Service to the Unbowed
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The year is 648 of the New Dawn Calendar, established by Emperor Falsinar during the reign of the Mayar Empire. Like all empires, however, it collapsed; leaving only the Calendar and its memory to the descendant states which rose from the ashes of the old. The Kingdom of Malinar is one such state. Ever since the destruction of the Empire five hundred years ago, Malinar has been ruled by the line of monarchs known as the Unbowed. Though the dynasty has changed from time to time, the title has remained: a badge of honor that Malinar has refused to bend the knee to any would-be conqueror, always maintaining their independence from those who would take it from them. You are an individual who has, for one reason or another, ended up in the military to defend the traditions of Malinar and serve the Unbowed. Here’s to hoping it doesn’t involve a gruesome death.
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Service to the Unbowed is a character-based roleplaying game. You will play the part of someone within the Malinar military; other than this, there are no restrictions on background, rank, or motives. There won’t be a hard cap on the number of players, but not too many will be allowed in; anywhere from five to ten. The amount does depend on what rank people sign up for; if ten people sign up for rank and file, it will be more likely that all of them will get a slot than if ten people signed up for officer positions. I expect well-written backgrounds, though I don’t need too much fluff; though it will help determine who I select, more words isn’t necessarily better. Outside of combat, there will be no turns - though there will be time, which means you'll be halted if you get too far ahead of everyone else.
Note: the level of technology is roughly Renaissance-era.
3D6 will be used for rolls. Crits and auto-hits only apply on a natural roll (having a +18 doesn't mean you'll always overshoot).
16-18: A 16 is an auto-hit/success, a 17 is a critical hit/success, and an 18 is an overshot.
6-15: Normal rolls. Success is determined by the opposing DC or roll.
3-5: A 5 is an auto-fail, a 4 is a critical fail, and a 3 is a critical fumble.
For each 10 points below/above 100, you get a -1/+1 to your roll. This is further modified by skills, whose ceiling is (3 + [stat bonus/2]).
Name:
Stats: You have 160 points to spend on stats. Each stat will start at 70; to increase up to 110 costs 1 per stat gained; from 111 to 120 costs 1.5 per a stat; from 121 to 130 costs 2 per a stat, etc.
Skills: Your starting skills will be determined by your background. If you have a preference and believe I might not pick the skills you want from your background, type what you want in here.
Rank: Rank and station. If you are a non-combatant (drummer, scout, etc.), note it.
Appearance:
Background:
The four stats are Physical, Intellect, Charisma, and Wisdom.
The base value for each stat is 100; this is completely average. Stats will increase through profound experiences, supernatural means, and increases in your skills. They provide bonuses to related skills while also determining the skill ceiling and increasing the rate at which you gain experience for said skills.
In the case that skills are potentially used by two or more stats, the average of the stats used is what determines skill gain, ceiling, and bonuses.
Physical: Your overall fitness, health, and body type. Increases hit points, reduces risk of illness and disease, and decreases wound duration.
Intellect: Your acumen, comprehension, intelligence. Allows a greater number of starting skills and increases the rate at which you gain them.
Charisma: Your charm, force of personality, and diplomatic ability. Improves how other characters view you and increases the ease at which you can manipulate them.
Wisdom: Your sagacity, spirit, percipience. Improves willpower, increases common sense, and prevents internal turmoil.
Skills are widely ranging; anything from Swords skill to Calligraphy. They increase your ability to perform that skill. The formula for attempting a skill check is (3D6 + Skill + [Stat1/2] + Stat2), where Stat1 is the Skill's associated Stat up to the skill value, and Stat2 is the stat above the skill value. Skill Groups are skills that are so intrinsically linked that getting better at one will make you slightly better at all other skills within the skill group. For example, if you get very skilled with the Sword, you will also become good at melee fighting in general; the same goes for Axes, Polearms, Maces, and Daggers. These represent the Skill Group of Melee Fighting. The value of the Skill Group will be the highest skill in the group divided by two (EX: Sword 4, Melee will be 2). This means if you only practice with the Sword, you won't be rubbish at combat without one.
EXAMPLE: Our character is Jeremy. He has Physical 130 (Value of +3) and Polearm 2. He charges into combat with a spear; now, his Physical score is +3, but he doesn't receive that full bonus. He only receives half of the bonus up to 2, and then the full bonus afterwards. So, his final combat score will look something like (3D6 + 2(Polearm) + 1(2 divided by 2) + 1(Physical above 2)) = 3D6 + 4. He rolls a 10, and his final value is 14.
