Raiders RP Companion:
(For current Raiders RP Threads, see the pub25.ezboard.com/ffrostk...=62.topic"">pub25.ezboard.com/ffrostk...opic")
Sections:
Introduction:
1) What is Raiders
Rules:
1) General RP rules
2) Raiders-specific rules
Background:
1) Story
Intelligence:
1) Crystal Amulets
2) Crystal Beacons
3) Chameleon Cloaks
4) Raiders
5) Raider Characters
The Plan:
1) The Dragon Amulets
2) Plan
Past Raider RP Threads:
------------------------------------------------------------
Introduction:
The Raiders RP is an organised Clan-wide roleplay, much like the battle against the Destroyer of All Hope from Summer 2001. It will be running over the Xmas period, popping up in forums across the Fortress and finishing in early January. Feel free to drop in and out of the RP at will - its all for entertainment.
This companion is designed to give people an at-a-glance look at what we know about the Raiders, and to help set the scene of the story. There is also a section about rules of the roleplay, which is worth a read.
If you need to contact me (Mertok), regarding the roleplay, please e-mail me at telmarine0@hotmail.com
Rules:
1) General RP Rules
The Raiders RP is using the Garden Guidelines - if you are not familiar with these, they can be found (pub25.ezboard.com/ffrostk...=3.topic). Theyre basic things which, if kept to, ensure that the RP is enjoyable for everyone involved.
2) Raiders Specific Rules
Raiders has a few specific rules/guidelines of its own:
1) Dont kill, knock unconscious, disarm or post the actions of any of the Raider Characters. They are controlled by the GamesMaster and, just to warn you, theyre extremely dangerous.
2) Dont kill all Raiders in an area without checking with the GM if youre allowed to. The same goes with smashing the Raiders beacon or eliminating them from the Fortress.
3) This RP may take place in several places (both IC and OOC, in different forums). Each event is assumed to be happening simultaneously, therefore you may NOT post in more than one Raiders RP thread. Your character cannot be in two places at once.
4) Related to the above, you cannot possibly know what is happening in another place unless you go there yourself, or meet someone who has been there. You as a player will be able to see more of the story than your character, which is intentional, but please dont give your character information they would have no knowledge of.
4) There are likely to be several people acting as GamesMaster for this RP. I will list them below - whatever these GMs say, goes.
Wizard Mertok
Courtesan Lemac
Elbo Malaku
WallyBasher
Talon Swordbiter
Darien al Faer
5) Realism. Raiders is an intentionally realistic story. If you RP the Raiders at all in your posts, please keep their actions in-character (take a look at the Intelligence section). In addition, try to keep your own characters actions as realistic as possible. It does add to the overall feel of the RP when characters dont God Mode, or give themselves super-powers. If in doubt, stick to reality.
6) Please dont start new RP threads in Raiders without talking to the GM first. This is just to keep control of what is happening regarding the story. OOC threads regarding Raiders should be kept in the Pub. All Raiders threads will be clearly marked with *Raiders RP*, and will have the RP signature graphic.
Background:
1) Story
The province of Verdana, a land of rolling hills and small villages, stretches around the lands to the South of the Frost Knights Fortress. Verdana is lorded by Regent Gwyon, a pompous nobleman who keeps himself and his guard in Verdana Keep, a short ride away from Snowfather Mountain.
Last summer, the Crystal Raiders appeared in Verdana and caused havoc, raiding merchant caravans passing through and vanishing into thin air moments later. Gwyons patrols sent to deal with them were often ambushed, with the Raiders superior swordsmanship claiming the victory. In addition, they seemed eager to turn the people of Verdana against their lord, and against the Frost Knights where possible.
The Frost Knights came to Gwyons aid and began investigating the Raiders. This concluded with a pitched battle between WING and Salazars Raiders in a camp in the Forest near to the Fortress. WING were successful, and drove the Raiders from Verdana. (These stories can be found in the Garden of Dreams)
Unfortunately, the Raiders have returned. Where they once moved with stealth, they have now made an obvious strike, capturing the Verdana Fortress and taking Gwyon prisoner. Parties of their men have dispersed throughout the villages and the majority of Verdana is under their grip. Exactly what their current plans are remain unknown, but it is clear that they are a great threat to us all.
The Raiders recently made a deceptive entry to the Frost Knights Fortress, disguised as one of Gwyons riders, and made a sudden and brutal attack outside Warnies Pub, causing extensive damage and high casualties. Their aim was to terrify the Knights into keeping out of the Raiders affairsneedless to say, they were not successful.
