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Nation Building Eternal Conquest - Characters

turtwigwins

Junior Member
Please fill out the following if you would like to join:

---Basic Info---

Character Name:

Image:

Race:

Bio: (Describe where your character is from, their villain origin story, and how they came to serve Emperor Regis and the Odaden Empire. Do not worry about ensuring that your character's story lines up with whatever "lore" exists of this universe so far. New locations, histories, and events can be incorporated to accomodate your ideas.)

Special Ability 1: (Describe a gift or talent which separates your character from a commoner of your character's race.)
Special Ability 2:

Personal Goal 1: (What does your character seek to achieve on a day-to-day basis? What would lead them on a chase?)
Personal Goal 2:

---Battlefield Leadership Style---

(Select one in each of the following categories. Each is a rock-paper-scissors exchange that defeats the one below.)

Supply:

Meals from the Field - Nothing can delay your movements; you will take what you need from the enemy's camp, if need be.
Everywhere at Once - You rely heavy on hidden caches, freeing you to move in bursts without over-extending yourself.
Try and Take It - Your supply lines are robust and well-guarded, turning your army into a slow, irresistable force.

Planning:

The One and Only - You take charge of all planning duties and demand total obedience, winning the day with discipline.
Symphony of War - Each of your subordinates holds a domain over which they watch and plan; you are their conductor.
Nothing is Safe - You are single-mindedly focused on the weaknesses of your enemies, and will seek to exploit them at all times.

Attacking:

Chessmaster - You will not be goaded into overplaying your hand, and will instead grind your enemies down in the long run.
Drenched in Death - In every battle, you will seek to inflict total losses on the enemy, if possible.
Break their Spirits - You seek to dominate the enemy's imagination, crushing their morale before they even take the field.
 
Character Name: Ahkmenohtep

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Race: Lich

Bio: A powerful sorcerer who mastered the art of death, Ahkmenohtep overthrew his Pharaoh to claim the Khotep for himself. Unfortunately for him the other nations of The Deserts have banded together in an attempt to keep the undead horde at bay. In an attempt to secure his position and to consolidate his power, Ahkmenohtep is now in service to Regis. In turn for support of his own conquest, Ahkmenohtep promises to serve Regis...for a time.

Special Ability 1: Master Necromancer - Able to raise the corpse of any being that was formally alive. As long as a skeleton remains, they can be resurrected to serve Ahkmenohtep.
Special Ability 2: Soul Magic - Soul magic has a vast array of options from talking to the deceased to destroying someone's soul, killing them permanently.

Personal Goal 1: Grow his army of dead.
Personal Goal 2: Turn the Deserts of Khotep into a formidable home where Ahkmenohtep can rule without worry.

---Battlefield Leadership Style---

Supply:

Corpses from the Field - Nothing can delay your movements; you will take what you need from the enemy's dead, if need be.

Planning:

The One and Only - You take charge of all planning duties and demand total obedience, winning the day with discipline.

Attacking:

Chessmaster - You will not be goaded into overplaying your hand, and will instead grind your enemies down in the long run.
 
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---Basic Info---

Name

Gen. Kypher M. Solari

Aliases/Nicknames
The Lazy General, Lost Prince of Sloth, Ky

Race
Human

History
Kypher's story, like many of the Emperor's Tainted, starts in Osyne.

He had been born the year 885, the bastard son of a highly affluent noble. A young boy and his sister, they often laughed and made sport of the evening's afterglow; indifferent to the machinations of the worlds beyond their own. Study was a chore, a way to pass time at best, and their parents equally indisposed with tasks of greater import. Kypher would not inherit, but the siblings remained inseperable. The two shared in the delight of a peaceful time, for it was not to last in the coming age.

901 marked the year of bloodshed. King Regis, now Odaden's mighty emperor, laid waste to the Osyne countryside. Villages and towns were swept with the flames of war, gentle and serf alike cut down in their homes by forces borne of darkness. There was little hope for Regis' enemies, and enemies he saw in every direction.

Barely 16

It was his 19th summer that Kypher had been summoned to Regis' palace.

Nanissis Yevro, Zayin


Yes, but this specific attack was done by your mercs because the demon army is large and slow, I presume
So smaller forces would be sent ahead to prepare the way
The idea is your band shows up to the town to kill the townsfolk and set up an Outpost for the demon army
You surprise attack the townsguard and kill them, trek's character reveals herself and tries to fend you off, but is ineffective as she has to split her focus between saving lives and killing you
Taking advantage of this, you beat her and wipe out most of the remaining townspeople
Is my general idea ^
My character attempts to save lives/evacuate people, but you are too quick and cut me off
I am also captured
The idea being regis is interested in unique individuals of promise, so you would have thought to bring me and trek back in chains

(Describe where your character is from, their villain origin story, and how they came to serve Emperor Regis and the Odaden Empire. Do not worry about ensuring that your character's story lines up with whatever "lore" exists of this universe so far. New locations, histories, and events can be incorporated to accomodate your ideas.)


    1. Pattern Recognition - Kypher has the uncanny intellectual ability to spot and exploit patterns and systems that are otherwise imperceptible. Some say he has unparalleled natural talent, some say he is blessed by the divine. Most agree he is a lucky sumnabitch. Subtle and unique, this innate talent may lead to the counter-utilization of any strategy or plan.
    2. Highly Charismatic - Like some humans, Kypher has an irresistible aura of influence that attracts unique and skilled retainers to his cause. Not many would betray or desert their dependable, illustrious general.
 
