Avatar of TJByrum
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    1. TJByrum 12 yrs ago

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@Bright_Ops: We only lasted 3 days. But that was over the course of a few months I think... maybe even a year? I was the commander of the first battle; I adopted a very defensive strategy to gauge Domrius' skill, and I don't think the Allied forces liked that to much. The second battle I sit out. During the third battle the Allied commanders were bickering so I left the camp and deployed my army (less than 100 men); my allies soon rallied to me and I assumed the position of commander on that day as well, which we won. That night an undead horde was summoned and overran the camp, wherein we lost. My characters died fighting, except for one: Aesa Jojora. It was a truly fun experience, I really hope I can bring that same level of fun to you guys!
@Everyone: I'll get an OOC up Friday or Saturday and start accepting apps.

@conscripts: I plan on having each player bring 500-1000 men a piece. I'll probably land on 500. Alaric will field an army roughly the same size each battle.

@thecrash20 and @bright_ops: I was having problems deciding on how much fantasy I wanted to allow. Did I want a high/Tolkien fantasy world, or did I want to take a more grounded approach? The grounded approach is easier to manage: infantry and cavalry, and we all know the limitations of mankind.

When we start to look at fantasy races we see the superior elven races, strong, resilient dwarfs, and bloodthirsty orcs, etc. They bring in a number of factors that might confuse/overwhelm me. You also have to consider things like giants, dragons, griffons, pegasi, etc that could change the entire scope of the RP.

Magical spells are okay for me to a certain extent. When mages use magic like artillery that works well. But then I fear people will try to use mind control, one-hit spells, etc that could - again - change the scope of the RP.

I would be willing to allow elves, dwarfs, etc and some magic depending on the scale of the request. I can't have dwarfs with impenetrable armor, or elves with arrow-deflecting magic, etc.

EDIT: But it should be understood the world is in a 'time of men' stage, so elves/dwarfs are probably less powerful than they were long ago, similar to Lord of the Rings.

@seriousarmour: My roster would not be complete unless I had a fellow Fett fan. Welcome aboard!
@nariata, @Artymis, @skwint: Thanks! Glad to hear it! I had a blast playing through Rise of Domrius; it was one of the best RP's I had ever been in!

@Thecrash20: Oh yes, one of my favorite pieces of the the original RP (Rise of Domrius) was the combined effort everyone put in!

@conscripts: Alaric will have a very large, very powerful army. There is absolutely no way the Allied army can defeat his entire force. The Allies know this. They're not here to defeat Alaric entirely, they're on a mission to delay Alaric's invasion for as long as possible; every day they hold the Maw is another day the Western Kingdoms have to prepare a defense. In the original RP (Rise of Domrius) some players withdrew before the end, but others - like myself - decided to stay behind and die fighting.

I plan on using a very similar system as Rise of Domrius. Domrius could have easily sent in his best troops and routed us the first day, but he didn't. There was a reason for this, and it remained a mystery, and I have something similar up my sleeve. You'll remain in the Maw for as long as Alaric wants you to remain in the Maw.

Alaric will send an army out each day and the Allies must rout or destroy that army; that is a victory. The first time you are defeated will be the only time, as your camp will be overrun the moment the Allied army retreats; the RP will end afterwards. If it doesn't make sense, don't worry to much about it; it worked in Rise of Domrius, I'm sure it'll work here.

@Everyone: As I work five days a week, and am mostly tired or to busy after work, I usually post on Fridays, Saturdays, and Sundays.
"Alaric was not an Imperial by blood, but he earned his place in the Empire. His parents were barbarians, having migrated from the northeast. They were granted land on the Imperial frontier in exchange for military service. When he came of age Alaric assumed command of his father's cavalry unit, assigned to patrol and scouting duties.

The young commander would have remained a relative unknown if not for the Siege of Zenith. When the Empire sent its legions south the Zathii rebelled. At that time only the Sixth Legion occupied Zathii territory; they retreated into Zenith, an Imperial colony, but suffered the loss of their commander in the retreat. The rebels surrounded the town and aspired to starve the legionnaires out. Alaric caught wind of this rebellion and hastily rode south to assist.

