The Wizards Republic of Aldrynn.   Posted by Bringer of Balance.Group: archive 0
Queen-Admiral Leucosia
 player, 8 posts
 The Pirate Empress
 Ruler of Grendel
Fri 23 Dec 2011
at 03:07
Re: The Wizards Republic of Aldrynn
"I do suppose this meeting could have ended better, odd that the dead would choose to attack an isolated little meeting rather than go for more defenseless villages that the do love to slaughter so much. The situation has made matter pressing, but just as well we can skip the formalities." She rolls up the parchment and tosses it to the Prime Minister. "It promises the contribution of the Grendel Navy to combat the undead off your coast. The deal includes provisional usage for port to repair our ships as well as a trade agreement. Do look it over Prime Minister..." She motions to her Witch Guard. "Take us back to the Ragnarok. Get the fleet back into Grendel waters, regroup with the 1st Fleet." As the launch is returning to the Ragnarok she shouts towards the shore. "We shall send a ship to your capitol's port in a day. Let us know whether the conditions are agreeable!"

Luecosia commands the fleet to move out firing at any of the ships pursuing. She uses her own magic to make distance between her ships and the enemy. She also commands thorough beatings for whoever was on watch that day.
.
Bringer of Chaos
 GM, 11 posts
 The Dark Father
 The Voice of Destruction
Thu 12 Jan 2012
at 10:02
Re: The Wizards Republic of Aldrynn
As Queen-Admiral Force's began to pull out opening fire on the enemy ships. With the help of her magic she was able to break away from their frontal-assault Fleet by causing enough damage the to looks to be their transport ships. Flanking their small escorts ships that blocked the way.
Prime Minister Sero Vathii
 player, 13 posts
 Guardian of The Circle
 Ruler of Aldrynn
Thu 19 Jan 2012
at 17:21
Re: The Wizards Republic of Aldrynn
Sero looks over the Parchement thuroughly.

"This is something I can heartily agree too. However I must warn you that when the undead aren't trying to massacre us the Aldrynni tend to be a very curious people. Also our capital is landlocked I'm afraid."
Avii Meran
 NPC, 5 posts
 General of Aldrynn
 Rune Lord
Tue 31 Jan 2012
at 05:16
Re: The Wizards Republic of Aldrynn
Sir we most get moving I've received word that the has landed at the harbor. Please hurry sir I get you to safety.
Queen-Admiral Leucosia
 player, 11 posts
 The Pirate Empress
 Ruler of Grendel
Tue 31 Jan 2012
at 06:06
Re: The Wizards Republic of Aldrynn
Off the coast, visible for a great distance, it would appear. An enormous ship so large, those who saw it would have difficulty believing it if it were not there for their eyes to see. More akin to floating castle or island than an actual craft, the dreadnaught was armored in ulgy steel and bristling with four levels cannons stacked on each other. All around it a vast fleet of warships sailing menacingly about the coast.

One of the larger, yet not the true monster, warships would approach one of the ports of Aldrynn. A surprisingly eloquent orc in a row boat comes to shore. "The Queen Admiral wishes word with the one who ordered a war on the undead."
Prime Minister Sero Vathii
 player, 14 posts
 Guardian of The Circle
 Ruler of Aldrynn
Sat 4 Feb 2012
at 20:33
Re: The Wizards Republic of Aldrynn
Sero steps up to the orc and says "That would be me. What would the Queen Admiral like to talk about."

Sero motions to Avii that she should stay. A few of the Rune Guard follow suit. A wind picks up as the wizard moves his hands around and several stone pillars appear on the beach.

"That should slow down any undead who try and attack us now."

Sero looks around the boats and back at the orc.

"Is there something we missed in our discussions? Or did the undead utilize some unexpected tactic?"

This message was last edited by the player at 20:36, Sat 04 Feb 2012.

