• Crusader Kings III Available Now!

    The realm rejoices as Paradox Interactive announces the launch of Crusader Kings III, the latest entry in the publisher’s grand strategy role-playing game franchise. Advisors may now jockey for positions of influence and adversaries should save their schemes for another day, because on this day Crusader Kings III can be purchased on Steam, the Paradox Store, and other major online retailers.


    Real Strategy Requires Cunning

iisbroke

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This is a game set in a fantasy universe which is meant to have role-play and stories from the players about their characters. The hope is for this game to feel somewhat original in setting and in mechanics, but mostly be fun so it doesn't die. There will be several races that can be played. You start out with one measly outpost and 10 units. Over time through orders your character will gain a greater power base. Once strong enough you carve out your own kingdom, and eventually empire. Forge alliances/rivalries with other players, tackle powerful NPC factions, dominate your area, make great stories; for now is a time of change for the land we once new has fallen.

Orders
1)Revenue Orders - gives money. These orders can be about anything money related.
2)Combat Orders - gives money. This order can being anything fight related. Also it is the order used when choosing to take a settlement, or fight someone.
3)Purchase Orders - there are certain things in the game that you may buy.
54Movement Orders - moving great distances takes time, so you may only move your forces one province every turn. Certain events can quicken this.
Rolls:
These are the what is earned from rolls from 1 to 6. Read it as rolled 1/rolled 2/rolled 3/rolled 4/rolled 5/rolled 6
Revenue Order +[Gold 0%/3%/6%/9%/12%/15%] of total income.
Combat Order [Gold 0/1/2/3/4/5]

Purchases
-Purchasing soldiers
-Increases in class rank.
-Upgrade your castle.

-Upgrade your army
+1 Provincial defense is 100 gold. There can be ten purchases per province.
+1 combat roll is 200 gold.


Income
Revenue orders can help you earn a little extra on the side but taxation is where its at. Every settlement generates its own amount of gold every turn for its owner, that amount depends on the settlement's level. Loot may also be gained through trade agreements, raids, or loot from the battlefield.
County Capital: +1 gold a turn.
Province Capital: +3 gold a turn.
Region Capital: +5 gold a turn.
Citadel: +15 gold a turn.

War
When dealing with another player be sure to declare war in thread. This will give both of you an extra combat order to devout specifically to fighting the other..

There are multiple regions, with their own provinces, and settlements inside them. Each region has a Region capital (circle with star in it), these are divided up into Province Capitals (circle with a dot in the middle), and varying amounts of County capitals (circle). While at war you must take these places, yet do not forget that there will be a fight for them (combat order). Note that you may also raid the settlement if you don't wish to conquer it but it can only be raided once every three turns, this gives twice the amount of gold from loot roll. A settlement may also be seiged to take it which is longer but involves little to no casulties while preventing said settlement from producing income.

Reward for settlements

County Capital: +50 unit maximum, [1/2/3/4/5/6] gold,
Province Capital: +100 unit maximum [2/4/6/8/10/12] gold,
Region Capital: +200 unit maximum [4/8/12/16/20/24] gold,
Citadel (special settlement): +1000 unit maximum [5/10/15/20/25/30] gold
There will be a garrison and a base defensive roll for these places. Purchasing provincial defenses will help increase the security of your settlements.

County Capital: Base of 100 units, 1 combat roll. Each level in defense gives +15 units. Can survive 1-2 turns of seige.
Province Capital: Base of 200 units, 2 combat rolls. Each level in defense gives +35 units. Can survive 2-3 turns of seige.
Region Capital: Base of 500 units, 3 combat rolls. Each level in defense gives +85 units. Can survive 3-5 turns of seige.
Citadel: Base of 1500 units, 5 combat rolls. Each level in defense gives +120 units. Can survive 5-10 turns of seige.
So a Region Capital benefiting from provincial defenses rank 10 (the max) would have 1350 units, and 3 combat rolls.


Casualty Rolls
These are done after a battle in which a player is going up against an army or settlement.
0%/1%/2%/3%/5%/8%/13%/21%/34%/55%
Remaining Force = Total Force – (Total Force (Percentile Roll( Largest Force/ Smallest Force)))


Your army's stats, make-up, and upgrades will help determine which units are lost and which ones aren't.

Death and Injury
If you roll a 1 during combat you went on personally you become injured. If this happens while you are all ready injured then that character dies and you will need to play as their successor. Successors inherit the land, gold and armies, but not combat rolls nor class ranking.

GM Events
There will be events that ,affect only one province, a whole region or more. This is a way to force players to change their plans or at least put them on standby while they deal with the event. If you don't the event will get steadily worse and more cumbersome to your plans. Defeating them also yields great rewards.

Diplomacy
Players will be able to interact with each other and form alliances. These should be formalized in thread, but you can all work details out in private if you wish. Trade agreements can give minor income increases to people in it. Diplomacy doesn't cost an order either so chat amongst yourselves as much as possible. It is also possible to spend a revenue order on peacefully taking a settlement. Certain rolls will be required for it though, and settlements must neighbors your own nor owned by another faction.

County Capital: roll 4+
Province Capital: roll 8+
Region Capital: roll 12


Castle
Each player who joins will be starting out with their own settlement, but this is a very important settlement. This place will be your capital and generate income for you, and it is upgradeable to increase income as well as unit maximum. Their defense is also separate from region defense so upgrades are needed to increase their defense. You want to do this because loosing your castle will cause some bad events to happen.