Intelligence:
1) Crystal Amulets
Each Raider wears one of these amulets around his/her neck. They are fashioned from time crystals and allow the ability of teleportation to the wearer. The amulets are protected with a charm which allows only the intended wearer to make use of them. So far, this charm has proved to be unbreakable.
The amulets allow teleportation to anywhere within the area of any crystal beacon, there being only a moment of difference between departure and arrival. The amulets are controlled mentally, but we do not know exactly how.
The wearer of the amulet may, it seems, teleport things with them that they are touching, but this requires additional effort and time. Due to this, it is impossible to teleport with a Raider if you are in contact with them, unless they consciously wish to teleport you with them.
The amulets are resistant to blows and smashing, and the Raiders are skilled in their use for combat. There is, however, a need for concentration whilst fighting with them, especially regarding the moment of change when the Raiders reappear. As the Raiders tire, are wounded, or make several consecutive attacks, their ability to teleport effectively will lessen. This effect does not apply to the highly trained Raider characters.
2) Crystal Beacons
The Crystal Beacons are the key to the Raiders ability to teleport. Beacons are cut from time crystals and fashioned into spheres - the smallest have been the size of a mans fist, but most are slightly larger than this. All beacons may be smashed by a strong blow - resilience charms seem to interfere with their operations. The average beacons have a range of 200m.
Active beacons can be recognised as they burn from within with a magical blue flame. The flame may only be extinguished by magic, and currently, Mertok is the only one of the Frost Knights capable of performing this. Once extinguished or smashed, a beacon is useless.
Due to the nature of the beacons, they may not be teleported themselves. This requires the Raiders to physically place a beacon in an area before they may teleport in and out. Destroying the beacons prevents the Raiders from teleporting anywhere except away from the scene - this should be a consideration when engaging the enemy.
So far, no magic known interferes with the functioning of the Crystal Beacons.
3) Chameleon Cloaks
During a raid on the magical shop in Ryedale Village, the Crystal Raiders acquired a handful of these cloaks. Chameleon cloaks allow invisibility by taking the form of the surroundings to the wearer. When the hood is placed over the head, the cloak becomes active - when the hood is down, the cloak ceases to function. The magic supply within the cloak may function for several hours. The cloak is somewhat resistant to cutting, but offers no armour protection.
The chameleon cloak is at its best in poor light and natural conditions where there are many shadows and tones (ie, forests). They are at their worst in brightly lit, urban spaces. Chameleon cloaks can be observed in use by a slight shimmering of the air in bright conditions. They are almost impossible to notice in the dark.
Only the Raider characters are likely to have chameleon cloaks.
4) Raiders
The Time Crystal Raiders are an organised band of human mercenaries, who display a fierce loyalty and obeyance of command. They are a well-trained force, familiar with the use of teleportation in combat and skilled enough to be a good match for any knight with or without this ability. Some, additionally, are competent archers and others make up a cavalry. We are unsure of their exact numbers, but we believe it to exceed 200 knights.
Initially, the Raiders were considered a bandit force. In light of recent events, they are to be considered as a trained army. Their intentions, beyond the conquest of Verdana, are unknown. It is likely that they seek to take the Frost Knights Fortress to complete their hold on the region.
The Raiders will teleport from an area rather than be captured, and generally know their own limits in battle. They work as efficient teams and will fight both with devotion and intelligence. Catching them unawares will prove difficult.
5) Raider Characters:
After our initial encounters with the Raiders, we have consulted with the Hall of Records in Salamander, and have contacted a number of noblemen and Clans who have helped us to identify some of the more important Crystal Raiders. The information we have is recorded below:
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Name: Salazar Runebreaker:
Race: Human, Raider Captain
Homeland: Salamander Township
Special Weapons: Shardsword. The Raider Captain wields a longsword with a shard of time crystal set into the hilt. This crystal gives him the ability to communicate with the other Raiders through their own crystals, giving him good control over a force which may be scattered across a large area. The Shardsword is also incredibly light, and incredibly sharp.
Special Abilities: Swordsmanship. Salazar is a highly skilled swordsman, having trained some of the best knights in the Dragon Court. Facing him in close combat is a great risk, and should not be entertained by knights of lesser skill.
Weakness: Salazar is proud, both of his men and of his own abilities. He often verges on the point of arrogance, choosing to fight those who show themselves above the abilities of his men. He will unhesitatingly give his life in pursuit of pride and his own warped sense of honour, and is not afraid to put himself into dangerous situations.
