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@Griever: Renaldo Enrique The Fourth of Khazakstan, Prince of Nowhere, Lover of Everything.

@Herzi: *Awkward smile*
Status: Work in Progress.

Nation Name: -Pending-

Races of the Nation: Dragons, Men, Arachnid.

Nation History: -Pending-

Important Characters: -Pending- (FN: CF, CM, K. DRAKE, IR 1, IR 2.)

Traits: 60 + 2 flaws.
National Traits: 6
Agents Everywhere: “We’re honourable, not stupid. We know people will take our lands bristling with food and beauty if we do not keep an eye out for spies and assassins.”
For the People: “We live for the Greater Good, we die for the Greater Good.”
Honourable: "It's what got us this far... Without it we would be no better than the thieves and assassins who pillage from the world recklessly for their own short term gains."
Nature's Ally: “The Roots protect us, and we protect them.”
Chosen of God: “If we were not, the Roots would have rid of us like a pestilence long ago.”
Unsoiled Reputation: “Never have the Roots demanded imperial ambitions, and never have we striven for empire. Never have those crying out for help gone unanswered, and never have we turned away refugees.”

Population Traits: 10
Loyal: “Without loyalty there is no honour.”
Brave: “Without bravery there is no purpose.”
Religious: “The Roots of the world guide us, and we guide the Roots. We depend on them for food and housing and resources, and they depend on us to care for them, heal them, and save them from malicious intent... They are our Gods of love and tolerance.”
Jackrabbits: “...Gods of love and tolerance...”
We stand as one!: “We live together or die together.”
Foresting Instincts: “We are born and die here. It only makes sense.”
Game Trails: “We know our way and the way knows us.”
Public Baths: “No sense being unclean. It makes us healthier and happier, and great places of... Appreciation of... The physical form... Cleansed of all of nature’s decay... Well... They’re popular places.”
Law and Order: “The Greater Good requires us to work as one. That is not possible if we are slitting each other’s throats.”
Small Town Talk: “To every town a brothel, to every brothel hearts of courage, to all hearts of courage the loyalty to speak out against injustice... Full circle travels the arrow of justice.”

Academic Traits: 6
Medicine: “To mend the wounded and heal the sick is something the Roots would task us of if they had voices with which to speak.”
Schools: “If you cannot read, you cannot learn. If you cannot learn, you cannot teach. If you cannot teach, you cannot help the next generation achieve greater things.”
Agricultural Institute: “We live in an eternal, stretching forest. If we cannot learn to farm within it, we are doomed.”[/i]
Tradesman Academy: “It does not hurt to provide a valuable service to the outside world.”
Hunger for Knowledge: “The more we learn about the world the Roots live within, the more the Roots can be protected, cultivated, and made useful for all.”
Natural Cultivation: “Did we mention that we breed a lot and do not want to cut down our forests for endless rows of cabbages and turnips?”

Military Basic Traits: 6
Ambush Predators: “Silent, deadly, efficient.”
Strategists: “We think and we hunt, together these things make us efficient either alone or in groups at devising the best possible method of taking on a situation.”
Superior Training: “Without the ability, the weapon will not move correctly. If it does not move correctly, all hope is lost.”
War Paint: “To hide within the forest, you must blend in with the forest... To inspire courage in your brothers and sisters, you must all unite under the same colour... The same banner.”
Youngbloods: “We are born competent as the Roots have required of us.”
Nightmares in the Trees: “The forests are to us what the cities are to factories and the farmlands are to farmers... Only unlike those places, the farmers and factory workers do not understand our lands.”

Archery Traits: 8
Block out the Sun: “The further it flies, the further from harm one is.”
Monster-Hunters: “To protect the Roots one must be willing and able to slay even the greatest of adversaries.”
Apple Shots: “One shot, one kill. Clean and efficient.”
Bushes Are Your Friend: “You cannot hit back that which disappears.”
Archery Range: “All the finest archers started here.”
Perfect Fletching: “Each Root sacrificed for a potential blow must be cherished, and thus their works must last as long as possible.”
Composite Bows: “Sometimes, bigger is better.”
Dragon Bows: “...Bigger still for anyone stupid enough to cross us.”

Infantry Traits: 3
Hold the Line: “To hold the front line is an honourable duty.”
Warrior-Monks: “Even the academics of the east are deadly.”
Weapon Academy: “Thousands of metal swords are hard to come by in endless forests. Spears, or arrows, however...”

Cavalry Traits: 0
"Why would we ever take the beasts of the forest to such humiliating servitude?! Besides, swathes of horses in a forest are not practical."