Queen-Admiral Leucosia
 player, 12 posts
 The Pirate Empress
 Ruler of Grendel
Tue 7 Feb 2012
at 01:16
Re: The Wizards Republic of Aldrynn
"The Queen Admiral wishes to know the preferred method of contacting you. Fer us, she says just send a boat towards our fleet and our scouts are sure to spot 'em."
Prime Minister Sero Vathii
 player, 16 posts
 Guardian of The Circle
 Ruler of Aldrynn
Fri 4 May 2012
at 01:07
Re: The Wizards Republic of Aldrynn
In reply to Queen-Admiral Leucosia (msg #37):

Sero picks up a stone and draws a few equations which start to glow green. He passes it to the orc and says "For whomever speaks into this stone, I shall hear them. Should I speak into a stone with similar glowing symbols they will hear me."
Avii Meran
 NPC, 6 posts
 General of Aldrynn
 Rune Lord
Fri 4 May 2012
at 21:02
Re: The Wizards Republic of Aldrynn
Sir we have to fall back from the front lines I been informed that more enemy troop are in route. And from what I was told this will be the largest assault we have faced from the enemy since the attacks began last year!!!
Queen-Admiral Leucosia
 player, 14 posts
 The Pirate Empress
 Ruler of Grendel
Tue 8 May 2012
at 05:45
Re: The Wizards Republic of Aldrynn
The orc makes his way back to the ships which continue a brutal rain of artillery fire on the undead.
Prime Minister Sero Vathii
 player, 17 posts
 Guardian of The Circle
 Ruler of Aldrynn
Fri 11 May 2012
at 01:04
Re: The Wizards Republic of Aldrynn
In reply to Avii Meran (msg #39):

Sero walks by to a safer location. He turns to Avii and says "Okay, how quickly are they en route? Would we have time to organize our troops for an efficient retreat to a safer location or should I just grab you and some other Rune Guards and start tunneling?"
Avii Meran
 NPC, 7 posts
 General of Aldrynn
 Rune Lord
Sat 16 Feb 2013
at 04:53
Re: The Wizards Republic of Aldrynn
Looking back toward the coast and then over toward Sumal. Avii realized sometime about the enemies attack. She may be able to pull off something that can help turn the tides of battle to Aldrynn's favor. Mmm Sir!! I believe.. No!!! I know how we could take a more superior position in this battle Sir!! Yes it was so clear to Avii about what had to be done. She planned on bating the undeads forces into a trap..
Prime Minister Sero Vathii
 player, 18 posts
 Guardian of The Circle
 Ruler of Aldrynn
Mon 18 Feb 2013
at 17:40
Re: The Wizards Republic of Aldrynn
In reply to Avii Meran (msg # 42):

Sero turned to Avii and simply replied "Excellent! A good idea now is much better than a great idea ten minutes later." He knew that Avii's idea was most likely better than "good" though. Although he wondered what kind of idea a Rune Guard general would utilize.

He also realized that Avii was something new to Aldrynn's military armies. For all of it's limited military history Aldrynn's highest ranking generals were Wraiths first. The reasons for this were simple, Rune Guards were a younger type of warrior and sword skills were not something that naturally came to many Aldrynni citizens.
Avii Meran
 NPC, 8 posts
 General of Aldrynn
 Rune Lord
Wed 20 Feb 2013
at 04:21
Re: The Wizards Republic of Aldrynn
Avii walks over toward cliffs of Sumal and Points down toward the beach. Whispering a soft chant as she draws a few runes on the ground with her fingers. She motions to her Lieutenant and he signals the squad leaders to join in they all being to draw runes on the ground close to the cliffs whispering a chant. With their combined strength a large and powerful Protection barrier forms across the entire cliff front. The barrier repels the blast from the undead Artillery down on the beach with ease and the barrier seems as if it will hold for hours.

Moving back into the town Avii motions for her men and Sero to follow. She walks through the City of Sumal and moves toward the City's frontal defence. Walking into a building, she grabs and clears off a table close by.  She pulls out a map, rolls it out on the table and slams a dagger into the area of the narrow path leading down toward the beach. She yells out loudly to her Lieutenants, Squad leaders, and Sero.

OK listen up everyone!!! Right now our defences are holding the narrow path with relative ease. But how long can we hold them, that's the question. We can not underestimate the sheer force of numbers The Undead has to throw at us. And another thing, why haven't they moved stronger units to help take the path after two hours of no gain what so ever??? We could fight them and hold them here for weeks with ease.

This message was last edited by the GM at 06:03, Mon 25 Feb 2013.

Skirmisher Squad-Leader
Wed 20 Feb 2013
at 04:25
Re: The Wizards Republic of Aldrynn
In reply to Avii Meran (msg # 44):

It seems a little too easy to me, says the squad-leader of the Skirmishers. I mean just look at the troops they are sending up the path, They are all puppets. Their weapons and armour are all beat to hell and they fight like broken practice dolls. We've been fighting them for two hours now and we have barely lost 10 men while we have destroyed nearly 1,000 of the force that has entered the narrow path.