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Character Name: Richard "The Lionheart" of Ketterby

Image:
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Race: Human

Bio: Born to a minor noble in the town of Ketterby in the Kingdom of Albion, Richard was always getting into fights with his peers. It was due to this that his father attempted to quell his rebellious nature by sending him to a neighbouring town to be educated in the ways of War and to teach him discipline. This was a major success with him taking to his studies like a duck to water. He became somewhat of a prodigy amongst the military community, however he remained loyal to his family and took charge of his father's forces after he returned home. This turned out to be a great thing for him and his family, as only a month after his seventeenth birthday the forces of the "eternal empire" marched upon the Kingdom of Albion and within days they had besieged Ketterby. However, unlike much of the surrounding settlements, Ketterby managed to withstand the siege for over a year thanks to the leadership of Richard. It was here that he was gifted the name "Lionheart". After the eighteenth month of the siege, news reached the town that the capital of the Kingdom had fallen and peace has fallen. However, Richard refused to surrender to anyone but the Emperor himself. Eventually, Regis arrived and accepted Richard's surrender on the condition that he became a general in his army. This was accepted and the siege was lifted. Soon after this Richard left under Escort alongside the men who fought alongside him in the siege. Eventually he arrived in the capital of the empire and, on the orders of Regis, paraded the city as the man who could withstand the might of the Empire. As such he earned the respect of many citizens of the empire. Soon he was regarded as one of the best generals in the army; having gained the trust of Regis through his extreme loyalty and excellence on the battlefield, he is often called upon to both protect the Emperor and to take on some of his most prestigious conquests.

Special Ability 1: Master tactician - Richard has the ability to pull a victory out of a defeat.
Special Ability 2: Brutish - As in his youth, Richard remains violent, as such any slight disrespect to him, his family or the Emperor will result in his wrath.

Personal Goal 1: He seeks to achieve a realm where he and his family can one day lice in peace and prosperity
Personal Goal 2: He seeks to preserve the eternal reign of the Emperor and the empire.

---Battlefield Leadership Style---

Supply:

Try and Take It - Your supply lines are robust and well-guarded, turning your army into a slow, irresistable force.

Planning:

Symphony of War - Each of your subordinates holds a domain over which they watch and plan; you are their conductor.

Attacking:

Chessmaster - You will not be goaded into overplaying your hand, and will instead grind your enemies down in the long run.
 
Character Name: Richard "The Lionheart" of Ketterby

Image:
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Race: Human

Bio: Born to a minor noble in the town of Ketterby in the Kingdom of Albion, Richard was always getting into fights with his peers. It was due to this that his father attempted to quell his rebellious nature by sending him to a neighbouring town to be educated in the ways of War and to teach him discipline. This was a major success with him taking to his studies like a duck to water. He became somewhat of a prodigy amongst the military community, however he remained loyal to his family and took charge of his father's forces after he returned home. This turned out to be a great thing for him and his family, as only a month after his seventeenth birthday the forces of the "eternal empire" marched upon the Kingdom of Albion and within days they had besieged Ketterby. However, unlike much of the surrounding settlements, Ketterby managed to withstand the siege for over a year thanks to the leadership of Richard. It was here that he was gifted the name "Lionheart". After the eighteenth month of the siege, news reached the town that the capital of the Kingdom had fallen and peace has fallen. However, Richard refused to surrender to anyone but the Emperor himself. Eventually, Regis arrived and accepted Richard's surrender on the condition that he became a general in his army. This was accepted and the siege was lifted. Soon after this Richard left under Escort alongside the men who fought alongside him in the siege. Eventually he arrived in the capital of the empire and, on the orders of Regis, paraded the city as the man who could withstand the might of the Empire. As such he earned the respect of many citizens of the empire. Soon he was regarded as one of the best generals in the army; having gained the trust of Regis through his extreme loyalty and excellence on the battlefield, he is often called upon to both protect the Emperor and to take on some of his most prestigious conquests.

Special Ability 1: Master tactician - Richard has the ability to pull a victory out of a defeat.
Special Ability 2: Brutish - As in his youth, Richard remains violent, as such any slight disrespect to him, his family or the Emperor will result in his wrath.

Personal Goal 1: He seeks to achieve a realm where he and his family can one day lice in peace and prosperity
Personal Goal 2: He seeks to preserve the eternal reign of the Emperor and the empire.

---Battlefield Leadership Style---

Supply:

Try and Take It - Your supply lines are robust and well-guarded, turning your army into a slow, irresistable force.

Planning:

Symphony of War - Each of your subordinates holds a domain over which they watch and plan; you are their conductor.

Attacking:

Chessmaster - You will not be goaded into overplaying your hand, and will instead grind your enemies down in the long run.
Just a note on the Brutish ability, it means that I have the loyalty of my men because I fight beside them, therefore they are less likely to retreat. It also means that I will have the ability to kill minor generals and political characters (non players obviously) with little to no political lashback if they have offended me.
 
Character Name: Zayin

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Race: Golem

Bio: Zayin was built for one thing and one thing Only, Conquering. She demands obedience of those she has conquered and adds their own gifts to her forces. If you manage to survive one of her assaults, it shows how worthy you are to become a part of who she commands.

Some say that she was not originally built for total war, that she was created by ONE WHO WALKS BETWEEN THE WORLD and that she has a sister Golem named Magen who is a Protector.

But Zayin does not believe these lies. She lives her purpose and will continue to conquer for her Lord.

((In actuality, she fought against the Emperor originally to protect people, but had been defeated by him and then magically altered to serve him as a loyal and bloodthirsty warrior.))

Zayin

Special Ability 1:I See Your Weakness- Zayin when fighting others, can quickly analyze their fighting style and begin to counter it. Perfect for someone who fights on the front lines.

Special Ability 2: Towering Strength- Even for a Golem, Zayin is exceptionally strong. She has been known to throw boulders into battle as a humanoid catapult.

Personal Goal 1: Total Domination- Zayin seeks to Conquer all the lands for her lord
Personal Goal 2: (SECRET) Free Herself- A part of her still remembers who she was and seeks to free herself from the control of this evil Lord. Hopefully undoing all the damage she has done in the process.

---Battlefield Leadership Style---

Supply:

Try and Take It - Your supply lines are robust and well-guarded, turning your army into a slow, irresistable force.

Planning:

Nothing is Safe - You are single-mindedly focused on the weaknesses of your enemies, and will seek to exploit them at all times.

Attacking:


Drenched in Death - In every battle, you will seek to inflict total losses on the enemy, if possible.
 