Brief History:
Salazar grew up in one of the poorer districts of Salamander, learning to fight first on the streets and then in the fields around. He progressed into something of a competent swordsman and found work amongst the Royal Guard, where he swiftly progressed up the ranks before joining a mercenary outfit in search of greater financial gains.
Salazar went on to lead several mercenary bands and personal armies of court Regents for the likes of many major patrons in the Dragon Court and lands beyond, receiving several decorations for meritorious conduct and service. He returned to Salamander for a brief spell and trained first the Palace Guards, then Queen Beths own Kingsguard knights, reputed to be amongst the finest of the Dragon Court.
However, Salazars quest for independence and desire to seek his own way in life drew him away from the confines of the court, where he disappeared several months ago, leaving all medals and most possessions behind. He has now returned at the head of the Crystal Raiders, and whatever loyalty he may once have possessed to the Dragon Court seems to have been lost forever.
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Name: Dante Mikhaira
Race: Human, Raider Lieutenant
Homeland: Great Forest, Central Dragon Court
Special Weapons: Twin Blades. Dante often uses two shortswords in battle, with which he is especially adept. He has also been known to carry a number of throwing knives, and is highly skilled in their use.
Special Skills: Ranger. Dantes skills are comparable to those of a skilled Ranger. He is light-footed and skilled at concealment in the forest. He has keen eyesight, iron patience and is ambidextrous, to boot. He is also highly adept at fighting using the crystal amulet,
Weakness: Dante has a fierce desire for revenge, to the point of almost consuming him with hatred. He also has a particular dislike of non-human races, and may go out of his way to inflict more pain upon them, or to kill them whether or not they stand in his way.
Brief History:
Dante was born and raised in the Great Forest in a human village. He learned the ways of the hunter, but rather than hunting game and keeping up traditions, he began instead to use his skills to hunt the elusive wood elves. His actions caused him to be banished from the village no less than three times before he finally took it upon himself to seek life elsewhere.
Dante is fiercely racist, and fell into numerous skirmishes with elves and dwarves of which he always seemed to emerge the victor. Arrested and detained numerous times, he was eventually tried for murder and sentenced to hang. Unfortunately, sympathists to his cause broke him out of Salamander Jail and he went into hiding. It seems that he and his band found a home with the Crystal Raiders, where Dantes level head and terrifying, almost sadistic, style of combat has led him to command the respect, and awe, of those beneath him.
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Name: Corazon Dragonheart
Race: Human, Raider Lieutenant
Homeland: Ilithar, Southern Dragon Court
Special Weapons: Dragon Shield. Corazon carries what looks like a standard dragon shield, but which is far larger than normal, defending the best part of his body and legs. The shield is incredibly sturdy and good at defending against both arrows and physical blows.
Special Skills: Fighters Dance. The Fighters Dance is a strange technique. Demanding a lot of concentration, Corazon turns his fighting into a series of strange, distracting movements which serve to almost hypnotise his opponent, making it difficult to concentrate upon defending against blows that Corazon is hoping to land.
Weakness: Corazon is relatively cautious in battle. Whilst this has saved him time and time again, he will sometimes assess the situation for a moment too long, missing what might have been a vital opportunity. His youth, and high belief in himself and his men, may also prove to be a downfall.
Brief History:
Corazon is from a family of uncertain wealth, but with belief in a high code of honour. He joined the Silver Assassins early in life and earned a solid reputation as an honourable and skilful warrior. However, Corazon swiftly became disillusioned with life amongst the Clans, and began to seek out new challenges upon new horizons. Leaving the SA rather unexpectedly, he rode for several months under the command of one of Salazars last mercenary bands.
When the mercenaries disbanded, Corazon spent a further two years questing around the Court and Shangala. His exact date of return is unknown, but it seems that he led a large group of dissatisfied mercenaries to join the Crystal Raiders after a chance meeting with his former Captain, Salazar. Corazons natural talents, the confidence he inspires in his men and his eerie calm and charm in the heat of battle have led him to rise through the ranks to the position of Lieutenant.
------------------------------------------------------------
Name: Gustav Rachs
Race: Human, Crystal Raider
Homeland: Bronze Plain, Western Dragon Court
Special Weapons: Twin Axe, Gladius and Buckler. Gustav still carries with him the weapons which he used in the Gladiatorial Arena. They are of excellent quality, and he is skilled in their use.