Upgrade:
1)Outpost; free
2)Tower; 30 gold
3)Palisade; 40 gold
4)Ramparts; 65 gold
5)Fort; 80 gold
6)Keep; 100 gold
7)Improved Keep; 120 gold
8)Castle; 150 gold
9)Fortress; 200 gold
10)Stronghold; 300 gold
Base Stats for Each Level of Castle:
Rank 1 = 1 income/ 30 unit maximum/ 10 garrison units/ 1 combat roll
Rank 2 = 2 income/ 60 unit maximum/ 70 garrison units/ 1 combat roll
Rank 3 = 3 income/ 90 unit maximum/ 110 garrison units/ 1 combat roll
Rank 4 = 4 income/ 130 unit maximum/ 160 garrison units/ 2 combat roll
Rank 5 = 5 income/ 180 unit maximum/ 200 garrison units/ 2 combat rolls
Rank 6 = 6 income/ 240 unit maximum/ 270 garrison units/ 2 combat rolls
Rank 7 = 7 income/ 310 unit maximum/ 320 garrison units/ 3 combat rolls
Rank 8 = 8 income/ 390 unit maximum/ 410 garrison units/ 3 combat rolls
Rank 9 = 9 income/ 500 unit maximum/ 600 garrison units/ 4 combat rolls
Rank 10 = 10 income/ 2000 unit maximum/ 1000 garrison units/ 5 combat rolls

Classes
There are three classes for people to choose from each offering a different perk. Each class has 5 rank is bought for gold. Everyone starts out at rank 1.
Warrior
Units are 25% cheaper.
Ranks:
1)Wanderer; costs 0 gold
2)Barbarian; costs 20 gold
3)Fighter; costs 50 gold
4)Champion; costs 170 gold
5)Legend; costs 250 gold

Thief
Gets 2 Revenue Orders.
Ranks:
1)Cutpurse; costs 0 gold
2)Brigand; costs 20 gold
3)Bandit; costs 50 gold
4)Scoundrel; costs 170 gold
5)Rogue; costs 250 gold

Magi
Gets an Extra Combat Roll
Ranks:
1)Neophyte; costs 0 gold
2)Adept; costs 20 gold
3)Sorcerer; costs 50 gold
4)Mage; costs 170 gold
5)Wizard; costs 250 gold
Unit amounts per rank.
Rank 1 = 0 unit maximum
Rank 2 = 90 unit maximum
Rank 3 = 120 unit maximum
Rank 4 = 410 unit maximum
Rank 5 = 1000 unit maximum

Races
There are several races within the world of Aerworuld but only a handful that can be played. (There was more information on them in post but due to a corruption of the post edit failure that information was lost.

Human - These are the most warlike and populace of all the races they dominate five of the nine regions on the continent. Their bonus is starting with a castle level 2.
Drow - These are dark skinned elves of Aerworuld who live mainly within the Twilight Forest, but also have distant relatives in several disperate tribes scattered throughout the world. Their bonus is +2 to combat roll limit.
Draenei - These are highly religious beings from another plain who had come to fight off a demon invasion. They are incredibly apt at holy magic and technologically more advanced. Tehir bonus is 1 free tech upgrade at start of the game.
Urak'Hai - Cousins of the Orcs of Mundus these orcs have brown, red, and black skin. They are separated by two groups the Uark in the north and the more tribal Hai in the south of the region of Urok. Their bonus is starting with 30 special units as opposed to the base 10.
Teifling - When the demon invasion of Ur'Va the Enflammed happened the Teiflings came as his slave army. When Ur'Va was defeated they had been left over and formed their own societies. Their bonus is 40 gold at the start as opposed to everyone else's 20.
Undead - When the great plague hit Slavonia it wiped out most of the living population. Afterwards they rose up and continued to carry out their existence in their new state. Some mindless and others willful, still sentient. Their bonus is immunity to injury.

Map of: Aerworuld
Culture Map
Regions:
Almania
Dead Lands
Ealdholm
Franconia
Khab
Latmium
Orient
Outlands
Twilight Forest
Urok
Wilderana


Character Sheet
Name: your character's name
Race: What race you are
Class: Your class
Starting Region: Where you would like to start.
Castle Name: name of your castle
Faction Color: which one you'd prefer
Family: or just something to indicate who takes over after your character dies
Special Unit: (Give description of how they work and I'll make them)
Backstory: optional
 
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iisbroke

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Costs per Teir:
1) 40 gold
2) 90
3) 110
4) 130
5) 140
6) 150



Player List:

#. Player NPC Affiliation/ Status

  1. Aedan Unaffiliated/ Active
  2. Alexander23 Charon's Echelon/ Quit
  3. Alkatraz777 Unaffiliated/ Quit
  4. Baboushreturns Unaffiliated/ Kicked for Inactivity
  5. Bisquix 12 Peers/ Active
  6. BlackBishop Unaffiliated/ Kicked for Inactivity
  7. Brovahkiin Charon's Echelon/ Active
  8. Clophiroth Unaffiliated/ Kicked for Inactivity
  9. DeMarchese Steel Kingdom/ Active
  10. Dutchguy 12 Peers/ Defeated
  11. Fingon888 Unaffiliated/ Kicked for Inactivity
  12. Galren 12 Peers/ Active
  13. Gorganslayer 12 Peers/ Re-instated
  14. Jako473 Charon's Echelon/ Defeated
  15. Mikkel Gladher Unaffiliated/ Active
  16. Plutonium95 Charon's Echelon/ Kicked for Inactivity
  17. Rovsea Steel Kingdom/ Active
  18. Sleater Unaffiliated/ Active
  19. Sneakyflaps Charon's Echelon/ Active
  20. Tapscott Unaffiliated/ Quit
  21. Viola Unaffiliated/ Quit
  22. Zex Unaffiliated/ defeated