GUNINANRUNIN - Pertelay Hussar.
Cheesecake - Cannon Gray.
theyamikami - Sael.
SaberToothTiger - Thomas Higgins.
Coolrune206 - Eifron Torth.
February 7th, 648 ND. The time is currently nine o' clock in the morning.
Commander Hussar and Second Lieutenant Gray, Keyburn Keep.
The pale light of winter shines weakly upon the worn stone walls of Keyburn Keep. The 31st Infantry Battalion has been stationed in the sorry excuse for a castle due simply to the fact that somebody had to. Keyburn, however desolate it was, has the strategic advantage of being located in the Red Hills, named so for the large reserves of copper mined from within them. The Hills (which are more often than not impassable) serve as a natural border between Malinar and two of their neighbors; Parskeet and Karrow. Not only this, Keyburn is placed right between two mountains which have earned the nickname "The Fangs", due to their sheer size and incredible likeness to each other. In order to reach the Heartland, one would either have to march through Keyburn or make a weeks-long trek around or through the hills.
This information does not lessen the suffering of having to be here.
Keyburn is notorious not only for being located in the backwater of the Kingdom, but also for its unpleasant owner: Lord Maldwick. Maldwick is known among the nobility as being a foul, unkind, spiteful human being: they were being much too kind. Maldwick once released a boy who had been imprisoned from his cells, giving him hope for freedom and redemption in the process; he did so as an excuse to torture and kill him. They say the cries rang through the hills for six days, before being replaced by laughter on the seventh. Unfortunately, this is the man who you have the unfortunate privilege of dining with every night. Heaven help you if he ever finds a reason to dislike you more than he already does (for the simple reason that you're alive).
Some things of importance to note: The kingdom is at peace, and there is no expectation of war. Your company is alone at the keep; the rest of your battalion (along with your Colonel) is stationed to the northwest, nearly fifteen miles away in Blackstone Keep. Maldwick has maybe sixty soldiers in his retinue, while your company has two hundred men; there are also twenty archers who were left here by the main force under Hussar's control. Time is free-flowing, meaning you can post as much as you want within reason, as long as you don't shoot too far ahead in game time. If it has to do with a roll or NPC action, wait for me to post; player interaction can be done without my intervention. Typical "turns" will not take place outside of combat (or situational events). If you have any questions, just ask.
Note: I will still be taking character sheets.
Stats:
Physical 100 (0 XP)
Intellect 110 (0 XP)
Charisma 120 (0 XP)
Wisdom 105 (0 XP)
Skills: Polearms 2, Riding 1, Sword 1, [Melee 1], Leadership 1, Conversation 1.
Traits: Ambitious.
Rank: Commander, Heavy Foot Company (31st Infantry Battalion).
Units: 200 Heavy Infantry [4 platoons], 20 Archers [2 squads].
Stats:
Physical 130 (0 XP)
Intellect 75 (0 XP)
Charisma 110 (0 XP)
Wisdom 110 (0 XP)
Skills: Sword 2, Dodge 1, Command 1.
Traits: Cold.
Rank: Second Lieutenant, Heavy Foot Platoon (Heavy Foot Company, 31st Infantry Battalion).
Units: 50 Heavy Infantry [4 squads].
( Ya, my bad. Put Napoleonic but also with less dependance on firearms; what I truly meant was more of a Renaissancy type warfare, with a focus on heavily armored infantry and cavalry. Firearms and cannons certainly exist and in other parts of the world they may be more advanced, but there hasn't been much incentive to in your country due to the relative peace, the lack of much opposing firearms, and the low quantities of sulfur available. )
GUIN, you are currently in command of all national forces at the keep (so all troops except Maldwick's personal retinue). Your colonel may send you orders, but he isn't there in person.
Your company is alone at the keep; the rest of your battalion (along with your Colonel) is stationed to the northwest, nearly fifteen miles away in Blackstone Keep.
Lieutenant Gray:
You and your men work quickly, grabbing as much food as you can and getting the hell out of dodge. To your relief, no alarms and raised and none of Maldwick's men stop you as you transfer the goods to the stash. Before long, the food has been buried under a thin covering of snow. You managed to grab enough for quite a few decent meals.