Special Skills: Bezerk. Gustav is possessed of a fearsome inner rage, which he can unleash as an uncontrolled Berzerker attack. Whilst doing so, he becomes far stronger and faster even than he would normally be, and seems to feel no pain or emotion. However, such a rage tires him eventually, leaving him both physically and emotionally drained.
Weakness: Gustav, as something of a social outcast who has relied upon his strength to succeed, is not possessed of great wit. He is prone to rush headlong into battle, eager to slaughter his enemies, and views the time crystals as being important only as a means of moving from here to there, rather than as a useful aid in battle.
Brief History:
Gustav was something of an outcast for the most part of his life. He grew up a petty criminal, stealing and assaulting to make his way in the world. Falling foul of the watch at an early age, he was sentenced to death for numerous crimes, involving ten separate counts of murder. He chose to take life as a Gladiator rather than be executed, and was trained in the art of combat. Surprising his trainers and those who sent him to the arena, Gustav not only survived, but flourished. He became almost completely undefeated in the arena, drawing larger and larger crowds to watch him.
This, eventually, proved the downfall of his guardians. They allowed him the chance to leave the arena for good service, and he took the opportunity to gather some of his gladiatorial friends to pay a visit to those who had sent him to the arena, and forced him to risk his life day in, day out for peoples entertainment. The shopkeeper who caught him theiving and the judge who had sentenced him were both found brutally murdered the next day, their families also killed in horrific fashion.
Gustav did not return to the arena, and made his way out into the hills. A few days later, he returned and after a vicious struggle, broke numerous gladiators out of the arena. His small band escaped over the hills and left the Dragon Court, with the fury of the local Clans knights at their heels.
Gustav is still amongst DCs most wanted, though he managed to give his pursuers the slip. It is assumed that they were discovered and recruited by the Crystal Raiders in return for anonymity and promise of fortune.
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Name: Raider Mage (real name unknown)
Race: Believed human
Homeland: Unknown
Special Weapons: Unknown
Special Skills: Time Crystals. The Raider Mage has been the first ever to unlock the secret of the time crystals. It is believed that they are a powerful wizard, but their exact specialism of magic is unknown.
Brief History:
Current information on the Raider Mage is highly vague, with only allusions made to his/her existence by the Raiders themselves. They seem to act in awe of the mage, implying that they have some considerable power beyond the understanding of the crystals. We believe that it is the mage who has founded the Raiders, and been the driving force behind turning them into a powerful fighting force.
So far, the mage has remained unseen, keeping themselves, and their intentions, unknown.
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4) The Plan
1) The Dragon Amulets
The Dragon Court was formed, long ago, by the heroic efforts of five Lords and their houses, joining together at the time when the Dwarven and Elven Empires were collapsing. They armed their people and took them to the Great Plains under the guidance of a handful of powerful wizards known as the Illuminati.
The Five houses fought bravely against the Orcs who resided in the Plains and upon the site of their greatest victory, when the Orcs turned tail and fled from the battlefield, they crowned Lord Reinhardt as the Emperor of a new nation. Salamander Town was founded on the point, and the four remaining houses each incorporated the dragon from Reinhardts banner into the symbols of their own houses. They were the Dragon Lordsand they founded the Dragon Court.
The Illuminati gave to each of the Lords a gift. To Reinhardt, they helped build the Throne Room in the new Palace of Salamander - but few beyond the greatest historians know what powerful charm were cast upon the room. The Illuminati also fashioned an amulet in the shape of a dragon, broke it into four pieces and gave one to each of the remaining Dragon Lords. The Head, the Body, the Wings and the Tail. Individually, each piece had no power at all, but once put together, the Dragon Amulet allowed the wearer to wield a great power, and to turn that power to whatever end they so desired.
The message of the Illuminati was clear - united, the Court had great power, but divided it was nothing. The wizards left the lands, never to be seen again, and the Court prospered. For many years, the four Lords shared the power of the amulet, but over time there became disputes and arguments. Eventually, Lord Pangryon of the Raveyn house broke his part of the amulet away. With the amulet now useless, each of the others Lords took their own piece and kept it as a family heirloom, passing it down through the generations.
Although there have been several attempts to reunite the amulet in the past, none have been successful. As the great houses fell in power, to be replaced by the newer noblemen and the Clans, the story of the amulet has begun to take on the elements of a mythhowever, the amulets and their power are, nonetheless, very real.
