Bellum, as not only one of the main components of this conflict, but also the nation in the strategically most disadvantageous position, would not let the initiative go to waste. The clergy mobilized two full armies of the faithful, sending them towards the Pergrandean border near the sea with the strategic objective of pushing towards Pervaya and cutting off Pergrande's access to the sea. The armies that crossed the border, however, were never heard from again, and no matter the method used to try and communicate with them, no response was ever received.
Instead, Pergrande emerged from the mist-coated mountains in force. Hundreds of thousands of soldiers, if not millions, preceded by never-before-seen monstrosities of steel and fire, would tramble the border defense, annihilating the forts that Bellum had set up like they were nothing. Before anyone in Bellum knew what to do, the Army that had crossed the border had driven deeply into Bellum, destroying any and all opposition that stood before it like a scattering of dust in the wind, unlike anything any Bellian mage, or any mage in Ishgar for that matter, had ever seen. The lessons learned from the border conflict had painted a picture entirely different from this one, and it appeared that underestimating a fully mobilized Pergrande had been a critical error on the part of Bellum, not least due to the fact that, if rumors were to be believed, the army of Pergrande was headed by Aleksandra Polyakov herself, the sister of the Empress of Pergrande and current Marshal of Pergrande's Imperial Army. Now, desperate and in dire need of success and victory to defend the land from the Pergrandian invasion, the Cardinal of Peace, Vivian Salvina, had personally departed for the front lines, two more armies of Crusaders following her for a true struggle against the invading force. Further, Bellum has asked for assistance from its allies, especially the local garrisons of the Rune Knights established to prevent just such an attack. Now, with the fronts drawing closer, it seems that a large-scale battle is inevitable, and Bellum, growing more desperate with each passing hour, prepares for a stand against the Pergrandean force, which will, if breaking through the front, potentially threaten the capital city of Memoria, an outcome that all participants of the Luminous Covenant seek to prevent at all costs.
Simultaneously, it seems that the momentum has inspired other nations to follow through and commit to their own war strategies. Iceberg, in a move not seen in hundreds of years, has crossed Lake Kyrie with a force of Vikings belonging to a clan by the name of Grauwolf, landing upon Bellum's western shores and making the wide grasslands their bridgehead. Their invasion appears to be in the opening stages, but the raid proves especially dangerous for the already strained nation of Bellum, which is diverting all available resources to the east, leaving the invading Vikings free to plunder, destroy, and wage war as they please. Bellum has called upon available forces to halt the advance of Iceberg and push them back to their bridgehead.
On the other side of the conflict, Desierto begins widespread hostilities against its neighboring nation of Minstrel, several dozen raiding forces, assisted by forces of the Luminous Covenant, crossing the border in select places to attack strategic targets in the Minstrelian countryside and weaken the Empire's ability to wage war, Desierto especially seeking to make a profit from the thing it does best: capturing slaves. The army of Minstrel has, however, been quick to oppose this, sending several task forces formed of its own soldiers and Ironheart Pact forces to repel the intrusion and set up for a counterattack.
Official Nations of Ishgar
Additional Lore Information
Map of Ishgar
Sign-Up
Turn-In
Please note that only Members of a Faction may participate in this Event, and only in support of the faction their character is part of
Individual Word Count every participant must fulfill is set at 4,000 Words (Outside of Group 1, which will have no associated Word Count)
Players can complete the event in parties of 1-6 (Outside of Group 1)
The Event Deadline is set for the 25th of July 2022 (4pm CEST, 10am EST)
- Group 1 Event Details:
- Event LocationBellum's Eastern Forests, near the CoastDescriptionThe army of Pergrande, headed by Marshal Aleksandra Polyakov herself, is driving south along the coastal forests deep into Bellian territory after completely overwhelming and annihilating the border fortifications. Forces of the Ironheart Pact assist Pergrande in this operation, and members of the Ironheart Pact faction may participate in this battle against Bellum's forces on the attacking side with the objective being to break through Bellum's defenses and proceed towards the capital city of Memoria. Members of the Luminous Covenant and the Rune Knights, headed by Cardinal of Peace Vivian Salvina, are mobilized to oppose the attackers in a defensive battle with the objective to hold the invader's advance and can join this battle on the side of Bellum.