Nanissis Yevro

Opportunist, Agitator, Vanity Galore

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Race: Elf

Bio: Nanissis grew up in one of the largest, most opulent manors of the capital of Osynia, though it wasn't due to noble birth or family wealth. Instead, he was a servant, purchased or perhaps taken there at a young age. A constant witness and victim of the corrupt elites, he was unceremoniously dumped aside after overhearing one intrigue too many. Nanissis would end up in the cities slums, weaseling his way around various odd jobs and gangs, just trying to survive. He found himself most useful at exploiting ongoing hostilities between rivaling pimps, using the treachery picked up at court to his advantage until he was eventually ousted again and nearly gutted for his troubles.
Joining a traveling band of mercenaries was only meant to be a short stop on his way to different lands, but Nanissis travel outside the Osynia seemed to end before it really began. Almost the entire company was slaughtered in an ambush by centaurs - nomadically roaming the outer rims of the realm -, the Elf only surviving by abandoning his comrades instantly and passing himself off as a prisoner of the mercenaries. With quick wit and treacherous energy, he convinced the centaurs to continue their raid deeper inland, hoping they would be cut down and he himself freed by the Osynian regulars. But his plans worked too well and ended him an advisor to the chieftain, which he ended up embracing until the return of Regis brought war upon the lands. Sensing an opportunity to advance and return to the manors in a different role, he convinced enough scum and outcasts to join him in offering their services to the new conqueror.
With little regard for anyone but himself, Nanissis tactics were cowardly, but effective enough to keep his new mercenaries moving. During the height of the campaign, his raiders would avoid any direct conflict, thought they did manage to even capture a mighty golem and a genius strategist by means of threatening the population of the towns they were harrassing. Bringing such talented individuals before Regis in chains earned him the right to stay beyond the extend of ordinary sellswords, though the demonic court was not the place for his usual scheming. The strange mind of Regis' main allies was impossible for him to comprehend, but his ego at this point massively inflated from his victory and the newfound wealth and position he got himself in. Partying in his former home where he had been a mere servant, he dared bed Demons of Lust and Pride, his body and mind forever altered by it. By the time Emperor Regis had conquered both realms and started to seek out the eternal expansion, Nanissis was convinced that he would be the most glorious general in the great Emperors service, intoxicated with arrogance, pride and delusions of grandeur.

Special Ability 1: Poisonous Tongue - Nanissis knows how to agitate and stir up problems, whispering half-truths into feeble minds and luring the bitter and resentful towards service to the Empire. (Effects during Diplomacy or Recruit General task?)

Special Ability 2: Lightning Raids - A master at conducting surprise raids against the enemy, Nanissis' mercenaries didn't succeed by taking the enemy head on. (Perhaps bonus during first round of engagement?)

Personal Goal 1: Have a huge and exotic harem

Personal Goal 2: Go down in history, everybody shall know the name

---Battlefield Leadership Style---

Supply:

Meals from the Field - Nothing can delay your movements; you will take what you need from the enemy's camp, if need be.

Planning:

The One and Only - You take charge of all planning duties and demand total obedience, winning the day with discipline..

Attacking:

Drenched in Death - In every battle, you will seek to inflict total losses on the enemy, if possible.

 
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Please fill out the following if you would like to join:

---Basic Info---

Character Name: Jack Bower

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Race: Half Man

Bio: (Describe where your character is from, their villain origin story, and how they came to serve Emperor Regis and the Odaden Empire. Do not worry about ensuring that your character's story lines up with whatever "lore" exists of this universe so far. New locations, histories, and events can be incorporated to accommodate your ideas.).
Hailing from a small township in the corners of some forgotten realm, Jack lived under the thumb of a petty general in Emperor Regis army. Demanding tribute annually from all his citizens lest they fall to the sword in the capital, Jacks town of Karnoffel had little to no way of making the years payment.

However the Odaden officer Eyss was known to frequent many a bar and parlour house and so the Right 'Onest Resistors, as they named themselves, a gathering of other likeminded and desperate towns came up with a daring plan. Scraping up what resources and wealth they could, the members of ROR tracked down the General in his favourite haunt, the Four Knaves and challenged him to a game of chance. The terms were simple, if ROR's man Jack won, Eyss would no longer demand tribute but if he won he would take all that they had brought and the towns would still have to pay the annual tribute. Arrogant, degrading and most importantly drunk, the General agreed.

However Eyss had no intention of playing fair.... but neither did Jack! Losing the early hands to learn his tricks, Jack lulled Eyss into a false sense of confidence before making a personal gambit. Their lives for his kingdom. There were quiet murmurs from the Resistors, unaware and uncertain, but with victory in his grasp, the General happily accepted.

Only to lose.

Pulling an ace from his sleeve, Jack won the game. The cheers of his peers resonated through the tavern, only for them to turn into screams as as quickly as they had found victory they found their final defeat. Ordering the guards, his guards, to attack, Jack turned on his compatriots and took the pot for himself. An army, a nation and now part of a growing empire was all his.

Special Ability 1: (Describe a gift or talent which separates your character from a commoner of your character's race.) Sleight of stature: Jack just blends in with the crowd, unremarkably normal at face value and not standing out in any usual way.
Special Ability 2: Cheater: Jack doesn't play fair, and always plays with a stacked deck

Personal Goal 1: (What does your character seek to achieve on a day-to-day basis? What would lead them on a chase?) Live life to the fullest with his new power.
Personal Goal 2: Keep hold of his vast power

---Battlefield Leadership Style---

(Select one in each of the following categories. Each is a rock-paper-scissors exchange that defeats the one below.)

Supply:

Try and Take It - Your supply lines are robust and well-guarded, turning your army into a slow, irresistible force.

Planning:

Nothing is Safe - You are single-mindedly focused on the weaknesses of your enemies, and will seek to exploit them at all times.

Attacking:

Break their Spirits - You seek to dominate the enemy's imagination, crushing their morale before they even take the field.
 
