"Soon, Ravonald will fall, and with it, the rest of Anguardain.", said Lord Nevalin, gazing far across the Havnian Plains from atop his balcony. Fort Shadon was built atop a large plateau and nestled in between towering, snow-capped mountains, offering a perfect view of a surprisingly large portion of Nevalin's kingdom. Years of struggle and thousands upon thousands of lives lost had long last begun to pay off, and even the mighty elven army could not hope to contain his power. Only Ravonald, the elves' last stronghold, their last beacon of hope, stood between Nevalin and his ultimate control of Anguardain and all it's inhabitants. Elves, humans and dwarves alike would have no choice but to obey or face extermination.
Though Nevalin could not see Ravonald from his perch atop his massive fort, he could almost feel it's presence, sickening him to no end. What he wouldn't give to watch it crumble to the ground, just like every other pathetic resistance he had met in the past. The elves would no doubt be sending every reinforcement they cold spare. To lose Ravonald would mean an end to their war, and an end to their way of life.
"My lord." A servant entered Nevalin's and bowed his head.
"What news to you have?", said Nevalin, still gazing across the vast landscape of his kingdom.
"Our scouts have confirmed that the elves have sent a number of new regiments, including infantry, cavalry, elemental battle mages, and possibly a small number of human mages and mercenary soldiers. We cannot confirm the exact number, but I fear it is more then we originally expected."
"Humans?" Nevalin hissed. "Humans have no place in this battle. They are merely pawns in this war."
"We do not expect that the humans will be of much use to the elves." continued the servant. "Only a small number of them have useable elemental magic, and the rest will be easily dealt with with our own mages."
"No matter." Nevalin finally turned around to face his servant. "Ravonald will fall either way. Give the order. We attack at dawn."
"Yes, my lord." The servant bowed and quickly left the room.
Nevalin once again turned and resumed his observance of the vast, dry Havnian Plains. His pulse quickened. Finally, his time of glory was fast approaching. The final battle of the War of Darkness was about to begin.
"Soon, Ravonald will fall, and with it, the rest of Anguardain."
The Story:
This roleplay is based of an original fantasy novel that I started in high school. Although I lost steam and haven't written any more chapters in quite a while, I'm hoping that this can be both an enjoyable roleplay for everyone and also give me a little inspiration to continue writing. If anyone would like any additional info about the story or how things work, PM/VM me or simply ask in this thread.
At this point, Lord Nevalin, who's goal is to conquer all of Anguardain, has taken over a large portion of our "mystical" land. Ravonald is an elven fort at the eastern edge of Nevalin's current empire. 10 years of fighting has already taken place between the elves, (and their allies: the dwarves and the humans), and Nevalin's army. Nevalin has accumulated an army that vastly outnumbers the elves, although the source of his man-power is not fully known.
Nevalin's army is mostly made of conquered peoples from other lands who have no choice but to fight for him. Including these normal soldiers, Nevalin uses a small number of dark mages, who are the cornerstone of his army (I'll explain the magic system later). He also controls a large number of creature called "vurk", which are a winged monsters infused with dark magic. With these tools, he has finally pushed the elves to the brink of defeat, and now the final battle of "The War of Darkness" has arrived.
While there are others fighting against Nevalin besides the elves, we will focus only on them. The elves are magical creatures and the oldest beings in all of Anguardain. They strive to keep the land pure and free of harmful dark magic that could disrupt the delicate elemental balance that our world must maintain. Nevalin represents this "infiltration" of dark magic into the land of Anguardain. Throughout the ages, the elves have been the peace keepers of this land. While humans and dwarves also inhabit Anguardain, they largely rely on the elves to keep them safe from harm, and before Nevalin and his army appeared, this had always been an easy task for the elves. It is rare for a human or a dwarf to possess elemental magic, but every single elf is extremely proficient at at least one form of elemental magic. Their power has always kept Anguardain safe from harm...until now.
The actual prologue to the novel can be read here, which will give you a brief history of the ongoing war.