Alaric discovered the location of a rebel supply depot. The Zathii were stockpiling food, weapons, and supplies to support the siege and rebellion. In the early morning hours Alaric and his cavalry lit a large fire in the forest near the depot. While the depot's defenders did not leave their posts, Zenith's besiegers saw the smoke and, thinking the depot was under attack, sent a detachment to reclaim it.

Alaric and his men circled around the detachment and made it to Zenith unscathed, blowing into his war horn as he approached. The Zathii turned to face them. The Sixth Legion believed they were being relieved and rushed out to engage the rebels. Although the Zathii outnumbered their opponents, they were taken by surprise and hit from both sides. Some fought, most ran, and many were cut down. The Sixth Legion joined Alaric and marched north to take the supply depot. They routed the rebel detachment and took the depot without resistance.

The maneuver took courage, cunning, and initiative. The rebellion was crushed and Alaric received recognition for his tactical genius. He was given command of the Sixth Legion and deployed in the south; within a few short months the southern tribes had been subdued. The Emperor decided to make use of the commander's talents. He was sent west, tasked with crossing the Dragonspine Mountains and bringing to heel the Western Kingdoms..."





This is a fictional medieval role play inspired by the Rise of Domrius. The Empire has sent its premiere general, Alaric, west; they intend to conquer the Western Kingdoms. To do this he must first cross the Maw, which serves as the only safe route through the Dragonspine Mountains (separating the Western Kingdoms from the Empire). The Western Kingdoms must put aside their differences and work together if they ever hope to resist the Empire. But they need more time. Each kingdom has sent a small token force to hold the Maw for as long as possible.

You will be playing as one of the commanders of the Allied forces. There are two phases. During the Camp Phase the players will convene, interact, and discuss potential strategies; it concludes when a grand commander has been named.

The Battle Phase will commence afterwards. Alaric will deploy his forces and attempt to rout or destroy the Allies. When the Empire's forces have been routed or destroyed the next Camp Phase begins. You must hold the pass for as long as possible. The RP ends when Alaric has destroyed or routed the Allied force.

Bios should include your character's name, appearance, equipment, and history. You should also detail the army you have brought with you. You may bring up to 500 soldiers. You need to explain their equipment, role, function, and provide background on them and their kingdom.
Players will assume the role of a fictional character during a 19th century conflict (preferably the American Civil War). You will have control of a regiment (infantry, cavalry, or artillery) and must coordinate with your allies to win a series of battles (collectively referred to as a campaign). Both armies are campaigning for control of a contested region, and the roleplay ends when one army retreats from the area.

Infantry form the backbone of an army, can overrun artillery positions, and can brace against cavalry charges. Cavalry are able to overrun anyone, provided they are not fired upon in the process, and can travel quickly around the battlefield. Artillery fires long distances and inflicts high casualties, which can cause regiments to break.

Each player can use one 'Heroic Moment'. This allows them to do something extraordinary feats. Cavalry will ride through a hail of gunfire and rout their targets, infantry will cut down anyone ahead of them or counter an enemy charge, artillery will rout the enemy or repel a charge, etc - I would be open to what extraordinary feat the player wants to do. Think of Thomas Jackson at Bull Run, when he and his unit stood and fought Union soldiers while everyone else was retreating (this is where he got his name 'Stonewall' Jackson); or when JEB Stuart charged his cavalry headlong into the Zouaves, mistaking them for Alabamans, and routed them and captured the artillery they were protecting.

I have two ways to do this roleplay, player vs player or player vs host. Also, if this roleplay is popular enough, I will continue on with more campaigns. We could do an alternate history for the American Civil War, if people are interested in that.
Dan just let the shovel fall down. He took a step back, feeling for the wagon and pulling himself onto the back to rest. He wiped the sweat from his forehead and cursed the hot summer sun. Never once did he take his gaze off of the wooden cross before him. It was a makeshift construct, something he hastily nailed together. He had carved 'Bill Coulson' into it and stuck it into the ground at the head of his father's grave. He looked over at Mama and Sissy's graves. Sissy was shot and killed by her boyfriend almost six years ago now; Mama and Papa did good with her cross, even though the white paint was chipping off. Papa made Mama's cross after she died from the sickness five years ago, it was good too. Maybe Dan could have done a better job with Papa's cross, but the grief was just to much.

