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Age of the Colossus

[OOC] Adventure Journal

a part of “Age of the Colossus”, a fictional universe by Crooked Thoughts.

The adventure of an unlikely group warriors who band together for varying reasons to see the demise of titan-esque monsters. But, is everything really as straight-forward as it seems or is there much more than meets the eye?

Characters Settings Story
This conversation is an Out Of Character (OOC) part of the roleplay, “Age of the Colossus”.
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[OOC] Adventure Journal

Tips: 0.00 INK Postby Crooked Thoughts on Tue Feb 07, 2012 11:32 pm

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The adventure of an unlikely group of warriors who, for varying reasons, band together to see the demise of titan-esque monsters. But is everything really as straight-forward as it seems? Or is there much more than meets the eye?
~THEME SONG~




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  1. Quest 1 - A1
  2. Quest 2 - A2
  3. Quest 3 - A3
  4. Quest 4 - A4
  5. Quest 5 - A5
  6. Quest 6 - A6
  7. Quest 7 - A7
  8. Quest 9 - A8
  9. Quest 9 - A9
  10. Quest 10 - B1
  11. Quest 11 - B2
  12. Quest 12 - B3
  13. Quest 13 - B4
  14. Quest 14 - B5
  15. Quest 15 - B6
  16. Quest 16 - B7
  17. Quest 17 - B8
  18. Quest 18 - B9
  19. Quest 19 - C1
  20. Quest 20 - C2
  1. RP Tab
  2. IC
  3. OOC
  4. The World
  5. History
  6. Colossi Dossier
  7. Adventure Journal
  8. NPC
  9. Chat Pad























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This is an database for info pertaining to the roleplay Age of the Colossus. Located here are the detailed recounts of the parties past quests. This can be looked at as a brief summary for the events in the roleplay and can be used as such. Unless you have been told to do so, please do not post here.
Last edited by Crooked Thoughts on Mon Feb 27, 2012 4:13 pm, edited 6 times in total.

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Re: [OOC] Adventure Journal

Tips: 0.00 INK Postby Crooked Thoughts on Tue Feb 07, 2012 11:35 pm

A1
Quest 1 - Monday, November 18, 7959


Image
Quest: The Gathering - What could have been a brilliant discovering, turns into a living nightmare. As an unlikely group of strangers come together, and though they unaware of it, this quest will be the beginning of a life changing adventure.

Received From: The Immortal Balthazar - Balthazar is as powerful as he is feared. He has achieved and earned everything he has today through cutthroat politics and merciless combat, all of which lead to him leading the mysterious cult, Shadow-Wind.

Objective
  1. Stop Vronti from reaching the ritual site and summoning the colossus.

  2. Capture and detain Vronti by any means necessary (dead or alive) and return him to Balthazar.
      • Recover the stolen text.
    1. Stop the Colossus from reuniting with his brother.

    2. Put a stop to the Colossi's path of destruction.

Origin: Summoned from all across the land, men and women have gathered under the employment of Balthazar the Immortal to embark on a perilous journey to save the world. Told that a man by the name of Vronti Lariat has stolen ancient text detailing the whereabouts of slumbering titans, they have been ordered to capture and return this man and the stolen items in return for a large sum.

Threat Level: S - A powerful shaman, a colossus and his brother: alone, each foe presents a solvable problem... but together, they're unstoppable; anything less than army will be child's play.

Starting Location: Levarti - Just off the southwestern shores of Nexus, is the island sanctuary of Levarti: home to the shadow-wind. The island is unofficially considered a standalone nation. Because of restricted borders, no one outside the inhabitants are aware of what happens on the island.

Ending Location: Rebbanburg - On the edges of Nexus, there is a ramshackle town called Rebbanburg. It was once seat to a wealthy noble man, but now it is a den of thieves and whores. In a place without the presence of law, you can find almost anything to tickle your fancy; no matter how obscure or bizarre.

Original Team
    ImageRole: Leader

    Name: Baldr the Vigilant

    Race: Dragon-Kin

    Class: Knight

    Briefing: Being the eldest and most experience in the group; Baldr, unopposed, stepped up to claim the role as their leader. His guidance kept the team working as a single unit instead of a mass of individuals.