This will be the portion of the event guided by a Loremaster. Please note that players are expected to clash with both NPCs controlled by the Loremaster and players of the opposing faction, meaning that applicable rules will be used to determine the outcome of PvE and PvP scenarios should they occur. Players are expected to have at least one recently approved magic or other approved combat abilities, as this is what will be used in any battle scenario.
There will be a period of 2 days for people to join Factions, update magics, make edits, consider their options, etc. before people may apply to join group 1, which will happen in this thread, which is then unlocked. After the event is opened, people have one week to sign-up. After one week, the sign-up will close and the guided event will proceed regardless of how many people signed up for group 1. Comment below with the character you wish to involve in the guided thread, as well as the side you are participating on once this thread unlocks. Once signed up for group 1 you will also need to be prepared to post, at the very least once a week so that the event can keep moving forward. If you aren’t able to post in a timely fashion, you will be skipped and your character will suffer the consequences as such. The guided thread for Group 1 will have no associated word count so that members may focus on plot and lore exclusively instead of trying to meet exhausting word counts. However, if you do not post consistently and do not see the event through until the end with your character, your character will receive no rewards as determined by the Loremaster.The Luminous Covenant & The Rune Knights (Defenders)- Mura Kensho
- Dela
- Mythal Ragnos
- Serilda Sinclair
- Aliannah
The Ironheart Pact (Attackers)- Knight Owl
- Medeia
- Thatcywalker
- Mura Kensho
- Group 2 Event Details:
- Event LocationBellum's Western Grasslands, near Lake KyrieDescriptionThis group will utilize stats for the Event. You will need a stat magic that has been updated and approved to the most recent magic patch. The Vikings of Iceberg have landed all over the western regions of Bellum across the shores of Lake Kyrie, their raiding parties, true to the old sagas, now advancing on the only sparsely protected villages in the region. Bellum, having mobilized the majority of its resources for the upcoming battle in the east, has asked its allies and companions among the Luminous Covenant & the Rune Knights to defend these areas, while Iceberg is joined by ever-present mercenaries associated with the Ironheart Pact. The objective of the Ironheart Pact is to cause as much damage to Bellum's war effort and material resources as possible, while the Luminous Covenant will seek to protect the villages and their inhabitants from harm. Below, you will find the enemies you will face belonging to hostile factions.
Players are expected to work with and keep track of their stats (like damage dealt to opponents, damage received, spells, their own HP and MP, etc.) within their event threads. Magic or equipment are not strictly required, though all enemies must be defeated using stats in order to complete the event if this way to complete the event is chosen. If any of this is not given in a player's event posts or event threads as a whole, the event turn-in will be denied. Similarly, an event turn-in will be denied if a player's use of stats breaks the current Magic Rules until the issue in question is resolved.
Players are required to roll the Monster Dice 10x per participating player in order to successfully complete this version of the event. Players may optionally roll the Monster Dice 3x per participating player for NPC support from their own faction NPCs, receiving reinforcements from the NPCs of the specific ranks (Weak, Normal, Strong, Boss) rolled. These NPCs may be controlled by players in the respective threads. Rolls for opponents and rolls for supporting NPCs must be done separately.
Please note that these NPCs are considered Event NPCs and abilities, spells, and effects that require OOC-permission may not be used on them.Enemies - Bellum & Luminous Covenant (Defenders)- Weak:
Border Guard x3
HP: 100 HP
MP: 200 MP
Melee Damage: 40 HP per hit
Movement Speed: 20 m/s
Description: The Border Guard are military units specifically designed to defend contested borderlands of Bellum, manning fortifications in strategic locations to repel invasions, providing garrison forces for the rural areas of Bellum, and responding to reports of invading forces. They are lightly equipped to save on expenses and make them more easily deployable in larger numbers, but in contrast lack the strength other dedicated military and crusader units do. Most are equipped only with light melee weapons such as daggers, shortswords, or handaxes, but all carry a newly developed magitech bow based on Lacrima technology, which channels the user's own magical energy into deadly projectiles. In larger numbers, a barrage from these projectiles can become quite deadly even to stronger opponents or a larger opposing force.