After getting some rest, Dan hopped off the wagon and placed his hand on the hot dirt. "Take care of Mama and Sissy," he said. He stood back up and reached for his revolvers, but stopped himself. Mama never liked guns. For her sake, he decided he'd check them later. He swallowed the lump of grief in his throat then finally turned away.

He climbed up on his horse and galloped down the west road.




After leaving the Coulson's Farmstead, Burt MacIntyre went west. The first place he'd come to was an old town called Pinkerton, somewhere in Mississippi. It was a busy place back in the day; a popular spot for anyone traveling out west. The old Mary-Ann Inn had a bar and rooms for rent, and the general store could provide folks with mining equipment, clothes, food, and more. The sheriff's office was small, housing only the sheriff himself and his two deputies. The rest of the town was specialty shops, stalls, a school, houses, and finally a white church. The area was quiet, surrounded by a sea of flat grassland, with the only real chatter coming from the local children.

The town was not nearly as busy as it once was. A few years ago the Boussy Brothers invested in a railroad that went past Pinkerton; folks could hear the locomotives and the even see the smoke, but they never saw the trains. There was no reason to go through Pinkerton anymore. Apparently, the Boussy Brothers intended to build a station in town, but Mayor McCullough had a falling out with the two entrepreneurs over profits.

Burt would have heard the train in the distance when he first entered the town; it was 5:00 PM, which was an unusual time for the train to be running by...
Otto rolled his eyes but faintly smiled when Leonid called him a serf and clerk. He gripped the dagger on his side, but did not draw it because of what Leonid was saying.

The bandits were still for a moment. Finally they shoved Otto forward. "Fine! But you're gonna do what we say, got it?" The bandit motioned for Otto and Leonid to walk further back into the cave. One of the bandits lit a torch from the fire and took the lead in front. Otto urged Leonid on to follow the bandits.

They were taken through an earthen network, obviously dug out by someone. It was very dark, cold, and dank. Some places were collapsed and new paths had to be made. Skeletons were sprawled across the ground and rusted loot littered the floor. After almost an hour of walking they started to see some light ahead and they paused.

"Wait here," the leader said, forcing the group to stop. He exited the cave and after a few minutes he yelled inside: "Bring'em up!" The bandits urged the men onward and brought them into the light. They were in a small tribal village, full of angry tribals who looked at them with hate. "This one threatened us with the Livonian Order," the bandit said, fingering Leonid.

A man with noble clothes and a crown glared at Leonid. He spoke, "A swordbrother? He doesn't look like one. Must be a traitor to the Prussians or something." They then looked over Otto, and when the bandits said he was Leonid's serf and clerk, the nobleman laughed. "Fools... this man wears the armor of a Teuton! He's a Knight, for crying out loud!" He came closer and looked into Otto's eyes. "You might be happy to know your allies defeated the Poles at Chojnice."

The nobleman walked away and simply said "bind them up in seperate cages. I will deal with them tonight."

---

Otto and Leonid would be chained up to iron poles, and locked inside an iron cage somewhere in the village. They were fed scraps, and were victim to dung being slung at them for about an hour. Eventually, however, an Estonian warrior came and unlocked Leonid's cage, forcing him to the nobleman's hut. Inside it was warm and spelled of good food. The nobleman was looking at a map of the surrounding lands. He was obviously Estonian, and this village was obviously a temporary one.

"Tell me why I should not kill you," the nobleman said plainly without looking away from his map. The Estonian spearmen standing on guard watched him with keen eyes.
Further in the cave, concealed by shadow and rocks, something stirred.