Navy Traits: 0
"Parting with some of our Roots is acceptable sacrifice for peace, prosperity, and tolerance, as they would preach unto us to give unto others... But to construct entire fleets of war ships, requiring the loss of thousands of Roots?... We cannot justify such an atrocity."

Airborne Traits: 3
Control the Skies: “To fly sky high and avoid the ocean, preferable. To fall down from elerium and wipe away those who would threaten the forest?... Better still.”
Gryphon: “A mighty and noble beast that will always have a home amongst the honourable.”
Liondrake: “Beautiful, fast, dangerous. Just the thing our insane navigators would ask for...”

Tradesman Traits: 7
Farmhands: “To produce excess and share with neighbours is always appreciable... That, or in especially boring summers with all the wonders of love and tolerance in every Root, and every flower, and every bee...”
Master Carpenters: “If we are to sacrifice the Roots for our own gain, we should at least have the respect to make masterful works out of their loss.”
Trackers: “You cannot hide in the forest of the Root’s chosen.”
Buy only the best: “Only the finest will do, to mass produce is to lose the identity of each item and article that came from the Roots.”
Bang for your Buck: “Waste. Nothing.”
Elemental Weapons: (Nature) “To bind one in roots for pleasure or pain, or simply to avoid unnecessary bloodshed.”
Inspiring Edifice: “All the oldest forests are our relics, but every city has one Root it is built around, one Root of great respect and endurance.”

Merchant Traits: 3
Welcome Sight: “Why push away the world’s masters of wood craft?”
Trade Tongues: “To give tolerance, one must first learn to speak the tongue of the ignorant...”
Diplomatic Savants: “...Of course, you would never say that, to the ignorant’s face...”

Magecraft Traits: 6
Elemental Earths: “To shape the earth as one wills, to break the ground beneath the feet of an approaching army or heal the dirt of poison and pain so that the Roots may spread once more...”
Henges of Power: “There are places none shall enter that the Roots do not themselves will.”
Nature Magic: “Earth to mold the dirt, Nature to grow the Heartlands.”
Rune Magic: “To bless our master crafts with magic is a sign of true adoration of the work, and a blessing of an item with a soul.”
Holy Magic: “To heal those living, or to banish those evil... Often employed by brothels...”
Scholars of Power: “Our thirst for knowledge shall never end at what merely can be seen, for one day, we wish to join the Gods who live beyond the Roots... In the world unseen. Within the Elerium.”

Monster Traits: 1
Basilisk: “To petrify the unsavoury, or to service yet another one of the brothel’s many, many varying services... Often used by our agents to easily take a suspect in without struggle.”

Mechanist Traits: 1
Zepplins: “... We need some method of travelling the great empty vast waters without suffering from pure terror. Though, to see the great expanse of the Heartlands from the air is... Incredible.”

Flaws: (Only need 2)
Afraid of Water: "We can't grow trees here and it stretches on for ages!... Though small ponds and our public baths certainly don't bother us, the thought of being nowhere near a forest and in an area incapable of growing any is certainly unnerving! THE SHIP ROCKS TOO MUCH!"
Code of Honour: "Without it we are vagrants and mongrels."

Custom Traits
Roots of the Gods:
The Power of Brothels:
Custom Flaw 1 <- Wat?

Territory: (100 pts) (0) (Total Provinces: 32?)

Heartland: The Heartland territory, the very core, sprawling in each direction for miles on end with some of the thickest and tallest trees and most magnificent cathedrals it looks almost like a series of interconnected towns all tied together by small roads and bustling markets, with public baths seemingly at each and every interconnection and nearly always in use. At its core is the capital building, which contains nearly every single public facility available for private use by the most important of the society. During the night there are plenty of establishments, however, such as brothels to celebrate the matters of the flesh, and night time churches for matters of the soul.
Numbers: Capital City (F), Forest (2).
Total Cost: 2.

Norai: The Norai territory, northernmost significant position of the Heartland, thickly populated and akin to the capital in its surreal placement of town-bath-town, though the outlying forests were only recently grown to try and expand the reach of the forest. As well, the core is simply a better developed town with a centralized cathedral. Most of the forests here are dominated by pines.

The surrounding forest territories are each known to their local populations as Norai. Officially, they're Norai plus a general direction, such as Norai North, or Norai South.
Numbers: Large City (10), Forest (2).
Surrounding Area: Forest (2x6) (12).
Total Cost: 24.

Sorai: As with Norai, but to the south, and dominated primarily by Oaks. Here is where most of the flying creatures are raised and cared for when sick or wounded. As such the most talented arial flyers come from here. A great deal of the recruits here also service as a sort of beacon of hope for one day achieving travel across the vast, empty places of water in a quicker manner than the zepplins.
Numbers: Large City (10), Forest (2).
Surrounding Area: Forest (2x6) (12).
Total Cost: 24.

