Rocky's Revival (World of Avernum Factional RP Revival Discussion)

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AuthorTopic: Rocky's Revival (World of Avernum Factional RP Revival Discussion)
Lifecrafter
Member # 6388
Profile #25
The Enlightenment and the Abyss Knights are both active. I'm calling it close to the present, and I've got only *EXTREMELY* limited information.

Everyone do me a favor: give me a paragraph of data about your faction as of the last time you were involved, and also give me a sentence describing the last in-RP event you remember. Offer a description of factional size, influence, function/purpose, and of course location.

I'm going to try and do the map tonight.
Posts: 794 | Registered: Tuesday, October 11 2005 07:00
Lifecrafter
Member # 7252
Profile #26
May I join?

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Humans fight to enter insanity.
You ain't evil until you hear this!
Posts: 732 | Registered: Saturday, June 24 2006 07:00
Shaper
Member # 32
Profile #27
Are we supposed to post that information here, or PM it to you Alec?

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Lt. Sullust
Quaere verum
Posts: 2462 | Registered: Wednesday, October 3 2001 07:00
Lifecrafter
Member # 6388
Profile #28
Post.

Azuma: Yes. Whip up a faction, although don't get married to any one area.

Incidentally, it happens several centuries after A3, and presumes that nothing after A3 ever happened. (Or, if it did, only incidentally, as part of a different timeline.)
Posts: 794 | Registered: Tuesday, October 11 2005 07:00
Warrior
Member # 12481
Profile #29
Can I join? What's the story with factions? What KIND of factions are there at the moment??

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Third generation geek and heathen!
Posts: 93 | Registered: Tuesday, December 11 2007 08:00
Guardian
Member # 6670
Profile Homepage #30
Do you want us to post IC versions of this as well?

Dominion of the Learned

Location: South East Valorim. Notable cities are Golddale, Libras, and Storm Port. Some control over Lennus and Squiggus. Basically, the boundaries are the river to the west and the mountains and river to the north. The islands are not under Dominion control. See map.

Leadership: The Dominion is effectively ruled by the Council of Redmark College*. The leader of this council is Magister Demetrius.

Races: Virtually all human (I deported the Nephilim early on in the RP). A significant portion are settlers from Avernum (in A3, your party notices SE Valorim as the prime candidate for settling).

Ideology: In most cases, the Dominion is indifferent on how the New Empire will turn out. However, it does not want a return to the way magecraft was restricted and mages were treated as pawns under the Old Empire. The only way Demetrius can see that will avoid this is if the mages themselves take a hand in shaping and leading the New Empire.

Military: The Dominion used to boast a moderately-sized force comprised of battle mages and conventional foot soldiers. Most of these were wiped out (see below), and the remainder are deployed to protect the cities and College. The Dominion also has several bands of Agents, special operatives trained in espionage, propaganda, and the like. Many of them are magic users specializing in illusion and similar schools of magic. The Dominion has a minimal standing fleet.

History: Most of the Dominion's action in the RP was in North Karnold (the stretch of land from Angel's Rest to Softport). The Anama and the Looters were also involved in the area. Most of the initial action was propaganda and like from both sides. Eventually, the Anama took Aminro, while the Dominion took Angel's Rest. Both of these were razed when the Rakshasi came. The Dominion called a temporary truce with its enemies (don't remember who all responded) and pulled what little remained of its army out of North Karnold.

So basically, I'm right back where I started. ;)

* I remember there being a problem with the location of Redmark College. I had placed it in the valley NW of Storm Port (what was the Valley of the Ursagi in A3). Apparently, this contradicted long standing fanwank. Does anyone remember where the College is supposed to be?

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Quotation confesses inferiority.
- Ralph Waldo Emerson
Posts: 1509 | Registered: Tuesday, January 10 2006 08:00
Law Bringer
Member # 4153
Profile Homepage #31
Lucheiah: I'm sure Alec could explain this better than I, but I'll try: A faction RP is different from a conventional one in that you control a larger group, instead of just the one character. This doesn't necessarily mean that you have to abandon 1st-person IC posts, it just means that you need a larger perspective a lot of the time.

