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Post by empireoffire on Jan 15, 2015 0:00:59 GMT -6
File #55977 - Alexus and Alexus' Legion
General Information: A renown captain in the Yuleian military for well over 20 years, Alexus, infamous for eschewing traditional military protocol in almost any way he can (eschewing standard military apparel for one with a distinct red coloration with less armor than standard, creating his own combat force that seemingly ignore every other thing about military he himself handpicks and trains, at least 3 counts of military aggression against Ephesian forces without prior notice) and for leading his own military fighting force: Alexus' Legion. Despite his behavioral problems, neither he nor his legionaries has yet to be dishonorably discharged from Yuleian military despite existing through three different rules (Vance A. Garland II, Vance A. Garland III, Glinda V. Garland) due to his efficient military strength and low rate of casualties.
Rather than have soldiers under his command be assigned to him, he instead looked outside the military; mercenaries, potential recruits not yet joined with the main branch of the army, and wanderers he could absorb in to his ranks. He subjected them into a form of training far longer and more vigorous than standard procedure. As a result of this training*, the men he trains (and he seemingly only enlists men) are often larger at near top physical condition; far more developed than soldiers undergone standard military training. This band of his has been dubbed "Alexus' Legion", and are highly disciplined and loyal to Alexus' word.
*Reports of magic or chemical influences are unconfirmed.
Offensive Tactics: Compared to standard soldiers, those in Alexus' Legion are often far stronger, faster, and more resilient. However, they are mostly physical fighters and only a fraction of his soldiers know how to perform even basic magic. Furthermore, for reasons unknown, Alexus rarely uses armaments and technology he deems "too advanced", instead using more traditional weaponry. However, his soldiers are known for scavenging armor and weapons they find on the field of battle instead. Observers say that while Alexus may refuse shipments of a certain weapon, he has no issue with his soldiers scavenging that same weapon from a fallen enemy and possibly keeping it during the remainder of their careers. The Legion usually employ tactics that involve ambushing targets and performing fast and powerful attacks, often exploiting defensive weaknesses discovered or opened by reconnaissance scouts and taking steps to ensure the enemy is unbalanced and unable to retaliate efficiently.
Common weapons used by Alexus' Legion: - Lever-action rifles - Double-barrel shotguns - Revolvers (rarely) - Throwing Knifes (poisoned) - Crossbows (poisoned bolts) - Throwing Axes - Throwing Spears - Machetes - Combat Knives (poisoned) - Axes - C4 - Greatswords, Zweihänders, and other 2-handed swords - Knuckles (rarely) - Miniguns (rarely) - Fragmentation Grenades (rarely) - Molotov Cocktails - Maces - Sledgehammers - Legionary Pilos (Throwing spears specializing in piercing shields and armor) - Anything they can scavenge from their enemies.
Defensive Tactics: Liberal amounts of bear traps being laid hidden around camps they set up on the frontlines and the paths that lead to them, as well as diligent watches throughout the perimeter and guard dogs to sniff out infiltrators. Typically do not stay in one area long enough for enemies to strike.
Relations with others: Despite gaining some distrust from certain commanders, Alexus and his Legion typically are willing to cooperate with other military officials so long as he does not interpret their presence as hindering his own methods. He has, however, vocalized opposition towards Glinda V. Garland's defensive measures as opposed to a more aggressive approach, and has voiced doubts concerning the ritual to bring otherworldly reinforcements.
Current Operations: Due to a strong presence of rebel fighters occupying the area around Yggdrasil, Alexus has been dispatched to quell the rebellion, capture the point and allow proper fortifications to be erected before Ephesus mounts an offensive. However, troubling reconnaissance reports talk of a peculiar weapon of theirs that seemingly distorts reality and was able to stop an offensive from Ephesus. As a result, Alexus is hesitant on attacking without learning what the weapon is or how to disable it. Thus, he has begrudgingly set up camp to the Southwest of Yggdrasil and accepted both mage and trooper reinforcements (including two Komodo Riders) to assist in defending the position as a proper offensive measure is being determined. Locked in a stalemate, Alexus longs for the chance to charge into the rebel camp and spill the blood of those who have, in his eyes, wasted his time.