ARCHIVES
Battle of the Moorland by iisbroke
Timeline by iisbroke
Army of Yanamoto Shougnate by Fingon888
Those Who Lead by iisbroke (tips on their leadership)
Army of the Echelon by iisbroke (tips on fighting their army)
Army of the 12 Peers by iisbroke (tips on their fighting their army)
People Adrift by Jako473
Most Powerful Undead by Tappscott
The Iron Mountain by Rovsea
Army of Rueon by Galren
Types of Death Knight by iisbroke
Paladins Through the Ages by iisbroke
History of the Ghazaro Dragons and the "Golden" Continent by Mikkel Galhder
Teifling Sub-Races by Alexander23
The Most Powerful Dragons in the World, both dead and living by Mikkel Glahder
Dead Lands Campaign part 1 by iisbroke
Dead Lands Campaign part 2 by iisbroke
Dead Lands Campaign part 3 by iisbroke
Dead Lands Campaign part 4 by iisbroke
Demon Invasion GAME EVENT
Golden Wars pt1 by Mikkel Glahder
Golden Wars pt2 by Mikkel Glahder
The Burden that is Truth by iisbroke
War of the Flak River by Mikkel Glahder
The Steel Kingdom by Rovsea
The Dominion's Corde by Sleater
Poll by iisbroke
Poik War for Independence by Mikkel Glahder
TURN
Book 1: A Fractious World
  1. Autumn 1580
  2. Winter 1580-1
  3. Spring 1581
  4. Summer 1581
  5. Autumn 1581
  6. Winter 1581-2
  7. Spring 1582
  8. Summer 1582
  9. Autumn 1582
Book 1 recap
Book 2: Order or Chaos?
  1. Winter 1582-3
  2. Spring 1583
  3. Summer 1583
  4. Autumn 1583
  5. Winter 1583-4
  6. Spring 1584
  7. Summer 1584
  8. Autumn 1584
  9. Winter 1584-5
  10. Spring 1585
  11. Summer 1585
Book 2 Recap
Book 3: Truth and its Many Lies
  1. Autumn 1585
  2. Winter 1585-6
  3. Spring 1586
  4. Summer 1586
  5. Autumn 1586
Book 3 Recap
Book 4: Megedo
  1. Winter 1586-7
  2. Spring 1587
  3. Summer 1587
  4. Autumn 1587
  5. Winter 1587-8
  6. Spring 1588
  7. Summer 1588
  8. Autumn 1588
Book 4 Recap
 
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iisbroke

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Battle of the Moorland


It is the year P.A. 1561 (7 years after end of last game) events are set in motion that will change the fate of Aerworuld. It is known as the battle of the moorland. Here the great nations of Ansteorra, Trimaris, Geleann-Abhann, Bran, Ealdormere, Al-Maghreb, Khabaro, Dark Horde, Teifland, and Tinnu Torphen stand united in an alliance against Drachenwald. Favors, coercion, religious zeal, and land lust brought them together against the dead lands. A lifeless pit in the center of the continent, lost long ago to a mysterious plague during the Heresy Wars. The coalition assaulted the hellish realm lead by the revered 12 Peers organization and their paladin warriors. The initial push into the lands were successful many of the mindless undead dying and taking the holy city of Suebon, yet there were other forces at play. Soon the once thought to be disorganized undead showed up and performed surgical strikes against the armies of the coalition, cutting many of its members off from their supplies and reinforcements. This began a campaign period of desperate defenses as the undead population surged against them. Still the coalition survived with the help of their paladin allies, but then came something else a terror they all once thought extinct a terror that their ancestors had forged. Death Knights leading hordes of undead monstrosities and cultic followers struck out at the coalition forces when it hit moorland. It turns out that the coalition had wandered too close to Gehennom, head quarters of the once long thought to be extinct knights of death. It was here the battle of the moorland occurred where 72000 coalition forces went up against 100000 undead lead by Charon's Echelon. It was a tough fought battle but in the end the coalition was decimated. Now broken and many nations having lost their leaders and armies split off, and clawed their way out of the dead lands. It is now 1580 and all the great nations have fractured. It is a time of strife and ambition where the powers that once dictated the world are in total remission, too weak to stop their vassals or warlords from taking over. The 12 Peers have taken advantage of this and still opt for a way to eliminate the undead threat once and for all, while the death knights raise the defeated members of the coalition, dead or living, as new assets in their own plans. While the battle is in the past its effects are still felt, especially as the conflict between 12 Peers and Charon's Echelon escalates. With them as the only two great powers left Aerworuld is left without any safe haven as these two factions use it as a battleground in their feud.

Who were you, and where were you when the world broke, when hope and reason left. Were you left to guard the home front which quickly fell apart, or were you bidding your time for an opportunity to seize power? Did you fight with the coalition; did you survive to return to a home in flames still loyal to the paladin mission, or an agent of the victors? Or maybe you never returned home at all


((Players may join either of this factions at any point, you may leave as you wish if you offer appropriate IC reasons, just ask me and I'll say if they are. All events will be based off this conflict. Echelon events give positive effects to members and negative effects for non members, same goes for the 12 peers. You may remain neutral but it will make the game a lot harder dealing with twice as many negative events as everyone else.))

Factions

Organization: Charon's Echelon
Capital: Gehennom
Demonym: Echelonian
Primary Language: Slavon
Primary Race: Undead
Leader: Commander Darion Ricon
Government: Martial Order
Lore: Formed during the Heresy Wars this order is made up of practitioners of both shadow magic, and necromancy. A battlemage is simply a magi that utilizes their powers at medium to close ranges, naturally the same could be done for those using less seemly magics. The destructive and terrorizing capabilities of shadow magic and necromancy were found most effective up close. These 'dark' battlemages where a necessity, as the era of strife went on they evolved. First was trading long incantations for sigils that could be imbued with magic acting as a shortcut for normally lengthy spells. Second was wearing armor into battle, as opposed to robes or magical shields. Third they increased their physical and martial training so they could not always rely on their magic. Eventually these dark battlemages had transformed themselves into death knights, armored terrors on the battlefield that raised undead hordes and could shroud themselves in shadows. Once the Heresy War was over they were no longer needed and became pariahs. Many ended up forming their own illegal magic sects or cults, that would cause various degrees of trouble for the next century. After they were thought long gone a book from one of the more prominent order leaders was found, or so the legend goes. In actuality they had never been organized outside of their own military units, as they had all been impressed, forced conscription, into service. Who ever wrote the book, or journal really, put down great detail on how to make and be a death knight. One of the main items is supposedly their motto "The end shall justify the means to obtain it." A disturbing thought to say the least because a death knight may be as honorable, or more likely a monster of unparalleled atrocities. It is all a matter of what it takes to accomplish the task at hand, which means they are unafraid to make hard choices; a death knight would guiltlessly kill a hundred innocents if it won the day. Enough on the conjurers what of the order? Charon's Echelon is named after the ferryman of the damned for certain, a sort of flare for the theatrical. They are a group of death knights banded together in their own martial order, what they want is unknown. They stay mainly in the desiccated realm of Drachenwald, the land of the dead. They are not lordlings over them though perhaps that is due to these undead having some intelligence. All that is known is this excerpt from a well known children's tale... "beware the solemn castle, nestled in the hills, surrounded by marshy thickets, and blackened brambled trees, here are the wailing dead, and broken dreams, of all those before, who looked upon this place, beware the solemn castle, known as Gehennom."