This message was last edited by the GM at 05:59, Mon 25 Feb 2013.

Avii Meran
 NPC, 9 posts
 General of Aldrynn
 Rune Lord
Wed 20 Feb 2013
at 04:57
Re: The Wizards Republic of Aldrynn
In reply to Skirmisher Squad-Leader (msg # 45):

Avii eyes up wide with a stroke brightness, Dolls that's it dolls!  Why don't I think of this before? With that Avii walked over to the back to the room and grabbed up an arm load of uniforms, armour, weapons, and Iron-Pot helms. She came back to the table. She dropped all that stuff on top of the table moving, it to one side of the map. Think about it. Why haven't they sent up stronger units? They are testing our strength, that's why. So what have they been doing for the last few hours? Why not just send up stronger units to take to pass??? I say because they don't need to... They're planning to overrun our hold of a narrow pass with waves of near-useless troops. In the process we will give up our ambush-squad's position. If that happens our men will be forced to retreat or be slaughtered.

This message was last edited by the GM at 07:46, Mon 25 Feb 2013.

Musketeer Squad-Leader
Wed 20 Feb 2013
at 05:38
Re: The Wizards Republic of Aldrynn
In reply to Avii Meran (msg # 46):

Stepping in to look at the map. You know I have noticed that The Undead have slowly been sending more and more troops with every forwarding party. Pretty soon we'll be completely overrun if they keep sending more troops like this.

This message was last edited by the GM at 05:39, Wed 20 Feb 2013.

Scout Squad-Leader
Wed 20 Feb 2013
at 05:48
Re: The Wizards Republic of Aldrynn
In reply to Avii Meran (msg # 46):

Pointing at the beach on the map the scout squad-leader says. My squad also has noticed something very odd. Their stronger-looking units have yet to move at all.  The bad news is that a few ships have landed with reinforcements and are unloading as we speak, If you were going to try something now would be the best time.

This message was last edited by the GM at 07:48, Mon 25 Feb 2013.

Bringer of Balance
 GM, 28 posts
 The Father
 The Voice of Wisdom
Wed 20 Feb 2013
at 06:16
Re: The Wizards Republic of Aldrynn
Off the coast of Aldrynn the force of Grendel had been in a game of cat and mouse with the undead's force for the previous two weeks. The had given little way for them to make toward the coast, save for a few ships here and there. Leucosia had lost only a few ships over the last two weeks and a few others had sustained light damage, but for the most part Grendel's fleets have been winning. There was a growing sense that something was wrong. It all seemed a little too easy. More and more undead ships were slowly swarming the waters. Something is happening but what?

This message was last edited by the GM at 07:52, Mon 25 Feb 2013.

Militia Squad-Leader
Wed 20 Feb 2013
at 06:29
Re: The Wizards Republic of Aldrynn

Looking close to the map The Militia Squad-Leader says. Be that as it may my squads have been getting hit hard by their damn artillery even though we have yet to face a single ground unit from their force. We can't keep this up forever.
Bringer of Balance
 GM, 29 posts
 The Father
 The Voice of Wisdom
Wed 20 Feb 2013
at 06:38
Re: The Wizards Republic of Aldrynn
Suddenly Leucosia forces notice that the undead has a fleet of epic size moving in from the east and the west of her current fleet's position.

This message had punctuation tweaked by the GM at 07:53, Mon 25 Feb 2013.

Avii Meran
 NPC, 10 posts
 General of Aldrynn
 Rune Lord
Wed 20 Feb 2013
at 07:28
Re: The Wizards Republic of Aldrynn
Sir Avii!! says to Sero. My plan is to focus our artillery on the undead's coming reinforcements. while at the same time our Skirmishers will remain hidden. letting the undead's forward advancement party through the pass into a choke point at top of the pass. I'm sure that this will draw the stronger units and when they show up we pull back to a defended position. were we'll have straw dummies set-up to take the first hit. And that's when we hit them with a combination of Militia-Men, Musketeers, and Landsknecht.