Anyway, my summary:

Order of Krell

Location: Primarily coastal Vantanas and the surrounding island chains. The sixteen main islands that form the alliance headed by the Order are: Ouracasos, Laessos, Tanan, Halitarn, Skarrifisk, Ona, Numindia, Eos, Krell, Trobi, Isidar, Freslari, Polir, Ysanto, Sipan, and Teguka. The headquarters for the alliance and for the Order of Krell proper is the island of Krell and the city Ivrel.

Leadership: Most recently controlled by Brother Clearwater, high priest of the Order. Emissaries from all areas of the alliance are entitled to a say in the doings of the Order's alliance, and frequent council meetings in Ivrel enable this.

Races: All, with a considerable non-human refugee presence from the aftermath of the Hunters' reign in southern Valorim. Most humans are surface-born.

Ideology: With the fall of the Empire, the Order sees a chance to extend a more benevolent rule to Vantanas, reuniting a traditionally scattered and divisive population under one banner. The other motive is simply to extend the Order's protection to the surrounding islands, with a watchful eye on the chaos sparked by the assassinations. The only other significant ideological point is that of careful conservation of natural resources, one of the Order's founding principles (mostly as a reaction to the former Empire regime's more destructive policies).

Military: The Order's military, while not large by any standards, is generally adequate for its purposes. However, with the added power (naval and otherwise) added by the other members of the alliance, the Order could reasonably defend itself and the surrounding islands from a foreign threat. Currently, the military is more or less tied up with other missions (see below), while the islands in the alliance remain adequately-defended for now. Lots and lots of priestly magic.

History: The alliance (dubbed the Council of Krell) was formed almost immediately after the Empire's fall. The Council acted against the Hunters, finding a cure for their mind-control based magic. A task force was dispatched to southeastern Valorim (landing amidst the Karnold Island League) to keep an eye on proceedings there. Another force was sent to the capital of Vantanas, Woodsmuir, to negotiate peace with the somewhat eccentric and arguably socialist self-proclaimed King Accis. The Woodsmuir force was met with resistance, and the leader was last known to be trapped in Accis's headquarters. Shortly after the arrival of the Red Star (which the leaders mistook for a volcano), the Order sent an aid party to mainland Vantanas, which encountered both rakshasi and demons who aimed to remove the rakshasi.

The last RP event: First encountering the rakshasi and demons, with the idea of a treaty between demons and the Order not seeming quite as crazy as before.

[ Thursday, December 20, 2007 13:26: Message edited by: Ephesos ]

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TM: "I want BoA to grow. Evolve where the food ladder has rungs to be reached."

Gamble with Gaea, and she eats your dice.
Posts: 4130 | Registered: Friday, March 26 2004 08:00
Agent
Member # 4574
Profile #32
I might get back into this, but I want to have someone revive the Hunters. So:

The Hunters

Location: Southwest Valorim. Notable cities are Krizsan, Farport, and Bolton. Was seperated by a river along with the Dominion of the Learned, and made profitable trade with Golddale. Meanwhile, at it's height, the Hunter's controlled the land west of the Dominion, with it's northernmost point being the land south of Sharimik. The land between Farport and Pergies, north of the mountains, have never been effectively administered.

Leadership: The Hunters were ruled by Tygra, the Founder of the Hunters, who maintained power by creating a personality cult, along with mental magic influencing his dominion. He referred to himself as God-Emperor, indicating in some ways how he was modelling himself off of the Old Empire.

Races: 100% human. Roughly twenty-five percent of the humans are Avernites from the Upper Avernum region.

Ideology: The Hunter's believe that humans are the Master Race, and that the non-humans (especially Vahnatai) are plagues from the gods sent to challenge the Imperium of Man. So, they recruit humans to their cause, and either enslave non-humans or kill them outright. The Hunter's see all major disastors (Empire-Avernum War, Hawthorne's Assassination, Revolution, etc.) as the result of the non-humans. This is the central belief of the Hunters, all other facets are unnecessary.

Military: The Hunters were always a militant group, and as such they boasted a strong army in their height. Unfortunately, Tygra had not forseen the need for a strong navy, and what they had was converted merchant ships. The lack of a navy strong enough to defend the coastline lead to the destruction of the Hunter Empire later on.