    ImageRole: Warrior

    Name: Koga Tokugawa

    Race: Fire Genasi

    Class: Warlord

    Briefing: The only true warrior amongst the adventurers, Koga instantly felt at home as the Team Aggressor. Drawing in the enemies attention, he was their primary focus of assault leaving his teammates free to do as they pleased.

    ImageRole: Mage

    Name: Wilhelmina Bismarck

    Race: Lich

    Class: Necromancer

    Briefing: Wilhelmina was the key to victory, as she alone was the only one capable of removing the colossi's soul. Once prepared, a powerful spell was cast that violently separated colossi's bodies from spirit.


    ImageRole: Rogue

    Name: Felix Nox

    Race: Werecat/Nymph

    Class: Thief

    Briefing: If it wasn't for Felix's roguish ways, the adventurers would have never made it to the final battle; let alone would they still be breathing. The werecat decided to tip them off to an oncoming ambush, enabling them to flank the trap and gain the upper hand against the Hell Bane Mercenaries.


    ImageRole: Bard

    Name: Chanath Godeo

    Race: Elf

    Class: Enchanter

    Briefing: Chanath, the elven bard, played a crucial role in weakening the colossi and disrupting the shaman's spells. If it were not for his mastery of vibration magic, there would have been no victory in their name.

Allies: Hell Bane - Lead by the infamous Titus the Repugnant, Hell Bane are a mercenary outfit staffed entirely of bugbears. Hailing from the Burning Sands, there they made their claim to infamy as bounty hunters. Looking to broaden their horizons, their search for work brought them to Levarti as the second team of hired swords.

Enemies
  • Vronti Lariat - Vronti is a well accomplished shaman who has dwelled within the realm of the spirits for even longer than he can remember. He has made blood pacts with divine deities, powerful spirits, and fiendish demons to grant power and form alliances used to elevate him to the level he is at today. It is for that very reason Vronti was betrayed and made to look a traitor by Balthazar who later cast him out and banished him from Levarti. Now seeking revenge, Vronti will stop at nothing to reclaim what is his and kill those who stand in his way.

  • Magog - Long ago, Magog was one of many Earth Titans that roamed the land. These colossi were bigger than life, easily surpassing the size of mountains. Earth Titans did what they pleased and none could stop them. With no true way to destroy such massive and powerful entities, a clan of reapers ripped their souls from the bodies, leaving them but empty husks. As time passed these monsters slowly integrated with the earth they are made of, becoming many of the landforms we know of today. Bringing us to present day, Magog has had his soul returned by the powerful shaman Vronti and now lives to serve his will. What makes Magog different from the other Earth Titans, is he is the key to reviving the others as he was their sole leader.

  • Throwh - Long ago, Throwh was one of many Earth Titans that roamed the land. These colossi were bigger than life, easily surpassing the size of mountains. Earth Titans did what they pleased and none could stop them. With no true way to destroy such massive and powerful entities, a clan of reapers ripped their souls from the bodies, leaving them but empty husks. As time passed these monsters slowly integrated with the earth they are made of, becoming many of the landforms we know of today. Bringing us to present day, Throwh has had his soul returned by the powerful shaman Vronti and now lives to serve his will.

  • Hell Bane - Driven by greed, the mercenaries of Hell Bane decided they no longer wanted to share the treasures of this quest with anyone but themselves. They decided to enlist a rogue to aid in their plan to ambush and kill their so called allies.

Outcome: The road to victory was hard traveled... They spent days chasing the shadow of Vronti; in the end, they were too late. Their first encounter with the shaman concluded with him summoning the colossi and easily defeating them. Recovery only put them further behind and allowed the shaman to gain yet another stone ally. It was at this time they met the blade of betrayal at the hand of Hell Bane. However, this obstacle they were able to overcome. Feeling united as a team, the adventurers were able to cut off Vronti on the outskirts of Rebbanburg. The battle was long and testing, it ended with Vronti in shackles and the Earth Titans soulless and defeated.

Casualties
  • Sell Swords - Many would be heroes tested their steel against the shaman and his titan puppets, but every one of them failed.