Earai: As with Norai and Sorai, but with a variety of trees. This location is often known informally as "The Thinker's Place", this is where the most prestigious students and teachers tend to congregate regardless of their birthplace for simple practicality... There is also a notable lack of “dirty brothels”, the ones here are sophisticated and often serve just as much as confessionals and ritualistic social practice circles as they do anything else. As such, a great deal of talented diplomats also come from this place.
Numbers: Large City (10), Forest (2).
Surrounding Area: Forest (2x6) (12).
Total Cost: 24.

Worai: A recent addition to the territories stretching out west, it wasn’t until an understanding was met with the arachnids here before they could really and truly begin the expansion process. There are several Sakura groves that exist here, they often provide places of great comfort and meditation and thus many of the overtly religious come here to contemplate, pray, and give to the Gods of love and tolerance.

The arachnid population is also highest here, though rarely seen, and often preferring seclusion. A select few live amongst the people however, to sell the highest quality silk and act as liaisons and voices for all of their kind. They live quite amicable with the people here, whom are just as content with leaving them alone and in peace.
Numbers: Small City (4), Forest (2).
Surrounding Area: Forest (2x4) (8).
Total Cost: 14.

Saotep: The name of the dragon hero this town is named after. Whilst most legends depict dragons are fiery destroyers of life, this town was instead saved by one whom used his great wings to put out the flames of a fire threatening to destroy the forest. Whilst healing and mending is still underway, the dragon was allowed to stay and quite content to, often bemused with travelling the lands, and teasing its people.

Other dragons like Saotep occasionally visit from time to time, but due to the only recent addition of Saotep the rest are too tentative to stay and form any kind of military force or civilian population... Whether that would even be practical is up in the air.
Numbers: Small Town (4). (Not covered by forest--most of the forest was lost and is still being healed. Treated as open plains.)
Surrounding Area: Forest (2x4) (8).
Total Cost: 12.

Army:

Command:

Monsters:

Air Force:

Navy:
GreenGoat said
I opted for random placement. ^^;


Pick a mission with three people in it. :p
IC is up and running for the following missions: Amazonia Imperiia, First Blow, Royal Blood, and The Hunt For Diana.

Note, that the missions GM'd by Kadaeux and Tempest should receive their IC posts either tonight or on Friday. After that it should be a one week updating cycle usually, unless delays or otherwise occur. I'll likely quietly bump the IC posts towards the weekend just for the sake of simplicity.

Also note the following.

This is Mikan, there are a lot more pictures of NPC's here and there. Some use text descriptions, some use pictures, some use both. It's a bit of an experiment on my part to see how effortlessly I can weave the two together to create the perfect balance between visual learning and literary learning, so if I stumble a couple times, I apologize.

I'll be updating various lore entries soon, they'll be updated on a "when I have time" basis, over time. So you might see one mission's new and updated entries pop in first, then another mission, then another, and another, and another... I'll post in the OOC whenever anything new shows up and will try to mention who it might be relevant for.

If you want to do a quick collaborative post as part of your response, let me know. Note that the word "quick" is the precise word here, you'll want to limit it to 1-3 responses from the NPC you want to chat with and yourself, that way you have time to edit your post and get it up before the next posting cycle starts. (Also because I'm notoriously bad at responding to PM's in the new system. It's hard for me to notice them. I'm sorry. Q_Q)

If you have any quick questions about how an NPC would react to something you would do, though, I can usually jump on those.

Best of luck. If you need anything at all, let me know here in the OOC thread (where I'm most likely to notice it), or contact me over Skype or Steam. You can also ask Tempest or Kadaeux for help, as if they don't know what to do, they have direct lines of communication with me.

STEAM: brovo196 <- I'm usually available from time to time at work as well.
SKYPE: brovo196 <- Alternative.
"So, it begins again, does it?"
"Once again you play second fiddle, though... Impressive."
"I pride myself on that power."
"That was sarcasm."
"I'm sure."
"..."
"Think they can do it again, only to us this time, Lilith?"
"Not a chance, Typhon."
"Good. Because I lost to that bitch princess and her band of merry misfits once... I don't intend on doing so again."

Amazonia Imperiia


Kraith, Traxilus, Garren, and Count Richelieu would arrive quickly in the Amazon Jungles, through a mix of Mage's Guild teleportation and a quick ride by boat over the blood sea and up the river into the heart of the jungle. It would not take long to find the Amazons, especially with Imperial guides, and their meeting spot, a small area of less densely packed jungle. Here, there were several campfire spots, tents, and more that littered the landscape between trees and shrubbery. A place easy to hide, but also easy to be ambushed in. Along the entire route the party traveled with Queen Alexandria, a woman known for her down to earth mannerisms. Her red hair was easy to spot in the jungle underbrush, as was her rather coarse yet refined mannerisms with the Imperial scouts. For this occasion she wore the full decorative armoured uniform, though kept a collar around her neck, one which many said allowed her to control her lycanthropic powers, despite how aged the leather seemed to be.