Organization: Twelve Peers
Capital: Boyce
Demonym: Peer
Primary Language :Frankish/Ashikagai/Draeneic
Primary Race: Human/Draeneic
Leader: Grandmaster Coron Glyndwr the Savior
Government: Martial Order
Lore:The Twelve Peers, or Paladins of Chalons, are an elite group of knights. They are meant to be the very essence of knightly virtues made flesh, according to legends. The original twelve where a collection of 'knights' were actually men-at-arms for Count Hroudland of Bretonan. Their fame comes from their defense of the Fierabras pass against "vast swathes of heathens" according to a historian from the time. It was only after this instant the men became knights, but only because a reward could not be given to the sonless Hruodland who died in battle. His inheritance was split up amongst distant relatives, later sold to a nearby Duke, and his brave twelve lordless. The twelve simply became adventurers looking to survive in a world they didn't belong, above peasants yet below their fellow landed knights. Their adventurers became the bases of many heroic tales and epics across half the continent. What is known is that at least one of the original twelve managed to pass their 'duty' as heroes of the realm to his sons. After three generations these descendants formed up the base of a new twelve during the holy wars in 250 P.A.. It is from these crusaders we got the root of the word paladin, and the final foundation stone for their order. Several kings, but mainly the holy matriarch, gave these men: land, wealth, money, influence, and power. For several more generations the order grew in power until the demon invasion by Ur'va the Enflamed. Naturally the invasion greatly weakened them, many states denouncing them in order to gain their land and money; who then donated a third to the church for indulgences. After the fall they went into hiding for an extended period of time, placing their members into several adventurer, merchant, mage, and thieves guilds. Gradually they built up power and influence in these organizations, the merchants built their revenue, thieves gained Intel, mages (often acting as court advisors or dignitaries) spread influence in the courts, and the adventurer guilds as the sword against their enemies. It was only after the heresy wars when the paladins came back in full strength. Many smaller states and groups needed help during "that time of unprecedented uncertainty" and the paladins stepped into the vacuum. Some accused that they caused the demon invasion along with other horrors of the heresy wars still, but the root of the issues that lead to the era of strife had been there far longer than even the first twelve. Now the 'Twelve Peers' is a name for the combined organizations the second iteration had taken hold of. This third iteration acts as its own political entity despite having no land of its own, yet it has the power of a small kingdom. They are in charge of one of the largest banks, trading companies, mercenary bands, and still thief guilds as satellite organizations. All should fear them because if they ever decide to take the next step to forming their own marshal state, who could stop them?
 
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DutchGuy

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NAME: Prince Elrond Soler
CLASS: Warrior
RACE: Drow (But actually efl, just for the ease of iisbroke)​
Starting Region:Twilight Forest
Castle's Name: Giglaith
Preferred Faction Colour : Dark Red
Family: Elrond has 3 sons with him, his Heir Matamelcan, his younger son Giglor, and his youngest son Faenor
Special Unit: Elven Assasins
These warriors are trained in all arts concerning the dark, and are masters at eliminating targets.Espescially commanders.
BACKSTORY: WIP​
 
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viola

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iisbroke

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Of course but you don't have to reserve just join there is not player limit.
 

Plutonium95

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NAME: Ito Orianna

CLASS: Magi

RACE: Tiefling​

Starting Region: Orient

Castle's Name: Matsue Castle

Faction Color: Navy Blue

Family: Ito Victory, her younger twin brother.

Special Unit: Ninjas (very lightly armored, but quick and stealthy)

BACKSTORY:

Ito Orianna, and her twin brother, were born in the early spring of 1561 P.A. in the town of Izumo in the Orient. Her mother, a powerful tiefling sorceress named Oichi, was the favorite concubine of Ito Nobuhide, the human daimyo of the Izumo Province. During her youth Orianna was known to spend her time with other youths from the area, without regard for her rank in society. As she grew older she began studying under her mother and became known for her fondness of magic.

In 1567, Ito Nobuhide died fighting at the Battle of Moorland, creating a power vacuum that would threaten to tear the Isumo province apart. On his deathbed at Moorland Nobuhide had assembled his five most loyal ministers and named them the “Five Regent Ministers” to direct and support Masahide, his eldest legitimate son by his wife, Ci’an. Oichi and Ci’an, who were also at his deathbed, were both given a stamp in the hopes that they would work together to help the young Masahide grow and mature.

Oichi, eager to secure a favorable position of her own children, quickly began conspiring with powerful court officials and relatives to seize power in the chaos that followed the battle. Her own rank as the daimyo’s former consort had no intrinsic political power despite the influence she wielded and she was forced to ally herself with others, including the late daimyo’s wife. She suggested to Ci’an, whom she had been close friends with since joining the court, that they become co-reigning regents with powers exceeding the Five Regent Ministers.

Tensions quickly grew between the ministers and the two women. The ministers resented Oichi’s interference in political affairs, some claiming that she only was seeking power for herself, which she vehemently denied. Secretly she began to gather the support of talented ministers, governors, and soldiers who were excluded from politics by the actions of the regents. While the regents began a funeral procession back to Izumo, Oichi rushed ahead, her early return allowing her to influence the court and divide the regent’s power bases. When the Five Regent Ministers arrived with the daimyo’s procession in Izumo four of them were quickly arrested and presented with a choice, seppuku or execution. With the regents outmaneuvered Oichi and Ci’an quickly began to strengthen their hold over the province, rewarding loyal aides and ministers.

Oichi’s influence secured a guarantee in 1570 that the Izumo province would be split, with Beppu, Tokushima, Tottori, and Matsue Castle going to Orianna, thereafter known as the Matsue Province, while Masahide would retain Izumo and Kurashiki. In exchange, Orianna would be compelled to aid Masahide in times of war.