Your role:
You are a lieutenant in the elven army. You control you're own regiment of troops as well as participate in the battle yourself. You're regiment depends on your choice of character. You can be an elemental of any one of the four elements (fire, water, earth, wind), which will put you in charge of a regiment of elves of the same elemental group. You may also be a lieutenant in the archer's division or a lieutenant in the cavalry (soldiers on horseback) or infantry (soldiers on foot). Cavalry and infantry may still use elemental magic, although hand-to-hand combat is their specialty. How you use your regiment is up to you. Fight conservatively and point out subtle weaknesses in the enemies' defenses. Or go all out and send your regiment directly into the heat of battle. Each group has it's specific uses, which will be explained soon. While soldiers in an elemental regiment use magic as their main form of attack, they may still use hand to hand combat skills. However, they should be using magic most of the time since it's their most effective form of attack.
It should be your intent to control your regiment intelligently and with purpose. You will be given orders based on which regiment you're controlling from the commanding general (myself) or my captain (Volkner's Apprentice). Volkner will be acting as my second in command. He is able to give orders and dictate how the battle plays out as well. Expect twists and turns as the battle goes on. You may find yourself having to improvise as new problems arise. My posts will dictate changes in the battle field, so control your regiment well. At some points, you will be interacting with your fellow lieutenants off the battlefield, discussing tactics or simply developing your characters. You will also interact with each other in the heat of battle. Working together will most certainly tip the battle in your favor. This will also create more possibilities for the battle. In battle, your posts should involve at least one other character's regiment and your interaction with them to help fight off the enemy.
Here is an in-depth explanation of the magic system:
Fire - Fire is a primarily offensive form of magic. Obviously it has great use in large scale magical attacks, capable of destroying large amounts of enemies in seconds. Usually, the magic is collected in the palm of the hands and expelled outward with great power, covering a decently large amount of area, perhaps about a 10 foot wide blast. However, there are drawbacks to it's destructive powers. Fire elementals often run out of their magic very quickly. If you plan on being a fire elemental, expect to be a "hit and run" type of battler. While your use on the battlefield will be very important, it will often be short-lived. If you don't plan on writing a whole lot, or just like a quick, offensive style of battling, commanding a regiment of fire elementals will be a good role for you.
Water - Water is primarily a healing and support form of magic. Water elementals have the ability to heal wounds and restore depleted elemental magic for a worn out elemental soldier. Water elementals can also cast defensive screens of magic to help repel other elemental attacks or protect a fallen comrade. Water elementals can generally use larger amounts of magic over a longer period of time. If you like supporting your allies by healing their wounds, restoring their magic, or defending them with magical barriers, then becoming the leader of a regiment of water elementals will be perfect for you.
Earth - Earth is a very interesting form of magic. It's uses can range anywhere from long range attacks to complex supporting maneuvers. Earth elementals can control anything made of "earth". Basically, dirt, rocks and trees are able to be manipulated through magic. While this may seem rather plain and boring, this is entirely not the case. Rocks and chunks of earth can be hurled at enemies at very high velocities, which can potentially be very destructive. On a more strategic level, earth elementals can create earthen barriers and cut out large chunks of ground from beneath enemy soldiers to impede their progress. Earth elementals can use their magic for an average amount of time; not as long as water elementals, but longer than fire elementals. If you'd like to use your magic in a more strategic and tactical manner, then you'd get plenty of enjoyment from commanding a regiment of earth elementals.
Wind - Wind is both a supportive and offensive form of magic. Quite obviously, wind elementals are able to control the strength and speed of the wind. This could have a variety of uses, from repelling enemies with large gusts of wind to concentrating large amounts of magic into small blades of sharp elemental wind, letting you attack your enemies from afar. Wind elementals are also pivotal for repelling aerial attacks from the vurk. A wind elemental could be fiercely attacking enemies with "blades" of magic at one moment and blasting large amounts of wind at his or her enemies to support his allies at the next. If you'd like to have the best of both worlds, both offensive and supportive magic, then commanding a regiment of wind elementals might be the best role for you.
Dark - Dark magic is only useable by Nevalin's specially trained dark mages. Dark magic is extremely powerful, and totally counteracts any form of elemental magic. It's good thing Nevalin only has a small amount of useable dark mages, otherwise our cause would be totally lost. In general, you should ignore the effects of dark magic for now, but expect to be confronted with a few conflicts with dark magic that might force you to come up with some creative solutions.
Light - Light magic...It's still a mystery to you for now, but I plan on incorporating it as the story goes on. Stay tuned.
