Arcane Steel Turn 0: The Departure
The large settlement was noisy. People in simple and lavish clothes alike ran through the finely decorated streets of the comunnity designed to create the perfect environment for the young members of the alliance. The town was bustling with activity that day, for that would be when the children of many traditional families would say their goodbyes to their relatives, maybe to never be reunited again. As sad as that event could have been, many families had chosen to throw in feasts and celebrations, wishing their heirs good luck and many honors yet to come. Others had seen their patriachs or matriarchs giving long lectures to the soon-departing youngsters and watching as some of them frowned visibly (Children these days! When I was young, I dutifully listened to every single word my parents said, I tell you!); others yet bellowed warcries and painted their youngsters' face and body, sometimes before ritualistic combat. The cultural disparity was obvious, but most did not care. At least the younger ones were grown especially to avoid violent cultural clashes.
The small town was one of the few created to house the new generation, and the first batch of warriors and wizards amounted to 15 squads of 6, with a few numbering up to 8. Among the drinking, eating, yelling and fighting, some people were still unsure as to who would be their battle-brothers. After all, the squads were made of Knight-Wizard duos, and these had to be settled as a matter of knowing who to prioritize in case of grave danger. Even though some matters seemed unsettled, the elder called for everyone's attention and spoke about the bright future that was just waiting for the departing adventurers and ZZzzZZzzzZzzzZZzzzZzZZzzZZZzzzZZZzzZZ....Uh? Hey, look, he already left.
And so the first departures began. Most of the families heads remembered they should give their youngsters a potentially invaluable artifact that had high chances of never, ever being retrieved again if lost by their children, and so they did. But only because they trusted their spawn, and believed no harm would befall them if they carried additional assistance in the shape of either a small trinket or an earth-splitting maul.
((First roll is for weapon, second is for armor, and the third is for an artifact. 5,6=heirloom; 4=minor trinket))
Adrienne Analamont: [3][3][5]
Adrienne's family fails in providing additional weaponry or armor, but her mother hands the female knight a large leather bag, not before showing her the contents: an old Oliphaunt, believed to be the one carried by knight Roland himself. It is shining clean and in excellent shape. Its stern surface seems to be asking for seeing use in battle again.
Rally Call of RolandFalion Arvīndell: [2][2][5]
Falion's father rummages through a chest and smiles before taking a beautiful...stone. Upon further examination, the young knight unlocks the dark secrets kept within and sees that it is, in fact...a chunk of a stone. But wisely, the young knight decides to stay put and hear what his father has to say. The scarred old man then tells him to always keep it nearby and hands Falion a simple pouch with the stone inside. Another relative is more helpful, and says something about stone and Cuchulainn before being silenced by an angry look from the patriach. Strangely, a crow also hovers for some time on the sky above Falion before quickly flying away.
Cuchulainn's Last StandApril Eplock: [2][3][1]
April's relatives rummage through their pockets, and finding nothing, scoop up a stray kitten from the street "It is dangerous to go alone, here, take this!" Her father says solemnly while handing over the small kitty cat to her. The other knights are throughly puzzled.
Emergency RationsWilhelmina van Oranje: [1][4][2]
Wilhelmina's family got nothing but some light and resilient leather padding (protects against bruising and light cuts) on them.
Ktimbi: [3][5][4]
A package strapped in deer leather is brought to Ktimbi. It seems to contain a cerimonial armor made of crocodile (Crikey!) scales painted with white runes and a rare white lion's pelt. Not only very stylish, the outfit really seems to protect quite well for its light weight. A smaller package containing one-shot reagents is also tied to the larger one (+1 to one shamanic roll).
Armor of OriginDavie: [2][1][4]
Davie is also out of luck. The only thing granted to him before departure is a pouch with a catalyst for enhancing one of his attacks (+1 magical attack for one turn).
Among cries and laughter, the heroes were led towards the western gates of the town by the joint-defense guards, which used the opportunity to give the squad some papers with the directions: "Move towards the west. Eliminate bandits and maurauding mercenaries on Prussia's borders. Move towards frank Ardennes and take out a small group of rogue wizards. Return and report."