2) The Plan
The Crystal Raiders will always have the advantage over us as long as they continue to use their amulets to teleport. After much painstaking research over the last months, we have determined how to construct our own Crystal Beacons from the time crystals held in the Frost Knights Vault. It is Mertoks belief that lighting a Great Beacon, under our control and charmed to reject the magic of the Raiders amulets, would allow us to drown out the power of their own, smaller beacons, stopping them from functioning, and cutting away the Raiders ability to teleport with it.
Lighting the Great Beacon will, however, take a great amount of power. Far more than Mertok, or any wizard known, would be capable of harnessing. It is the belief of Mertok, and of Aargorn, that the Dragon Amulets are the only option available to us. We must gather and unite the Amulets, that we may light our own Beacon, thence drive the Raiders from Verdana. In time, we too may discover the secrets behind the Crystal Amulets, and endow our own knights with the power of teleportation.
If the Dragon Amulet is not recovered successfully, then we may be forced to battle the Raiders at the Frost Knights Fortress, or at Verdana Keep, where their powers of teleportation will almost certainly ensure heavy casualties on our side, and will give us no guarantee of victory.
The importance of this mission cannot be stressed enough, and so both the Dragon Guard and WING will be sent upon it, relying on the Frost Knights Defence Force to guard the Fortress against any Raider attack until they return from their mission.
Past Raider RP Threads
For historical interest / collation purposes:
The Raider Camp (Scouting RP)
Scouring the Lands (Scouting RP)
Ryedale Village (Scouting RP)
WING Briefing (Skirmish RP)
The Merchant's Escort (Skirmish RP)
Return to Ryedale (Skirmish RP)
*RP* Sound the Alarm! The Fortress is Under Attack!
"The heavens keep the answers to our worldly problems...the key is to know how to understand their ancient language"
(For current Raiders RP Threads, see the pub25.ezboard.com/ffrostk...=62.topic"">pub25.ezboard.com/ffrostk...opic")
Sections:
Introduction:
1) What is Raiders
Rules:
1) General RP rules
2) Raiders-specific rules
Background:
1) Story
Intelligence:
1) Crystal Amulets
2) Crystal Beacons
3) Chameleon Cloaks
4) Raiders
5) Raider Characters
The Plan:
1) The Dragon Amulets
2) Plan
Past Raider RP Threads:
------------------------------------------------------------
Introduction:
The Raiders RP is an organised Clan-wide roleplay, much like the battle against the Destroyer of All Hope from Summer 2001. It will be running over the Xmas period, popping up in forums across the Fortress and finishing in early January. Feel free to drop in and out of the RP at will - its all for entertainment.
This companion is designed to give people an at-a-glance look at what we know about the Raiders, and to help set the scene of the story. There is also a section about rules of the roleplay, which is worth a read.
If you need to contact me (Mertok), regarding the roleplay, please e-mail me at telmarine0@hotmail.com
Rules:
1) General RP Rules
The Raiders RP is using the Garden Guidelines - if you are not familiar with these, they can be found (pub25.ezboard.com/ffrostk...=3.topic). Theyre basic things which, if kept to, ensure that the RP is enjoyable for everyone involved.
2) Raiders Specific Rules
Raiders has a few specific rules/guidelines of its own:
1) Dont kill, knock unconscious, disarm or post the actions of any of the Raider Characters. They are controlled by the GamesMaster and, just to warn you, theyre extremely dangerous.
2) Dont kill all Raiders in an area without checking with the GM if youre allowed to. The same goes with smashing the Raiders beacon or eliminating them from the Fortress.
3) This RP may take place in several places (both IC and OOC, in different forums). Each event is assumed to be happening simultaneously, therefore you may NOT post in more than one Raiders RP thread. Your character cannot be in two places at once.
4) Related to the above, you cannot possibly know what is happening in another place unless you go there yourself, or meet someone who has been there. You as a player will be able to see more of the story than your character, which is intentional, but please dont give your character information they would have no knowledge of.
4) There are likely to be several people acting as GamesMaster for this RP. I will list them below - whatever these GMs say, goes.
Wizard Mertok
Courtesan Lemac
Elbo Malaku
WallyBasher
Talon Swordbiter
Darien al Faer
5) Realism. Raiders is an intentionally realistic story. If you RP the Raiders at all in your posts, please keep their actions in-character (take a look at the Intelligence section). In addition, try to keep your own characters actions as realistic as possible. It does add to the overall feel of the RP when characters dont God Mode, or give themselves super-powers. If in doubt, stick to reality.