Around the meeting area was a loose set of guards, both Amazon and Imperium. As for the meeting site itself, General Florence and the Queen of the Amazons awaited at a large and crudely manufactured table, likely produced by the Imperium right there in the jungle itself. General Florence was an aging general, wrinkles on his face and grey, short hair, though he wielded the full heavy leather suit of Imperial gear with pride. As for the Queen, her dark brown hair and light blue eyes with slight wrinkling around the eyes gave away the same impression of age and wisdom.

Beside this table, and its chairs, was a roaring campfire, where the princess waited, arms crossed, a mixture of irritation and hesitance in her eyes upon spotting the newcomers. Like her mother she had dark brown hair, though with a set of brown eyes, and as the fire crackled and spat out almost as venomously as she seemed to wish to with her own mother, it revealed the naturally fit and attractive form underneath the tight leather armour.

Amazons were, after all, a people known for living on whimsy and carnal lust or rage, due to their relatively short life spans, and perhaps due to their culture itself.

Alexandria looks to the party members, a bit of concern in her steps shown only to those of the party. "Your first goal should be to acquire as much information as you can... Whether you start with the princess, or the queen and the general, really, it is up to you." The princess looks Alexandria over with a raised eyebrow, though, one quick glare and matching growl from Alex at the princess stifled whatever thoughts the princess had in mind. "These people are known for being... Aggressive and sultry, while the Imperium is known for being calm and highly disciplined. Keep this in mind... Remember, we're here to find out if the Queen is in fact under demonic influence. After that, if you need guidance, or assistance, come and ask. It's what I'm really here for." She then looks at Florence and rolls her eyes as he smiles respectfully. "Besides, I had enough of Florence the first time I met him... I could really use an excuse to get out and about."

With that, Alex goes and stands by the meeting table, arms crossed.

At this point, the available options were many, and Alex had given her suggestions as to what to do. Though likely the meeting would start in a few minutes, so the more time the party spent asking one person questions, the less time overall they would have for the others... Unless they split up. There was, of course, the rest of the camp as well, including various veterans, huntresses, and more that could potentially be spoken with.

The only question now, was what would the group do first...

First Blow


The trio of Maher Adonai, Thailen Vicariss, and Erasmus took the same route initially as the Amazonia Imperiia team, they split off, taking a smaller vessel crewed by Liverian Witch Hunters mid-route as they traveled for the blighted lands south of Tuleria. The best way to get as close as possible to the cathedral without fighting through hordes of the near mindless undead was by boat. Thankfully as they approached, a fog started to roll over the blood sea, something normally not possible, yet, there it was. It slowly covered the coast line, growing thick and covering the approach of the trio. The mages of the crew felt something off about the entire affair, but it didn't stop them from completing their mission of delivering the trio... Even still, on occasion, Erasmus would find most of the mages near him, trying to repress the unnatural chill running through them using his unique penchant for drowning out magic. Indeed, even the fog seemed to give way wherever he stood.

Quietly, the trio had been sent out by row boat onto the shore. Maher Adonai was given a simple flare gun, a black powder charge that shined brightly, even cutting through fog with magical bursts of energy. When they needed to retreat, returning to the coastline and firing the shot would be all they would need to do.

As the row boat departed, the true depravity of the situation started to sink in. The ground wasn't simply dead, the roots occasionally writhed with dark energies, the normally benign undead roots now seemingly producing the thick fog that stuck to their clothes. The occasional distant, unholy wail of creatures that supposedly had no functioning lungs left, the constant feeling of being watched. Even as a small gecko sped past the group, one couldn't help but noticed the open rib cage and missing tail. Nothing in this land lived, and slowly, it was becoming dangerous to even be here.

Yet, finally, a single flare shot up from the boat. Green in colour and making a high pitched noise, a similar flare was shot up a few seconds later, deeper inland. That was likely where Wren Vesper was waiting. Yet the path ahead was shrouded in fog. They could always charge forward, to try and reach Wren Vesper before any undead could reach her, or take it cautiously, try to prevent any surprise attacks or ambushes on them... Though it would take longer.