Other positions:
Cavalry - As a lieutenant in the cavalry, you will control soldiers on horseback. Cavalrymen usually use spears and longswords to attack their enemies. They are very skilled in hand to hand combat. However, they have very limited use of elemental magic. If you control a cavalry regiment, expect to be engaged in hand to hand combat for the majority of the battle. However, you may use very limited amounts of elemental magic depending on which elemental you decide to be. While you have a straight-forward role, it is also very exciting and face-paced as well.
Infantry - Infantrymen are soldiers on foot. They usually wield swords or axes as well as large shields. As with the cavalry, the infantry is skilled in hand to hand combat, but also have a limited use of elemental magic. The infantry's role is not that much different than the cavalry's, but you experience the battle from a slightly different perspective.
Archers - Archers are...Archers. They fight using a bow and arrow. Longbow archers attack their enemies from very far away, and shortbow archers attack from a closer range but with more power. Archers are generally removed from direct combat and will most likely be stationed in the upper levels of Ravonald. An archer's task is pretty straight forward: fire arrows at the enemy. Depending on your elemental power, your attacks can be amplified and deal more damage (ex. fire arrows, launching arrows with more power due to elemental wind powers). How you control your regiment of archers is up to you, but this is a bit more straight-forward role than others.
Cavalry and infantry won't have as big of a role as lieutenants of elemental magic regiments, so those who don't plan on writing as much should consider becoming the leaders of an infantry or cavalry regiment.
Rules:
Basically, just follow the Other Roleplay rules.
Sign up sheet:
Name: (preferably a cool elven name. No "Jeff"'s or "Amy"'s)
Age: (18 or above please)
Appearance:
Personality:
History: (not required since I haven't revealed a lot about the elves' way of life. But general comments are appreciated)
Regiment:
Elemental power: (only pick an elemental power if you are in the cavalry, infantry, or archers division. Otherwise, your power is the same as the elemental regiment you control)
RP Example: (Just a quick example from another RP or another piece of your writing, I don't care which)
Slots: Two of each position will be allowed, however I don't expect to fill all of these roles. Once we get a good amount of sign ups, we start the story regardless of what positions have or have not been taken. Only one lieutenant will be allowed for the cavalry, infantry and archer divisions
Fire elemental
1. The warden
2.
Water elemental
1.
2.
Earth elemental
1.
2.
Wind elemental
1. ÄgàmêñÐmØÑ
2.
Cavalry
1.
Infantry
1.
Archers
1.
Though Nevalin could not see Ravonald from his perch atop his massive fort, he could almost feel it's presence, sickening him to no end. What he wouldn't give to watch it crumble to the ground, just like every other pathetic resistance he had met in the past. The elves would no doubt be sending every reinforcement they cold spare. To lose Ravonald would mean an end to their war, and an end to their way of life.
"My lord." A servant entered Nevalin's and bowed his head.
"What news to you have?", said Nevalin, still gazing across the vast landscape of his kingdom.
"Our scouts have confirmed that the elves have sent a number of new regiments, including infantry, cavalry, elemental battle mages, and possibly a small number of human mages and mercenary soldiers. We cannot confirm the exact number, but I fear it is more then we originally expected."
"Humans?" Nevalin hissed. "Humans have no place in this battle. They are merely pawns in this war."
"We do not expect that the humans will be of much use to the elves." continued the servant. "Only a small number of them have useable elemental magic, and the rest will be easily dealt with with our own mages."
"No matter." Nevalin finally turned around to face his servant. "Ravonald will fall either way. Give the order. We attack at dawn."
"Yes, my lord." The servant bowed and quickly left the room.
Nevalin once again turned and resumed his observance of the vast, dry Havnian Plains. His pulse quickened. Finally, his time of glory was fast approaching. The final battle of the War of Darkness was about to begin.
"Soon, Ravonald will fall, and with it, the rest of Anguardain."
The Story:
This roleplay is based of an original fantasy novel that I started in high school. Although I lost steam and haven't written any more chapters in quite a while, I'm hoping that this can be both an enjoyable roleplay for everyone and also give me a little inspiration to continue writing. If anyone would like any additional info about the story or how things work, PM/VM me or simply ask in this thread.