Abilities:
Name: Magic Arrow
Rank: D
MP Cost: 40 MP
Category: Offensive
Type: Single Target
Damage: 100 HP
Range: 100 m
Speed: 100 m/s
Duration: 1 post
Description: A simple projectile fired at an opponent within range, fired from the magitech bow via usage of the wielder's own mana. If an opponent is hit, the arrow will perform similarly to a heavy-caliber projectile, dealing considerable damage against both softer and harder targets. Can be used up to 5 times in a given post or until the Guard's MP is empty.
Name: Charged Shot
Rank: C
MP Cost: 80 MP
Category: Offensive
Type: Single Target, Burst
Damage: 180 HP
Range: 100 m
Speed: 100 m/s
Duration: 1 post
Description: A projectile overcharged with magical energy, fired at an opponent or a given point within range. Upon impact, the projectile will violently explode into a burst of blue magical force, heavily damaging everything caught in the area of the explosion. The range of this explosion is 25 meters around the point of impact, moving at 50 meters per second outward to its maximum range around the point of impact. Can be used up to 2 times in a given post or until the Guard's MP is empty.
- Normal:
Crusader Warrior x2
HP: 200 HP
MP: 300 MP
Melee Damage: 80 HP per hit
Movement Speed: 40 m/s
Description: Crusaders, much like they did before the war, are an organization dedicated to the worship or Arcanos via the means of the sword which constitutes the majority of the armed forces of the Church of Arcanos, an organization separate from the army of Bellum. Now, with the outbreak of war, they have risen to fulfill their purpose, seeking to destroy the Pergrandean heretics and their allies wherever they appear with religious fervor and devotion. Most Crusaders native to Bellum are taught some form of Holy Magic which is used to reinforce their bodies and weapons, their preferred method of combat being close quarters duels. In combat, they wear full plate armor protected with enchantments and wield great one-handed weapons like broadswords, waraxes, morning stars, etc.
Abilities:
Name: Enchanted Armor
Category: Auxiliary
Type: Passive
Description: Crusader Warriors are Crusader Knights of Bellum mobilized for war, equipped with arcane weaponry and armor, enchanted with strong magical enhancements and protections. The armor possesses a durability of 200 HP that deflects incoming damage before the user is harmed. This armor cannot be pierced by spells containing piercing effects.
Name: Holy Smite
Rank: B
MP Cost: 60 MP
Category: Offensive
Type: Single Target
Damage: 150 HP
Range: Melee
Speed: Melee
Duration: 1 post
Description: The Crusader raises their weapon high, coating it in a shimmering aura of holy light before swinging it down on a target within their melee range at their own movement speed and with full force, dealing to their foe a devastatingly powerful blow. Can be used a maximum of 5 times in a given post or until the Crusader's MP is empty.
- Strong:
Crusader Archanist
HP: 200 HP
MP: 500 MP
Melee Damage: 40 HP per hit
Movement Speed: 80 m/s
Description: Archanists are the portion of the Crusaders particularly gifted in the arts of magic and arcana, with not much in the ways of physical prowess or talent for melee combat. Bellum, however, puts all willing magic users to effective use, the arcanists of the Crusader order offering considerable back-up in the form of battlefield support. Adept at holy-aligned healing magic and the invocation of divine miracles as well as more defensive-oriented barrier magic, they can provide the offensive-oriented Warriors and Knights of the Crusader order, as well as other allied combatants, with an additional edge.
Abilities:
Name: Divine Arcana
Category: Auxiliary
Type: Passive
Description: The Archanists of Bellum are known for invoking spells regarded as divine miracles, restoration magic being one of their well-known pursuits. Per Crusader Arcanist present in a thread and participating in a battle every ally of the Arcanist in the same thread, including the Arcanist themselves, recovers 50 MP per post via the divine favor of the God of Magic.
Name: Glow of Arcanos
Rank: A
MP Cost: 200 MP
Category: Supportive
Type: Burst
Healing: 100 HP
Range: 50 m
Speed: 100 m/s
Duration: 1 post
Description: A weaker version of a spell that the more well-known Archpriests of Bellum use. The Arcanist spreads their arms, a golden glow radiating from their person up to the range of the spell around them at the spell's speed. All allies of the Arcanist within this range receive the blessing of Arcanos through divine miracle, finding their wounds healing and the fatigue of battle easing. Can be used up to 2 times in a given post or until the Arcanist's MP is empty.