Orianna herself was not privy to many of her mother’s behind the scenes dealings and political maneuvering. Even so, in addition to her study of magic, much of her childhood was spent learning how to lead. She received lessons in diplomacy and stewardship which would serve her well in years to come. She also spent a great deal of time with Masahide and Victory, developing strong ties with both of them. On her sixteenth birthday Orianna was named daimyo, however she did not leave Izumo for Matsue Castle until she was eighteen. While she has no particular grand ambitions she does recognize the precarious position of her province and looks to find a way to secure it from invasion by both Charon’s Echelon and the Twelve peers.


Ito Victory

Ito Masahide
 
Last edited:

Fingon888

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Pretend he has horns and is red please.

Name:
Yamamoto Isoruko
Class: Warrior
Race: Tiefling
Starting Region: Orient
Castle's Name: Odawara Castle
Family: Yamamoto Shinji, younger brother.
Special Unit: No-Dachi Retainers.
Backstory: Isoruko is the adopted son of a local noble family, the Yamamoto. His adopted father, Yamamoto Hiruki was a samurai in the service of the Daimyo of Aomori Province and during one of the many wars that Hiruki fought in, he waged war against the Tiefling colonies in the southern Orient. Hiruki found Isoruko as a babe in the arms of his dead mother. Hiruki decided to bring Isoruko up as a Yamamoto. For this he was disgraced and would eventually die. However, Isoruko trained under him and became a skilled wielder of the katana. When the Orient and the entire continent descended into chaos, Isoruko gathered his loyal Nodachi samurai and established his lordship over many of the villages in the Aomori Province as well as establishing a new castle near Akita called Odawara. His samurai named him Daimyo of the Aomori Province and it appears he has emerged as the strongest force in the province. Rumors from his inner circle show that Isoruko has grander ambitions though. A united Orient, a stronger and larger Orient, an Empire to stand the test of time. All of this under his leadership. His hold as the military dictator. Soon, we will likely see the establishment and fate of what shall be known in history as the Yamamoto Shogunate. May the Shogun live for ten thousand years!
 
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BlackBishop

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The Ash'Tar Protectorate


Stryke of Ash'tar
Warrior
Orc
Fjorland
Stryke's Holdfast
Grayclaw, Son of Stryke
Berserker ~ Frontline shock troop, infamous for running heedless into battle, consumed by bloodlust.

Stryke and his band are among the last of the once proud Ash'tar Clan. The Ash'tar were manipulated by the sorceress Hara and aided the witch to establish her petty kingdom in southern Fjorland. Once the true nature of Hara was learned, the Ash'tar rebelled, and were nearly wiped out. Exiled from his home, Stryke wandered the Ali'ja wastes, scavenging and robbing to keep himself and his Orcs fed. Stryke dreamt of one day returning to Fjorn and disposing of the tyrant Hara, and freeing Orckind from her rule.

Hara was a powerful figure, however, and Stryke would need time and resources to finally take on the tyrant queen. After a brief period of working for the Goblin Confederacy as a mercenary, Stryke and his followers left Ali'Ga and returned to Fjorland. He secured a position within the formidable Bonecracker Clan and rose through the ranks of growing clan. Becoming a respected officer within the clan, despite being born outside the clan, it seemed that Stryke would finally gain the allies he needed to take on Hara. After the Battle of Moorland, however, things changed.

The Boncracker Clan was ripped apart by internal strife, many factions forming and postering for power in the aftermath of their chief's demise. While the former chief favoured Stryke, many resented the foreigner and his high position within the clan. In a series of bloody battles, Stryke and those loyal to him were routed from easter Fjorland, and forced to settle far from the Bonecracker lands.

Years later, Stryke has founded a new settlement, and gathers what is left of the Ash'Tar to his banner. Surrounded by the broken and fueding Bonecrackers, and the brainwashed minions of Hara, Stryke and his Protectorate stand in a perilous position, yet hope remains that under his leadership, the Ash'Tar may return to prominence in Fjorland once again.

* * * * *



Harclaw of Gwar
Rogue

Harclaw is known as the realist of the band, and Stryke's captain. She has guided the band in the early years to a life of brigandry by necessity. Despite coming to the Band an outsider, born to a rival clan of the Ash'tar, her cunning on and off the battlefield has been held in high regard by Stryke, whom raised her up to his second. She holds no illusions of the Protectorate's chances of taking on Hara, the self professed Queen of the Orcs. Her goal is survival.



Jup of Ash'tar
Soldier

The Arms Master of the band and third in command. Jup is the eldest of the company and can recall the coming of Hara fifty years ago. Despite his age, he is still a formidable warrior. Prone to violent outbursts and sometime bordering insubordination, he is a respected member of the band.

Jup was killed in battle against the Bonecrackers. His sacrifice allowed Stryke to escape and he is remembered fondly as a powerful warrior.

* * * * * * * * * *

Enemies and Allies of the Band and Other Characters

Hara
Wizard

Hara is a half Elf/Serpentus abomination, cast from her homeland. She is a wicked sorceress who first came to Fjorland some fifty years ago. She has used her powers to enthrall Orc Chieftains to her will and build a petty queendom in southern Fjorland. She rules the orcs as slaves, and the common revolts are put down with savage viciousness. It is unclear what her aims in Fjorland are, whether she just seeks to rule to sate her addiction to power, or perhaps subdue the Orcs and forge an army to exact vengeance on her persecutors.



Nyuck the Goblin

Nyuck joined Stryke's Band in their travels across the Ali'Ga wastes. After saving the mate of Nyuck, the goblin imposed a life debt upon Captain Stryke and insisted on becoming a member of the band, swearing to serve Stryke until the end of his days, that may not be far off. Nyuck is an old Goblin, likely near sixty years of age. Despite his advanced age, he is very limber and agile and enthusiastic. Though not a skilled fighter, he proved valuable to the band during their dealings with the Trade Confederacy, acting as a translator. His help in Ali'Ga secured the band work with the Trade Confederacy, though now that the band has returned to Fjorland, his value has greatly diminished.

Despite being utterly worthless in Fjorland, as he possess no skill at fighting and is a liability at best, Nyuck has managed a level of affection among the Orcs of Stryke's Band. It has been observed that he is almost seen as a ward, fiercely protected from the members of the band despite his limited uses. Some members of the band remark that Nyuck gained the loyalty of the band through a series of Dust hallucinations in which he guided several Orcs through a bad trip. Whereas before he was seen as a curious and expendable outsider, he is now regarded as a member of the band.