A brick road extends up to a mile in front of them, and after that, only a common road, marked by the passage of horses and carts.
>Input your actions. I would like to note that choosing your battle-buddies/brothers/fellas right now is necessary. Those will be the preferred target of defensive actions and overall assistance. Getting used to your sworn ally as time passes will also help in battle. One knight+ One wizard = One Duo.
>Also, congratulations to Dwarmin, Tiruin and agentorangesoda for rolling a 5. Half the squad with critical-success relics may be a nice omen. Or not. Also, I would like to congratulate
agentorangesoda Powder Miner for the Kitty Cat of Doom+7. You may name it. "Yummy" sounds like a good one.
>Light dialogues are accepted. I want you to have !!FUN!!, so it is the same if you just input your action. I will make sure each one of your moments of
fail glory is faithfully depicted.
>I would also like to note that as of now the african shaman is the mage less prone to dying a horrible death.
The PlayersDwarmin: Knight
Name: Adrienne Alanamont
Age: 24
Gender: Female
Knight: Chevaličre
Appearance: Adrienne is a beautiful, intense woman, with long and dark red hair (though, her hair is usually shaved before battle), and dark green eyes. She looks fairly stern, and her build and stance betray no weakness of body or thought-if anything, it bespeaks of passion and arrogance. When not in battle kit, Adrienne tends to dress conservatively, but somewhat casual-favoring open throated shirts and flared trousers, often in earth tones. Her plated armor is light, unecumbering and well made, rounded off at the corners-masking her womanhood in the middle of battle-all except her eyes, being she prefers a slitted helm for full vision.
The Alanamont coat of arms is a circlet of filigreed gold, with a crown at the head, around a pool of red.
Characteristics: Arrogant, Passionate, Uncompromising
Horse: She prefers a Light Warhorse-her favorite, being "Lernea"
Weapons (and shields): Main weapons: Longsword/round shield, otherwise prefers a Bec-De-Corbin when mounted, which she wields with unnatural grace. Others: Dueling Pistol (unfired), Crossbow
Leaving a child behind: No. Adrienne has left that 'business' to her lesser sisters and brothers, having not found anyone worthy of her as of yet.
-Some- abilities to be noted:If you think I'm the weakest link... you will be sorry... weakling!Status:Fine.Rally Call of RolandTiruin: Knight
Name: Falion Arvīndell
Age: 23
Gender: Male
Knight: Dragoon
Appearance: Falion is a man of five foot four, with light brown skin and short black hair. His body is built just like a worker of the era, though stern and with poise evident in his gait. Out of combat, he dons a brown tunic under his surcoat, favoring the common wear over what the Nobility prefer. His chainmail is left uncolored, remaining the usual silver tone. His plate armor is tinted light grey with a white trim along the edges of the major plates. A gilded wolf crest lies on the top of his helmet and the insignia of the howling wolf in white is marked on his breastplate. His eyes are colored brown.
Characteristics: Unflinchingly Loyal ; Stubborn ; Determined
Horse: A Light Warhorse going by the name of "Ileid".
[Weaponry]
Main weapon/s: Glaive ; Javelin(s)
Others: Flintlock Rifle and a heater shield
Leaving a child behind:
No.-Some- abilities to be noted:He is loyal and determined. He is sharp. He is also nuts.Status:Fine.Cuchulainn's Last StandPowder Miner: Knight
Name: April Eplock
Age: 18
Gender: Female
Knight: Gunslinger (or if you prefer (that time's) modernized warrior or something of the sort.)
Appearance: April Eploc is a slim woman of average height, although very, very young for a knight. She is relatively attractive, ((mumble mumble I added that part to stay true to my earliest description of her)) with dark green eyes and braided fiery orange hair which ends in a ponytail. She wears non-restrictive pastel yellow clothing (like skirts, and simple shirts, she prefers comfort over fashion) under her armor, which is (kinda) light chainmail which covers pretty much all of her (all but the head and hands (she prefers these unobstructed, and even the head has a hood.), with a thin leather backing underneath. Her coat of arms is a young, growing leaf.