Royal Blood


The City of Liveria, capital of the kingdom of which it is named, remained quiet as Rayne Walker, Auric, Jason Drake, Ceann, and Rayvon Krayvitch arrived. The group would find most of the city's streets quiet, nearly deserted, with most people preferring to remain indoors in such solemn and worrying times. As they walked through the city to reach their destination, stone gargoyles, unmoving, unflinching, sitting atop stone structures would stare at them. The city's walls and main gate even was littered with them, literally glaring at anyone daring to proceed near the city... Rumour has it that some even came alive at night, though, in the capital of the Witch Hunters, this surely seemed like a falsehood.

As the group approached the large palace, they would find themselves ascending a large flight of stairs, grey, lifeless, and yet intimidating. At the top were large doors, guarded by a pair of heavily armed men covered head to toe in chain mail, and wearing helmets that obscured their faces. They seemed almost as vacant of life as the stone around them... Yet, one figure stood out, curiously looking at the two men as she tapped her lip and left foot in unison.

Mikan made no effort to hide her nature, constantly teasing the party in every which way as they rode on horseback from the capital of Renalta to the capital of Liveria. Childish almost to a painful degree, yet flirtatious and full of an almost comedic touch, this woman's attire even seemed designed simply to catch attention when she wanted it, or evade it when hiding in shadows.

Here, with the guards, her high pitched tone contrasted heavily against the unchanging, unmoving, uncaring environment. "Hiya! Name's Mikan, meee-kan, me-kan, got it? Okay! We're the blades sent to help your king! Courtesy of our queens." The guards seem perplexed for a moment before shaking their heads and stepping aside, knocking on the door in a certain pattern. The doors open a few moments later, and with a wink, Mikan motions the party inside, giggling as she too enters the royal palace...

It took only a few minutes from that point, and a few irritated guards being pestered for directions, to find the main throne room. There, a single, bright light shined in on the center of the room, revealing only the metal boots and the bottom of the large and luxurious throne upon which the Crown-Prince sat. Beside him sat his daughter, a teenage woman, also obscured by darkness. It seemed intentional, then, that a single falcon stood between the king's feet and the group as they entered. It stared at them, non-stop, almost entirely unblinking, and while the room seemed suspiciously vacant of guards, one could tell that the dark corners of the room likely held any aid the king needed for surprise assassins.

Mikan bows her head, then gets down onto one knee. "I am Mikan, and these are my compatriots..." The Crown-Prince seems to look over each of them, before asking one, simple question.

"What, are your names... And why did you choose to volunteer to come to a kingdom which openly disdains the one you work for." His eyes seem to hesitate on Rayvon for a moment, before moving between the rest.

It seemed, then, that how the party introduced themselves would help shape what the Crown-Prince might share about the murders thus far... At the very least, it would appease his curiosity, likely a healthy thing to do.

The Hunt For Diana


As with the First Blow and Amazonia Imperiia teams, they boarded the same vessel, and departed midway across the sea after the First Blow team on another vessel. The crew, in fact, was doing a favour for a certain woman... The Felidae, as it was called, owed one of the queens of Renalta a favour, and a journey that would normally take longer than the other two was cut in half, and made safe, even as they docked in the treacherous ports of Southblood itself the crew made all the reassurances it could that Trom, Nadira Adonai, and Hector Thanos would have the disguises they would need to avoid catching the eyes of the especially conniving assassins looking for a little revenge against the Queens.

Thus it was that the trio was left in Southblood, with one last favour acquired by Mikan asking her two mentors for a favour... A lead. An agent of the Crescent Sisters would be waiting for them in a large and burgeoning inn, one that bragged about once having the Queens of Renalta and Sarah Darkhammer in the same place at the same time.

The city of Southblood itself was made out of sandstone, with sandy streets and merchants everywhere. Even the rooftops, flat instead of curved, served as places for merchants to set up shop, or to redirect foot traffic away from what could sometimes be choked with business.

Yet, even still, what should have been simple was not anymore. Upon disembarking and being left in the port by The Felidae, they couldn't shake the feeling of being watched over, almost... Protected. Within a minute of the crew leaving them to their business, Nadria Adonai would find a note in her pocket, one she hadn't had prior to reaching the docks. It read simply to travel into the eastern quarters and go into a weaver's shop known as the Crescent Sisters' finery... Yet their original destination would take them into the western quarter to reach The Queen's Inn.

One thing was for certain, at least.

This city was obsessed with celebrities.
Working on IC now. If I have time I'll review the last five pages or so for character sheets. :p
BurntBacon8r said
I have to get to work, but I might be interested in this. Still accepting new characters?


Yep.

@Everyone: I'll be doing another wave of character sheet reviews soon. Just finishing translating all the technical crap for the co-GM's in a Google Doc.

Also...



24 hours, ladies and gentlemen.
Amazonia Imperiia--Ready!