Against all odds, Nyuck lives to this day and resides in Stryke's Holdfast as a healer of sorts, despite his advanced age.


Hara's Queendom
(NPC Faction of Southern Fjornlan)


Seventy years ago, the sorceress Hara came to southern Fjornlan and established her petty Queendom upon the backs of the mighty Orcs. The once proud Orc Clans of southern Fjorn have been reduced to slavery or enthralled by her magic. The Queendom is chaotic as the proud Orcs mount rebellion after rebellion, reducing the borderlands to a state of anarchy. Hara maintains absolute control, however, in the surrounds of her tower. Erected within the swamplands of Fjorn, her tower built from rough hewn stone by Ogre slaves, and infused with dark magic, stands as a monument to her malice.

The Old Way
What has become known as the Old Way, is the old histories and lore of the south Fjorn Orcs. Few survive who remember, and the mere mention of a time before Hara is punishable by death. Orcs are told Hara is eternal, immortal and the supreme Goddess of the world.

Hara's Hierarchy
Hara is the self imposed ruler of Orckind, and the subject of worship for her oppressed followers. Her viciousness and power has rendered all opposition to her near futile.

Hara's Disciples are Ogre and Orc most strongly susceptible to her indoctrination. They are deeply enthralled and completely loyal to her. Taken as hatchlings, these pitiful fools risk their life for Hara's will, and are among the most fearsome and formidable warriors within the Queendom.

The few Orc Chieftains that remain have sworn fealty to Hara and given a degree of power and wealth as incentive to keep their clans in line. A climate of fear is used to keep these weak willed Chieftains loyal.

All other Orcs are mere slaves to Hara's will. Used until their death in labour and war, the many that rebel are put to a horrible death, those that escape are doomed to a nomadic existence in exile.
 
Last edited:

alexander23

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Tsukino Clan



NAME: Xatir Tsukino
CLASS:
Warrior
RACE: Tiefling
Starting Region: Almania
Castle's Name: Sakura Castle
Faction Color: Orange
Family: Lucianna Tsukino, younger sister
Special Unit: Armored Dracolizards (basically huge and intelligent lizards breed for war, whom carried extremely thick armor)
BACKSTORY:
TBD​
 
Last edited:

viola

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NAME: Lichlord Logarius
CLASS: Magi
RACE: Undead

Starting Region: Dead Lands
Castle's Name: Ruins of Koschei
Faction Color: Dark Grey
Second in Command (and Heir): High Necromancer Razputin
Special Unit: Necromancers
Mages who sacrifice conventional ranged magic attacks with the ability to summon mindless undeads, angry ghosts and other unpleasant critters to throw against their unfortunate enemies.

BACKSTORY: Prince Logarius the Old was born on the year 889 PA in the Princedom of Koschei, one of the many petty Feudal states that characterized Ancient Drachenwald before the Plague of Undeath came to ravish it. A member of the Koschei's royal family, Logarius was born in a period of growing political and social upheaval: at his birth the Heresy Wars were raging by more than 40 years with no sign of ceasing anytime soon, during his adolescence the first wave of the Red Death hit the already devastated continent of Aerworuld, and at the age of 17 he inherited the Crown of Koschei after the death of his Father at the hands of the unstoppable epidemic.

During his rule he mostly tried to keep Koschei safe from the marauding crusader armies that ravaged the continent during the years of the Heresy Wars. It was in this period that he became acquainted with Necromancy and its powers, according to Drachenwald's old customs it wasn't uncommon for a ruler to be knowledgeable in the ways of the dead and so he was one of the first to raise an army of the dead to defend the livings of Koschei from the mad foreign zealots.

For the first decades of his reign this strategy managed to keep the princedom protected, but with time many nations came to distrust Koschei and its prolonged use of undead soldiers. Fanatics from both side of the War started to accuse the princes of Drachenwald of Pagan worship and blasphemy against the Apostle, threatening war if they wouldn't have allowed their forces free passage through their lands. Finally, in 981, a combined army of crusaders attacked several nations of Drachenwald, including Koschei that was among the most injured.
The small princedom was thoroughly ravaged and its capital burned to the ground, including its ancient castle, but the Necromancer Logarius escaped in time with its life, swearing vengeance against all Crusaders and the false cruel God that they were serving.

Logarius' actions after the destruction of his Princedom are unclear and sketchily recorded. It is known that he started to delve more deeply into the forbidden arts of Necromancy hoping to gain his revenge against the holy knights, and that he eventually ascended to Lichdom sometimes before 997, breaking one of the few rules that Drachewaldian customs had on the use of Necromancy. It is also rumored that he joined a secretive cult of Necromancers in the City of Drachenwald sometimes before the Plague of Undeath ravaged the Continent, but very little seems to confirm this.
In any case Logarius returned in full force the same day that the Plague of Undeath began to ravage the land. In a single day all the murdered citizens of lost Koschei rose from the dead to exact vengeance upon the warring knights of the Apostles, and soon even the livings joined this army of the tomb as the Plague slowly turned them into walking corpses themselves.

The Plague quickly consumed Drachenwald and soon attempted to spread abroad, many nations faced attacks from the legions of the dead in that time while at the same time a Demonic invasion devastated the West. The vengeful Logarius had its place in these events as his armies assaulted many of the neighbouring nations of the livings; it is said that Logarius became convinced that the nature of the livings was one of inevitable constant bloodshed and chaos, and that only the stale unchanging order of Undeath could have been able to bring everlasting peace to the world.
Eventually however the nations of Aerworuld were able to strike back: the demonic forces of Ur'Va the Enflamed were banished and soon many nation became free to combine their forces to banish the dead back into the borders of Drachenwald. In the end the fortress of Koschei was once again assaulted and destroyed by an army of holy knights, the Lich Logarius was banished but not before having claimed the life of three fourths of the assaulting knights. With that last bloody event the Undead of Koschei stopped harassing their living neighbours and the Humans could return to fight the last miserable phase of the Heresy Wars.