Name: Divine Protection
Rank: A
MP Cost: 100 MP
Category: Defensive
Type: Single Target
Durability: 300 HP
Range: 100 m
Speed: 100 m/s
Duration: 5 posts
Description: Invoking a divine miracle of Arcanos, the Arcanist points their palm at an allied target. A golden ray of light will shine from it and cover the target in a brilliantly golden aura, the representation of Arcanos' divine favor. This will act as a barrier that protects the allied target for a duration of 5 posts, the barrier itself possessing a durability of 300 HP. The Arcanist cannot cast this ability on themselves but can cast it on other present Arcanists. Can be used a maximum of 5 times per post or until the Arcanist's MP is empty.
- Boss:
Archvicar of Arcanos
HP: 400 HP
MP: 1,000 MP
Melee Damage: 150 HP per hit
Movement Speed: 150 m/s
Description: Archvicars are high functionaries in the church of Arcanos, responsible for administrative matters in regards to the defense of the state. They are the most common type of commander one can expect to encounter among the Crusader Order, and rank above the regular warriors and knights in station, in faith, and in combat prowess, often commanding smaller subdivisions of Crusaders. Only those who possess the most persistent faith, the strongest divine inspiration, may aspire to become an Archvicar, and truly, to all those who would behold them in battle it would truly seem like they had been blessed by their god. They can invoke several faith-based holy spells and seem to be shrouded in the golden glow of Arcanos. Their movements are swift and ruthless, seemingly guided by Arcanos, and they often carry a spear as a symbol of their position, a weapon personally blessed by a Cardinal of the Holy Church, with which devastating strikes are made. They are considered powerful mages, even when judged by Bellian standards, and they make no mystery of their strength in battle, doing their utmost to evict any faithless invader to their homeland now that war has broken out, with overwhelming and deadly force, if necessary.
Abilities:
Name: Arcanos' Grace
Category: Auxiliary
Type: Passive
Description: The golden glow of Arcanos appears to surround the Archvicars particularly devoted to him, granting them an additional means of protection. This layer of golden radiance around their form acts as a shield that can deflect incoming damage, which is always active and can deflect up to 300 HP in damage. The shield will restore its durability to full at the beginning of every post and cannot be pierced by spells containing piercing effects.
Name: Heavenly Arms
Rank: S
MP Cost: 100 MP
Category: Offensive
Type: Multi Target
Damage: 50 HP per hit
Range: 200 m
Speed: 200 m/s
Duration: 1 post
Description: The Archvicar, with a wave of their hand, summons 10 golden projections of their spear around them before firing them off at applicable targets within the spell's range at the spell's speed. Every hit with a spear deals 50 HP of damage to a target struck with one, the ethereal projection of shining gold fading away as soon as it has dealt its damage. Can be used 2 times per post at most or until the Archvicar's MP is empty.
Name: Retribution of the Arcane God
Rank: S+
MP Cost: 250 MP
Category: Offensive
Type: Burst
Damage: 300 HP
Range: 100 m | 30 m
Speed: 60 m/s
Duration: 1 post
Description: With an outstretched hand, the Archvicar will point their palm at any point within 100 meters of their own position. Centered around this point, a golden magic circle will begin to draw itself upon the ground below, covering a radius of 30 meters around the original center of the circle. After two seconds, the circle will be complete, sending a pillar of holy flame shooting skywards across the entire area covered by the circle instantly, burning anything within and dealing heavy damage to those caught in the attack before the flame subsides. Can be used a maximum of 2 times per post at most or until the Archvicar's MP is empty.
Enemies - Iceberg & Ironheart Pact (Attackers)- Weak:
Clan Grauwolf - Raider x3
HP: 200 HP
SP: 100 SP
Melee Damage: 60 HP per hit
Movement Speed: 40 m/s
Description: Clan Grauwolf is made up of physically strong fighters with combat prowess such as required of someone who wishes to survive in the harsh wilds of Iceberg. All men and women belonging to Clan Grauwolf are fine warriors who will follow the command of their Elders, and by extension, their Ting, rising to fight for the vow that the people of Iceberg have given to Pergrande a long, long time ago with the ferocity and tenacity of a people that know neither fear nor cowardice. While not as adept in arcane arts as Soldiers specifically trained for it, they are formidable close-quarters combatants all and have developed their own brand of magic that aligns closer with the combat arts utilized by non-mages, esoteric and unique in nature, as cold and unforgiving as the endless icy wastes of Iserheim. Viking Raiders usually carry only light armor and armament that would not impede their fighting, simple one-handed weapons like blades and axes, with some dual-wielding their weapons while others prefer a shield.