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Character Name: Munsie Moldive

Image:
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Race: Halfling

Bio: Born in the forests of Tidiaus - a tiny satellite state of Osnye - in the year 892, Munsie's home country fell under Regis' control when she was still a child. Unlike many of her peers, Munsie would find herself embracing her country's new place within the Imperial realm, and took great pride in serving in the Emperor's armies as an archer as soon as she was grown. Her patriotism increased tenfold after she was wounded in 910 while suppressing a peasant revolt, an incident which cost her an eye and left her permanently scarred, somewhat famously remarking afterwards to her superior officer that she "closed that eye to shoot, anyway." Now, she's become a master of archery and animal handling as the most decorated of Tidiaus' infamous rangers, an elite deep-forest unit known for guerilla warfare, where her cunning and cruelty have distinguished her well. Despite this, she dreams of so, so much more.

In private, Munsie has expressed many things realistic as well as absurd, everything from becoming a favored general in the Emperor's army to becoming a governess of great prestige. She also speaks of marrying someday soon, but to whom, she doesn't say. Those who spend time around her believe she may lust for the affection of the Emperor himself, although she simultaneously denies this while also suggesting it would be absurd for any unwed girl in the realm to not dream of his attention. Regardless, she has big plans, and now that she's become a general, she's ready to stack bodies until they happen.

Special Ability 1: On the Hunt - Munsie is skilled at running down targets which try to evade her, and shows no mercy once she's found them.
Special Ability 2: Beast Tamer - Munsie can tame just about any creature with sub-literate intelligence and employ it in her attacks, if it's available to her.

Personal Goal 1: Feared in All the Land - Munsie is no great sorceress, nor is she an otherworldly monster, but she loves the way her subordinates shrink back when she enters the room, and words catch in their throat as she orders them to do things which cross the boundaries of their moral code. She would love for commoners to know her name and treat her with the same caution, everywhere she goes.
Personal Goal 2: Love in the Air - Munsie wants to find a captivating villainous counterpart to help her conquer the world. She seems not to care whether they're man or woman, but only if they offer bloody thrills!

---Battlefield Leadership Style---

(Select one in each of the following categories. Each is a rock-paper-scissors exchange that defeats the one below.)

Supply:

Everywhere at Once - You rely heavy on hidden caches, freeing you to move in bursts without over-extending yourself.

Planning:

Nothing is Safe - You are single-mindedly focused on the weaknesses of your enemies, and will seek to exploit them at all times.

Attacking:

Break their Spirits - You seek to dominate the enemy's imagination, crushing their morale before they even take the field.
 
(Third time's the charm, time for Baba Voyka once more, again touched up, though feeling closer to her 'Dark Travelers' incarnation than her 'Mysnia' incarnation)

--- Basic Info ---

Character Name

Baba Voyka (Баба Војка / Ⰱⰰⰱⰰ Ⰲⱁⰻⰽⰰ), the Warsome Grandma

Image

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Baba Voyka following yet another bloody battle (Art by BurenErdene Altankhuyag.)

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Race

The Horned (Rogovci / Роговци / Ⱃⱁⰳⱁⰲⱌⰻ)

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Example of the average rogovac female elder, or baba (Art by Rastko Ćirić.)

A forest- and mountain-dwelling race, renowned for their monstrous and alien appearance, with missing teeth, hooked noses, hunched backs, bony arms with long fingers and nails, but most recognizably, a single large horn growing out of their foreheads - lending their name.

For those groups that had gotten close to them in the past, they identified the Horned as a generally insular people. Led by their matriarchs, the Babas, they would generally tend to their young first, to ensure they had pleasant dreams, and scout their surroundings at night in search of anyone that had yet to go to sleep - if one such person was found, they would be frightened to sleep, no matter where they stood, garnering them the status of proficient frighteners. This practice would be known as the Way of the Staff, as they would generally engage in such behavior with a giant staff consisting of a log of wood, and involve watching outsiders in their lands as to figure out how best to ensure they fall asleep from fright. And for those spooked to sleep in the forest, a shack would be promptly erected around them to protect them from the wildlife. For most, these would be the few experiences they would have with the Horned.

This tradition of fright and safe sleep would eventually awaken in some the art of dreamwalking. After spooking another, they would place their hands on those asleep, typically over the forehead, to induce pleasant dreams, and therefore reduce the sleeping individual's capacity to wake up prematurely and chance of having a nightmare. From there, they developed the capacity to enter another's dreams, whether by simply placing one's hand on a sleeping other, or by casting magic from a distance with great difficulty. Those who could dreamwalk inherently had the capacity to lucid dream, while masters had the ability to ward their own dreams and the dreams of others from psychonautic invasion. But to enter another's dreams, one had to render their own body vulnerable in the waking world, often limiting when such abilities could be used. Depending on the will of those asleep, of if they possibly awaken, it could overwhelm the witch and even knock them out. And if the practitioner was still learning, they might just accidentally slip into another's dreams when asleep, though this could very rarely happen to any practitioner in very exceptional circumstances. The wards that could be put in place were also speculated to be breakable, though none knew what the consequences of such a breaking would entail. Masters would refine their art to even have the psychic capacity to induce sleep in others, to continuously induce sleep even when in the dreams of another, and conduct dreamwalking while asleep themselves, though masters were particularly sensitive to psychonautics in the waking world, and continued use of advanced techniques was known to induce a fractured perspective of reality, visions, and ultimately insanity.

The Horned lived in relative peace, even as the forests they called home fell under the domain of Osyne. Maintaining their relative isolationism, they were viewed upon as monstrous-yet-reliable tax payers. This would all change one day with an event referred to by the Horned as Koshmirovdan - a supposed attack attributed to the Horned would inspire a campaign invading their forests, where Osyne forces would prompt the ransacking of the Horned. Their forests were subsequently cut-down, and those found to be sensitive in their magical arts were executed, to ensure an incident such as the one that had occurred would never repeat. Slavers would besiege those that remained, dispersing the remnants across the realms. The story of the Horned would just be one of many regarding fae races incorporated by Osyne, a practice that would be inherited by the Odaden Empire.

