Wednesday, February 1, 2006

Humans of the West


 


The elite warriors of the Western Humans are knights. Each knight has maximum human physical and combat prowess, they are also immune to fear and never run from the enemy. Each wears full chain mail armor and carries a shield along with a lance and hand weapon, their horses have cloth barding. Knights are skilled at fighting on foot as well as upon horseback. Knights have enchanted shields and swords, their shields can deflect any attack including magical attacks such as beams of energy or a dragon's fire, while their swords can ignore magical defenses and treat magical armor or barriers as mundane instead. Knights get one additional power, based on their color below:


Red Knights - these knights can shoot out a cone of fire from their weapons at a range of 50 feet and a terminal width of 10 feet. Furthermore they are immune to fire themselves as are their steeds. When in close combat, red knights and their mounts seem to burn with magical flame, inflicting flaming damage on anything within 5 feet of them.


Green Knights - these knights have inhuman vitality and energy. They quickly heal from any wound inflicted upon them, recovering from even lethal wounds in a matter of minutes. To kill a green knight permanently his head must be severed from his body. The green knight is also 20% stronger and tougher than other knights.


Black Knights - any who make eye contact with these knights within 10 feet find the life force sapped from their bodies and instantly die. Furthermore, blacks knights are immune to pain and can continue to fight even while missing limbs or grievously injured. Any living creature whose flesh is cut by the blade of a black knight instantly dies - should a black knight kill a foe in close combat, he is immediately healed of all his injuries as the life force of the enemy heals his wounds.


Blue Knights - these knights can ride like the wind itself, their steeds can carry them at a speed of 75 mph which allows their change to become incredibly deadly. They can also ride through the air just as though it were the ground, letting them fly. Unmounted, a blue knight can fly 25 mph or can swim at a similar speed. Blue knights can breath underwater. When the blue knights charge, the wind gusts with them buffeting their enemies and causing arrows to miss their targets or to strike too weakly to inflict damage.


If you desire, you can have these knights be champions instead, who have no horses or riding skill but have a 20% increase to their strength and toughness.


Another troop type which is common among the humans of the west are rangers. Rangers are masters of wilderness survival. They can survive in the wild on their skills alone, needing no additional source of food and water. They have incredible physical prowess, in the top 10% of humans, especially their endurance - they can travel through the most difficult and impassible terrain with little rest. They are expert archers and use powerful long bows, though they only wear light armor if any at all. They are also expert wilderness trackers and woodsmen, they are also very difficult to track as well. Rangers generally use large dogs for tracking and fighting, each ranger will have an average of 3 such dogs who are as big, strong, and ferocious as normal dogs can get as well as being good at tracking and as watch dogs.


Many of the troops of the Western Humans are longbowmen. These troops are high skilled archers, having trained with the use of the long bow since a young age and their skill at archery is unmatched. About half of the longbowmen in an army will wear chain mail shirts, the other half will only have cloth or leather armor.


Western armies also have nymphs as allies. These creatures appear as beautiful women. They have the ability to move silently and unseen in any wilderness area, even being able to teleport a short distances if it is within a forest. Because of their unearthly beauty, they have an 90% chance of seducing any human they attempt to. Nymphs can also speak with animals and gain their friendship, though control is beyond their ability. With the wave of their hand, a Nymph can cause a single living creature to fall into a magical slumber from which it cannot awake for at least an hour. They have normal human female strength and toughness and twice human peak agility. If a nymph's body is destroyed, it can reform itself a year later within the woods where it originally came from.


Among the most powerful combatants in a western army are wizards. All wizards have the ability to create magical force fields around themselves - which completely prevents all magic or physical attacks from penetrating, though they cannot take any other action while doing this. Even when not concentrating they are surrounded by a protective aura which is the protective equivalent of steel plate armor and gives them a 50% to resist any magical effect directed at them. Wizards can focus their attention on another magic user within 500 feet, while doing this they can counter any spell cast by that magic user before it can take effect. Countering spells this way takes concentration, but they can still walk at half speed while doing so. They other powers of the wizard is based on the color of the wizard - that is the focus of their magical mastery. Females are called witches. Wizards each have a familiar, a small animal which has almost human like intelligence and a mental connection with the wizard. If a familiar is slain, the wizard cannot get a new one for 5 years.


Red Wizards - these wizards can control the power of flame. They can shoot out jets of fire 500 feet long and 10 feet wide with a split second of effort. Their force field is fiery, causing any who touches it to burst into flame and suffer terrible injuries. They can cause a flame to appear anywhere within range of sight that will cause minor burns or set flammable materials on fire. A red wizard can create a barrier of flame that severally burns all who try to pass through it - this is essentially a wall that can be 100 feet long, 20 feet high, and 10 feet thick - though it can also be used to form a 20 foot radius bubble around the red wizard. Finally, a red wizard is completely immune to fire and can extinguish any flame within 100 feet of them.


Green Wizards - these are wizards of nature and life. They can cure diseases or heal injuries with an hour long ritual. They can also cause trees to grow and for fields to become extremely healthy and fertile. Their power can also increase human fertility as well, causing high rates of pregnancy and completely healthy births. Green wizards regenerate from any injury they receive within a matter of hours, and even if their body is destroyed, they will reform after a year in a nearby forest. A green wizard can even restore the dead to life, though doing so causing them to lose their green wizard powers for a year. Green wizards can also survive in the woods without food and water - nature provides for them. No natural animal will attack or harm a green wizard.