  • Innocents - The path of vengeance traveled by Vronti was littered with the corpses of the innocent. Since then, a shrine has been erected in their name, made from the empty vessels of the earth titans.

Reward
  • Money - A cash prize of 25 Gold was to be rewarded to the parties responsible for the return of Vronti and the stolen property.

  • City Pass - Temporary passage within the borders of Levarti is granted for the remainder of the quest, only to be revoked after success or failure of the quest.

  • Holy Rejuvenation - The chance to reborn under the graces of shadow-wind, live amongst fellow sisters and brothers, and study the private teachings of the Immortal Balthazar.

  • Treasure - Any spoils rightfully earned during the hunt of Vronti are rightfully their's to keep.

Renown: Though their accomplishment were great, recognition for them is non-existent. Credit is given to associates of the shadow-wind, and with so many hired, their identities are lost in a sea of names and faces. The adventurers also declined the invitation to join the cult.
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Re: [OOC] Adventure Journal

Tips: 0.00 INK Postby Crooked Thoughts on Wed Feb 08, 2012 3:25 am

A2
Quest 2 - Friday, February 10, 7960


Image
Quest: Bruised Ego - Fueled by rage and hatred after being alienated from his family, a Chimera seeks to take its anger out on any living thing that crosses it's path.

Received From: Abbot Song - A humble monk who managed to rise due to a lifetime of meditation and discipline to his beliefs, Abbot Song has become the most influential force for the people of the Almac Plateau.

Objective: Kill the Chimera responsible for harassing villages in Almac.

Origin: Abbot Song is embarking on a pilgrimage that has taken him away from his people in their time of need. A Chimera of considerable power has managed to evade capture and death at the hands of organized units. His people are now reaching out to mercenaries for aid. It is rumored that the beast has gone feral due to being defeated by a younger member of his pack.

Threat Level: C+ - While visibly wounded and missing one of its wings, the chimera is still a dangerous animal capable of storming through men with the swiftness one wouldn't expect from something of its size.

Starting Location: Rebbanburg - On the edges of Nexus there is a ramshackle town called Rebbanburg. It was once seat to a wealthy noble man, but now it is a den of thieves and whores. In a place without the presence of law you can find almost anything to tickle your fancy; no matter how obscure or bizarre.

Ending Location: Placid Plains - The Southwestern tip of Almac is a quiet and peaceful area. Tranquilite farmers call this place home, growing fields of wheat as their primary cash crop.

Original Team
    ImageRole: Leader

    Name: Baldr the Vigilant

    Race: Dragon-Kin

    Class: Knight

    Briefing: Baldr lead the charge against the beast, as he was able to match his breath weapon against the chimera's. In the end, he was able land the finishing blow on the chimera by driving his blade into the animals thick skull.

    ImageRole: Warrior

    Name: Koga Tokugawa

    Race: Fire Genasi

    Class: Warlord

    Briefing: Assisting in the offensive side of the battle, Koga was on the front-lines with Baldr and Felix. While his pyro attacks did little to harm the beast, using his sword he was able to remove its other wing and further injure the beast.

    ImageRole: Mage

    Name: Wilhelmina Bismarck

    Race: Lich

    Class: Necromancer

    Briefing: Supporting the team from a ranged position, Mina kept up a constant volley of bone spears pelting the chimera. This kept the beast from attacking a majority of the time as it had to dodge spears.

    ImageRole: Rogue

    Name: Felix Nox

    Race: Werecat/Nymph

    Class: Thief

    Briefing: Thanks to Felix's agility, he was able to deal with the chimera's serpent tail. Though there were a few close calls, in the end the tail was severed and destroyed.

    ImageRole: Bard

    Name: Chanath Godeo

    Race: Elf

    Class: Enchanter

    Briefing: Chanath's musical talents were used to lure the beast into an open field and away from civilian populated areas. He also used his music to confuse the creature.


    ImageRole: Druid

    Name: Willow

    Race: Dryad/Ent

    Class: Wild Mage

    Briefing: Responsible for restraining the beast, Willow unknowingly accessed a hidden talent and was able to force vines to grow from the earth and ensnare the beast.

Allies: Sha'tar Chasers - A squad of elite hunters were dispatched to help with tracking the chimera as they are familiar with the area and beast. The squad was made up of twelve members, half of them monks and the other half clerics.