While we engage their stronger unit at the top of pass you can be pretty sure that reinforcements will follow. So to answer for that we send in Bear riders who will ride round the battle at the top of the narrow pass and down toward the beach to take the fight to the enemy. At this point The Technomancers heavily trap the pass harder than before. The Bear-Riders will have back-up from The Scouts who will cover your flanks and The Sagacious-Elementalists will provide the both them with air-support.

With the enemy almost fully engaged we'll have The Wraith-Patrol go down toward their artillery to cause as much damage as possible. But not alone, The Rune-Guard will protect you guys and The Techno-Wraith will surprise the enemy's strongest unit. By striking them hard and fast this should keep them off of your backs for a while.

This message was last edited by the GM at 07:55, Mon 25 Feb 2013.

Queen-Admiral Leucosia
 player, 17 posts
 The Pirate Empress
 Ruler of Grendel
Wed 20 Feb 2013
at 08:30
Re: The Wizards Republic of Aldrynn
For the most part, Luecosia was pleased with the way the war had been going. An infinite enemy playing naval war games with her fleet. Compared to the Grendel, the 'Bookworms' had a pretty sad collection of boats they called a navy. This meant that the mercenary fees the Grendel charged the Mage Republic lined the Queen-Admiral's coffers, say nothing of the trade agreements. With the increase in undead ship about the seas, Grendel Warships became the most reliable transports of trade goods.

However, all the while, she knew things were not going to last like this. It was obviously a test, and her admirals were getting nervous when the big move was to be made. Then as she was standing on the deck of her Dreadnaught, she sees the two massive fleets moving in on hers. "Well it's about bloody time."

They have split their force into a two sided ambush. The Grendel ships were no doubt better made, and she could even possibly escape. However the problem with a pincer attack was that they had effectively halved the strength of their fleet.

She took a deep breath and smiled. Drawing her father's sword she pointed at the western attack force. "Admiral Nazdreg, we are to rip through their western attack force. Command the goblin shamans to create a heavy western wind, Warships in the rear are to fire chain, cut their mast heads. Slow em down or sink em."

"Warships in the front, speed it the element of the day. Charge forward and send 'em to the bottom."

"Focus fire on their Ships of the line. And prepare to be boarded, they will be gleefully climbing our hulls."

"Oh, and tell the Menagerie, the Queen want's to let her sweethearts [Private to GM: The Kraken Corp] out for a spell."

Prime Minister Sero Vathii
 player, 20 posts
 Guardian of The Circle
 Ruler of Aldrynn
Wed 20 Feb 2013
at 17:46
Re: The Wizards Republic of Aldrynn
In reply to Avii Meran (msg # 52):

Sero raised an eyebrow, it was much better than good. Even then the fact that she was a Rune Guard was showing. She was playing on an active defence, let some of the enemy through and then hammer them with your true might.

"Sounds good, we'll go with that plan. However I'd like to add in some initial cover fire at the pass from the Canoneers who are being assisted by Technomancers. In short this will help supress their more powerful units even more."

"Also, we might want to have the Wraits see if they can find some kind of enemy leadership. Even the undead need someone up top to command their forces. I take it you'll be commanding the Rune Guards for this operation? I'll help the Wraiths with taking out the artillery and strongest units."

Unfortunately even a strategy like this was likely a gamble. Then again what wasn't a gambit in a battlefield.

Sero picked up a stone which had a runic link to Xalur's office. The last thing that man wanted to hear was more reason to admit being Wraith Commander but this was serious. What Sero's going to order is likely going to be followed without being said but hey, it needed to be said anyway.

"Xalur, I'll need you to monitor the situation from your telepathic net. Give me an update depending on what your Wraiths are telling you telepathically."

This message was last edited by the player at 17:58, Wed 20 Feb 2013.

Bringer of Peace
 GM, 9 posts
 The Mother
 The Voice of Serenity
Mon 25 Feb 2013
at 08:06
Re: The Wizards Republic of Aldrynn
In reply to Prime Minister Sero Vathii (msg # 54):

Everyone please note: the time-line of this thread has been modified.  It has been edited so that the current action is taking place within a single day.  Queen-Admiral Leucosia's fleet was active engaging the enemy for about two weeks previous to today.  This lead up to her contact with Prime Minister Sero Vathii.

The time-line was updated to have this thread make more sense within its own context.  While there has been considerable passage of time in the real world since this thread began, in the game world it has not been that long.