Abilities:
Name: Frostbite
Rank: C
SP Cost: 50 SP
Category: Offensive
Type: Single Target
Damage: 100 HP
Range: Melee
Speed: Melee
Duration: 1 post
Description: The Raider swings their weapon at a target within melee range at their own movement speed, the blade glistening with the crackle of frost. If the attack strikes true and hits a target, this not only deals damage in the form of frostburn, but also afflicts the target with a deep, unavoidable cold that seems to pierce them right to the bones, instantly sapping 10% of their maximum MP from them. If the target possesses no MP, this effect does not take hold. This attack can be performed up to two times per post max or until the Raider's SP are empty.
- Normal:
Clan Grauwolf - Assassin x2
HP: 400 HP
SP: 200 SP
Melee Damage: 80 HP per hit
Movement Speed: 80 m/s
Description: Grauwolf Assassins are warriors who have adapted their combat style to quick and precise strikes rather than pursuing raw strength, relying more on dexterity and skill in contrast to power alone. They attack their targets with finesse, trying to strike when their opponent is distracted or overwhelmed, getting quicks and powerful strikes in to finish the job, or, if that fails to work, retreat back and wait for the next opportune moment to strike. Originally developed for hunting in the wilds of Iceberg, their combat arts allow them to move swiftly and strike decisively, preferring light armor and armament. Their weaponry consists of a variety of daggers and knives that are used for quick, but vital strikes, always aimed at exposed weak spots. All in all, a fearsome opponent to face, especially when encountered in larger groups.
Abilities:
Name: Northgleam Shadows
Category: Auxiliary
Type: Passive
Description: Grauwolf Assassins seem to have the uncanny ability to blend with shadows that surround them and disappear from sight, making them incredibly hard to track with vision alone. The sound of their movement is also greatly affected by this ability, further making it more difficult for them to be discovered via auditory senses.
Name: Iceshatter Strike
Rank: B
SP Cost: 40 SP
Category: Offensive
Type: Single Target
Damage: 120 HP
Range: Melee
Speed: Melee
Duration: 1 post
Description: A quick strike made at a target within the Grauwolf Assassin's melee range at their own movement speed, the dagger used to perform this swift strike coated in an aura of chilling frost and ice-cold that causes frostburn where it strikes flesh. Can be used a maximum of 5 times per post or until the Assassin's SP are empty.
Name: Frostmist Knife
Rank: A
SP Cost: 100 SP
Category: Offensive
Type: Single Target
Damage: 150 HP
Range: 100 m
Speed: 100 m/s
Duration: 1 post
Description: With a deadly spin, the Grauwolf Assassin throws a knife coated with icy frost at an opponent within range of this technique at the technique's speed. Should it strike its intended target, it will deal grievous damage in the form of grave frostbite that will sear flesh right down to the bones and disrupt a target's magical capacities, instantly draining them of 10% of their maximum MP. If the target possesses no MP, this effect does not take hold This attack can be performed up to two times per post max or until the Assassin's SP are empty.
- Strong:
Clan Grauwolf - Berserker
HP: 600 HP
SP: 300 SP
Melee Damage: 120 HP per hit
Movement Speed: 60 m/s
Description: Berserkers are considered the greatest among the warriors of Iceberg, known for their unparalleled physical strength, unbreakable will, and their seemingly insurmountable drive to keep on fighting with complete disregard for the detriment to their own person. These men and women lose themselves in battle, their sole purpose being to fight and break whatever foe opposes them. They are weapons of war, so much so that the term "Berserker" has entered the common tongue as a synonym for someone who fights like a madman, and even among Iceberg's Vikings, these warriors enjoy great renown and fame. And indeed, now that they have involved themselves in this conflict, it seems that their reputation was not based on false impressions. The Berserkers of Clan Grauwolf are warriors through and through, disregarding their own safety and defense to charge straight at opponents and beat them with overwhelming and uncompromising violence. They wield weapons too heavy for the ordinary person to even handle and can, in the heat of battle, enter into a rush-like state in which their sheer ferocity and battle-hunger fuels them, lifting them to even greater heights.