However, as any Necromancer knows, a Lich is not easily destroyed. Logarius had bound his soul to the very ruined castle of Koschei and as long as the castle stood he could have returned again. And so In 1551, five centuries after Logarius' apparent defeat, a cabal of powerful Necromancers fleeing from the growing persecution against Necromancy operated by the knightly order of the Twelve Peers, successfully brought back to unlife the old Lich, hoping that he could stop the Knights' plan to free Drachenwald from the presence of the undead and so destroy the last refuge for illegal Necromancers and other deranged mages.
Logarius however needed to recover from the centuries of slumber, and while his thirst for revenge against all livings was far from being satiated he still couldn't hope to muster the same powers he had in the Age of Strife. Still, he was present at the Battle of the Moorland on the side of the Undead and Charon's Echelon, and even in his diminished state he was able to claim the life of many self-righteous paladins.
In the modern age Logarius is still recovering from his long inactivity, he has build friendly ties with Charon's Echelon and still intend to free the world from the chaotic and maddening presence of the livings, replacing it with an everlasting kingdom of the Dead. He doesn't fear to be defeated and banished again, for Logarius know well that with time Death will inevitably come for all mortals on this land.





((Another question: Undead are stated to be immune to injuries, and a character risks death in combat only when he is already injured. Does that mean that Undead can't die in combat or is there a different system for them?))
 
Last edited:

iisbroke

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Yes undead cannot die in combat like other characters, they must have all their lands taken to be killed off. This makes them rather effective at leading armies as you can imagine.

p.s. Your WIP idea sounds really good, also like how you're including the heresy wars in it because that is a big aspect of the vague pre-existing lore of this continent in the Landfallen mythos.
 

iisbroke

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Here's a little timeline that addresses when game starts and points out several key events mentioned by both players of last game and my own filler. Probably will add other big historical events that players mention in their lore if it comes up.

Before Apostle (B.A.)
Post Apostle (P.A.)
19000 B.A. First mortal comes into being.
15000 B.A. Elves appear.
12000 B.A. Ogres come into being.
11500 B.A. First undeads come into existence.
11000 B.A. The four elven houses of winter, spring, summer, and autumn split.
10500 B.A. Dwarfs crawl out from their mountains for the first time, and spread.
9000 B.A. A myriad of major and minor races now roam the world such as orcs, trolls, goblins, serpentus, charr, gnolls, farl, and man.
7000 B.A. Elves of the Autumn house land and begin colonizing the Golden Continent.
6400 B.A. The elven houses of Summer, and Spring combine into the Arlathan Empire in Mundus. This is the first mortal empire in existence.
6200 B.A. Human tribes arrive on Golden Continent and begin interacting with the elves there.
5000 B.A. Man inhabits the majority of the continent of Aerworuld.
4500 B.A. Empire of Stone manages to defeat the skritt scourge.
4298 B.A. Massive civil war causes the Ogre empire to disintegrate for good; losing their seat of Alcazar in Mundus.
3000 B.A. Prolonged time frame of near continuous sea-storms end up ruining trade & communication between Aerworuld and Mundus, separating the two realms, and the mythical golden continent sinks.
1000 B.A. Elven empire under the house of Autumn fractures, after a failed attempt to expand into the human infested lands.
500 B.A. The Farl begin an campaign of conquests and violence on Meridianus.
300 B.A. The elven house of Winter uses a titan stone to hold off the Farl, and end up becoming deformed monstrosities.
0 P.A. The great apostle Holson Ricon is born.
23 P.A. The apostle is possessed by the holy spirit and carries out great miracles in the name of our father.
70 P.A. Farl execute the Apostle in Meridianus.
245 P.A. A large period of holy wars spearheaded by Garen the Great expands the influence of the apostle's teachings.
370 P.A. Most holy doctrine and rituals are formalized into a single dominant denomination of the Apstolic faith.
491 P.A. the Great Awakening begins which was a movement that increased the overall religious zeal of worshippers, but starts the practice of buying indulgences.
673 P.A. Large calls for reformations begin when the monk Phinius nails his 55 thesises to the door of his local church. This leads to the united church which held 1/3 of all human lands to lose a substantial amount of power.
844 P.A. Hersey Wars begin. Also known as the age of strife.
860 P.A. Caught in the crossfire the hill dwarfs of Aerworuld are made nearly extinct and are forced to go into hiding, almost none remain today.
900 P.A. The red death epidemic begins which kills every fifth person it strikes and spreads over most of the human owned Aerworuld. It came in a series of waves of varying deadliness for the next century and a half.
935 P.A. Farl begin their raiding of Aerworuld's coastlines.
997 P.A. the region of Drachenwald is wiped out by the mysterious plague of undeath.
1000 P.A. Demon lord Ur'Va the Enflamed invades, arriving through a portal opened up in Almani lands.
1040 P.A. A combined coalition of the surviving Almani, several Urak clans, draenei and rebellious teiflings defeat Ur'va and his forces.
1090 P.A. The first teifling kingdom of Teifland forms on the ruins of old Almania.
1091 P.A. Many draenei that had come through their own portal to battle the demon lord remain, and forge their own nation in the Sabine delta.
1150 P.A. Heresy Wars are officially declared over with only a few human nations left standing in its aftermath.
1520 P.A. Branic expedition is sent to Meridianus and vanishes. (Is redirected to Mundus by storm)
1530 P.A. Start of Landfallen 1
1567 P.A. Battle of the Moorland occurs. Leaving Charon's Echelon and the Twelve Peers as only remaining super powers on Aerworuld.
1580 P.A. Start of Landfallen 2.
 
Last edited:

Galren

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Name: Dorian Eloi Duval
Class: Warrior
Race: Human (Frankish)

Starting Region: Franconia
Castle Name: Sichamps
Faction Color: Yellow
Family: Mirabelle (Wife), Édouard (3-Year Old Son), Julien (Family Friend)
Special Unit: Pegasus Knights
Description: The Pegasus Knights are the elite fighting force of the Duval family.Their speed and mobility, allowing for sudden hit and run tactics, are what makes them so devastating. In addition, they are useful for reconnaissance and diversion. They are vulnerable to ranged weapons (arrows, bolts, javelins, stones, a lucky catapult hit, etc.) due to the fact that just one hit can suddenly plummet a Pegasus Knight into the ground.*

Backstory:

Dorian is the current Duke of Rueon, Count of Rueon, and the Baron of Sichamps. The Duchy of Rueon is famed for its fertile ground, with the river Sichamps watering the bushels of wheat. Jerome Duval, Dorian's grandfather, was granted the duchy when the King of Bran had to pick a successor to the duchy after the previous Duke went on the Branic expedition.