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Post by empireoffire on Jan 18, 2015 23:28:42 GMT -6
File #34198 - Professor Engle Simmons
General Information: Professor Engle Simmons is considered to be the father of Yuleian robotic engineering and is famous for his work in the creation of fully functioning robots (although mass-production, manufacturing and military application has proven to be difficult), his invention of the long-range ether howitzers, and for the controversial use of his robotics research for the preservation of his own life.
Faced with an incurable lung disease, Engle believed himself to be comfortable with the prospect of death until the passing of Vance A. Garland III and the increase in Ephesian aggression and expansionary desires. Upon realization that there is still much to be done, he continued his research on robotics until he was able to have his brainwaves uploaded into the network of his most advanced robot model [details classified] and thus preserve his life in a robotic state. This has resulted in a great amount of controversy, as this is seen as a sin against nature and an insult to the common belief that all life must end and the life force of all living things will eventually return to Yggdrasil. Engle has gone on record acknowledging the concerns of the populace, and has reassured the people that he is only taking his current robotic state as a means to continue to be able to support Yuleia and combat both the expansionist Ephesus and the marauding abominations threatening civilization.
He has previously given mention to the burden he has put on himself, and often laments about his lack of human senses (touch, smell, etc.).
Attacktron V1: Engle's robots, dubbed 'Attacktrons', are large robots (6.5 ft in height) reinforced with a mythril alloy casing resistant to shrapnel, fire, and small arms fire, move by the use of continuous tracks for rough terrain, and possess two retractable and extendable "arms" with four fingers capable of independent movement. These model robots lack a traditional "face". An ether central power core powers the robots.
Attacktron V2: The model used by Engle himself is greatly similar to V1 models, with the exception of minor weapons upgrades and the addition of a small monitor on the robot's torso, which Engles uses to "emote".
Offensive Measures possessed by Attacktrons: - Small, built-in Sub-machine gun (left arm) - Grenade Launcher (right arm) - Short-range flamethrower (left wrist, V2 only) - Retractable blade - Ether shoulder cannon
Although the Attacktrons possess military application, their method of production is costly and difficult. Furthermore, their mobility is is considered sub-par. As a result, only a few working models of the robots are available.
Long-range Howitzers: Another significant invention by Engle Simmons are the long-range howitzer artillery units, capable of firing large rounds from long ranges.
Production is costly, take time to produce, and require regular maintenance, but the howitzers are powerful tools nonetheless. Many are posted within Yuleian territories at various points, and their range can cover a wide area. However, these howitzers are not mobile. Furthermore, these Howitzers must also be aimed and calibrated for proper and safe use. As such, these howitzers are best for striking one certain area or when an enemy movement is caught sight of in advance.
One howitzer (with engineer) has recently been deployed to Alexus' encampment near Yggdrasil in order to aid his mission to claim Yggdrasil and the surrounding area from, in the captain's words, "the profligates."
Current Operations: Attacktron production has temporarily halted due to a shortage of Mythril alloys, with Engle currently experimenting with using steel instead. Currently, he is tasked with coordinating and controlling howitzer usage in Yuleain territory.
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Post by empireoffire on Jan 28, 2015 17:23:25 GMT -6
File #10293 - Arrows, Bolts, and Ballistae
General Information: Due to the emergence of firearms, the use of arrows and crossbow bolts in frontline operations have fallen. However, they are still in use for specialized operations due to their ease of enchanting, ability to arc in the air, and general silent use in contract to the loud firearms.
Standard Arrows: Due to firearm use resulting in loud noises unsuited for stealth, standard arrows often see use by stealth, scout, assassin, and recon troopers.
