Player Quests
Players belonging to nations and other organizations may complete quests to obtain a buff for their organization. Many sidequests exist that will not be mentioned in this guide. Players must choose an organization at the beginning of the event, they may not switch.
Grimloch: Deadbane - The undead travel in great numbers, unfettered by fear of the armies of man now that Illinar is at war with itself. Full-fledged members of Grimloch must travel to the Saltwood and put an end to this threat immediately.
The Church of Vandor: Divine Retribution - The raiding of the peasants lands in the Realms will be answered for. The commanding officer of the Illinarian invading armies must be found and put to the blade before he makes good his escape. This is a command from Vandor himself
The Church of Justari: Divine Right - The Vile Darak-Tur desires to see the will of the Illinarians undone and their Queen slain. Worshippers of Justari must cement the allegiance of the people of Leneasa under Queen Aideen Banks through logic and diplomacy.
Banecroft: The Baronial War Machine - The people of the Barony have sought vengeance against the Illinarians for years, and if incited are prepared to go to war. If the Baron is elected as a General and he brings with him 5 followers who bear the Baronial emblem, the Barony will be moved to war as no other Nation in the realms could possibly commit itself to.
Chimeron: For King and Country - While the lands of Chimeron have been under siege its citizens have grown weary of war, victories are many but there is no end to any war in sight for the commoners. Meanwhile Paradise is all but occupied by Illinarian forces. Chimeron cannot permit Paradise to fall.
The Church of Aurora: Divine Inspiration - In a land torn with war Aurorans have a powerful weapon to wield: Hope for the commoners. The Aurorans must preach their word to those who will listen in Saradan.
Folkestone: Wings to Make us Free - Folkestone must prove its strength at arms and its defiance in the face of overwhelming odds. Folkestone members must rout a numerically superior enemy on its own.
The Bardic Guild: Silver Voice - The city of Leneasa is supposed to be an Illinarian Bards dream. The Bardic Guild must perform a single piece mixing instrumental and vocals, it must never have been performed at a previous event.
Independent, or unlisted: Solo Savior - Single heroes have always shaped the Realms and Illinar. An independent adventurer who commits a great act will be remembered.
Generals
The Realms army may elect one general per 20 soldiers who have pre-registered. Generals are judged on a scale similar to the Queen of Hearts tournaments. They are responsible for deciding where the army moves and when to perform what action. They may view the map, and make general game-play decisions such as when to spend resources and on what to spend them on. Generals cannot be upgraded into champions or magisters.
They may earn bonus rp by:
Properly explaining the battle that's about to take place based on the data they've received. Generals get a simple sheet with information on enemy numbers and the objective of the battle.
Commanding well in battle, either by being loud or making a plan up before a battle and seeing it through.
Taking Prisoners in combat, Noble captives can be bartered for with the enemy.
Keeping the morale of his men high. Morale is a key component of any armies well being, and it must be maintained however necessary by the General. There are no OOC breaks, so any rests taken are taken in character as a move-equivalent action, or during the short stints of downtime between battles.
The War Camp
Players only rest when they choose to rest, there is no dinner break. Any time not spent in an encounter is spent in the war camp. Special bonuses and powers will be meted out to players, and the army that steps up both the utility, defensibility and atmosphere of the war camp.
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