Enemies: Exiled Chimera Alpha - Though the chimera is not technically a colossus, its lethality has been ranked on the same level. The beast is magical in nature and as such can cast a limited number of innate spells. It can also breathe fire, take flight, and is just as strong as it is fast. On top of that, the beast's tail is a living snake that can spew forth or manually inject a venomous poison, lethal to any mortal. Defensively, the chimera is resistants to a number of elements, extremely durable, and has a high tolerance against magical attacks.

Outcome: After trampling three villages, tearing though multiple mercenary companies, the adventurers were able to bring down the enraged Chimera through a collaborative effort. But not before dealing with the greedy thugs hired to be their allies. After a violent skirmish broke out between the two groups, the adventurers emerged the victors. Only then was group able to track down the chimera with the help of Abbot Song's elite team of hunters. The team managed to pin their prey down in a wheat-field just outside of Graham Village. The battle, though short was fierce and in the end cost the lives of 7 tranquilite hunters. Their death was not in vain, the adventures natural ability to work together prevailed and ended in victory as Baldr landed the final blow. Carrying the chimera's body as a trophy, the adventurers made their way to the hidden city of Sha'tar where they were greeted by Abbot Song and celebration in their name. After a week of recovery, the group left the monastery city and continued on their travels as an official team and family.

Casualties
  • Chaser Squad - Before meeting death, the chimera was able to kill over half of the squad. Only two monks and three clerics were able to survive the ordeal.

  • Villagers - The chimera's rampage lead to record breaking death toll. Before being stopped, the beast managed to destroy three villages tolling to a number of 89 dead villagers. It is thought that the number could have reached the thousands if something had not been done.

Reward
  • City Key - Each adventurer was taught the secret route that leads to the entrance of Sha'tar and given permanent visitation rights to the city.

  • Trophy - Chimera bodies are literal treasure troves; there is profit to be had for almost any and every part of their magical body. Because of this, the adventurers were allowed to keep the body, were as this is usually not allowed.

  • Payment - Though the monks are not privy to a vast fortune, they have manged to pay the adventurers a hefty sum of 10 Gold.

Renown: The Monks of the Plateau respect their abilities and have gifted them with access to their hidden monastery, something that many Tranquilites may never see.
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Re: [OOC] Adventure Journal

Tips: 0.00 INK Postby Crooked Thoughts on Wed Feb 08, 2012 6:34 pm

A3
Quest 3 - Saturday, June 21, 7960


Image
Second Coming: Writing

Received From
  • Tirion Wrynn - The High King: Tirion Wrynn the Lesser, ruler of all that is Nexus and human-kind.

  • Baldr the Vigilant - A wise mentor, disciplined knight, and respected being throughout Wralandir: Baldr is all these things and more. There are very few ill words to be said about this living legend. The last of a dying breed, a true hero, Baldr the Vigilant is known for his conquests against all that is evil.


Objective: Stop the Corrupted Dragonborn from completing the summoning ritual.

Origin: While returning from the very successful hunt of the Chimera, on route to the markets of Nexus, the band hears about a seemingly simple, yet expensive, job to hunt down a set of rogue Dragonkin in the area. After finding a merchant to purchase the spoils of their last task, they go about tracking down the group all the way to the edges of Wyrmrot Marsh. There they come upon a gathering of Dragonkin in odd clothing who are acting like tribals. Baldr is the first to identify them as corrupted and recognizes enough of the foreign words to make a guess as to what they're attempting. Due to the urgency of the situation he fails to go into too much detail before making quick arrangements for an attack.

Threat Level: A+ - An entire gathering of tainted Dragonkin would be rather simple to put down, but the emergence of a Dragon Aspect, regardless of its status, is something that easily increases the difficulty by orders of magnitude.

Starting Location: Essence - Market Square of Town

Ending Location: Ritual Site - Nexus-Wyrmrot Border

Original Team
    ImageRole: Leader

    Name: Baldr the Vigilant

    Race: Dragon-Kin

    Class: Knight

    Briefing: Discovered dragon-kin plot and identified weaknesses.