6) Please dont start new RP threads in Raiders without talking to the GM first. This is just to keep control of what is happening regarding the story. OOC threads regarding Raiders should be kept in the Pub. All Raiders threads will be clearly marked with *Raiders RP*, and will have the RP signature graphic.
Background:
1) Story
The province of Verdana, a land of rolling hills and small villages, stretches around the lands to the South of the Frost Knights Fortress. Verdana is lorded by Regent Gwyon, a pompous nobleman who keeps himself and his guard in Verdana Keep, a short ride away from Snowfather Mountain.
Last summer, the Crystal Raiders appeared in Verdana and caused havoc, raiding merchant caravans passing through and vanishing into thin air moments later. Gwyons patrols sent to deal with them were often ambushed, with the Raiders superior swordsmanship claiming the victory. In addition, they seemed eager to turn the people of Verdana against their lord, and against the Frost Knights where possible.
The Frost Knights came to Gwyons aid and began investigating the Raiders. This concluded with a pitched battle between WING and Salazars Raiders in a camp in the Forest near to the Fortress. WING were successful, and drove the Raiders from Verdana. (These stories can be found in the Garden of Dreams)
Unfortunately, the Raiders have returned. Where they once moved with stealth, they have now made an obvious strike, capturing the Verdana Fortress and taking Gwyon prisoner. Parties of their men have dispersed throughout the villages and the majority of Verdana is under their grip. Exactly what their current plans are remain unknown, but it is clear that they are a great threat to us all.
The Raiders recently made a deceptive entry to the Frost Knights Fortress, disguised as one of Gwyons riders, and made a sudden and brutal attack outside Warnies Pub, causing extensive damage and high casualties. Their aim was to terrify the Knights into keeping out of the Raiders affairsneedless to say, they were not successful.
Intelligence:
1) Crystal Amulets
Each Raider wears one of these amulets around his/her neck. They are fashioned from time crystals and allow the ability of teleportation to the wearer. The amulets are protected with a charm which allows only the intended wearer to make use of them. So far, this charm has proved to be unbreakable.
The amulets allow teleportation to anywhere within the area of any crystal beacon, there being only a moment of difference between departure and arrival. The amulets are controlled mentally, but we do not know exactly how.
The wearer of the amulet may, it seems, teleport things with them that they are touching, but this requires additional effort and time. Due to this, it is impossible to teleport with a Raider if you are in contact with them, unless they consciously wish to teleport you with them.
The amulets are resistant to blows and smashing, and the Raiders are skilled in their use for combat. There is, however, a need for concentration whilst fighting with them, especially regarding the moment of change when the Raiders reappear. As the Raiders tire, are wounded, or make several consecutive attacks, their ability to teleport effectively will lessen. This effect does not apply to the highly trained Raider characters.
2) Crystal Beacons
The Crystal Beacons are the key to the Raiders ability to teleport. Beacons are cut from time crystals and fashioned into spheres - the smallest have been the size of a mans fist, but most are slightly larger than this. All beacons may be smashed by a strong blow - resilience charms seem to interfere with their operations. The average beacons have a range of 200m.
Active beacons can be recognised as they burn from within with a magical blue flame. The flame may only be extinguished by magic, and currently, Mertok is the only one of the Frost Knights capable of performing this. Once extinguished or smashed, a beacon is useless.
Due to the nature of the beacons, they may not be teleported themselves. This requires the Raiders to physically place a beacon in an area before they may teleport in and out. Destroying the beacons prevents the Raiders from teleporting anywhere except away from the scene - this should be a consideration when engaging the enemy.
So far, no magic known interferes with the functioning of the Crystal Beacons.
3) Chameleon Cloaks
During a raid on the magical shop in Ryedale Village, the Crystal Raiders acquired a handful of these cloaks. Chameleon cloaks allow invisibility by taking the form of the surroundings to the wearer. When the hood is placed over the head, the cloak becomes active - when the hood is down, the cloak ceases to function. The magic supply within the cloak may function for several hours. The cloak is somewhat resistant to cutting, but offers no armour protection.
The chameleon cloak is at its best in poor light and natural conditions where there are many shadows and tones (ie, forests). They are at their worst in brightly lit, urban spaces. Chameleon cloaks can be observed in use by a slight shimmering of the air in bright conditions. They are almost impossible to notice in the dark.
Only the Raider characters are likely to have chameleon cloaks.