Bio

Voyka's childhood would be an unusually eventful one for the Horned, as a result of her grandmother, Gloginja. After maturing into the position of Baba as her fellow peers, Gloginja had the title revoked from her due to her rejection of their people's pacifist leanings. The ridicule that followed them would reinforce in Gloginja her belief to ensure Voyka was raised understanding the traditions of her people and the spirit of the Babas from her twisted perspective, what their people should be doing with them and do with them going forward. Eventually, Glogigja would be inspired to take action and prove her point. With young Voyka by her side, the two would wipe out a village loyal to Osyne. Fleeing into the night after, the bait was taken and their forests were invaded. To the horror of the Horned, Gloginja had proven herself right, and her gloating of such would have her be branded the Twisted (Gloginja Uvrnuta / Глогиња Уврнута / Ⰳⰾⱁⰳⰻњⰰ Ⱆⰲⱃⱀⱆⱅⰰ), and Voyka being referred by the name Gloginjić (Глогињић / Ⰳⰾⱁⰳⰻⱀⱜⰻⰼ; Lil' Gloginja) by her kind.

Ending up enslaved, Voyka would continue to be raised by her grandmother, who would further instill in her an obedience for authority, viewing their conquerors and abusers as the only means of ensuring the advancement of their people. Isolated from both her kind and society as a whole, she imprinted on her grandmother fiercely. After her grandmother saw an ignominious death, being executed by a fellow slave as a means of receiving praise from their head slaver, Voyka internalized her lessons - and her toxicity. From there on, she fully entrenched herself as a servant to Osyne, and worked to not only slaughter all that oppose her, but ascend the ranks - to render all in her path fertilizer for the realm.

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A young Voyka headed into battle against the threats to Osyne (Art by Irina Kovrigo.)

By the time of the controversies in Odaden, Voyka had clawed her way out of slavery by joining the Osynian Army and spent decades leading units into battle in the name of the realm. As she grew in age, reaching the usual age of a leadership role among the Horned, she began to utilize the maternalistic and grandmotherly traditions of her people to ensure those under her command would remain subservient. Having built up a substantial amount of authority and loyalty within the Army, she watched the return of Regis and his Demonic Army with curiosity. As the days passed before her forces would come face-to-face with his, she realized that in him she saw her most direct means to finally ascend as she had always dreamed of. As such, when the day came, rather than battle, she swore her loyalty to him, and aided in the fall of Osyne.

Integrated now as a member of the Odaden Army, she continued her work ensuring her men's loyalty to Odaden. If one were to ask those under her how she was in person, they would remark the loving embrace and care granny had for them, how she remembered all their names, made them embroidered sweaters, and how she would never let them know, and so they could not do the same either. If one were to ask her colleagues, they would remark how truly abusive she is towards her own, regularly beating her men to a pulp only to whisper in their ears and reassure them everything would be fine, that she wasn't angry. Toxic compassion ensuring her men were dependent on her. She would always offer herself and her men to aid in the drudgery that was rebellion-stomping, seeing it as a means of proving her loyalty ten times over in the face of those distrustful of an Osyne defector.

Special Abilities

Master Dreamwalking Psychic - she would awaken to her people's ancestral powers later than most, but that awakening would be compounded by its advanced nature, granting her psychonautic abilities, primarily the ability to induce sleep on those in the waking world; when slaughter cannot bring forth victory, she typically feigns defeat and acquiesces to a meeting with the enemy, after which she puts them to sleep and slaughters them, always crediting her combat skill over revealing her powers to ensure that knowledge of it did not spread; much of her tactics in rendering her own forces loyal involve her using her powers to psychologically torment and tether them to her, though to slow knowledge spread she ensures her physical abuse is front and center.

Environmental Expert - though the Horned were a peaceful people, their bodies became famed for their resilience, though that resilience required specialization; some became known for their horrors in the winter due to resisting the cold, others broke their minds just to try and rebuild its defenses; Voyka, growing increasingly in prominence, and in turn a target for would-be rivals in the battlefield, worked to ensure wherever she fought, her surroundings would not be to her detriment, reducing her surroundings' impact on her attack and defenses; due to her skin hardening in the years-long process of this, her horn, a signature in her middle years albeit one she shaved down often, became mostly stuck under her forehead, with only the tip of it sticking out.

Personal Goals

Racial Reformation - dispersed into the winds, the Horned had all but disappeared from public Odaden life by the time of her rise to prominence, and as such she felt it was her duty to fulfill what her grandmother had taught her, to be the pariah that would rebuild the Horned in their image, as to ensure their advancement; a goal that would be hard to achieve, given how those few Horned she had met since had fiercely rejected her and everything she stood for... nothing some persuasive action can't fix.

Trees Stained Red - one could remark that Voyka had few personal goals; though she intended to rise above her meager roots and use said power in ways which did not threaten the Empire, the slow-but-steady hunt of her opponents, the slaughter always incoming, was in many ways one too, having not grown tired one bit in chasing down her opponents and grinding them down before annihilating them, like chasing down a wounded deer over the course of days and see the fear in its eyes, one which begged and pleaded, for it no longer had any more energy to flee. The trees will be stained red, and what granny says, goes.

--- Battlefield Leadership Style ---

Supply

Meals from the Field - Nothing can delay your movements; you will take what you need from the enemy's camp, if need be.
Everywhere at Once - You rely heavy on hidden caches, freeing you to move in bursts without over-extending yourself.

Try and Take It - Your supply lines are robust and well-guarded, turning your army into a slow, irresistible force.

Planning

The One and Only - You take charge of all planning duties and demand total obedience, winning the day with discipline.
Symphony of War - Each of your subordinates holds a domain over which they watch and plan; you are their conductor.
Nothing is Safe - You are single-mindedly focused on the weaknesses of your enemies, and will seek to exploit them at all times.


Attacking

Chessmaster - You will not be goaded into overplaying your hand, and will instead grind your enemies down in the long run.
Drenched in Death - In every battle, you will seek to inflict total losses on the enemy, if possible.
Break their Spirits - You seek to dominate the enemy's imagination, crushing their morale before they even take the field.
 