Poison Arrows: Usually used by Alexus' Legion, arrows are often coated with Datura poison, which typically produces effects similar to that of an anticholinergic delirium (usually involving a complete inability to differentiate reality from fantasy); hyperthermia; tachycardia; bizarre, and possibly violent behavior; and severe mydriasis (dilated pupils) with resultant painful photophobia that can last several days if Datura Antivenom isn't consumed.
Enchanted Arrows: Most archers and crossbow users now employ the use of arrows enchanted with special properties upon contact with a target. These enchantments cause the following effects:
Incineration: The arrow erupts into a pillar of flame upon firing. Shrapnel: A few seconds after hitting a target, shards of non-elemental magick spread out in a spherical area around the arrow and shred and pierce nearby materials. Flashbang: Upon hitting a target, the arrow detonates in a flash of light, blinding those who looked at it. Corrosion: Upon hitting a piece of metal (such as armor), the arrow begins corroding the piece of metal from the point of impact outward. Some metals corrode quicker than others, and particularly thick pieces of metal (such as those belonging to tanks) may not corrode easily, if at all. Detonation: After either on impact, a period of time passes, or a separate detonator is activated (enchantments vary). May be created electronically as opposed through enchanting. Lightning: The arrow becomes an electric strike after firing and fires straight ahead, adding pierce properties.
Rain of Arrows: Archers in a brigade still employ tactics of firing upward and raining down arrows from above toward an incoming army. The arrows may have various different enchantments at once. This allows Yuleian forces to damage and potential cripple enemy advances and formations before retaliating as necessary.
Ballistae: Due to being perceived as more mobile, flexible in use, and cost-efficient, Ballistae still see regular use in the army despite the use of Engle's Howitzers, though with lesser range and destructive power. Ballista bolts are often enchanted in ways much like the arrows/crossbow bolts listed above.
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Post by empireoffire on Feb 3, 2015 22:48:56 GMT -6
File #15616 - Devil Arms
General Information: A series of weapons of unknown origin, craftsmanship, or number, and can be identified by a marking of an eye with red irises and a pupil in the shape of a skull engraved in some form on the weapon itself, accompanied by an engraving of the weapon's name. Information on these weapons are limited. What can be inferred, however, is that these weapons possess great powers that potentially increase with the lives they take, are cursed, enchanted, or supernatural in nature, and be possibly possess some form of sentience [verification needed]. Devil arms that have been recorded possess red and black as primary colors.
Known Weapons and their Current Locations:
- Forsaken Elysium - Type: Lance - Formally used by Michael Angelo of Los Angelos, until the weapon reportedly turned him into madness during a clash against Ephesian soldiers, causing him to attack everyone around them; friend and foe alike. He was eventually struck down and the lance has been locked away under Viola Angelo's care, with three separate keys required for unlocking; only one of which is carried by her. The names of the personnel in possession of these keys is classified. - Relic of Abbadon - Type: Pistol - Though this weapon has been identified as a Devil Arm due to the presence of the engraving of the eye mentioned above, its power and effects are currently unknown despite Professor Engle's attempts at discovering its power. Smaller engravings of locusts has led to Professor Engle's hypothesis that the weapon's power has something to do with it. It currently rests within his possession. - Thanatos Edge - Type: Longsword - [information expunged] - Rift to Tartarus - Type: Zweihander - This weapon is currently seeing active use in the hands of Alexus of Alexus' Legion. In addition to great destructive power that grows due to the legion's acts of aggression against Ephesian and The Witch's forces alike, the blade is said to absorb the life essence of those killed by its blade through their blood and grant it to its user, healing their injuries. - Oizys' Essense - Type: Staff - Details of this weapon remains unknown. An anonymous source claims that the staff currently resides somewhere within the region of Dead Man's Walk. However, due to the area's decay of biological life and becoming home to hostile phantoms, wraiths and reanimated reanimated bodies of the dead (mercenaries, armed travelers, Flying Monkeys, and Yuleain and Ephesian military forces alike) attributed to necromancer presence, confirmation of this information or reclamation of the weapon has proven unsuccessful.