1: Kraith
2: Traxilus Fremuliaun
3: Garren "The Imperial Lion" Halthar
4: Count Richelieu

Sarah's Request--Ready!

1: Kasim Amibilus
2: Naream Baenre
3: Andrea Llolth'Allin
4: Eins Nimgrud

First Blow--Ready!

1: Maher Adonai
2: Thailen Vicariss
3: Erasmus
4: Alexander Lyre

Royal Blood--FULL!

1: Rayne Walker
2: Auric
3: Jason Drake
4: Ceann
5: Rayvon Krayvitch

Carnival of Chaos--Ready!

1: Aneura Shivan
2: Tristan Whitemarch
3: Cristoff Whitemarch

Cease Fire--FULL!

1: Alhvaharyis
2: Draza Zorya
3: Gahrul the Tower
4: Lothar Wolff
5: Renaldo Ysattara

Here Cometh The Wolves--FULL!

1: Esyllt Boudica
2: Jellial, the Wind
3: James Schatten
4: Saul
5: Laenaia Erltana

The Hunt For Diana--Ready!

1: Tromund ‘Trom’ Five-blade
2: Nadira Adonai
3: Hector Thanos

I look forward to the finished product, buuuut...

You're going to have to go with a different unique. Being a kinda pure blood but not kinda pure blood isn't really... I can't numerically balance it properly. Later on you may have the chance to go for broke and become a pure blood, but to start out like that is too far. Sorry.

On the flip side, I'll be sending you a Vampires-related PM soon. ;)

As for the rest of you, remember: Thursday is when I'm most likely to get the IC up. If I'm really feeling up to it, maybe Wednesday, but I'm feeling depression coming on fairly strong due to some seriously distressing IRL crap, so, I probably won't be able to get it up by Wednesday.
@Everyone: Reformatted character list to go by order of appearance instead of order of acceptance. Any characters awaiting approval have likely been approved there and added to the list.

IMPORTANT! If your character is missing from the list or if they need a fate/destiny and haven't received one yet, let me know.

Thanks to Kestrel doing the character count-up for missions for me, that takes some work out of my hands.

I'm aiming to try and have an IC post ready by Thursday. It may come a little earlier than that but we'll see, I have plenty of work this week that I refuse to miss out on while I have the chance.
The following are the first wave of missions for Legend of Renalta 2. I'll be heading back to the first page and reviewing, verifying, etc everyone's sheets to make sure that everyone's sheets are in order, as well as reviewing reworked sheets and new sheets. I'll be adding these missions to the first post as well.

EDIT

Since there seemed to be a bit of confusion, to select a mission, just state which character you want on which mission. Since each of you only have one character to start with, this won't be hard. :p


Amazonia Imperiia


Description: The Amazons were once, years ago, the first official “colonial” state of the Imperial Realm. Both the Amazons and Imperial forces have been struggling to fight off the Free Holds, which have been pushing further and further westward in an attempt to stave off a potential killing blow by the Goblin Holds and to crush both factions before they can put up any real fight.

The Imperium has requested aid in merging the two nations. They have provided information that the Queen of the Amazons wishes to join with the Imperium for a stronger overall nation, mainly because of the promise that they would be allowed to continue to manager their own affairs and culture unimpeded by Imperial rule.

The Princess of the Amazons, however, has claimed that the Queen is under daemonic influence, and any merger would cause systemic damage to both nations which would allow the Free Holds to win. She is leading a resistance force against the Queen and by extension the Imperium.

Our diplomats have managed to get all three factions at one table within the Amazon jungle, in a tribal village called Do’ken, by the river of blood. Your mission will start there.

Your job is to go in, talk to each side, figure out the best method of resolving the conflict, and then resolve it. While Kouri would prefer siding with the Imperium thanks to already friendly relations, if it turns out that the Queen is under demonic influence, it would be preferable to prevent further spread than honour alliances.

As a show of good faith, Queen Alexandria will accompany the party on this mission. While her protection is desired, the mission should come first.
Type: Conquest, Nation Merger, Diplomacy.
Relations Improved: Amazons-Independent or Imperials-Amazons Merger.
Objectives:
--Primary: Discover if the Queen of the Amazons is under demon influence.
--Primary: Side with either the Princess or the Imperium.
--Primary: Resolve the conflict through diplomacy or violence.
--Secondary: Keep Queen Alexandria alive and well. She is there as a symbol of Renaltan power and camaraderie, her loss would inflict a great blow to the kingdom’s morale.

