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Netheril : Age of Magic

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91
Public Notices / [The Webberman Horde] Help Wanted!
« Last post by cantalyssa on December 01, 2021, 03:04:02 am »
*A number of posters begin appearing throughout the local areas of Conch, Hadrian, Southbank, and Hilltop targetted specifically at food providers, merchants, and the like.*

Help Wanted!

Seeking:
  • Produce Suppliers
  • Reliable Merchants
  • Captains of Vessels
  • Owners of Caravans
  • Property Managers

I seek individuals in this town for varying roles and wish to create lucrative opportunities to those capable of simple procurement, shipping, or storage of goods.  Independant individuals, merchant companies, trading companies, sailor associations, etc. are welcome to apply.  Serious inquiries only.  Objects being procured, shipped, or stored will be long shelf life food-stuffs.

Benefits include, but are not limited to:

  • Generous Pay
  • Insurance of non-living assets while under contract
  • Limited Life Insurance policies of living assets while under contract
  • Bonuses upon completion of contracts
  • All contractors will be entered into a lottery according to the percentage of work contributed for a prizepool of 75,000 coins.*

*Note: Companies, Trade Guilds, etc will be treated as 'one' entity as a whole for lottery percentages.  This prize is independant to each of the following locations: Hilltop, Conch, Hadrian, and Southbank for a total of 300,000 coins being lotteried off.*

Interested in applying?  Send applications with the following information to my retreat inside of Upper conch here: *Address Provided with name*

Applications should include:

Name of participating party(s):
Interested Occupation:
Asset Amount:
Requested Pay:
Requested Contract Length:
Contact Information:

*Each poster would be enchanted with elemental resistances.  The bottom of each poster would have two small pictures of pouches, which after a random time over the following days, would release each and scatted 50 coins onto the surrounding ground around the poster, burning the glyph out in the process.*

92
Strategies:

Strategies will be divided into types:

Arcane
Leadership
Cunning
Martial
Divine
Performance

Strategies can do lots of stuff from restoring lost troop strength or morale, damaging the enemy armies morale and troop strength before battle or even block enemy strategies as a counter or even counter the counter.

Arcane Strategies:

Arcane Barrage: deals automatic 1d6 damage to the enemy army before combat. Increases by one for every two lvls of sorcerer or wizard after lvl 2.

Darkness: Blocks the enemy battle strategy

Fireball: does 1d12 damage to troop strength before combat. Increases by 1d every 3 arcane spell caster lvls after lvl 3.

Wall of fire: counters a charge strategy and deals 3d6 damage to enemy army strength.

Leadership Strategies:

Stand and fight: Restores 1d6 morale plus half commander or officers whole charisma score. Can’t be blocked.

Warcry: Restores 1d8 morale plus half intimidate score. Deals that much as morale damage to enemy.

Reposition: Can move a single unit block to a different front before combat starts. Blocks one enemy strategy.

Incite violence: roll 3 1d12s + 1/2 strength score of commander or officer. Use the highest and lowest and inflict that as damage to the enemy army strength. Take the middle as damage to your own army strength

Inspire forces: Your army heals 1d12 + 1/2 charisma score. One flank can’t take morale damage for one turn of combat from any source

Fire Volley: (requires archer unit) does 1d10 per unit block with ranged spec to enemy troop strength

Hold the line: blocks enemy strategy. Heals the army 1d6 morale

As predicted: blocks an enemy strategy.

Cunning Strategies:

Agile maneuver: can be used at anytime to nullify an enemy block of a strategy. Roll 1d6(1-3) the strategy fails (4-6) this strategy succeeds.

Deploy potion reserves: Can be used after combat on a front. Heals 2d6 + (potion making skill rank) to troop strength.

Devious tactic: deals 2d4 casualties. Deals half even if blocked.

Exposed plans: View the opposing armies available strategies before putting them into play. May select one tjat MUST played by the opposing commander

Explosive trap: (requires chemistry) deal 1d8 + chemistry skill rank to enemy troop strength on one designated front

Outflank and destroy: can only be played once during the entire army battle. Destroy one whole unit block assigned to the targeted front before combat.

Martial strategies:

Devestate the field: Deal 1d12+ 1/2 str score casualties.

Duel to the death: challange an enemy elite or officer to single combat. If they agree, the two fight before battle but is icly assumed to be occurring while battle rages around them. The two battle and the winner deals 50 morale damage to the enemy fronts forces. Their army recovers 25 morale. The loser rolls a d20 1-10 they die(PCs will stay in purgatory until raised by an ally or cleric after the battle is over). 11-20 they are seriously wounded and must pull back from the battle and wait in the medical tent till the battle is over.

Heroic charge: Deals 1d8 plus 1/2 str score casualties to the enemy troop strength and restores that amount to your fronts morale.
93
Public Notices / Information Sought Regarding the Ancient Noble House Voust
« Last post by ToxicWrench on November 30, 2021, 12:01:47 pm »
Scribed in an elegant if somewhat old styled hand, hung on most prominent noticeboards.

Quote
Payment offered for legitimate information, relics or oddities regarding the ancient Noble House of Voust of the Southern Trails of Hadrian.

If you have such, my tower sits amongst the cursed lands of old. 

Leave missive at the door and knock six times with intent.

Matriarch Letta De Venin
94
Special troops:

Hins only:

Hins of hilltop are not too trusting of outsiders currently, given recent events. So they will only follow their own kin to war. You want these troops either ally with a hin or be one.