Abilities:
Name: Berserkirgang
Category: Auxiliary
Type: Passive
Description: The Berserkers of Iceberg are famous for never dropping their weapon, even when afflicted with the most severe of injuries, dying with blade in hand and continuing to fight until the very end. The Grauwolf Berserker benefits from a 50% buff to their Damage Reduction.
Name: Winterborne Fury
Rank: S
SP Cost: 150 SP
Category: Auxiliary
Type: Single Target
Damage: N/a
Range: Self
Speed: Self
Duration: 2 posts
Description: A technique that temporarily invokes the might of the unrelenting winter of Iceberg, increasing the Grauwolf Berserker's Strength by 100% for the duration of the technique. Additionally, the first strike they perform in every post this ability is active carries with it the same icy chill of winter, afflicting the opponent struck with grievous frostbite and draining their target of 10% of their maximum MP instantly upon successfully hitting them. If the target possesses no MP, this effect does not take hold
- Boss:
Clan Grauwolf - Elder
HP: 600 HP
MP: 300 MP
SP: 300 SP
Melee Damage: 160 HP per hit
Movement Speed: 100 m/s
Description: Elders of Clan Grauwolf are respected members of Iser society, making up some of the most experienced and most proficient members of any tribe, not just the Grauwolf clan, when it comes to matters of war, matters of trade, or even matters of simple survival in the wilds of Iceberg. These men and women are hardier than the vast majority of others you will be able to find in Ishgar, and often take up leadership positions among their communities, further representing the interests of their tribes when the Ting convenes in Frostgard once a year and determining the actions of their fellow Vikings. In combat, the Elders of Iserheim are second to none among their peers, wielding both magic and the battle techniques and arts of the Vikings, equipped with heavy weaponry and runic armor that provides them with a good deal of protection. They combine ferocity and relentlessness with efficiency and tactical intelligence, a battle-awareness forged in hundreds of life-or-death struggles, commanding the Vikings of their Clan to their best effect. These fighters are anything but amateurs, and even strong mages will have a hard time against these battle-hardened all-rounders.
Abilities:
Name: Inspiring Presence
Category: Auxiliary
Type: Passive
Description: These figures, through their experience and battle-readiness, inspire great confidence among the warriors of their Clan. Every Clan Grauwolf Elder present in a threat and remaining in combat raises the Strength of all members of Clan Grauwolf and other allies by 50%. This does not apply to the Grauwolf Elder himself or other Grauwolf Elders.
Name: Runic Armor
Category: Auxiliary
Type: Passive
Description: The runic armor the elders of Clan Grauwolf wield have seen many battles and can, at this point, be considered ancient, their enchantments and mystical powers bestowed by their mysterious deities and rituals. The Grauwolf Elder benefits from a 50% increase to their Damage Reduction.
Name: Dawn of Fimbulvintr
Rank: S
SP Cost: 100 SP
Category: Offensive
Type: Single Target
Damage: 200 HP
Range: Melee
Speed: Melee
Duration: 1 post
Description: Imbuing their weapon with the cold of endless night, a never-ending winter, the Elder will swing it at a target within their melee range at their own movement speed, dealing damage upon impact and inflicting the foe they struck with a deep, bone-splitting frostbite that will consume flesh and inflict grievous injury. When struck, a target loses 10% of its maximum MP. If the target possesses no MP, this effect does not take hold. This technique can be used a maximum of once per post.
Name: Frigid Death
Rank: S+
MP Cost: 150 MP
Category: Offensive
Type: Burst
Damage: 300 HP
Range: 50 m
Speed: 100 m/s
Duration: 1 post
Description: By invoking the relentless rage of the Iser wilds, the Elder releases a burst of beyond arctic winds that briefly flash-freeze everything around their position up to the spell's range around them, the winds of ice-cold spreading outward at the spell's speed, potentially inflicting grievous frostbite to anyone struck by this attack. Does not hit those the Elder considers allies. Can be used a maximum of 2 times per post or until the Elder's MP is empty.