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Post by empireoffire on Feb 7, 2015 21:43:39 GMT -6
File #44276 - Los Angelos
General Information: Founded since Vance A. Garland I's rule by Thalia Angelo I, Los Angelos are a special forces division of the Yuleian Military most recognized by their skill with weaponry, their expert use of light magic, and their trademark yellow, angelic armor. Los Angelos have great prestige among their Yuleian peers over their military achievements and victories.
Offensive Tactics: In contrast to their Legionaire counterparts, who perform acts of sabotage and attrition before ambushing foes with overwhelming physical force, Los Angelos prefer to meet their foes on seemingly equal fields. Also unlike the Legion, Los Angelos's primary offensive measures are magical, using enhanced agility and mobility, area-of-effect light magic, and crowd-controlling maneuvers in order to cut down wide swaths of enemies and break their formations.
Defensive Tactics: With the use of a crystal conduit and some time, Los Angelos can create large circular barriers capable of blocking many forms of physical attacks and weaponry, with the added ability of hovering and damaging on contact as optional properties. This ability is present on some of their shields through a smaller crystal being worn through a gauntlet.
Special Abilities Los Angelos knights commonly possess: - Flight (signified by Ether taking form of wings on their back) (universal) - Short-range teleportation (universal) - Ability to shine the metal in their weapons to a great extent, blinding their enemies. - Light Charge: After a charging period, they thrust their weapons forward and charge through in a straight line using a blast of light magic. - Light Javelin: Conjures an ether spear made of light and throw at a target, which detonate in a large blast of light a short moment later. - Light Barrage: Stab/Thrusting weapons only; they select an individual target, teleport in front of them, and attack them with a barrage of thrusts from their weapons. - Thundera: Casts down a series of weak lightning strikes to attack an area. - Light Blast: The user is bathed in light before the light is expelled, blowing back all enemies in the surrounding area. - Light Shot: Shoots a ball of light magic that homes in on a target. - Tornado: Twirls their weapons in front of them before conjuring a tornado that moves forward. - Bind - Chain: Chains of light appear from the ground in order to bind, divide, or hinder enemies.
Common weapons used by Los Angelos: - Sabres - Longswords - Spears - Greatlances - Ether assault rifles - Rapiers - Crossbows (enchanted bolts) - Bow and arrows (enchanted arrows) - Poleaxes - Glaives
Relations with others: Los Angelos possess good relations with other Yuleian military forces, though the current leader, Viola Angelo, works most closely with Major Sterling in defending Yuleia's borders against Ephesian advances.
*Recent Change in Leadership: In a battle against Ephesian forces to claim a key stronghold to the east, Los Angelos, Major Sterling's forces, and Alexus' Legion performed a collaborative effort in order to launch the attack. Michael Angelo, the then-current leader of Los Angelos, led his forces from the front lines, his weapon of choice being Forsaken Elysium (see File #15616). During the middle of the battle, however, Michael appeared to have fallen into madness and had gone into a berserk rage, eventually turning his attack toward both Yuleian and Ephesian forces alike. Though the Ephesian forces were routed, Los Angelos, Sterling's forces, and Alexus' Legion all suffered major casualties before he was finally struck down, and the stronghold laid in ruin. As a result, leadership fell onto the head of his daughter, Viola Angelo, and the weapon was locked away, albeit still regarding as Los Angelos property. To avoid the weapon being stolen, or Viola taking the weapon on a whim, three locks were formed in the adamantium casket and their keys given to trusted individuals, Viola only possessing one of these keys.
Current Operations: Los Angelos are currently joining forces with Commander Sterling's forces to defend against Ephesian advances.
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Post by empireoffire on Feb 25, 2015 0:33:28 GMT -6
File #96847 - Dead Man's Walk
**Note: much of the following information was received from a credible source who wishes to remain anonymous for their protection.