Tier 1:

Hilltop Militia: trained by Pear Lindenbrook herself these dual wielding warriors are not the best fighters now but they will meet to defend their home. Deploys like conscripts

Hilltop Slingers: the hin version of hunters, they can scout or battle. They get to deploy slightly more then hunters or archers due to their small size and relatively cheap weapons.

Priestess of Yondella: the clerics of the hin goddess are eager to protect hilltop. They will have the same spells as the war clerics do currently. Might change later.

Factions:

Nebular:

Tier 1
Master Kliment apprentices has generously offered a few blocks of his more outgoing apprentices who need to get a little field experience. Why he alone has done this is unsure, but he seems to at least be willing to help somewhat. Your first arcane spell caster that can be hired in any army mix of you pay the upfront fee for ONE block and each commander only gets one block for the present time.
95
Troops continued:

Undead:

Tier 1:

zombie Conscripts: the weakest soldiers a necromancer or other form of undead magic user can summon. They are slow and armed with basic weapons, but make up for it in being deployed in greater numbers.

Skeleton archers: skeleton archers are the ranges fighters of the undead and their bone structures allow they to act as a form of scout. (We might change this and add in a spectre, a weak but excellent scout troop) they are quicker then zombies and are deposited in about equal numbers to their living counter parts.

Tier 2:

Skeleton fighters: the tougher and better melee counter parts for the undead to the merc fighters.

Skeleton sorcerers: what do the undead need gods for. Instead they have arcane fighters who wield negative energy to maim and heal all at once.

Undead armored cavalry: the undead version of the living counterpart with all the same tactics. Just you know…undead.
96
Troops:

Troops represent the forces gathered. Rather then troops being treated as individuals, they are given as blocks and each block offers a number of spawns during the front battle

Tier 1:

Conscripts: This are the weakest soldiers, and the easiest to get. Either ragged refugees wanting revenge, poor souls with nothing left to lose and seeking a shot at glory and gold. Or any other possible reason. Conscripts are 1d8 spawns. One block offers 1d8, two offers 2d8 and so on.

Hunters: Hunters are the tier 1 archer unit and can be used as scouts instead of being used in battle if so chosen. If used it battle they offer 1d4 for each block. If selected as scouts, they must be assigned and taken out of the rooster of available troops to be used in battles.

Scouts allow an army to gain information about enemy movements and make up; determined by an Intel roll launched prior to a battle. (See Intel) Hunters offer an Scouting effectiveness of 1 per block.

Tier 2:

Mercenary fighters: these are battle hardened mercs, and can be gained in hiring and recruitment, or by a Tier 1 unit taking part in a number of battles and not being destroyed and this leveling up. These blocks offer 1d6 per block

War Priests: warrior priests of Targus the Netherese god of war. They wield their divine power to wade into battle with spells to heal and strengthen. Each block offers 1d4 and can count as a Caster(Cleric) unit which also allows them to grant access to one cleric strategy at the cost of not being assigned to the front. It can useful to keep priests in the back as their ability to offer healing can restore troop strength before the final battle tally is rolled.

Armoured Cavalry: Men on horse back, these armored knights spawn 1d4 per block and allow access to the Charge strategy. Using this strategy, requires at the block be assigned to a front and does immediate troop damage to the enemies troop strength before combat on the front begins and adds 1 cavalry unit to an adjacent front for free. If you don’t have a unit that counts as Cavalry you cannot use Charge strategy.
97
General Discussion / Re: Quest List & Locations ( OOC List )
« Last post by ElvenStarr on November 27, 2021, 01:03:08 pm »
//updated missing quests 27/11/21

- Sir Theodore Capstick - Whispering Tree Inn - lvl 4-10 (quest giver is the cup on the wall) party req 1-1
- Sir Theodore Capstick - Whispering Tree Inn - lvl 11-20 (quest giver is the cup on the wall) party req 1-1
- Sir Theodore Capstick - Whispering Tree Inn - lvl 21-30 (quest giver is the cup on the wall) party req 1-1
- Chary, Gallery Assistant - Southbank Art Gallery - lvl 7-15 party req 2-10
- Old Sullivan Outpost - Sullivan's Outer Edge - lvl 15-21 party req 2-8
- Julia Swift - Nebular University Lower - lvl 10-20 party req 2-10
- Lanna - Hamring Enclave Interior - 15-25 party req 2-10
- Chalinani - Scorched Plain - lvl 12- 20 party req 2-20
- Veriah - Whispering Tree Inn - lvl 6-12
- Mining sign - Skybreach Mine - lvl 6-12
98
General Discussion / Re: Quest List & Locations ( OOC List )
« Last post by Rainman on November 27, 2021, 09:31:27 am »
// updated 27/11 ... more changes to come
99
Public Notices / Re: Rumours, Gossip and Whispers.. ((DM Posts Only))
« Last post by ToxicWrench on November 24, 2021, 11:16:34 am »
Those who dare travel the cursed trails of the once Voust claimed land in the Southern Woods have made mention of a small tower appearing on the outskirts of the woods.

Despite the thick and unfaltering darkness that has plagued the area for as long as any can remember, strange sounds and lights have been spotted from the peak of the tower. Some mention that it's almost as if the shadows themselves have began to recede from the small plot of land the tower sits upon.   
100
Public Notices / Re: Notices from House Mistari
« Last post by Master_Sarevok2021 on November 23, 2021, 10:56:19 pm »
Some in Conch are unsure of this revelation, but a few hins who did not go missing are said to raise a glass and cheer to House Mistari and Pearl for the undoing of what many hins grew to consider Public Enemy Number One of all Hindom.

Some especially drunk hins make boasts of wooing the lady of Mistari or Pearl. But this is quickly followed by the drunken collapse of said hins.
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