- Group 3 Event Details:
- Event LocationMinstrel's eastern plains, near the border with DesiertoDescriptionThis group will be the statless portion of the event. Any member of a faction can freely participate and plot the outcome of these battles. Desierto begins large-scale attacks on its neighboring nation of Minstrel, assisted by forces of the Luminous Covenant and the Rune Knights, dozens upon dozens of larger and smaller raiding parties crossing over the eastern border of Minstrel in order to drive a wedge into the Empire's border defenses, which would open a path deeper into Minstrelian territory. The primary objective besides the strategies of war Desierto has in mind is, of course, profit, and the capturing of slaves while pillaging the Minstrelian countryside will certainly serve to fill their coffers. Minstrel and the forces of the Ironheart Pact present seek to prevent this outcome, defend the Empire of Minstrel's eastern borderlands, and push Desierto back to their own territory to prepare for a counterattack.
Players are required to roll the Monster Dice 10x per participating player in order to successfully complete this version of the event. Players may optionally roll the Monster Dice 3x per participating player for NPC support from their own faction NPCs, receiving reinforcements from the NPCs of the specific ranks (Weak, Normal, Strong, Boss) rolled. These NPCs may be controlled by players in the respective threads. Rolls for opponents and rolls for supporting NPCs must be done separately.[/i]Enemies - Desierto & Luminous Covenant (Attackers)- Weak:
Desert Warrior x3
Description: These warriors are conscripted from the desert villages of Desierto to serve in the combined army of the 3 Desert Sultans, whether they want to or not. Life in the desert in itself constitutes a harsh survival training, and through fending off beasts, raiders, and other threats for all their lives, these people, even if not in possession of magical abilities, have become superb fighters. They don't shy away from using just about any dirty trick or shady tactic under the sun if it means that they will have a chance to survive a battle, especially when it comes to ambushes, sneak attacks, and guerilla warfare. They possess all kinds of weapons from swords, sickles, and axes to things like slings and bows. Every roll of the "Weak" Monster Dice spawns 3 of this type of enemy.
- Normal:
Desert Beasttamer x2
Description: Beasttaming has been a tradition of Desierto since times immemorial, and only the bravest and most daring individuals seek to make this particular niche their profession. In recent times, however, it seems that their skillsets have become particularly useful when considered for matters of war, beast tamers from all over Desierto being employed by the armed forces of the 3 Desert Sultans in exchange for a handsome reward. By themselves, these people are nothing out of the ordinary, but in this battle, they naturally come with their beasts of war, each beast tamer controlling 2 at a time. The beasts they control consist of Desierto's native fauna, Giant Desert Arachnids, Giant Cobras, Roq Birds, Sphinxes, and all other kinds of desert-dwelling mythical creatures, which are used to attack. Once the beast tamer controlling the beasts is taken out the 2 beasts under their command will be sent into a frenzy and attack anyone nearby, uncaring whether they hurt friend or foe. Every roll of the "Normal" Monster Dice spawns 2 of this type of enemy.
- Strong:
Sand Raider
Description: Desierto's attitude to magic has not shifted and mages are still looked down upon with suspicion and contempt. It is, however, also abundantly clear that mages make a great weapon of war, especially the more powerful sort among them. Sand Raiders are just such mages, God-Kissed plucked from their desert tribes by one means or another, force, threat, or gold, to be pitched against the armies of the Ironheart Pact. They have spent their lives in the desert and are some of the most experienced fighters and survivalists one might encounter in Ishgar, possessing strong magic that shares attributes with the desert, such as light magic, fire magic, and sand magic. Individually, these men and women pose a threat to any force, but in numbers they grow especially dangerous, as they will combine their spells for even greater destructive effect, channeling the true relentlessness of the open desert.