    ImageRole: Warrior

    Name: Koga Tokugawa

    Race: Fire Genasi

    Class: Warlord

    Briefing: Tasked with protecting Mina and Ai Lin.

    ImageRole: Mage

    Name: Wilhelmina Bismarck

    Race: Lich

    Class: Necromancer

    Briefing: Worked on closing the portal.

    ImageRole: Rogue

    Name: Felix Nox

    Race: Werecat/Nymph

    Class: Thief

    Briefing: General Offense in taking care of the corrupt.

    ImageRole: Bard

    Name: Chanath Godeo

    Race: Elf

    Class: Enchanter

    Briefing: Support in taking care of the corrupt.

    ImageRole: Druid

    Name: Willow

    Race: Dryad/Ent

    Class: Wild Mage

    Briefing: Defense in taking care of the corrupt.

    ImageRole: Cleric

    Name: Ai Lin Han

    Race: Human

    Class: Healer

    Briefing: Helped with closing the portal.


Allies: Dragonrend Scouts - Description

Enemies
Corrupted Dragon-Kin: 23 of Them


Incomplete Aspect of Tiamat: Description


Outcome: The Corrupted Dragonborn have been defeated and have either scattered or lay upon the ground. The Aspect was also defeated and cast back into the realm it emerged from, only calling out its promises of return as it disappeared. With the seemingly impossible task completed and what turned out to be an army led by the High King himself approaching, we have found that Baldr has disappeared.[/color]

Casualties: Baldr: Baldr has gone missing and is presumed dead.

Reward
  1. Contract - Work for king, in exchange for things below:
    • Payment - 20 gold per quest, 50 silver per kill, plus spoils

    • Elysium Citizenship - Allowed in Elysium Fortress

    • Royal Feast - Description


Renown: Writing
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Re: [OOC] Adventure Journal

Tips: 0.00 INK Postby Crooked Thoughts on Fri Feb 10, 2012 1:58 am

A4
Quest 4 - Wednesday, September 30, 7960



Tyrant and Guardian

Quest: Quest Name - Description

Received From: Person Name - Description

Objective: Putting down some small-time tyrant who really only has whatever that is as a claim to power.

Origin: Writing

Threat Level: Threat Grade - Description

Starting Location: Location Name - Description

Ending Location: Location Name - Description

Original Team
    ImageRole: Warrior

    Name: Koga Tokugawa

    Race: Fire Genasi

    Class: Warlord

    Briefing: Status

    ImageRole: Mage

    Name: Wilhelmina Bismarck

    Race: Lich

    Class: Necromancer

    Briefing: Status

    ImageRole: Rogue

    Name: Felix Nox

    Race: Werecat/Nymph

    Class: Thief

    Briefing: Status

    ImageRole: Bard

    Name: Chanath Godeo

    Race: Elf

    Class: Enchanter

    Briefing: Status

    ImageRole: Druid

    Name: Willow

    Race: Dryad/Ent

    Class: Wild Mage

    Briefing: Status

    ImageRole: Cleric

    Name: Ai Lin Han

    Race: Human

    Class: Healer

    Briefing: Status

    ImageRole: Ranger

    Name: Daemeth

    Race: Tiefling

    Class: Scout

    Briefing: Status


Allies
  • Allie Name - Description & Quantity

  • Allie Name - Description & Quantity

  • Allie Name - Description & Quantity


Enemies
  • Enemy Name - Description & Quantity

  • Enemy Name - Description & Quantity

  • Enemy Name - Description & Quantity


Outcome: Writing

Casualties
  • Name - Description

  • Name - Description

  • Name - Description


Reward
  • Item Name - Description

  • Item Name - Description

  • Item Name - Description


Renown: Writing

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Re: [OOC] Adventure Journal

Tips: 0.00 INK Postby Crooked Thoughts on Sun Jun 10, 2012 9:13 am

A5
Quest 5 - Tuesday, April 13, 7962

Image
Quest: Perilous Voyage - Deciding to lend a helpful hand to their fellow men, the Legend Slayers have agreed to slay a trio of sea serpents thus making the waters much safer for travel and fishing.