Black Wizards - these are wizards of death and destruction, some say that their magic is related to that of necromancers. Any living creature within 50 feet who makes eye contact with a black wizard will die instantly. Black wizards can shoot a ray of dark energy from their finger tips with a range of 500 feet, any creature struck by it will instantly die or be stunned for 10 minutes if undead. Black wizards can heal any wounds they have suffered by touching an enemy and draining its life force - one touch of a black wizard will kill any living thing if the wizard wishes - killing somebody in this way can restore a month of youth to a black wizard if he so desires it.


Blue Wizards - these are wizards of the sky and of the water. They can affect the weather, causing or stopping rain or increasing or decreasing wind speed by up to 50 mph. They can fly through the air, as though riding the wind itself, at a speed of 50 mph or can swim at 50 mph as the water carries them. With total concentration they can control water - animating it almost like a living creature. This animated water can occupy up to a million cubic feet and can attack things like a living creature - having the strength of 10 men. This animated water can travel as far away from the blue wizard as he can see, and it is essentially immune from harm aside from massive damage from fire or magic - though it will turn back into normal water should the blue wizard be injured or become distracted. Blue wizards can surround themselves with a vortex of blowing wind that protects them from all non-magical ranged weapons. Blue wizards can breath underwater and are immune to pressure and cold of deep water.


The leader of a western human nation can either be a white wizard, a white knight, or a dark faerie.


A white wizard has all of the powers of a red wizard, a green wizard, and a blue wizard combined. In addition, his force field can be active without total concentration - though he can't have it active while using other powers or within a second of activating another power. White wizards can also teleport back to their own sanctum or anywhere within eye sight range with a second of concentration. When a white wizard is king of your nation, you receive double the normal number of wizards as long as none of them are black.


A white knight has all of the abilities of a red, blue, and green knight. In addition, his armor is so strong that it reducing the force of all attacks against him, including magical attacks, by 50%. The white knight and his steed have physical prowess 50% greater than a normal maximum of their species. The sword of a white knight strikes enemies with twice the strength that his arm can swing it with and can cleave through non-magical substances with ease. A white knight inspires bravery and excellence among others in his army, all who follow him into battle see their bravery and combat prowess increased by 10%. Finally, if a white knight is king of your nation, you receive double the number of knights as long as none of them are black.


A dark faerie, you have power over illusions, fear, and darkness. You can create what ever illusions you desire within 100 feet of yourself. This can include sights, sounds, smell, even sensations like heat and cold. This includes making oneself or others appear different or even creating entire illusionary landscapes. These illusions can even provide tactile sensation, though they cannot inflict real harm. Illusions of this kind can also make things invisible, including large structures. A dark fae can teleport to anywhere it has been before with merely a thought or may fly through the air at a speed of 100 mph. By concentrating on a single foe within line of sight, you can create illusions of that victim's worst fears - causing them to fly in terror. A dark fae can cause a huge area to become dark and shadowy, like twilight, this area can be extended out from the fae at a radius of 1000 feet and it causes all living creatures in the area to become afraid and nervous. The dark fae can control the dreams of anyone whom he or she knows the full name of - this can cause the victim to go insane with nightmares within a week of such torment or may merely be used as a form of communication or influence.


The dark fae has twice a the strength and toughness of the peak human ability and 4 times the dexterity. The dark fae cannot be harmed by non-magical weapons, though cold iron, magic, and holy weapons can effect it normally. The dark fae has incredible senses, it can see in the deepest darkness or can hear a mouses heartbeat from a mile away, despite this it does not suffer from sensory overload. The fae is immortal, it does not need to sleep, eat, or breath nor is it affected by cold - though extreme heat and fire can still harm it. Should the dark fae's body be destroyed, it will reform within the center of its realm in 1-5 years. A dark fae suffers painful burns from touching cold iron or items that have been blessed.


The dark fae lives in its own special realm, one that is in between the faerie realm and the material world. This realm is centered at some special area - such as an enchanted glade or castle and extends out from that area for a 1 mile radius. Within this realm, the dark fae is a virtual god - its illusions can harm people as though they were real, the fae can make it day or night, summer or winter, can control time or temperature, can raise or lower mountains, and has control over every animal and plant. Changes made within this realm cannot affect the world outside, though mortals can enter this realm if the dark fae allows it, in doing so they put themselves at the dark faerie's mercy.


The Western Human nation has 50,000 normal human citizens. For every 100 citizens you will have a single knight of what ever color you choose, meaning that you start with 500 of them. For every 10 citizens there will be a longbowman, meaning that you start with 5,000. For every 500 citizens you will have 1 wizard of what ever color that you choose - a total of 100. For every 50 citizens there will be 1 ranger, meaning that you begin with 1,000. There will also be 1 Nymph ally for your nation for every 1,000 citizens, meaning that you start with 50. Western nations can raise additional troops, they have the equivalent technology of 12th century Europe.

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