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Einar Jaddeth

Bio.
Born a bastard human to a poor mother in a backwater village, Einar grew up working fields and farms meant to feed the Emperor’s armies. After watching his mother, Farea Jaddeth, die in a raid and desperately trying to save her from the flames, he discovered her old stash of letters she had written with the intent of sending them to his father… General Madden.
After finding out about his true parentage and becoming an orphan, he joined the military, serving under Madden. Partially to keep from starving to death, partially because he cracked a plan in all the grief and rage. He would kill his father. Take his place. Crush his enemies in his mother’s name.
Ten years later, after becoming one of Madden’s most trusted men, he cornered the General in his chambers, forcing him to read the letters through torture before challenging him to The Circle. Winning a duel in The Circle, especially in front of Madden’s officers, meant exacting vengeance and stealing rank. After a brutal, gory fight, Einar was victorious. The army’s loyalty immediately became apparent. Who would dare to defy General Einar Jaddeth?

Brutal vengeance. Seething vengeance is mine, sayeth the Einar. Unrelenting, filled to the brim with violence and rage just itching to escape on a whim, Einar puts his mind to something and sees it through. He commands fear and respect, crushing the spirits of those in his ranks that might seek to oppose him, especially those that know how he achieved his station.
Conniving, calculated little bastard. Everything, from what he eats to what he says, is done intentionally, with his desires and his future at the forefront of it all. Able to sense whether his actions will generally serve, delay, or derail his purpose, he is able to make decisions from a place of deep understanding about the fucked-up world around him.

He will come out on top. Born into nothing but shame and ruin and watching his mother burn to death at the hands of oppressors? Maybe he’ll never be Emperor, but surely drinking in power and blood whenever it suits him will be satisfying enough. There’s no one on the planet he’d allow to walk over him.
Resistance is treason and traitors are burned. Though acutely aware of how his own actions contribute to the state of the world, perhaps if he snuffed out every last spark of resistance, the world would become just a little less disgusting.

Meals from the field. Nothing can delay your movements; you will take what you need from the enemy's camp, if need be.
The one and only. You take charge of all planning duties and demand total obedience, winning the day with discipline.
Break their spirits. You seek to dominate the enemy's imagination, crushing their morale before they even take the field.
 
Character Name: Jannexas - Whisper of Sin

Demon Lord 03.png

Race: Demon (Diminished Outer Lord)

Theme:


Bio:
Why are you crying boy? Why do you weep? Are they tears of rage? Impotence? Sorrow? What do you want?

No, you are not mad; I am not your shattered psyche offering you escape to a land of fantasy. What do you want?

Revenge? Power? To be made whole? All of the above? Do I have your attention now, Regis of Odaden? WHAT. DO. YOU. WANT?

And so it began, the angry heir with his shattered reign did offer his soul unto me. I turned him down. Such surprise?

Why would I take ONE soul when I can have hundreds? Thousands? MILLIONS? This world is a banquet of sin and madness.

All I had to do was enable one angry boy, hurt by the failures of his life, the humiliation heaped upon him by his foes who elected to make him a trophy of their conquest.

Now the conquered becomes the Conqueror. Now the wheels turn and the world shifts. Sin grows in the hearts of men as I feed the ambitions of the Eternal Emperor.

He now holds me as another servant, another general in his hosts to claim lands in his name. Silly boy.

Many a demon would mock me for shedding my godlike power in the Outer Void for this place. So boring. So... stagnant.

I will sow the seeds of SIN. I had to shed my great form to be here, but I will grow into my power again. This world will feed me.


But enough about me... What Do You Want?

Special Ability 1: What Do You Want? - Jannaxes can offer gifts of power in various forms that cannot benefit himself directly. These generally are in the aid of corrupting mortal souls into deeper sin and depravity. Rarely does he collect souls directly, being a farmer of sin, planting the seeds of darkness in the hearts of mortals. He may generate payments to mortals foes or allies to gain greater influence over them.

Special Ability 2: The Wages of Sin - Each territory Jannexas claims directly becomes a hub of power for him, increasing his abilities like a cancer spreading into Reality from the Outer Void. This enables him to cast Dark Blessings upon his forces or others as he desires.

Personal Goal 1: Enable the sins and power of Emperor Regis.
Personal Goal 2: Restore himself to his full power and beyond.

---Battlefield Leadership Style---
Supply:
Everywhere at Once - You rely heavy on hidden caches, freeing you to move in bursts without over-extending yourself.

Planning:
Nothing is Safe - You are single-mindedly focused on the weaknesses of your enemies, and will seek to exploit them at all times.

Attacking:
Chessmaster - You will not be goaded into overplaying your hand, and will instead grind your enemies down in the long run.
 
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Character Name:
Aranea, the Mind Weaver

Image:
00-main-giant-monster-spider-hd-daz3d.jpg

Race:
Neurachnid (Giant Psychic Spider)

Bio:
Aranea hails from the deep, uncharted caverns of Creon, where her kind has long been a whispered legend among surface dwellers. These caverns, known as the Web of Shadows, are a labyrinthine network of tunnels and nests, formerly ruled by spider matriarchs who wielded great psychic powers. When she was a mere spiderling, Regis took Aranea as a pet after unleashing a brutal campaign that wiped out the rest of her kind. Intrigued by her psychic abilities, he kept her in his court as a curiosity, unaware of her growing intelligence and power. As Aranea matured, she quickly honed her psychic abilities, growing both in size and cunning and, over time, she began to demonstrate her worth beyond that of a mere pet, eventually climbing to the rank of general. With the horrific memory of the deaths of her kin forever burned into her mind, Aranae serves Regis out of necessity, hiding her simmering fury and thirst for revenge behind a façade of loyalty. She seeks to expand her neural web, capturing minds and enhancing her power, with the ultimate goal of avenging her kin and overthrowing Regis.

Special Ability 1:
Psychic Web: Aranea can create webs imbued with psychic energy that ensnare both physical bodies and minds. By extending her psychic influence through the web, she can connect with the psyche of those ensnared, forming a network of minds that can bolster her own psychic powers.