Received From: Asgrim Thunderfall - The old and mighty King Thunderfall; once a feared lord of the seas in his days of prime, age has forced him to retire and guide his people as a wise leader. Though void of his daunting muscle mass and thirst for blood quenched a long time ago, Asgrim is still a figure highly respected and one not to be underestimated, for power still courses through him.

Objective: First and Foremost: their goal is to kill any and every sea serpent that wishes to confront them. Reports reveal a trio of serpents working together, which is strange, but not unheard of. Secondly: they are to retrieve the gems from the forehead of every dead serpent. This was the condition of the contract forged with their benefactor, the King of Nexus. In agreement to fund and staff their voyage, they are to salvage at least three of the previously mentioned jewels. Thirdly: a mission objective the adventurers are unaware of, is that the cove which houses the unhatched eggs of the mating sea serpents, is to be looted.

Origin: Seeking help with their aquatic dilemma, the vikings have sent word to neighboring kingdoms requesting assistance. Though significantly smaller than the rest, the Kingdom of Havencrest has a unyielding vice-grip on sea trade. They alone hold the knowledge pertaining to secrets of the deep and agreements with a number of it's creatures. So, it wasn't long before they received offers, pending aid with the promise of certain goods to be rendered before and after. However, the most appealing came from Nexus, who only wanted to keep the spoils of battle. A deal brokered by the Legend Slayers themselves as they had months without battle and were eager to busy themselves once more. And soon, they found their self aboard Nexus warships with headings for the Mirovia Ocean.

Threat Level: S - With a base ranking of B, the difficulty is increased with the addition of every Sea Serpent. Though they are mere mindless beasts, the adventurers are on their turf, giving advantage to the creatures in their natural element. There is also the possibly that they can be severely overwhelmed due to the likely location of the battle and it being mating season for the serpents. However, there is still hope as they will be sufficiently armed with the best equipment and men.

Starting Location: Trondheim - Capital of Havencrest Union, Trondheim is a port city found on the largest island in chain of smaller islands off the coast of the Blighted Woods. As this is the primary port for their kingdom, there is a large beacon which guides all the ships to safety. Though the civilian population is primarily viking, Merfolk of neighboring settlements have been conjugated as part of their union and can be seen walking around the city.

Ending Location: Mirovia Ocean - The vast superocean that surrounds Wralandir.

Original Team
ImageRole: Warrior

Name: Koga Tokugawa

Race: Fire Genasi

Class: Warlord

Briefing: Status

ImageRole: Rogue

Name: Felix Nox

Race: Werecat/Nymph

Class: Thief

Briefing: Status

ImageRole: Bard

Name: Chanath Godeo

Race: Elf

Class: Bard

Briefing: Status

ImageRole: Mage

Name: Zokahn

Race: Troll

Class: Witch Doctor

Briefing: Status

ImageRole: Ranger

Name: Jhunvat Rashael

Race: Dragon-Kin

Class: Survivor

Briefing: Status

ImageRole: Warrior

Name: Nephthys

Race: Cambion

Class: Psion

Briefing: Status

ImageRole: Mage

Name: Saras Nilin

Race: Unknown

Class: Enchanter

Briefing: Status

Allies
  1. Mammoth: These war ships, are the largest they come in the Nexus Navy. They are reinforced with steel, made of Ironwood, and enchanted with a number of magical wards. Meant to soak up damage as well as deal it, these behemoths are slow since they designed to carry 500 men (only requiring about a hundred to sufficiently sail it), not including the weight allotment to hold cargo and equipment. In order to battle the sea serpents, the ship has been equipped with 2 Catapults and 42 Cannons. (There are 5 of these.)

  2. Scourge: Known as the scourge of the seas, these war ships are one of the fastest vessel in the Nexus Navy. These frightening warships are constructed of a lightweight, but durable wood, enabling them to effortlessly outmaneuver any ship or seaborne creature. With only one sail, this ship is not only wind powered, but man-powered through an army of undead rowers. Defensively, sharpened spikes along the outside of the ship protect it from sea monsters and a wall of speared logs, stop boarding and double as battlements for any ranged weaponry. Offensively, there is a ballista on either side of the ship; a large horn at the front, used as a ram; and a fire machine inside the maw of the ship. (There are 5 of these.)