Sael:
You are currently in a small stone room beneath Keystone Keep. It leads directly into the dungeons via sliding wall, while another entrance leads into the tunnel systems built for the Silent Eye when the castle was first constructed. It leads to nearly every room within the keep, providing you with the ability to move unseen throughout it. You arrived at the keep four days ago, with the task to await the arrival of the ambassador from Karrow; he is expected to arrive within the next two days. Once he has arrived, you are to frame him for Maldwick's murder.
Name: Sael son of none
Stats: Physical: 120 (0 XP)
Intellect: 130 (0 XP)
Charisma: 70 (0 XP)
Wisdom: 100 (0 XP)
Skills: Sneak 2, Dagger 1, Chemistry 1, Bluff 1, Sleight of Hand 1.
Traits: Emotionless.
Rank: Assassin first class for the Corps. of the Silent Eye
Stats:
Physical 100 (0 XP)
Intellect 110 (0 XP)
Charisma 120 (0 XP)
Wisdom 105 (0 XP)
Skills: Polearms 2, Riding 1, Sword 1, [Melee 1], Leadership 1, Conversation 1.
Traits: Ambitious.
Rank: Commander, Heavy Foot Company (31st Infantry Battalion).
Units: 200 Heavy Infantry [4 platoons], 20 Archers [2 squads].
Stats:
Physical 130 (0 XP)
Intellect 75 (0 XP)
Charisma 110 (0 XP)
Wisdom 110 (0 XP)
Skills: Sword 2, Dodge 1, Command 1.
Traits: Cold.
Rank: Second Lieutenant, Heavy Foot Platoon (Heavy Foot Company, 31st Infantry Battalion).
Units: 50 Heavy Infantry [4 squads].
(( Was waiting for theyamikami, but I suppose he's had more than enough time. ))
Commander Hussar:
Petrov raises a hand, smiling. "Thank you for such a gracious gesture, but that won't be necessary." Two of the men behind him begin leading the horses away, while the third figure stands at the ambassador's side. Upon closer inspection, she appears to be a woman; her eyes dart around, searching for signs of trouble, while her hand rests on the hilt of her sword. Petrov glances over to her, before returning to you, "I apologize for Irina's demeanor; she takes her job quite seriously." Though Petrov appears foreign in dress and appearance, you can't make out even a hint of an accent.
Lieutenant Gray:
Jon Barley, a diminutive shrimp of a man, shrugs, "Dunno. First Lieutenant Cornice is still out on patrol; he's usually the one who organizes these little meetings."
Lieutenant Butcher (no one is sure if he really even has a first name) shakes his head, "Jon, I'm not really sure that's the right attitude to have as an officer." He looks back to you, "Well, I heard a rumor was goin' around about your platoon gettin' some extra rations. Care to enlighten us, Cannon?"
Corporal Higgins:
The Long March...what many in the military have branded the road to the Red Hills in the west. It's only made worse by the thick layer of snow coating the ground, and the chilling wind assaulting any uncovered parts of your body. These flat, lifeless plains are normally miserable, but these poor conditions make it an absolute nightmare to travel through. A faint whistling sound can constantly be heard as a side effect of the wind, creating a high demand for you and your horn to drown out the miserable sound. The only thing keeping morale up was the knowledge that a warm bed was waiting at the end of the journey, and the cheerful music played by the drummers and horners. You are currently riding at the middle of the column, along with the other members of your squad - sergeant Williams, another corporal, and seven privates. Your butt aches from the days of constant riding.
Name: Sael son of none
Stats: Physical: 120 (0 XP)
Intellect: 130 (0 XP)
Charisma: 70 (0 XP)
Wisdom: 100 (0 XP)
Skills: Sneak 2, Dagger 1, Chemistry 1, Bluff 1, Sleight of Hand 1.
Traits: Emotionless.
Rank: Assassin first class for the Corps. of the Silent Eye
Stats:
Physical 100 (0 XP)
Intellect 110 (0 XP)
Charisma 120 (0 XP)
Wisdom 105 (0 XP)
Skills: Polearms 2, Riding 1, Sword 1, [Melee 1], Leadership 1, Conversation 1.
Traits: Ambitious.
Rank: Commander, Heavy Foot Company (31st Infantry Battalion).
Units: 200 Heavy Infantry [4 platoons], 20 Archers [2 squads].