4) Raiders
The Time Crystal Raiders are an organised band of human mercenaries, who display a fierce loyalty and obeyance of command. They are a well-trained force, familiar with the use of teleportation in combat and skilled enough to be a good match for any knight with or without this ability. Some, additionally, are competent archers and others make up a cavalry. We are unsure of their exact numbers, but we believe it to exceed 200 knights.
Initially, the Raiders were considered a bandit force. In light of recent events, they are to be considered as a trained army. Their intentions, beyond the conquest of Verdana, are unknown. It is likely that they seek to take the Frost Knights Fortress to complete their hold on the region.
The Raiders will teleport from an area rather than be captured, and generally know their own limits in battle. They work as efficient teams and will fight both with devotion and intelligence. Catching them unawares will prove difficult.
5) Raider Characters:
After our initial encounters with the Raiders, we have consulted with the Hall of Records in Salamander, and have contacted a number of noblemen and Clans who have helped us to identify some of the more important Crystal Raiders. The information we have is recorded below:
------------------------------------------------------------
Name: Salazar Runebreaker:
Race: Human, Raider Captain
Homeland: Salamander Township
Special Weapons: Shardsword. The Raider Captain wields a longsword with a shard of time crystal set into the hilt. This crystal gives him the ability to communicate with the other Raiders through their own crystals, giving him good control over a force which may be scattered across a large area. The Shardsword is also incredibly light, and incredibly sharp.
Special Abilities: Swordsmanship. Salazar is a highly skilled swordsman, having trained some of the best knights in the Dragon Court. Facing him in close combat is a great risk, and should not be entertained by knights of lesser skill.
Weakness: Salazar is proud, both of his men and of his own abilities. He often verges on the point of arrogance, choosing to fight those who show themselves above the abilities of his men. He will unhesitatingly give his life in pursuit of pride and his own warped sense of honour, and is not afraid to put himself into dangerous situations.
Brief History:
Salazar grew up in one of the poorer districts of Salamander, learning to fight first on the streets and then in the fields around. He progressed into something of a competent swordsman and found work amongst the Royal Guard, where he swiftly progressed up the ranks before joining a mercenary outfit in search of greater financial gains.
Salazar went on to lead several mercenary bands and personal armies of court Regents for the likes of many major patrons in the Dragon Court and lands beyond, receiving several decorations for meritorious conduct and service. He returned to Salamander for a brief spell and trained first the Palace Guards, then Queen Beths own Kingsguard knights, reputed to be amongst the finest of the Dragon Court.
However, Salazars quest for independence and desire to seek his own way in life drew him away from the confines of the court, where he disappeared several months ago, leaving all medals and most possessions behind. He has now returned at the head of the Crystal Raiders, and whatever loyalty he may once have possessed to the Dragon Court seems to have been lost forever.
------------------------------------------------------------
Name: Dante Mikhaira
Race: Human, Raider Lieutenant
Homeland: Great Forest, Central Dragon Court
Special Weapons: Twin Blades. Dante often uses two shortswords in battle, with which he is especially adept. He has also been known to carry a number of throwing knives, and is highly skilled in their use.
Special Skills: Ranger. Dantes skills are comparable to those of a skilled Ranger. He is light-footed and skilled at concealment in the forest. He has keen eyesight, iron patience and is ambidextrous, to boot. He is also highly adept at fighting using the crystal amulet,
Weakness: Dante has a fierce desire for revenge, to the point of almost consuming him with hatred. He also has a particular dislike of non-human races, and may go out of his way to inflict more pain upon them, or to kill them whether or not they stand in his way.
Brief History:
Dante was born and raised in the Great Forest in a human village. He learned the ways of the hunter, but rather than hunting game and keeping up traditions, he began instead to use his skills to hunt the elusive wood elves. His actions caused him to be banished from the village no less than three times before he finally took it upon himself to seek life elsewhere.
Dante is fiercely racist, and fell into numerous skirmishes with elves and dwarves of which he always seemed to emerge the victor. Arrested and detained numerous times, he was eventually tried for murder and sentenced to hang. Unfortunately, sympathists to his cause broke him out of Salamander Jail and he went into hiding. It seems that he and his band found a home with the Crystal Raiders, where Dantes level head and terrifying, almost sadistic, style of combat has led him to command the respect, and awe, of those beneath him.
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Name: Corazon Dragonheart
Race: Human, Raider Lieutenant
Homeland: Ilithar, Southern Dragon Court
Special Weapons: Dragon Shield. Corazon carries what looks like a standard dragon shield, but which is far larger than normal, defending the best part of his body and legs. The shield is incredibly sturdy and good at defending against both arrows and physical blows.
