainous Forests
1x Coastal City (110)
2x Town (80)
6x Advanced Farms (180)
3x Great Mines (120)
1x Ruins (100)
1x Abandoned Stronghold (100)
1x Dirt Roads (10)
1x Cobblestone Roads (10)
1x Logging Camp (20)
1x Trappers (20)

20 Points converted into 20,000 Gold for a slush fund
Treasury: 20,000 Gold

Armies: 15,000 Gold

5000 Goblin Spearmen (2500)
5000 Goblin Blades (2500)
3000 Goblin Archers (3000)
1000 Spider Riders (2000)
2000 Goblin Tunnelers (1000)
1000 Duergar Warriors (2000)
400 Duergar Crossbowmen (1000)
200 Duergar Seige Engineers (1000)

Captains: 400 Gold

Flavor to come later

1x Duergar Warrior - 100 Gold
1x Duergar Siege Engineer - 100 Gold
4x Goblin Generals - 100 Gold
1x Human Mercenary - 100 Gold
2x Goblin Other (Tunnelers, Spider Riders, etc) - 50 Gold

Accepted, Location and details to be sent soon.
 
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