Stats:
Physical 130 (0 XP)
Intellect 75 (0 XP)
Charisma 110 (0 XP)
Wisdom 110 (0 XP)
Skills: Sword 2, Dodge 1, Command 1.
Traits: Cold.
Rank: Second Lieutenant, Heavy Foot Platoon (Heavy Foot Company, 31st Infantry Battalion).
Units: 50 Heavy Infantry [4 squads].
Stats:
Physical 101 (0 XP)
Intellect 110 (0 XP)
Charisma 122 (0 XP)
Wisdom 100 (0 XP)
Skills: Horn 3, Musket 1, Horse 1, Sword 1.
Traits: Untested.
Rank: Corporal, Dragoon Division Horner.
Units: 4 Dragoons [fireteam].
Commander Hussar:
The ambassador shakes his head, "People have never had honor, Commander. And human nature never changes; the only thing that does is our perceptions."
You ponder on this for a moment, thinking of a response to this. However, within a few moments you arrive at the Keep. "Thank you, commander. It was a pleasure speaking with you."
You say goodbye to the ambassador and the Captain, who proceed into the Keep. Maybe you should check in with Cornice; his platoon should be back from patrol by now.
Corporal Higgins:
You socialize with your unit and a few of the other soldiers in the squad; the sergeant and one of the other corporals are in a heated discussion at the current moment. One of the privates, a short kid with tan skin, responds, "I'm from Norval, sir. In the south." The other privates follow suit; turns out most of them are from the Central Valley or the South. One is from the north, but not the mountains.
Private Torth:
Blood...everywhere. No amount of work on your part helped. The screams of dying men rings in your ears as you furiously work on sewing up the innards of one of them. No...not a dying man; a dying kid. You can see yourself in his eyes; well, eye. One of them has been gouged out of his head. This wound is complemented by a massive gash across his belly, and a stab wound in his shoulder. His one good eye is rolling around feverishly, as he screams at the top of his lungs - drowning out the clash of swords and yelling of fighting soldiers. "Stay with me!" you order the boy, but you're unsure if he even heard you. As you continue your work, you feel him react sharply to the painful work you're performing on him; until he stops struggling. You look up, and see that the life has fled from his eye...he's dead. It is at this point that you notice the fighting has stopped; and a cold object is being pushed into your back. You wince a bit, but it doesn't pierce your skin.
"Get up and put your hands in the air. The battle's over, filth."
Name: Sael son of none
Stats: Physical: 120 (0 XP)
Intellect: 130 (0 XP)
Charisma: 70 (0 XP)
Wisdom: 100 (0 XP)
Skills: Sneak 2, Dagger 1, Chemistry 1, Bluff 1, Sleight of Hand 1.
Traits: Emotionless.
Rank: Assassin first class for the Corps. of the Silent Eye
Stats:
Physical 100 (0 XP)
Intellect 110 (0 XP)
Charisma 120 (2 XP)
Wisdom 105 (0 XP)
Skills: Polearms 2, Riding 1, Sword 1, [Melee 1], Leadership 1, Conversation 1.
Traits: Ambitious.
Rank: Commander, Heavy Foot Company (31st Infantry Battalion).
Units: 200 Heavy Infantry [4 platoons], 20 Archers [2 squads].
Stats:
Physical 130 (0 XP)
Intellect 75 (1 XP)
Charisma 110 (1 XP)
Wisdom 110 (0 XP)
Skills: Sword 2, Dodge 1, Command 1.
Traits: Cold.
Rank: Second Lieutenant, Heavy Foot Platoon (Heavy Foot Company, 31st Infantry Battalion).
Units: 50 Heavy Infantry [4 squads].
Stats:
Physical 101 (0 XP)
Intellect 110 (0 XP)
Charisma 122 (1 XP)
Wisdom 100 (0 XP)
Skills: Horn 3, Musket 1, Horse 1, Sword 1.
Traits: Untested.
Rank: Corporal, Dragoon Division Horner.
Units: 4 Dragoons [fireteam].
Stats:
Physical 90 (0 XP)
Intellect 110 (0 XP)
Charisma 100 (0 XP)
Wisdom 110 (0 XP)
Skills: Medic 2, Surgery 2, Knowledge (Medicine) 1, Business 1.
Traits: Average.
Rank: Field Medic, Heavy Foot Company.