At this point, Lord Nevalin, who's goal is to conquer all of Anguardain, has taken over a large portion of our "mystical" land. Ravonald is an elven fort at the eastern edge of Nevalin's current empire. 10 years of fighting has already taken place between the elves, (and their allies: the dwarves and the humans), and Nevalin's army. Nevalin has accumulated an army that vastly outnumbers the elves, although the source of his man-power is not fully known.
Nevalin's army is mostly made of conquered peoples from other lands who have no choice but to fight for him. Including these normal soldiers, Nevalin uses a small number of dark mages, who are the cornerstone of his army (I'll explain the magic system later). He also controls a large number of creature called "vurk", which are a winged monsters infused with dark magic. With these tools, he has finally pushed the elves to the brink of defeat, and now the final battle of "The War of Darkness" has arrived.
While there are others fighting against Nevalin besides the elves, we will focus only on them. The elves are magical creatures and the oldest beings in all of Anguardain. They strive to keep the land pure and free of harmful dark magic that could disrupt the delicate elemental balance that our world must maintain. Nevalin represents this "infiltration" of dark magic into the land of Anguardain. Throughout the ages, the elves have been the peace keepers of this land. While humans and dwarves also inhabit Anguardain, they largely rely on the elves to keep them safe from harm, and before Nevalin and his army appeared, this had always been an easy task for the elves. It is rare for a human or a dwarf to possess elemental magic, but every single elf is extremely proficient at at least one form of elemental magic. Their power has always kept Anguardain safe from harm...until now.
The actual prologue to the novel can be read here, which will give you a brief history of the ongoing war.
Your role:
You are a lieutenant in the elven army. You control you're own regiment of troops as well as participate in the battle yourself. You're regiment depends on your choice of character. You can be an elemental of any one of the four elements (fire, water, earth, wind), which will put you in charge of a regiment of elves of the same elemental group. You may also be a lieutenant in the archer's division or a lieutenant in the cavalry (soldiers on horseback) or infantry (soldiers on foot). Cavalry and infantry may still use elemental magic, although hand-to-hand combat is their specialty. How you use your regiment is up to you. Fight conservatively and point out subtle weaknesses in the enemies' defenses. Or go all out and send your regiment directly into the heat of battle. Each group has it's specific uses, which will be explained soon. While soldiers in an elemental regiment use magic as their main form of attack, they may still use hand to hand combat skills. However, they should be using magic most of the time since it's their most effective form of attack.
It should be your intent to control your regiment intelligently and with purpose. You will be given orders based on which regiment you're controlling from the commanding general (myself) or my captain (Volkner's Apprentice). Volkner will be acting as my second in command. He is able to give orders and dictate how the battle plays out as well. Expect twists and turns as the battle goes on. You may find yourself having to improvise as new problems arise. My posts will dictate changes in the battle field, so control your regiment well. At some points, you will be interacting with your fellow lieutenants off the battlefield, discussing tactics or simply developing your characters. You will also interact with each other in the heat of battle. Working together will most certainly tip the battle in your favor. This will also create more possibilities for the battle. In battle, your posts should involve at least one other character's regiment and your interaction with them to help fight off the enemy.
Here is an in-depth explanation of the magic system:
Fire - Fire is a primarily offensive form of magic. Obviously it has great use in large scale magical attacks, capable of destroying large amounts of enemies in seconds. Usually, the magic is collected in the palm of the hands and expelled outward with great power, covering a decently large amount of area, perhaps about a 10 foot wide blast. However, there are drawbacks to it's destructive powers. Fire elementals often run out of their magic very quickly. If you plan on being a fire elemental, expect to be a "hit and run" type of battler. While your use on the battlefield will be very important, it will often be short-lived. If you don't plan on writing a whole lot, or just like a quick, offensive style of battling, commanding a regiment of fire elementals will be a good role for you.
Water - Water is primarily a healing and support form of magic. Water elementals have the ability to heal wounds and restore depleted elemental magic for a worn out elemental soldier. Water elementals can also cast defensive screens of magic to help repel other elemental attacks or protect a fallen comrade. Water elementals can generally use larger amounts of magic over a longer period of time. If you like supporting your allies by healing their wounds, restoring their magic, or defending them with magical barriers, then becoming the leader of a regiment of water elementals will be perfect for you.