History: Tygra, a bland brigand before the Revolution, found a scroll in the ruins of Bojar's Tower and managed to use it. The spell made one more susceptible to the ideas of the speaker. Employed by an unknown man, he helped in the Revolution by taking over Krizsan, and soon set up his empire in the region. The Order of Krell spiked his water supplies with Lamb Flax(something like that), which cured the mind of his spell. His grip weakened, and his capital conquered, there was a coup that resulted in Tygra's assassination. Though there were still those that believed, they were not able to hold on to the Hunter Empire after Tygra's death. However, some of them managed to leave and spread Hunterism to new, fertile regions, with hopes of establishing a Neo-Hunter Empire...

NOTE: Hunters can be identified, sometimes, by the symbol of a black eye, always searching for non-humans. The original Hunters have tattoos of the symbol, usually on the forehead. Not as suspectful in the former Hunter regions, as it was administered to everyone. A banner of a Hunter battalion might look like this.

P.S. I want someone to reestablish the Hunters under the basic philosophy of non-human extermination/enslavement, as a Neo-Hunter Empire. If no one else does, I might just have to do it myself.

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"I'm happy I'm the mentally disturbed person I am." -Nioca
"Yes, Iffy is a demon." -Iffy
The Two Universal Truthes:
"All I know is that I know nothing" -Socrates
"I think, therefore I am." -René Descartes
Posts: 1186 | Registered: Friday, June 18 2004 07:00
Lifecrafter
Member # 6388
Profile #33
The Enlightenment is what the Hunters used to be, and there's undercurrents of the ideology present there.

The group isn't particularly complex - kill-'em-all cults don't tend to be. Might want to give it another shot?
Posts: 794 | Registered: Tuesday, October 11 2005 07:00
Agent
Member # 4574
Profile #34
quote:
Originally written by Najosz Thjsza Kjras:

The Enlightenment is what the Hunters used to be, and there's undercurrents of the ideology present there.

The group isn't particularly complex - kill-'em-all cults don't tend to be. Might want to give it another shot?

The Hunters are sort of like Old Empire enthusiasts, but much more focused on non-human extermination. They had relations with Drakey's Imperials, but due to distance it was nothing more then mutual respect.

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"I'm happy I'm the mentally disturbed person I am." -Nioca
"Yes, Iffy is a demon." -Iffy
The Two Universal Truthes:
"All I know is that I know nothing" -Socrates
"I think, therefore I am." -René Descartes
Posts: 1186 | Registered: Friday, June 18 2004 07:00
For Carnage, Apply Within
Member # 95
Profile #35
Against my better judgement, here goes nothing:

The Cult of Grah-Hoth That's what outsiders call them, anyway. They tend to have fancier names for themselves, and especially don't like being called a cult.

Location: The extreme northwest of Avernum, where Grah-Hoth's fortress used to be

Leadership: Formally, Grah-Hoth. In his absence, the human wizard Xivuth rules. As Grah-Hoth has been absent since the events of A3, Xivuth's is a position of some importance.

Races: All are welcomes. Members are mostly humans and sliths.

Description: Troubled times produce troubled people. Some have lost whole families. Some look at a world in chaos and see the beginning of something much bigger. Some will not feel safe unless they are strong. And stealthily, by whispers and rumors, word of the cult makes its way to their ears.
The cultists believe that Grah-Hoth has spoken to them from his prison in the underworld, that someday he will return, and that when he does he will elevate his faithful over all the other peoples of Ermarian. And for any who helped him to return, well, who knows how great his reward might be?
The cult's ultimate goal is to bring about Grah-Hoth's return to the mortal plane, any way they can. Luckily, such a goal is enormously beyond their abilities, but who knows what trouble they might stir up in trying?

Military: None. The cult numbers only a few hundred, but many of its members are mages or priests. The rest are well-armed and observe few of society's taboos regarding violence.

History: Didn't do much last time. I left off with some of the cult breaking into Bargha disguised as a circus. I'll leave it up to Alec whether to resume that where it left off or assume it resolved itself already.