"Oh I-" the Knight started to speak but all of a sudden a man dashed out of the shadows. He moved so quick Leonid would have no time to properly react. The figure wrapped his left arm around Otto's neck and used his free hand to threaten him with a knife. One wrong move and he would slice the Brother's throat.

"Don't move!" the man croaked. He was joined by three other figures who lurked from behind him, two wielding knocked bows and one a hatchet. They were scraggly, dirty men, with ragged clothes. These men were robbers; ne'er-do-wells who lurked on the battlefield or in ruined villages, looting and stealing what they could, and raping whoever was left behind.

Leonid might have had time to draw weapons, but he was nevertheless threatened by two arrows and then the other man. Despite his precarious situation, Otto was slowly and inconspicuously moving one of his hands down next to his waist where a dagger was resting.

"Look here friend," bandit addressed Leonid, "this man... he's a German!" The bandit and his allies sounded Estonian; they would be able to recognize that Leonid was not German as well. "We don't want his kind here! We'll kill him and take his things... what do you say?"

Another man spoke up, the one holding the hatchet: "Aye, and in return for not killing you - you'll help us bypass the patrols, so we can get back north to Estonia!"
Dan Coulson (The Seeker)


Info: Dan is a 30 year old male, with tanned skin, dark brown eyes, and dark brown hair. His hair reaches down just below his ears.
Items

  • Twin Double-action Revolvers: A new model 6-shot set of revolvers. Dan keeps them holstered on his waist and can dual-wield them efficiently, with precision and lighting quick speed. The revolvers are white and silver.
  • Bolt-action Rifle (scoped): A single-shot bolt-action rifle (Dan has to manually load the next bullet after each shot). The rifle is extremely accurate, even more so in the hands of Coulson. The rifle has a scope and is mostly used for sharpshooting. He uses the scope as a spyglass as well.
  • Bowie Knife: Issued to Dan during the Civil War. A close-ranged melee weapon.
  • Survival kit: Contains rope, flint, and other necessary items to assist in surviving the outdoors.

Skills: Dan is a former soldier, so he is healthy and well-conditioned. He is an excellent scout, tracker, hunter, and survivalist. Perhaps what is best known for is his marksmanship; he is easily one of the fastest men on the draw and exhibits unmatched accuracy.
Background: Dan was a native born South Carolinian, whose family eventually moved north, where he was raised in Virginia. His father, Bill Coulson, fought in the Mexican-American War, and Dan followed the soldier's life when he enlisted in the Army of Northern Virginia. Personal details of his life are unknown (to be revealed in the RP). Dan saw most action as a sharpshooter and in raids, where he earned a fearsome reputation for his marksmanship and crack shot abilities. His father apparently moved west after the war to start a farmstead. It's not entirely known what Dan did with his life after the war, although he was not heard from for a while. He returns now to visit his father on his new farmstead, but finds his dead body instead. He begins a bloody journey to find Bill's killer, and nothing will stop his vengeance.
Remember the Name


The American West, 1870

Mr. Coulson looked up in the gunman's eyes. It was not hate, fear, nor anger that filled his gaze, but a coldness that gripped the armed man before him. A grin stretched over his face and he chose his final words.

"Coulson... remember the name..."


Story and Characters
The Gunman @Andreyich: The Gunman has recently shot and killed Bill Coulson, a homesteader, for whatever reason. In order to escape the persecution of the law he flees into the vast, untamed frontier of the American West.
The Seeker @TJByrum: Dan Coulson, son of Bill Coulson, is known as 'the Seeker'. Dan finds his father murdered and sets out to find and exact vengeance on the Gunman. Dan is a crack shot marksman who earned a fearsome reputation fighting for the Confederacy during the American Civil War.

The Gunman must interact with NPC's and the environment to collect information that might help him on his westward escapade. For the most part, he should keep moving from one region to the next, but there may be things he might want to learn or accomplish in the current region first. Alone, and without ample help, he will not be able to beat the Seeker in a gunfight. Eventually he will need to find a way to outsmart, outdo, and outnumber the Seeker. The RP ends when at least one character is killed, though they may both die as well, assuming they cannot resolve their differences.
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