General Information: Located in the realm's Northwest and officially recognized as Nightingdale territory, Dead Man's Walk is a swampland of about [data corrupted] acres in size, formerly known as a land capable of growing certain pieces of vegetation found no where else capable of being mixed into potent concoctions for uses such as medicine, and for the outright lack of any form of wildlife living within the lands. Deep within the center of the marsh lies the ruin of a church temple from a time long lost into history; any similar constructions near the area have not been located. Whether the ruined temple's presence suggests that organized civilization once existed in the marshes, or if it is an isolated construction born as a result of some event in the past, is unknown. What is known, however, is that the temple houses a secret passageway underground that once housed a tribe of necromancer refugees escaping prosecution or worse, hiding from civilization and only leaving the marshes to trade under the guise of simple travelers, or occasionally do business with the Kingdom of Nightingdale.
As recently as in the past twenty years, however, the marsh soon experienced a drastic change. The plants that used to grow in the marshes decayed and withered away. The trees that blanketed it became dark and bare. The smell of death fills the air. The swamp water turned poisonous. What's more, any living creature who enters the marsh, whether they be Yuleian, Ephesian, Dalish, or abomination, is instantly attacked by the reanimated dead that now lurk within.
Necromancer Tribe: Deep within the marsh and hidden from the eyes of civilization lied an underground refuge where a tribe of necromancers seeking to etch out an existence made their home. Although is not known for certain how the community was first created, the tribes-people believe that it was founded under the exiled son of a necromancer whose father once made an attempt at the throne. Since that time, the founder's descendents have been elected as the tribe's chieftain, who has often, if not always, been male. The community has been primarily isolationist; only the chieftain and his aides make routine contact with the outside world for trade due to the risk of the refuge being discovered by outsiders, luring in those who which to see the end of the necromancers. The punishment for telling an outsider of the refuge varies between each chieftain's leadership. However, it has been generally agreed upon that the outsider in question is not allowed to leave the marsh and contact the outside world.
Recent events, however, has caused this refuge to fall apart. A conflict caused by the recent actions of the chieftain caused a rift between the necromancer people, which eventually escalated into a civil war within the tribe. The war was halted by the chieftain using, or perhaps been overtaken by, the power of the Devil Arm known as Oizys' Essense. Details of what happened as a result of this action is not truly known, but the end result is that the tribespeople abandoned the refuge and their chieftain as the Devil Arm's power encompassed the marsh and turned it into its current decayed state. While it is believed that the chieftain remained within the refuge, the current location of the tribespeople are unknown.
Gargoyle Abominations: The area South of the marsh has often been plagued by a particular type of abomination, dubbed Gargoyles. These abominations greatly resemble the physical form of a human. They stand at 5'11" on average, possess sharp claws on their fingers capable of rending metal, possess wings allowing them to fly with great agility, and are completely black, as if they were shadows. The abominations commonly work in packs and ambush travelers and soldiers South of the marsh. They do not often travel more than an approximate mile into the marsh, however, and they often fall into direct conflict with the marsh's primary inhabitants.
The Fallen: During the same time frame as the marsh began to decay, corpses seemingly reanimated by the work of a necromancer began to appear and inhabit the dead marsh. This force of darkness is comprised of the reanimated corpses of fighting-able forces, from the simple armed mercenary or caravan guard to a Dalish Hunter, Yuleain Angelo, or an Ephesian Archmage. These reanimated soldiers wordlessly cooperate with one another to attack anything living that invade their home with great aggression; Fallen Ephesians have been seen patrolling the marsh alongside Fallen Legionaries without incident and both attack a perceived target together. Furthermore, these reanimations seem capable of enough thought to use the same tactics they've employed during their lifetime: Legionaries scavenge weapons and armor from foes they've killed, Ephesian cavalry units flank and surround enemies while they're occupied by other attackers, and Angelos prioritize disorientation tactics when met with an organized resistance. They also use similar weaponry: Even the reanimated Military Police still use their trademark Shock Batons.