[ Thursday, December 20, 2007 20:27: Message edited by: Sarachim ]

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The Empire Always Loses: More fun than a kick in the shins!
Posts: 567 | Registered: Friday, October 5 2001 07:00
Lifecrafter
Member # 7252
Profile #36
Here..this fine?

[bold]The Forsaken[/bold]

Location:
A great cave created magically by the High in the Za-Khazi Run. Almost as large as the Great Cave but has less lumination. Has three towns; Deathknell, Tranquillien, and Tirisfal. Main city is Nathrezim.

Leadership:
The Forsaken is governed by The High; Kil'jaeden, Archimonde, and Ner'zhul. Each one of them has there own specialties; Kil'jaeden as master tactitian, Archimonde as Archmagus High, and Ner'zhul, the one who seeks those like them. And The High is governed by Rhaz, who can pretty much do what they can. All are liches of the highest power.

Races:
Undead. Those that have still retained thier former selves after being brought back from the beyond.

Ideology:
"Unlive, as though nothing has happened. Life gave us a second chance in un-life. We must take oppurtunity in it. We are not anomalies, we are not monsters, we are The Forsaken!" -Rhaz

Technically, to continue to (un)live even though they are undead.

Military:
Foot-soldiers, mages, archers, you name it. The minerals found in the Run has provided them with the needed equipment for warfare. Usuall on the defending the side, The Forsaken never strikes first until provoked. Their magic is not to be trifled with immediately for some of them have been magus and archmagus in the past.

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Humans fight to enter insanity.
You ain't evil until you hear this!
Posts: 732 | Registered: Saturday, June 24 2006 07:00
Lifecrafter
Member # 6388
Profile #37
We should probably call the circus thing a mulligan. You basically murdered the Avernum section of the RP by being so goddamn hilarious. :P
Posts: 794 | Registered: Tuesday, October 11 2005 07:00
Warrior
Member # 12481
Profile #38
Okay, it doesn't look like you have a thieves' guild type faction yet :)

Cold Blood

Location: East/North-east Valorim, around Gale.

Leadership: Cold Blood is run by a board of ten individuals, the co-ordinators: Wil Quietpeddle is the co-ordinator of liberation, Rika Bloodsbayne is the co-ordinator of observation, Locke "Fence" Greene is the co-ordinator of distribution, Rapp Teagallow is the co-ordinator of information, Orseleena "Charade" Rodan is the co-ordinator of deception, Ariss "the Darkclaw" is the co-ordinator of elimination, Siobhan Michly is the co-ordinator of creation, Ashton Laeren is the co-ordinator of operation, Wit Tomarr is the co-ordinator of donation, and Justin Coate is the co-ordinator of production. Between the eight of them, they command the services of close on a thousand persons of questionable heritage and intent - but of course, very few of those thousand could name all nine co-ordinators; even fewer could actually put a face to the names.

Races: People of all races are initiated into Cold Blood at various times; What truly interests the co-ordinators is the skill of an individual in his/her chosen field. Currently, there are said to be two nephilim and a slith on the board, the rest human.

Ideology: Loyalty to Cold Blood is everything. Secrecy, accuracy and loyalty are the three most important ideals for a member of Cold Blood to hold to. Cold Blood takes a great interest in politics, as they have many eyes and ears in the New Empire's inner workings (all courtesy of the co-ordinators of observation, deception and information, of course!) They are keen for the New Empire to work - to their advantage, of course! To add a touch of delicious irony, the co-ordinators of information and deception have managed, thus far, to keep Cold Blood's operations concealed from the Empire, in both Old and New forms. Several cover guilds are run to allay suspicion – Velvet Blades are their assassin's guild, answerable to the Co-ordinator of Elimination; The Silver Swords are a mercenary company of swashbucklers and combat acrobats that are, oddly enough, permanently hired out to a “rich client” and answer to the Co-ordinator of Operations; The Mummers’ Guild are one of the foremost guilds for performers – and membership is intensely competitive, believe it or not! They answer to the Co-ordinator of Deception; The Trapmakers’ Coalition do what they say on the box, and are one of Cold Blood’s largest (legitimate) sources of revenue (of course, the best traps are made for CB, but the public knows this not) and answer to the Co-ordinator of Creation; The Brewers' Guild has a monopoly on potionmaking and alchemy in Northeastern Valorim currently, and a potionmaker has a better chance of success if s/he aligns himself with this guild - another legitimate source of revenue for CB, and they are answerable to the Co-ordinator of Production.