Special Ability 2:
Telepathy: Aranea can read minds, communicate mentally and control weak-minded individuals.

Personal Goal 1:
Expand the Neural Web: Aranea seeks to capture as many sentient beings as possible to integrate into her psychic network, thereby enhancing her power and influence.

Personal Goal 2:
Avenge Her Kin: Aranea aims to gather enough power and influence to eventually challenge and overthrow Regis, avenging the destruction of her brood.

Battlefield Leadership Style

Supply:

Everywhere at Once: Aranea relies heavily on hidden caches, freeing her to move in bursts without over-extending herself.

Planning:
Nothing is Safe: Aranea is single-mindedly focused on the weaknesses of her enemies, seeking to exploit them at all times.

Attacking:
Break their Spirits: Aranea seeks to dominate the enemy's imagination, crushing their morale before they even take the field.
 
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Fiona Richelieu - Duchess of Ash and Smoke
Race: Human

Bio: The daughter of Duke Richelieu of Dufoix, who had sworn fealty to the King of Osynia. As a show of good faith, Fiona was to be made one of the king's wives. Revolting at the notion, she ran away stealing what fortune she could to fend for herself. You will never see her a damsel in distress, proficient with a sword and horse she became a vandal and earned a reputation as a swordswoman who gained followers, creating an army of rebels who wished to see her as the Duchess of Dufoix.

After reaching an agreement with Emperor Regis, Fiona took part in his murderous campaign and took her place as Duchess. Her father was executed and she swore fealty to Regis.

Special Ability 1
Suppression - The musketeers of Dufoix are some of the Empire's deadliest shooters and Fiona is one of many to earn this reputation. She has quick reloading times with firearms such as pistols and arquebusiers.
Special Ability 2
Warrior Queen - Who is a ruler who cannot stand beside their subjects? Fiona takes to the field, boosting the morale of her subjects to fight until victory is achieved.

Personal Goal 1: To spread the borders of Dufoix.

Personal Goal 2: To create a land that values merit over nepotism by fostering innovation as a means of conquest.

---Battlefield Leadership Style---

Supply:

Meals from the Field - Nothing can delay your movements; you will take what you need from the enemy's camp, if need be.

Planning:

The One and Only - You take charge of all planning duties and demand total obedience, winning the day with discipline.

Attacking:

Chessmaster - You will not be goaded into overplaying your hand, and will instead grind your enemies down in the long run.
 
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Character Name: Onieruth
Usurper, Princeling of Argalis

Image:
300px-John_Howe_-_The_Witch_King_01.jpg
Race: Human

Bio:
The Holy Princedom of Argalis was a sworn religious state within the former kingdom of Osynian, it's ruling echelons distant blood-relatives of the Osynian King. Magic dictated one's place in society within the state, for faith intertwined with magicka produced miracles upon the people, and none were more potent in the country in their capability than the royal family.

To have magic was to produce miracles, to have magic was to safeguard the country, to have magic was to show that you were a chosen of the goddess that Argalis devoted itself to. As such, among those that'd vie for the throne, only the one most potent and attuned to magic within their blood was to ascend to High Prince.

Argon and Janus were the sole heirs to the current High Prince, though only one truly held the potential for the throne. Argon was heir apparent initially, being the older of the two with some magical capability, though with the birth and raising of his younger brother, all that was to be given to him was to be lost.

Though to be second was no ill-place in the kingdom, there was an internal humiliation to be usurped by what came after you. To have what was promised ushered unto another, the titles, pride, royalties and honors forsaken. Most of all however, it decreed that in his mind that the Goddess had cursed him with his magical impotency.

In spite of his faith and virtue, jealousy and envy did swell in his heart as the younger heir became older, and eventually did seize the throne once their father had passed. Argon was named Princeling, Heir Apparent until Janus had sons of his own and though well-trusted by his brother, Argon held hatred for the things which his brother had which he did not.

The fantasy of regicide was follied with in his mind, one that was not too distant from a reality that could be achieved. Argon had considerable following, with those loyal to him and more could be derived from those weaker in magic or lacked magical ability outright, for displacement with their place in society was prevalent, where those inadequate served those greater than themselves, and the High Prince was distant from them compared to Argon.

Though to challenge the great arcane might of the ruling caste was impossibility, though when Regis began his conquest in the year 912 upon Oddaden and Osyne, many of the greatest mages were sent to the war-effort leaving the country vulnerable. Though, the High Prince Janus himself was a force to be reckoned with outright. Even if the castle and state was taken, Argon held no hope in a true duel against his younger brother.

Thus came an unlikely 'ally'. Regis came upon Argon in secret, and offered the means to triumph. Black armor made from metal that fell from the stars above, whispered to be the bane of magic. It was granted as a gift to incite rebellion, though if Argon knew what it truly was, he may have never taken it in the first place.

Adorning the star-sent metal, victory was had over the defending forces of Argalis, all which remained was the fated duel between brothers. A farce which the men from both sides witnessed.

Argon could cast no spells much to his chagrin, but the strength of his brother's which would normally consume him were weakened. And in martial battle, the older brother always held an advantage over his younger sibling in sword-play.

But in the face of an apparent victory, did the High Prince have one last spell within his arsenal. One borne of his faith and potency, which struck a clean and devastating blow that all say most assuredly slain the usurper Argon.

In the split second of death, did the force which the metal descended from of the armor reached out to Argon. Whether this was it's intention all along, or provoked into personal action through a spell that surpassed it's creation's defenses is unknown. A promise and pact was struck however, a forsaking of one god for another. A pact which made Argon rose from his 'death' to lay low his brother with a single blow afterward.

In the fires of his nation, was Argon reborn and taking a new name, Onieruth, for the pact began to sway his very mind and personality, expanding upon the things which led to his betrayal of his brother. Fealty sworn to Regis afterwards, in upholding of their deal.

Argalis has effectively gradually devolved in it's ideals and cultures into a far more cruel and self-serving nature in reflection of it's ruler, who governs through fear and punishment in comparison to his predecessor. Magic usage is limited to a great degree, with the magi populace diminished. The idols to the faiths of old toppled.