Confirmed Yuleian military soldier types seen among the Fallen: - Fallen Infantrymen (Including Templars) - Fallen Heavy Defenders - Fallen Mage and Mage Captains - Fallen Siege Trooper - Fallen Komodo Rider (with and without Komodo mount) - Fallen Guerrilla Ranger - Fallen Shadow Trooper - Fallen Military Police - Fallen Legionary - Fallen Angelo
Note: Rumors that The Fallen do not attack those who carry necromancer blood are unconfirmed: No Necromancer volunteer available.
Current Operations: All units are advised to avoid venturing into or near Dead Man's Walk due to the great danger the area carries.
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Post by empireoffire on Jun 29, 2015 4:52:14 GMT -6
File #378004 - Komodos (Varanus komodoensis)
General Information: Komodos (Varanus komodoensis) are a type of large reptiles that part of the Varanidae family of lizards usually found within Yuleian territories, adults often possessing an average height of 3.13 m, an average length of 6.21 m, and an average weight of [data corrupted]. As a result of their massive size, these lizards dominate the ecosystems in which they live. Although they are omnivorous and can voluntarily consume plant materials such as fruit, Komodos show mostly carnivorous tendencies; they have been known to hunt and ambush prey including invertebrates, birds, and mammals. Despite their diets, Komodos do not show aggression towards humans unless provoked, and tend to avoid large human settlements whenever possible.
[Irrelevant information of entry hidden in this version of file only. Contact Administrator for details.]
Komodo Riders: Komodo Riders are soldiers who mount domesticated Komodos (using specialized saddles) into battle, taking advantage of their size, physical prowess, mobility, and offensive capabilities to overwhelm enemy forces. Piercing their tough hides is difficult (further reinforced by worn armor), their movement capabilities are superior to Ephesian Ogres, and the combined might of the Komodo and their rider cause great destruction upon enemy forces. Aerial threats, however, are considered difficult to combat by the riders.
Weaponry Commonly employed by Komodo Riders: - Assault Rifles - Bolt-action rifles - Halberds - Throwing Spears and Axes - Lances - Axes - Grenade Launchers - Crossbows (enchanted bolts) - Combat Knives (emergency weapon) - Pistols (emergency weapon)
The magical prowess and efficiency of Komodo Riders vary. Lieutenant Abraham is considered the most proficient magic user among Komodo Riders.
Komodo Variants: There exist 3 different known types of Komodo. Though they possess slight physical differences, each type of Komodo is most clearly told apart by the coloring of their skin.
-Brown/Gray Komodo: The most commonly seen types. They possess no special characteristics and form the bulk of Yuleia's Komodo force. Brown-skinned Komodos are found in dryer climates than Gray Komodos. -Green Komodo: Typically found in humid climates. Green Komodos possess the ability to excrete venom from their claws and mouths, the latter of which can be propelled short distances. This venom causes its victims to lose blood pressure and undergo shock, making them too weak to provide meaningful resistance. This poison causes a burning effect when made contact with flesh. If Komodo venom is made contact with, consume an antidote immediately. -Red Komodo: The most territorial type of Komodo. Red Komodos possess the ability to breathe fire thanks to [data corrupted]. Greatly prefer hot climates. Wild Red Komodos are typically more battle-scarred than other types of Komodos.
*Additional Facts: - Though sexual reproduction is practiced by Komodos (with mating season lasting about four months), Komodos females are capable of reproducing asexually through Parthenogenesis. - Komodos are able to sexually reproduce with a partner of a different type (For example: Gray Komodo females with a Red Komodo male) with no added difficulty. The type of offspring appear to be dependent on the female's type. - Komodos are seemingly unaffected by most forms of poison, including Komodo venom. - Gender differences between Komodo are identifiable only by a slight difference in the formation of scales in certain areas. - Threat display includes loud hissing, tail lashing and/or quivering, gaping mouth, guilar inflation, arched back, brief snort of fire (if Red). *Entry added by Administrator for this version of file only.
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