Angered by Jerome's neutral stance towards the mages as well as green with envy, the counts of Rueon refused to accept Jerome as the Duke of Rueon. Sichamps is famous for its Pegasus Knights, and Jerome used their power to force the Dukes of Rueon to swear their allegiance to him, even though he was outnumbered. Rueon prospered under Jerome's rule, and his reign lasted for thirty years until he died peacefully in bed.

Tristan, Dorian's father, would prove his power to the upstart lords who dared to question his rule. Tristan would arrange weddings for his two sons, Hilare, the older, and Dorian, the younger by only a year. Hilare would be married to Oriane, the daughter of the mage's guild, while Dorian would be married to Maribelle, the daughter of the Count of Marsielle, Corin. Despite his friendly relations with the mage guild, no count of Rueon dared to rise against Tristan.

Tristan would take part in the Battle of the Moorland, where he would be crippled for life in order to save the life of his friend, Julien. Tristan would live for a long eight years before finally giving in to his wounds. Julien, in those eight years, was considered the unofficial regent for the Duchy. While the Kingdom of Bran was falling apart, Julien would try to keep the kingdom together. Sensing weakness, the counts of Charlieu and Cluny declared their independence. Julien couldn't have put the counts back in their place, for the Duchy's resources were stretched trying to fend off the effects of Bran falling apart. Corin would also work with Julien, beginning Maribelle and Dorian's relationship.

At the age of twenty, when Tristan finally died, Hilare would take the crown. He would make a public alliance with the mages due to Oriane, but the anti-mage sentiment in Rueon along with the opportunistic independent lords would brutally assasinate Hilare, only a few months into his rule. This brutal act caused Corin to withdraw his alliance with the Duke of Duval.

Dorian, now the Duke, would travel to Marsielle immediately to ensure Corin that he would protect him and win back the hand of Maribelle. Maribelle herself seemed annoyed yet happy about Dorian's move to win her hand back. Realizing his hasty actions, Corin apologized to Dorian and allowed him to marry Maribelle.

Dorian then spent the next four years rebuilding his territory from the effects of the fall of Bran as well as rebuilding his army. His new goal is to reunite the Duchy and, from there, see if he can reunite the shattered kingdom.


Left: Maribelle Right: Julien

*((Inertia and gravity are cold, cruel killers.))
 
Last edited:

Rovsea

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NAME: Gerald Iron-hide
CLASS: Warrior
RACE: Human

Starting Region: Outlands (Or North Africa, whatever)
Castle Name: La Montagne de Fer
Family: Borris (Brother); Maria (Sister)
Special Unit: Les Chevaliers de Fer (The Iron Knights); A Heavily Armored Heavy Cavalry Unit
Color: Salmon
BACK-STORY:
The Iron Knights originated after the disaster at Moorland, as a response to the outpouring of undead creatures and beasts that plagued the lands. Taking advantage of the relatively open plains of the Outlands, the Iron Knights developed their heavy cavalry forces into an elite unit that smashed groups of skeleton warriors, orcs, and even the occasional Death Knight that wandered south. Despite some successes in open combat against the Enemy, the Chevaliers de Fer have also suffered several setbacks due to poor military management and leadership. Al this has changed with a new hand at the reigns in the form of Gerald Iron-hide, so named for his nearly impenetrable armor. Gerald has grown up the son of one of the Order's most prominent knights, and has spent nearly all of his 30 years on campaign. Given his tutelage under constant War, Gerald (and his brother) are natural tacticians well suited to leading troops into combat. What truly sets Gerald apart from his peers, however, is his vision. Gerald has founded le Montagne de Fer, the so called Iron Mountain and citadel of the Iron Knights. With this new home base, Gerald hopes to expand the Knights' influence and drive back all rivals. Humanity must be united again, and its enemies must feel fear again. One way or another, the Iron-clad Knights ride to war,
 
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Gorganslayer

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The Forerunners Of Arlathan
Character: Elunir Sera, Lord of the New World, Descendant of the house of Spring
Class: Warrior
Race: Arlathan Elf (drow)
Starting Region: Wilderana
Castle Name: Rhys'enbel
Faction Colour: Light Blue
Family: Celeborn (still in Arlathan,Father) Ehmras, (Brother); Arnya (Sister); Taeriel (Unofficial Brothers)
Special Unit: Elven SwordMasters
Backstory: W.I.P
(rundown is after last game, Celeborn conquered most of the palladium and beat the dwarves into the mountains, and then merged into a new resergent arlathan empire, which has now sent a party to the continent the humans came from to see whats going on and establish the empire over there)



 
Last edited:

iisbroke

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Nine in first day that's great. Welcome to the game Plutonium95, Fingon888, Alexander23, Galren, DutchGuy, Gorgan, Rovsea, Viola, and Blackbishop. It's nice to see you all return, hopefully more do so or better yet fresh blood. On to news; this first week is for initial sign-ups this Saturday I shall be working on updating stats and maps for all the people who joined by then. People may join anytime but after I announce stats done I will also call for turn 1 orders. Now go out and tell your friends, acquaintances, and enemies to join!
 

DutchGuy

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((Gorgan...You stole my backstory (But in mine Elrond reforged the empire, And I incarcerated Celeborn for 10 years.Elrond ursurped his fathers throne, conquered a lot of land, and disappeared mysteriously after his final battle with the dwarves (his fourth and youngest son now rules the empire), to come back on a different continent and different time (He got time space teleported by dwarven magic.) You cansay that you reconcoiled with me after prison, became a loyal general once more, and in the name of the empire send a first expedition.You get Fame, I get fame, we both happy.))
 
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alexander23

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((maybe both sides are delirious and no such thing happened...the great and mighty dwarves destroyed the elves and you ran away. Man the brain is a powerful way to fool yourself XD))
 

iisbroke

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((Maybe I should force them to make new characters if they're gonna pull petty shit like this.... >_>))