- Boss:
Desert Bloodhunter
Description: Bloodhunters are an organization of elite assassins directly controlled by the Alliance of the 3 Desert Sultans, a group of men and women trained in the arts of subterfuge, battle, and covert murder since birth. All of them, paradoxically, are mages, and all of them learn some form of blood magic, which has given the organization their distinctive name. These people are sent to deal with anyone who presents a thorn in the side of any of the Sultans of Desierto, and they are extremely good at what they do, never leaving behind as much as a drop of blood after they are done. Efficient, deadly, and uncompromising, it is said that, once they have picked their target, they will not stop hunting it until either they or themselves are dead. Now, in the context of the beginning war, they are used as elite shock troops that infiltrate enemy lines and cause chaos and destruction among the ranks of their enemies, easily being able to take on scores of opponents and emerge victoriously. They can use the blood around them to create projectiles, weapons for them to fight within close quarters, and shields to defend against incoming attacks. They move and react very fast and can adapt to changes in the tide of battle quickly, commanding other troops to their greatest tactical effect. Truly a difficult foe to face in combat, and those who survive their encounter with them are likely to receive far more than just a few scratches as a memento.
Enemies -Minstrel & Ironheart Pact (Defenders)- Weak:
Musketeer Soldat x3
Description: Volunteers from among the non-mage population of Minstrel, which has taken up arms against the invading force of Desierto, knowing what will happen to their communities and families if the nation on Minstrel's eastern border gets its way. These people, while not mages, have been equipped with the latest model of Arcane Rifle, using enchanted cartridges that require no additional magical resources from the user, making them usable by just about anyone, and these people are good shots. While inexperienced in the matters of war, they do not lack the will to fight or morale in the least, giving their all to defend their homeland from a barbaric invader. Every roll of the "Weak" Monster Dice spawns 3 of this type of enemy.
- Normal:
Musketeer Fencer x2
Description: These individuals were part of Minstrel's security services, now called upon to defend their home against the incoming invasion. As with most people from Minstrel, they are exceedingly adept in their own category of sword arts, so much so that Minstrelian sword skills are said to be almost unrivaled in all of Ishgar, were it not for Midi. Their unique sword arts are not seldomly combined with arcane mastery, too, elemental magic being something that the Musketeers of Minstrel have a particular affinity for, these forces using their spells to enhance their already incredible sword skills even further. Every roll of the "Normal" Monster Dice spawns 2 of this type of enemy.
- Strong:
Musketeer Vanguard
Description: The Vanguard battalion are a group among the Musketeers who had been stationed at the border with Desierto before the outbreak of the war, regularly getting into conflicts with pirates, raiding parties, and slave traders. As such, they are particularly experienced in dealing with Desierto, its forces, and its tactics. They have honed their already famous sword skills even further, in addition to this effortlessly utilizing spells that easily classify them as high-ranking mages. They retain their affinity for elemental magics, particularly fire, water, wind, and earth, employing their magical abilities in a wide variety of ways that most effectively sway the tactical situation on the battlefield in their favor. They move and attack incredibly fast with both sword and magic, leaving their opponent very little room for evasion or escape.
- Boss:
Borderland Noble
Description: One of the many nobles belonging to a minor house lacking the reputation or wealth to be considered for a place in the Imperial Chamber. Many noble houses seek to make a name for themselves at the eastern border to Desierto, their nobles becoming a Marquis or Marquise of these regions tasked with the defense of the borderlands, and ever since the outbreak of the war, the opportunities to gain reputation unlike anything before have multiplied drastically. This, coupled with fervent nationalism and the desire to protect one's homeland from a universally hated invader, leaves them with very little mercy for the "Savages of Desierto", as they are so often called in Minstrel. Nobles, proud and honorable, are trained from a very young age in the art of the sword, having perfected the Minstrelian style and trained in different foreign schools. As such, you will have a hard time finding a better duelist in Ishgar, making them incredibly powerful fighters even without the consideration of magic. Some nobles, of course, wield no magic at all, but are exceedingly skilled in the use of sword-related combat arts to outmaneuver and overwhelm their opponents in single combat. Those that do possess magic are even stronger, enhancing their sword arts to a degree that makes them truly fearsome foes. They are ruthlessly efficient, make not a single unnecessary movement in combat, and are on guard against anything that might come their way.
Each Minstrelian noble house is associated with an element, and the nobles of said houses learn and train in their houses' elemental magic since birth. These elemental magics have a nearly limitless variety of uses and can be employed depending on the element, which include Wind, Fire, Water, Crystal, Lightning, and Steel.
Last edited by Nero on 8th June 2022, 6:01 am; edited 9 times in total