Sarah’s Request


Description: Sarah Darkhammer, otherwise known as The Abomination’s Wife, one of the most fearsome assassins and oldest living entities... Has come out into the public eye for the first time in several generations... To issue a request to the recently instated Queen’s Blades. This woman’s motives are largely unknown, but having her favour would be a boon towards the survival of the world, and she is known for being a keeper of artifacts that even the Mage’s Guild would kill to have...

Needless to say, Sarah Darkhammer has asked for the aid of Queen’s Blades members to infiltrate an abandoned temple in the Underdark. Apparently, there is an ancient artifact that the Drow desperately want there, which she wants to get first. This artifact holds great religious importance to the Drow and would easily secure their aid if we gifted it to them, though, this might piss off Sarah Darkhammer...
Type: Treasure Hunt!
Relations Improved: Sarah Darkhammer or The Drow.
Objectives:
--Primary: Infiltrate an abandoned temple deep in the Underdark. Sarah Darkhammer will lead you there.
--Primary: Find the ancient artifact, likely located in the main chamber. Sarah Darkhammer may be able to help in this regard, though she’s known for being fickle.
--Primary: Acquire the ancient artifact and either give it to Sarah Darkhammer, or make your way back to a nearby Drow camp and gift it to them instead.
--Secondary: We are aware that a Dwarven excavation party was lost within the depths of the Temple two days ago. If you could find them as well, it may win over some Dwarven support, regardless of who we give the artifact to.
GM: Kadaeux.

First Blow


Description: In a war, the best defence is often the greatest offence. At least, this is the policy of Liveria’s witch hunters, which have discovered a Lich tainted by corruption to the south of the Kingdom of Tuleria. One of the witch hunters has requested Renaltan aid after the loss of her squad attempting to take down the Lich.

Your mission is simple. Enter the blighted lands, find a way into the twisted cathedral which the lich calls home, and destroy the lich. After this is done, recover the lich’s phylactery. We need to know how it is that even the undead could be corrupted, and that phylactery is likely the key.
Type: Search and Destroy, Boss Hunters, Research and Development.
Relations Improved: Kingdom of Liveria, Kingdom of Tuleria.
Objectives:
--Primary: Join up with the witch hunter who requested aid. Her name is Wren Vesper.
--Primary: Infiltrate or storm the twisted cathedral.
--Primary: KILL THE LICH!
--Primary: Recover the lich’s phylactery.
--Secondary: Try to keep Wren Vesper alive. Having a positive voice in the Liverian military would only aid any potential diplomatic actions with them in the future... Witch hunters are also known for repaying debts in times of great need as well.

Royal Blood


Description: With the death of Crown-Prince Xavier’s father and wife, the kingdom has gone into mourning, and the prince has been forced to call in outside aid after failing to resolve the murders himself. He has been known for having a stern no-tolerance policy towards outsiders, which makes this act an incredible desperate one.

The Queen’s Blades have agreed to help find out who murdered the king and the prince’s wife, and why. While violence isn’t expected, due to the nature of the deaths, one should come armed and ready to fight. Leaders and Seducers will be key here, as will Mages and Sneaks. We’re here to resolve a murder investigation, not cause mass hysteria.

With any luck, this will convince Liveria that Renalta is indeed their friend, and not their foe. Failure here may have significant repercussions...

This being said, Spymaster Mikan will accompany you on this mission. She will likely be focused on keeping Xavier calm with her... Friendly... Energetic... Demeanour, but can easily be asked for aid in knicking information or simple advice on how to proceed.
Type: Murder Investigation, Mystery, Diplomacy.
Relations Improved: Kingdom of Liveria.
Objectives:
--Primary: Find all potential suspects, witnesses, and key persons.
--Primary: Recover any and all information discovered by Xavier’s investigations.
--Primary: Find out who the most likely culprit is.
--Primary: Bring them to justice.
--Secondary: Keep Mikan out of harm’s way, though, often, it is known that a pair of legendary assassins watch out for her, so perhaps it would be best to keep an eye on your own backs instead...
----Secondary: The Crown-Prince has a teenage daughter. Keep her out of harms way as well. If she perishes, it may very well lead to a termination of the investigation, and the blame may be placed on the investigators…

Carnival of Chaos


Description: Reports have arisen of a strange man in purple robes claiming to be from the Carnival of Chaos, announcing grand plans involving the village. Normally such reports would be verified by King’s Ranger. We sent one. They went insane and have been screaming about crows eating out their eyes for fourteen straight hours.

Hanus Wolfblood has decided to take on this problem himself, being a vampire he has an easier time against mind tricks. He has, however, decided to take a small detachment of the Queen’s Blades with him, in case assistance is needed.