  3. Engineers: Men and women with the sole goal of making speedy repairs to the ship. They work in squads of 5, with 10 of them on each ship.

  4. Mages: Trained in the school of enchantment, these mages are of varying degree of skill, but are all capable of erecting magical barriers. Their sole purpose is to defend the ship from harm with their arcane talents. On the smaller ships, there are 20 mages and on the larger ones, there are 40.

  5. Ranged Fighters: Aside from the armaments stationed aboard the ships, there are also soldiers who specialize in ranged warfare. Two types of soldiers compose this group: archers and demolitionist. Crossbowmen, carry your standard crossbow loaded with bolts, capable of punching through steel. Their goal is not to single-handedly take down the creatures. Instead, they will pepper the serpents with volleys, thus inflicting minimal damage, but slowly weakening them. Meanwhile, grenadiers will constantly lob explosives into the waters, only stopping once the serpents emerge above water. This tactic will hopefully be successful in discouraging them from staying submerged. The number of these soldiers will be equally divided, with 50 on each of the small ships and a 100 on the large ones.

  6. Coral Ravagers: With greater strength, speed, and durability than most, these are the elite of Merfolk Society. Coral Ravagers are unique beings gifted with a variety of talents and masters of a broad skill set. Their bodies are naturally encased with a hard shell-like substance, similar to that of coral reefs. It is dense and sharp, proving both an offensive and defensive tool. The material is also found on their tail, which can be used as a flail. Coral Ravagers can perform innate magic that give them control over water and other effects. Other than that, they are widely talented in the use of melee and ranged weapons, expert hunters and trackers, and lethal warriors. (There is a platoon of 30.)

Enemies
  1. Bijou Sea Serpent: Sea serpents, or often called sea dragons, are a type of sea monster, either wholly or partly serpentine. These creatures have snakelike bodies that can reach lengths of 30 to 100 feet long. Other features may vary with the individual creature — some sea serpents have slender fins like those of an eel, while others have completely smooth bodies. The head of one may be shaped like a horse, another like a seal. This breed of sea serpents are known as bijou or bejeweled serpents. The name is derived from precious gems that naturally grow on their body. Bijou Serpents can vary greatly in color which is relative to the gemstone they favor. The features that fetch the most are: their iridescent scales, a large gem that adorns the center of their head, and the shell of the egg from which they are hatched from (unhatched eggs being more valuable, used as decorative pieces). Naturally these creatures are protective, but years of being hunted have made them all the more violent and lethal. They are extremely fast, known to fight to the death, and rarely fight alone; some even have venomous attributes. Despite being highly sought after, they are hard to track and even harder to kill. Even if one manages to kill a Bijou Serpent, they then must go through the difficult task of looting the body, which is heavy and sinking to the ocean floor.

    • Ruby Sea Serpent: Of this trio of serpents, this one is a Ruby Serpent; obviously, its name is derived from its red iridescent scales. The Ruby Serpent seems to be the leader of the group; the others follow its lead without hesitation. Additionally, it is the strongest, concluded from witnessed accounts of how it easily crushes ships with its constriction or brute force.

    • Emerald Sea Serpent: Of this trio of serpents, this one is a Emerald Serpent; obviously, its name is derived from its green iridescent scales. The Emerald Serpent seems to be the smartest of the group; it is hesitant to fall for traps and will use strategy when fighting. Additionally, it can spew a deadly venom from its mouth and/or secrete it from its fangs.

    • Amethyst Sea Serpent: Of this trio of serpents, this one is a Amethyst Serpent; obviously, its name is derived from its purple iridescent scales. The Amethyst Serpent seems to be the fastest of the group; it can easily outrun ships as well as other serpents.
Outcome: Description

Casualties
  1. Name: Description

  2. Name: Description

  3. Name: Description

Reward
  1. Gems Large round gems of varying color, the size of basket balls, valued by base price as well as: size, color, and weight. Used in rituals and other arcane purposes.

  2. Serpent Bodies: Serpent bodies can be used for a number of profitable reasons.

  3. Reward: Usual reward for serving the king, and a celebration thrown in their honor upon return to Trondheim.

Renown: Description

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Crooked Thoughts
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