Military: Cold Blood commands a force of highly trained individuals - assassins, trapmasters, combat acrobats and swashbucklers. The Velvet Blades and Silver Swords both number at around 200 members, but each member is so rigorously trained at all manner of warfare techniques (conventional or otherwise) that one would be a fool to launch an attack against CB – if one even knew it was there. The Co-ordinator of Creation and the Trapmakers' Coalition have provided traps and defensive structures which make CB's (hidden) guildhall a nigh impregnable fortress of sorts.
Of course, the Co-ordinator of Donation also pays rather substantial fees to a number of other mercenary companies, so in times of trouble they will have an expendable force at their command, and to the Watch Commanders in several of the major cities in Valorim, in return for keeping the activities of thieves’ guilds NOT under CB command, at bay.

History: There are few written records of the activities of CB – this is, of course, a security precaution. Should a written record of the activities of CB fall into the wrong hands, or any hands for that matter, it would spell certain doom for all members. However, the co-ordinators are told by their predecessors about the history of CB, and if one looks hard enough, one can see CB’s hand in the pages of history stretching back nearly 150 years. CB was founded by one Lady Fianna Silverlocke d’Faelos of Gale, and was originally known as “The Swift Hands”, a small guild that liberated collectable and valuable goods, planted evidence of these thefts at the feet of Lady Silverlocke’s rivals, and so on. In time, the power and influence of the guild grew, membership expanded, and the guild’s manifesto of operations broadened somewhat. The Swift Hands was kept as a cover, until about 30 years ago when it was decided that oblivion and secrecy would serve the guild better; history books tell us that The Swift Hand tore itself apart due to a bitter rivalry between two of the higher-up members.
CB has been involved in many aspects of the Avernum debate – agents were sent down to Avernum; their descendents came back up when surface exploration occurred 27 years before. Information about the Caves enabled CB agents to launch subtle expeditions. The elimination of the Darkside Loyalists was an important goal for CB, as they would have unmade years’ worth of plans, so the co-ordinators planted four of their best agents in the Imperial Academy, ensured that they were the four chosen to find and remove the one responsible for attempting upon the life of Empress Prazac. Now, of course, the Board is attempting to deal with Emperor Redmark’s rather more militaristic approach to politics…

Just a side note:
So, the co-ordinators... some of their titles may be a little misleading, so I'll clarify here (and hope that people don't metagame ^_^)

Co-ordinator of Liberation: Basically, the master of thieves, pickpockets and breaking & entering experts. The current co-ordinator of Liberation is said to have once stolen and sold the souls of two of her companions in one of the greatest heists ever not known.

Co-ordinator of Observation: The Spymaster. Observation, Information and Deception frequently collaborate, as some of their areas of expertise overlap. Observation's main responsibilities are to keep an eye on things, and report the movements of rival guilds, targeted individuals and the armies of Empire and Avernum. Frequently works with the Co-ordinator of Operations for military observations.

Co-ordinator of Distribution: The Fence. Well, master of the Fences. This individual oversees the selling off of goods liberated by those under the command of the Co-ordinator of Liberation. It's said that the current Co-ordinator of Distribution fenced the souls stolen by the Co-ordinator of Liberation...

Co-ordinator of Information: Head of Intelligence. His job is to keep his ears out for information on everything, and his intelligence network is second-to-none. Will frequently work with Observation and Deception.

Co-ordinator of Deception: Master Con-artist of Cold Blood. The Co-ordinator of Deception has the Mummer's Guild guildmaster answer to him/her, and frequently works with Information and Observation in intelligence-gathering runs. Also often works with Liberation on large heists.

Co-ordinator of Elimination: Master of Assassins. Has the guildmaster of the Velvet Blades answering to him/her. Probably the most dangerous of the 10 at any given time (though you'd not want to cross the current Co-ordinator of Liberation...)