Earth - Earth is a very interesting form of magic. It's uses can range anywhere from long range attacks to complex supporting maneuvers. Earth elementals can control anything made of "earth". Basically, dirt, rocks and trees are able to be manipulated through magic. While this may seem rather plain and boring, this is entirely not the case. Rocks and chunks of earth can be hurled at enemies at very high velocities, which can potentially be very destructive. On a more strategic level, earth elementals can create earthen barriers and cut out large chunks of ground from beneath enemy soldiers to impede their progress. Earth elementals can use their magic for an average amount of time; not as long as water elementals, but longer than fire elementals. If you'd like to use your magic in a more strategic and tactical manner, then you'd get plenty of enjoyment from commanding a regiment of earth elementals.
Wind - Wind is both a supportive and offensive form of magic. Quite obviously, wind elementals are able to control the strength and speed of the wind. This could have a variety of uses, from repelling enemies with large gusts of wind to concentrating large amounts of magic into small blades of sharp elemental wind, letting you attack your enemies from afar. Wind elementals are also pivotal for repelling aerial attacks from the vurk. A wind elemental could be fiercely attacking enemies with "blades" of magic at one moment and blasting large amounts of wind at his or her enemies to support his allies at the next. If you'd like to have the best of both worlds, both offensive and supportive magic, then commanding a regiment of wind elementals might be the best role for you.
Dark - Dark magic is only useable by Nevalin's specially trained dark mages. Dark magic is extremely powerful, and totally counteracts any form of elemental magic. It's good thing Nevalin only has a small amount of useable dark mages, otherwise our cause would be totally lost. In general, you should ignore the effects of dark magic for now, but expect to be confronted with a few conflicts with dark magic that might force you to come up with some creative solutions.
Light - Light magic...It's still a mystery to you for now, but I plan on incorporating it as the story goes on. Stay tuned.
Other positions:
Cavalry - As a lieutenant in the cavalry, you will control soldiers on horseback. Cavalrymen usually use spears and longswords to attack their enemies. They are very skilled in hand to hand combat. However, they have very limited use of elemental magic. If you control a cavalry regiment, expect to be engaged in hand to hand combat for the majority of the battle. However, you may use very limited amounts of elemental magic depending on which elemental you decide to be. While you have a straight-forward role, it is also very exciting and face-paced as well.
Infantry - Infantrymen are soldiers on foot. They usually wield swords or axes as well as large shields. As with the cavalry, the infantry is skilled in hand to hand combat, but also have a limited use of elemental magic. The infantry's role is not that much different than the cavalry's, but you experience the battle from a slightly different perspective.
Archers - Archers are...Archers. They fight using a bow and arrow. Longbow archers attack their enemies from very far away, and shortbow archers attack from a closer range but with more power. Archers are generally removed from direct combat and will most likely be stationed in the upper levels of Ravonald. An archer's task is pretty straight forward: fire arrows at the enemy. Depending on your elemental power, your attacks can be amplified and deal more damage (ex. fire arrows, launching arrows with more power due to elemental wind powers). How you control your regiment of archers is up to you, but this is a bit more straight-forward role than others.
Cavalry and infantry won't have as big of a role as lieutenants of elemental magic regiments, so those who don't plan on writing as much should consider becoming the leaders of an infantry or cavalry regiment.
Rules:
Basically, just follow the Other Roleplay rules.
Sign up sheet:
Name: (preferably a cool elven name. No "Jeff"'s or "Amy"'s)
Age: (18 or above please)
Appearance:
Personality:
History: (not required since I haven't revealed a lot about the elves' way of life. But general comments are appreciated)
Regiment:
Elemental power: (only pick an elemental power if you are in the cavalry, infantry, or archers division. Otherwise, your power is the same as the elemental regiment you control)
RP Example: (Just a quick example from another RP or another piece of your writing, I don't care which)
Slots: Two of each position will be allowed, however I don't expect to fill all of these roles. Once we get a good amount of sign ups, we start the story regardless of what positions have or have not been taken. Only one lieutenant will be allowed for the cavalry, infantry and archer divisions
Fire elemental
1. The warden
2.
Water elemental
1.
2.
Earth elemental
1.
2.
Wind elemental
1. ÄgàmêñÐmØÑ
2.
Cavalry
1.
Infantry
1.
Archers
1.
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