Characteristics: Very cheerful, Optimistic, Reckless, Silly, Thrill-Seeking.
Horse: Light Horse, her name is Ellene.
Weapons (and shields): Main weapons: Hand firearm (
not sure what it would be in this ageIn this age those would happen to be flintlock pistols), Shortsword.
Leaving a child behind: "No. I'm only 18 god get away from me you creep" (...I assume that is not directed towards the GM.)
-Some- abilities to be noted:Blackpowder fever! Isn't hell colorful? Adventure!Status:Fine.Emergency RationsNUKE9.13: Wizard
Name: Wilhelmina van Oranje
Age: 21
Gender: Female
Mage, speciality: Weather; Wind/Water.
Appearance: Tall- very tall. Long brown hair (loose); blue eyes; pale skin. Dresses in simple, elegant gowns. For this journey; a plain white dress, and a leather cloak, pale orange in hue. Her family crest is an orange lion upon a white field, ridged by banners of red and blue. The family motto- Oranje zal herrijzen- is emblazoned below the lion.
Characteristics: Very friendly (too friendly?); polite; has little patience for problems- has a short temper; exceptional perseverance- not strong, but will keep fighting no matter what.
Horse: Light warhorse.
Weapons: Main weapons: Staff (gilded hardwood), Magic. Others: Brace of pistols.
Leaving a child behind: No.
-Some- abilities to be noted:She is nice and stubborn the good way but man, she's got issues!Status:Fine.Light padded armor pieces agentorangesoda: Wizard
Name: Ktimbi
Age: 19
Gender: Male
Mage: African Shaman
Appearance: A jet black man of average build with long orange hair that cooperates with his woolly beard to form a mock lion's mane. His irises are a fiery red, a rare genetic mutation specific to his caste of shamans. He wears the traditional shaman garb: pelts of slain animals and various herbal trinkets adorn his person. He wears a crown of human wisdom teeth, one pulled from each eligible member of his tribe, which he claims contains the combined spiritual energy of his people's souls. The crest of his shamanistic family is, curiously, a mongoose encircled by cobras. One is crushed underfoot whilst the other hangs limp in the mongoose's jaw.
Characteristics: Quiet, Unwilling Participant, Incoherent
Horse: Light warhorse, drawing a cart of reagents.
Weapons: Carries a caduceus which has been passed down for generations. His tribe claims an ancient ancestor won the staff from Hermes himself. Upon each shaman's death, his successor fills a container with his own blood and places the severed head inside. The new shaman will now be protected for the rest of his natural life by his spirit so long as the container is kept close. The case that the previous shaman had kept is then dashed upon the ground, allowing his protector to be finally free from his burden.
Leaving a child behind: As is tradition, upon ascension, a shaman will impregnate a host of women until one gives birth to a child containing the rare genetic disease. The shaman is always male, (it is a y-linked gene). Ktimbi knows he has many children waiting for him at home and has met none of them, but he knows one bears the gift. In the event of a shaman dying without any heirs, all of his immediate kin will attempt to replicate the gene in their own future offspring through ritual until another shaman is born.
-Some- abilities to be noted:Don't mind me. ...Are you dead already? What did you just call me, colored gentleman?Status:Fine.Armor of OriginOne-shot reagents Tarran: Wizard
Name: Davie Maximilian
Age: 19
Gender: Male
Mage: Fire
Appearance: A tall brown haired man of mostly Bavarian-English-Frisian origin. He has light blue eyes and is averagely muscled. He wears a blue-purple robe and leather boots. His family coat of arms appears to be an impalement of the Bavarian and Frisian flag.
Characteristics: Cheerful, Does what is right, friendly, honest, insensitive, trusting.
Horse: Light, Marwin
Weapons: Bastard sword (what, just because he's a mage doesn't mean he doesn't like big swords), flintlock pistol.
Leaving a child behind: Nope. No wife.
-Some- abilities to be noted:Barbecue in the making. What are staves for, anyway? Sure...Why not?Status:Fine.Catalyst