Co-ordinator of Creation: Master Trapsmith. Usually the most magically and technically inclined of the 10, s/he has the Trapmakers' Coalition at her command and is an extremely skilled trapsmith in and of herself. The current Co-ordinator of Creation is rumored to be a highly skilled mage, responsible for the defenses of the CB guildhall.

Co-ordinator of Operation: Military leader. Frequently the second most dangerous member of the 10, coming in behind the Co-ordinator of Elimination. Operation and Elimination will frequently work together, especially on military type operations. Works with Creation when the defence of the CB guildhall is called into question. The Silver Swords answer (indirectly) to him/her.

Co-ordinator of Donation: Master of the Coin. Is responsible for all bribes, grants and funding given by CB. Often works with Deception when a combination of Bribe and Blackmail is needed to... motivate a certain individual. Also works closely with Distribution, Production and Creation, as their areas are responsible for a major portion of CB's revenue.

Co-ordinator of Production: Druglord. Is responsible for the production of Skribbane, Crystalite Opiate, and any number of other illicit substances. Also responsible for poisons, mind-altering libations and other such interesting (and nasty) little cocktails.

So, that's the major shakedown for my faction - is it too much? If it needs cutting back I can, but I've got no idea how powerful other people's factions are as I wasn't involved in the last RP lol!

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Third generation geek and heathen!
Posts: 93 | Registered: Tuesday, December 11 2007 08:00
Shock Trooper
Member # 10374
Profile #39
Yay!Im actually starting a factional RP for the first time.

Cult of the Sacred item

Location:Area around Mertis including Honeycomb, and Mertis spiral but nothing north of road to Silvar.Mertis is only city but cults headquarters are hidden deep in Honeycomb for protection.

Leadership:Its primarely ruled by Great Leader Dexa, but usually most influential cultists gather and debate about future moves and thefts.

Races:Anywone who acepts to pledge their loyalty to cult and its ideals is welcome.

Ideology:Cults primar goal is to acuire all items that are worthy(Demonslayer, Orb of Tharlni, Runed Onyx...)Its secondary goal is to expand its teritory and get more members and power.Note, cult supports mage and priest spells.

Military:Consists mostly of golems with some specialy powerfull golems and small number of mercenaries(mostly unemployed bandits)while common members are usually agents who discover special items, steal those items and cordinate attacks and defence.

History:Cult was destroyed when it stole Orb of Tharlni by Avernites and for long time nothing was heard or sean from them.Few individuals that survived hidd and make their plots in secret.But after the fall of Empire and Avernum there was nothing left to fear so one of them called Dexa organised them and lead the assault on Mertis.They established their land and started thefting some less important items funding their cause by taxing all merchants who pass from Great Cave and Tower of Magi to Eastern Galley.

Future looks bright for them.

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You must show me respect becouse...never mind why but do respect me!
All hail me, your...something.
Don't contradict me or I'l...GUARDS!
Posts: 263 | Registered: Sunday, September 9 2007 07:00
Shock Trooper
Member # 10374
Profile #40
Shouldn't we get an OOC for this RP?

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You must show me respect becouse...never mind why but do respect me!
All hail me, your...something.
Don't contradict me or I'l...GUARDS!
Posts: 263 | Registered: Sunday, September 9 2007 07:00
Law Bringer
Member # 2984
Profile Homepage #41
The RP has not started yet. Once it does, we'll take care of the proper threads. (Maps thread should be separate, if we decide to have an updating faction map again. I can tell you right now that I will no longer have time to maintain that; I can upload the last versions I do have though.)

I'll require some time to resummarize my faction, but I'm pretty sure this won't take off before the weekend anyhow.
Posts: 8752 | Registered: Wednesday, May 14 2003 07:00
Shaper
Member # 32
Profile #42
Khoth's Disciples

Location: The primary base for this faction is set up at Fort Dolthar. In addition, there are 6 smaller outposts, three on the shores west, south, and east of Fort Dolthar, one on an island to the north, one on the largest island in the Eastern Gallery, and the final outpost is located at Fort Dranlon.

Leadership: The role of Magistrate, is held by Acrio Sulfi. In addition, two older mages, Denrich, and Master Krynt assist him in maintaining order.