Onieruth as a general deals with his conquests personally, often in the thick of it in the middle of battle.

Special Ability 1:
Accursed Pact - Bound in life and death to an otherworldly and cruel patron, 'boons' are bestowed onto it's 'vessel' upon the material world. Inhuman vitality and strength of herculean proportions enable Oneiruth to stride into the field of battle to bring forth the bloody terror. Though such 'gifts' are truly only a means to allow Oneiruth to collect the price and toll that his patron demands in exchange for this power, the suffering, ruination, and death of mortal flesh and souls. A price at which both ally and foe are not exempt from.

Special Ability 2:
Magic Devourer - That which inhabits and tethers itself to Oneiruth holds a deep disdain for the magical nature of the world. It reviles the wonders of magicka in all it's aspects. Whether blessing or bane, none can be suffered by it. Constrained to Oneiruth's person and a few feet about his immediate vicinity where his patron's presence remains, lesser magic finds itself fizzled into nothing, while the potency of greater spells are diminished.

Personal Goal 1:
Wretched Devotion - Out of willingness or necessity, Onieruth is driven to fulfill the whims of his patron by nature of his pact, so that his benefactor's will and presence may spread on the material world. Often is this done in rituals or sacrifices, most notably that in which great mages or relics are warped or destroyed in his patron's name.

Personal Goal 2:
Desecration - Driven by his patron, envy, or perhaps some twisted desire, Onieruth aggressively pursues things considered 'virtuous', 'holy', 'pure', or 'sacred' with the intent to corrupt and taint it, or eradicate it outright. This can vary between immaterial concepts, faiths, cultures, monuments, and relics, though most often they are the heroes, champions, and leaders of his enemy. So great is his obsession, that it is not uncommon for Onieruth ignore other aspects of a battle to pursue them single-mindedly, striking at anything that gets in his way.

---Battlefield Leadership Style---

Supply:

Try and Take It - Your supply lines are robust and well-guarded, turning your army into a slow, irresistable force.

"The Princeling is bold, where he marches, he welcomes all to challenge his will and meet his forces to engage in the courting of death."

Planning:

The One and Only - You take charge of all planning duties and demand total obedience, winning the day with discipline.

"Men once died for their country willingly, now they die out of fear of what will come for them if they retreat."

Attacking:

Drenched in Death - In every battle, you will seek to inflict total losses on the enemy, if possible.

"In the midst of clashing swords, is the black blade held high. It swings indiscriminately, drenching itself in red, the distinction between friend and foe lost in a singular color. They say it is the only color the Shadowed Princeling sees in war, where an uproarious cacophony of grating sound spills from beneath his metal helm, what most men believe is him indulging in the slaughter."
 
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King Bjorn Ironhand

Race: Dwarf

Bio: Clan Ironhand hails from the Iron Mountains - Dwarves are not known for their originality - and Bjorn, their current King, is the tenth of his family name to rule the harsh region. The mountains here are tall and jagged, cut deep by thundering rivers and bottomless canyons. The Dwarves are the only race to inhabit this mountain range, having long ago slaughtered their main enemies, the infamous Shivering Night Shade Goblins and Bloodaxe Orks.

It was in the days of Bjorns Grandfather that the Ironhand Dwarves bent the knee to Regis. He never succeded in conquering them by force of arms, but rather through greed and assistance against their mortal enemies. Following the victory against the Greenskins the Dwarves swore their line to the Emperor, as per their agreement.

Since that time they have proven themselves the undisputed masters of siege warfare. Waging war with cannons, mortars, gyrocopters, among others, the Dwarves of the Iron Mountains have yet to find a city they cannot take.

Special Ability 1: Master Gunner: They are consummate craftsmen, being able to gauge the intricacies of laying the deadliest of cannon shots.
Special Ability 2: Master Engineer: Able to direct the rapid construction of effective entrenchments — such as stacked stone walls or dug out gun pits — that offer protection from enemy missile fire to both war machine and crew. Master Engineers are doughty warriors, and while they might be more interested in drafting plans for fortifications or designing new mines, they are more than capable of fighting in the front lines.

Personal Goal 1: Gold, all the gold.
Personal Goal 2: Glory for the Dwarf kin.

---Battlefield Leadership Style---

Supply:
Try and Take It: Dwarven supply lines are robust and well-guarded. Their machines, with the exception of gyrocopters, are slow and grind along as a slow, irresistable force.

Planning:
Symphony of War: Bjorn knows his subcommanders and their skills. He cannot be everywhere at once and so leans upon those who serve him while they watch and plan.

Attacking:
Chessmaster: Grinding down an enemy is a Dwarven speciality, whether it be a castle to be smashed with cannon, or an army to be slowly battered into submission by Ironbreakers, any enemy will be ground to dust in the long run.
 
---Basic Info---

Character Name:

Grull Vastavijk

Image:

Race:

Minotaur Vampire

Bio:

Was a weak but more intelligent Minotaur
Got turned into a thrall by a strong vampire
Grull gained power through battle
The Vampire aided Regis in his reconquering and became a general
Grull became smarter and more competent
The Vampire grew lazy and just let Grull handle most things
In a moment of weakness, Grull ate the Vampire and usurped control over his thralls
Grull then swore his allegiance to Emperor Regis

Special Ability 1:

For everyone who died on a battlefield involving his soldiers, Grull gains more power

Special Ability 2:

Grull sells his troops as mercenaries to his allies



Personal Goal 1: To taste the blood and acquire the powers of many different races, especially from demons, angels, and dragons
Personal Goal 2: To be part of a continent spanning empire, though the leader has to be a worthy one, if he chooses to aid them

---Battlefield Leadership Style---



Supply:

Meals from the Field - Nothing can delay your movements; you will take what you need from the enemy's camp, if need be.

Planning:

Symphony of War - Each of your subordinates holds a domain over which they watch and plan; you are their conductor.

Attacking:

Drenched in Death - In every battle, you will seek to inflict total losses on the enemy, if possible.
 

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