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Netheril : Age of Magic

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91
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.
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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.
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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.
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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
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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
96
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.   
97
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.
98
Strategies by class: this is up for change and additions as we pan out the goods.

Cleric: Healing, plus one special based on god

Wizard: Arcane barrage, fire wall, Counterspell

Sorcerer: arcane barrage, fire wall, counter spell

Barbarian: Warcry, Devastate

Bard: Inspire troops, devious tactics

Fighter: duel to the death, hold the line

Rogue: “fooled you!”, devious tactics, improvised trap

Druid: Nature’s wrath 2 types

Assassin: Assassinate, Devious Tactics

Weapon master: Dazzling display, duel to death
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Strategies:

This system is not just troops and spells, but strategies and using planning of how to use what you got to best effect. In this course Strategies are how we do that.

Consider this the deck building portion. Each strategy is its own card and can be played once per battle. Some strategies can be played outside of combat and both types are to be rp’d as an army devoting significant resources, time and men/women to a desired goal.

The first are the basics, all commanders regardless of class get these:

Redeploy: Allows one unit block, elite, the commander or officer to move from one front to the one next to it(so from center to right or left. Left to center or right to center), back to the war camp or into the throng of battle. A useful ability to be used after the first rounds of combats on the front and you feel you need to reinforce one front over another.

Hold in Reserve: a unit block can be held in reserve at full field strength and morale and can be sent in at any point in battle to any front.

Patrols: Patrols requires an army to “leave behind” forces to patrol an area of designation. The main body can still March and the patrols will be considered part of that army but those patrolling troops will not be selectable in battle. To use patrol at least 2 tier 1s or 1 tier2 troop block must be assigned.

Why would you do this? Some factions will want you to patrol in exchange for coin, resources or favors maybe even troops free of charge. It’s a bartering strategy, and making nice with factions who have agendas can be beneficial to the armies and their targets of defense.

Example: The West Netheril trading company had trading posts that they would no doubt like defenses from raids and war bands. A few patrols would keep the trade flowing and the coin coming. And in thanks they might offer help in some goals for the army like providing weapons or resources. (New tiers to recruit for free without having to wait for the replenishment time to go down or help in rp tasks that will arrive as the war rages on. More on this later)
100
Magic:

Magic plays a big part in Netheril, with might Archmages wielding the power of gods. It’s only natural that magic would play a larger role beyond blasting things with fire balls.

Spell foci thus will play parts in an armies abilities, allowing various benefits.

In order to use spell foci as a bonus Tom your army, you must have the feat and be sufficient lvl.

Abjuration: spell focus: allows the army to apply stoneskin to all soldiers on one front. Great focus increase this to two fronts. Epic increases it to all three.

Conjuration: spell focus: allows an allied lesser planar being to fight on your side on one front as a free extra soldier based on alignment. Greater allows a stronger planar ally on one front. Epic allows a high lvl planar ally. Again all based on alignment and only to one front.

Divination: Spell focus allows an army to get an idea of how strong an enemy army is and one type of soldier it has. Greater allows a diviner to get an idea of where the army is going and two types of soldiers it has. Epic reveals what the army will do during the battle; aka you will know the troop placement ahead of time before finalizing your own troop deployment

Evocation: Better Arcane Barrage strategies

Enchantment: Cast greater heroism to the troops on one front. Great focus: cast greater heroism on two fronts. Epic: cast on all 3 fronts

Illusion: spell focus, disguise a troop for spies and divination as something else. Greater, disguise 2 units. Epic, counters epic divination ability.

Necromancy: see Necromancy

Transmutation: spell focus can allow bull strength, cats grace or endurance cast on all troops in one front. Greater 2 fronts and epic all 3 fronts.
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