Ideology: The primary goal of Khoth's Disciples is the collection and preservation of knowledge, both magical and mundane. After the revolt, the Tower of Magi was plundered. The disciples managed to slip out with a few scrolls.

Military: Khoth's Disciples has no official military. The Faction is composed of 40-50 mages, most of whom are still apprentices. Of the more powerful wizards, Master Krynt is the strongest; however, his age has slowed his casting abilities.

History: After establishing a base on Fort Dolthar, Khoth's Disciples set about securing their territory with various outposts. In this expansion, they arrived at Fort Dranlon and accidentally set of an explosive trap set by the mysterious Ohvol. Rescued by the Vahnatai lead by Iktin-Bok, Acrio Sulfi learned that Ohvol had been responsible for the destruction of every major city within the Eastern Gallery. Unable to defeat such a foe single-handedly, Sulfi returned to Fort Dolthar to begin further preparations.

The Factions Listed below can be utilized by anyone:
Iktin-Bok
First and foremost, these vahnatai are from a friendly clan. Secondly, they have set up temporary barriers to prevent Ohvol from entering Northeastern Avernum. They have been sent to track down, and destroy Ohvol.

Ohvol
A deceptive creature from caves even below the lands of the Vahnatai, he uses the ability to change shape and manipulate weaker-minds to decieve others. It was his talent at this that lead the people of Silvar and Cotra to go to war with one another. Aside from this he is capable of no true magic. Unfortunately, because of his shape-changing ability, no one has seen his true form.

[ Friday, December 21, 2007 03:58: Message edited by: Lt. Sullust ]

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Lt. Sullust
Quaere verum
Posts: 2462 | Registered: Wednesday, October 3 2001 07:00
Law Bringer
Member # 4153
Profile Homepage #43
Azuma: Might want to pick somewhere a bit less isolated, because nobody's really going to be down in the Za-Khazi Run. In fact, I'd strongly advise moving because I don't think anyone really knows where it is anyway. :P

quote:
Originally written by Arancaytar:

Unless we decide to restart the RP with new threads. I can see that happening actually, since we wouldn't want to unduly tempt UBB'Nigurath, The Black Board of Misc with a Thousand Young Posts.
Definitely. I can't see us doing this without new threads.

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TM: "I want BoA to grow. Evolve where the food ladder has rungs to be reached."

Gamble with Gaea, and she eats your dice.
Posts: 4130 | Registered: Friday, March 26 2004 08:00
Apprentice
Member # 9688
Profile #44
quote:
Originally written by Azuma:

Here..this fine?

The Forsaken

Location:
A great cave created magically by the High in the Za-Khazi Run. Almost as large as the Great Cave but has less lumination. Has three towns; Deathknell, Tranquillien, and Tirisfal. Main city is Nathrezim.

Leadership:
The Forsaken is governed by The High; Kil'jaeden, Archimonde, and Ner'zhul. Each one of them has there own specialties; Kil'jaeden as master tactitian, Archimonde as Archmagus High, and Ner'zhul, the one who seeks those like them. And The High is governed by Rhaz, who can pretty much do what they can. All are liches of the highest power.

Races:
Undead. Those that have still retained thier former selves after being brought back from the beyond.

Ideology:
"Unlive, as though nothing has happened. Life gave us a second chance in un-life. We must take oppurtunity in it. We are not anomalies, we are not monsters, we are The Forsaken!" -Rhaz

Technically, to continue to (un)live even though they are undead.

Military:
Foot-soldiers, mages, archers, you name it. The minerals found in the Run has provided them with the needed equipment for warfare. Usuall on the defending the side, The Forsaken never strikes first until provoked. Their magic is not to be trifled with immediately for some of them have been magus and archmagus in the past.

Can I ask you do something other than use the names of the demon lords of warcraft and the orc shaman who became lich king in wc3?

You know what I am talking about, Archimonde and them others are from wc3

Please, be more imaginative than that.

I'm confused, so we are doing another RP? If so would someone start another thread and clarify?