URGENT UPDATE: Strangely, as Hanus made the request for the Queen’s Blades aid, a letter came in delivered by a crow. Hanus has been invited to the Crystal Lake inn, for a “surprise only befitting of one so glorious as he.” Perhaps it is coincidence, perhaps it is not, either way... Caution is urged.

It should also be noted that Arian village is where most of Queen Alexandria’s family lives. Any threat to the village is a threat to the royalty and must be eliminated.
Type: Terrorism, Demon Infiltration.
Relations Improved: People of Renalta, World View of Renaltan Security.
Objectives:
--Primary: Find out what is going on in Arian Village.
--Primary: Keep Hanus Wolfblood alive.
GM: Kadaeux.

Cease Fire


Description: The Templar Order and Rheinfeld Republic have come to a stand still in their conflict over which movement has more legitimacy. Taigyn, unable to produce siege machines without the Republic’s forests, and the Republic, unable to make a move on the capital without the aid of trained battalions, have decided to attempt to forge an agreement that will satisfy both parties long enough to remove the Papacy.

In this, they have requested neutral arbitrators. The Queen’s Blades, naturally, have been dispatched.

Success here may mean a much quicker end to the civil war in Rheinfeld, which in turn would free up the armies of the Templar and Republic for the ends of the greater good of the world.

It has been noted that elements within both the Order and Republic are against a cease fire, and the Papacy may also attempt to interfere. Keep your eyes open.

Sisera, royal adviser and close friend of Queen Kouri, has been sent to aid in the negotiations. A potent smoke mage, he can hold his own, but is old and frail from intense angelic-based torture. His loss would be a blow to the royalty’s credibility.
Type: Peace Agreement: Nations, Alliance Building.
Relations Improved: The Templar Order (Rheinfeld), Rheinfeld Republic.
Objectives:
--Primary: Secure a cease fire agreement between the Rheinfeld Republic and Templar Order.
--Primary: Attempt to discover any dissidents between the Templar Order or Rheinfeld Republic’s emissaries and guards. Prevent them from acting out any plans against Taigyn or Alida Spiegel.
--Primary: Kill or knock out any Papacy agents that attempt to interfere.
--Secondary: Keep Sisera alive. This is especially pertinent during negotiations. If he dies before the negotiations end, chances are good that the cease fire will dissolve unless a player character can convince the two factions otherwise and take Sisera’s place.
GM: Tempest.

Here Cometh The Wolves


Description: A string of brutal murders has gone on unabaited in the Kingdom of Tuleria. While it would normally be handled by local authorities, there are hints that the murders are the work of either lycanthropes or lizard men. Perhaps both. As well, the targets have always been close friends or advisers of Janelle and General Varro. If something isn’t done to curb this soon, the underlying, tense racism against the lizard men will erupt into violence and plunge this kingdom into an incredible violent xenocide.

That being said, Janelle and General Varro have both put aside their infighting temporarily to request for international aid. The Queen’s Blades are, of course, happy to oblige in preventing xenocide.
Type: Murder Investigation, Political Intrigue, Alliance Building.
Relations Improved: Kingdom of Tuleria, Magi Tower, General Varro.
Objectives:
--Primary: Discover who the murderer(er)s are by following any clues and leads found.
--Primary: Stop them by any means necessary!
--Secondary: General Varro has been known to be unstable. If possible, attempt to find out what could be causing the instability in your investigations.
GM: Tempest.

The Hunt for Diana


Description: Diana is one of the last three remaining pure bloods. Of the three remaining, she is perhaps the only one that could be loosely called sane. There have been reports of her resurfacing in the Free Holds in Southblood, where her isolationist ways have strangely ended and she has started a small congregation of her own kind, almost like a religious organization.

Diana was once a guard in Renalta, over one thousand years ago. She protected Queen Kouri, but was eventually banished due to the potential threat she could have brought from the other two pure bloods by being present in the personal guard of the princess... Perhaps we can call upon old loyalties, and bring her back to protect the kingdom, and work with the Queen’s Blades. Queen Kouri has given a personal article that may aid in stirring old feelings.
Type: Legendary Character recruitment.
Relations Improved: Overall Queen’s Blades power, perception of the Queen’s Blades in the eyes of the world.
Objectives:
--Primary: Recruit Diana and her congregation into the Queen’s Blades.
--Primary: Try to discover why she has chosen to leave isolationism in the Free Holds, and not in a nation that would be safer for her kind.
--Secondary: Gift the locket unopened to Diana, as per Queen Kouri’s explicit instructions. This may aid in the recruitment process.
--Secondary: Prevent any of Liveria’s witch hunters or Rheinfeld’s crusaders from finding her. They are both factions dedicated to eradicating supernatural threats, like Diana, and while valuable allies, if it comes to blows, it may damage relations with these factions.
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