I would also like to say if we are rping I'm in

[ Friday, December 21, 2007 13:34: Message edited by: Darkling ]
Posts: 28 | Registered: Friday, August 10 2007 07:00
Law Bringer
Member # 4153
Profile Homepage #45
quote:
Originally written by Darkling:

I'm confused, so we are doing another RP? If so would someone start another thread and clarify?

I would also like to say if we are rping I'm in

Couple of things:
-Glad to hear that you're interested
-Don't be so critical before you've contributed anything, you might have no grounds to complain ( :P )
-Read the rest of the thread to find out what's going on

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Posts: 4130 | Registered: Friday, March 26 2004 08:00
Law Bringer
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Knights of Old Avernum

Location: The Great Cave from Dharmon to Almaria as well as small presence at the Tower of Magi Ruins.

Leadership: Formally under the leadership of King Lartaynior, the Knights are now led by General Petyr – one of Lartaynior's generals and Thomys, Lartaynior's personal mage. Decision-making is shared when possible.

Races: Almost entirely human, with a few sliths and nephils scattered throughout.

Ideology: The Knights are attempting to restore order to chaos and return Avernum to its days of glory.

Military: The entire faction is an army. The KoA has the largest organized military force in Avernum, with the possible exception of the Abyss Knights.

History: The RP started out with Lartaynior being driven from Fort Remote by the Abyss Knights. He then proceeded to capture Blosk and Dharmon, and Almaria. He then continued east to Torfen (a new city in the Steam Caves between Almaria and the ToM. Diplomatic ties were made with Nikki's faction through use of a portal in the ToM ruins as well as with Khoth's faction and Sullust's IIRC. Then disaster (in the form of Ohvol) struck. Thanks to a premonition, Larry and his army barely got out of Torfen in time before Ohvol destroyed it. Once they got to Almaria, he ordered that nothing was to cross the river. While in Almaria, Larry was killed by assassins. Petyr and Thomys then took control and had to retake Blosk and Dharmon.

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Posts: 1556 | Registered: Sunday, November 20 2005 08:00
Law Bringer
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I will be going home in a few hours and will make sure to grab my old material before then so I have time to rework my faction on the train. I had also best prepare my first ICs, which will see the KoM/GG encounter as well as the arrival of the Kazite mission. Preferably not at the same time. :P

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Posts: 8752 | Registered: Wednesday, May 14 2003 07:00
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Profile #48
I like using some WC lore in RP's..though not much..in truth..the whole faction is WoW-based..and I'm not hearing other people telling me to redo it..

:P

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Posts: 732 | Registered: Saturday, June 24 2006 07:00
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Enlightened Anama

Location: Bigail and west Karnold.

Leader: Archbishop Darius Knor, a demagogue and religious zealot.

Ideology: In the years after the plagues of Valorim, the Anama Church nearly fell apart. Bigail no longer had an official religion, and what was left of the Anama were regarded as scattered nuts.
Knor preached a return to the religious conviction of the past, and establishing a new national religion. Perhaps the most popular aspect of his philosophy was the expulsion of mages and foreigners from the island. Strongly anti-magic, the Anama's expansion into Karnold and conflict with the Dominion was largely a result of the desire to spread their crusade against mages to the rest of Ermarian.

Military: Unspecified. Troops were dispatched to Karnold, but little fighting was done and numbers of troops never came up. They have the entire population of Bigail at their disposal, which would be considerable, and many members have received some training in the art of healing or priestly rituals.

Activity: Most of the Anama's activities were in Karnold, where a war of propaganda was being waged began between the invading Anama and the Dominion. In the end the Anama went as far as to poison the city of Sharamick, forcing the populace to set aside its distrust and turn to the priests of the Anama for healing. From there a force under General Cyril marched on Aminro, with the goal of gaining its iron mines. Even as they were on the road to Aminro the red star appeared in the sky and the city of Angel's Rest was attacked by rakshasi. Seeing the burning city in the distance, General Cyril was faced with the choice of fleeing back to Sharamick or pressing on to Aminro. He chose the latter, although it remains unclear whether he reaches Aminro before its destruction at the hands of the rakshasi.

[ Friday, December 21, 2007 22:19: Message edited by: Lazarus. ]

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Posts: 900 | Registered: Monday, August 8 2005 07:00

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