Special Skills: Fighters Dance. The Fighters Dance is a strange technique. Demanding a lot of concentration, Corazon turns his fighting into a series of strange, distracting movements which serve to almost hypnotise his opponent, making it difficult to concentrate upon defending against blows that Corazon is hoping to land.
Weakness: Corazon is relatively cautious in battle. Whilst this has saved him time and time again, he will sometimes assess the situation for a moment too long, missing what might have been a vital opportunity. His youth, and high belief in himself and his men, may also prove to be a downfall.
Brief History:
Corazon is from a family of uncertain wealth, but with belief in a high code of honour. He joined the Silver Assassins early in life and earned a solid reputation as an honourable and skilful warrior. However, Corazon swiftly became disillusioned with life amongst the Clans, and began to seek out new challenges upon new horizons. Leaving the SA rather unexpectedly, he rode for several months under the command of one of Salazars last mercenary bands.
When the mercenaries disbanded, Corazon spent a further two years questing around the Court and Shangala. His exact date of return is unknown, but it seems that he led a large group of dissatisfied mercenaries to join the Crystal Raiders after a chance meeting with his former Captain, Salazar. Corazons natural talents, the confidence he inspires in his men and his eerie calm and charm in the heat of battle have led him to rise through the ranks to the position of Lieutenant.
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Name: Gustav Rachs
Race: Human, Crystal Raider
Homeland: Bronze Plain, Western Dragon Court
Special Weapons: Twin Axe, Gladius and Buckler. Gustav still carries with him the weapons which he used in the Gladiatorial Arena. They are of excellent quality, and he is skilled in their use.
Special Skills: Bezerk. Gustav is possessed of a fearsome inner rage, which he can unleash as an uncontrolled Berzerker attack. Whilst doing so, he becomes far stronger and faster even than he would normally be, and seems to feel no pain or emotion. However, such a rage tires him eventually, leaving him both physically and emotionally drained.
Weakness: Gustav, as something of a social outcast who has relied upon his strength to succeed, is not possessed of great wit. He is prone to rush headlong into battle, eager to slaughter his enemies, and views the time crystals as being important only as a means of moving from here to there, rather than as a useful aid in battle.
Brief History:
Gustav was something of an outcast for the most part of his life. He grew up a petty criminal, stealing and assaulting to make his way in the world. Falling foul of the watch at an early age, he was sentenced to death for numerous crimes, involving ten separate counts of murder. He chose to take life as a Gladiator rather than be executed, and was trained in the art of combat. Surprising his trainers and those who sent him to the arena, Gustav not only survived, but flourished. He became almost completely undefeated in the arena, drawing larger and larger crowds to watch him.
This, eventually, proved the downfall of his guardians. They allowed him the chance to leave the arena for good service, and he took the opportunity to gather some of his gladiatorial friends to pay a visit to those who had sent him to the arena, and forced him to risk his life day in, day out for peoples entertainment. The shopkeeper who caught him theiving and the judge who had sentenced him were both found brutally murdered the next day, their families also killed in horrific fashion.
Gustav did not return to the arena, and made his way out into the hills. A few days later, he returned and after a vicious struggle, broke numerous gladiators out of the arena. His small band escaped over the hills and left the Dragon Court, with the fury of the local Clans knights at their heels.
Gustav is still amongst DCs most wanted, though he managed to give his pursuers the slip. It is assumed that they were discovered and recruited by the Crystal Raiders in return for anonymity and promise of fortune.
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Name: Raider Mage (real name unknown)
Race: Believed human
Homeland: Unknown
Special Weapons: Unknown
Special Skills: Time Crystals. The Raider Mage has been the first ever to unlock the secret of the time crystals. It is believed that they are a powerful wizard, but their exact specialism of magic is unknown.
Brief History:
Current information on the Raider Mage is highly vague, with only allusions made to his/her existence by the Raiders themselves. They seem to act in awe of the mage, implying that they have some considerable power beyond the understanding of the crystals. We believe that it is the mage who has founded the Raiders, and been the driving force behind turning them into a powerful fighting force.
So far, the mage has remained unseen, keeping themselves, and their intentions, unknown.
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4) The Plan
1) The Dragon Amulets
The Dragon Court was formed, long ago, by the heroic efforts of five Lords and their houses, joining together at the time when the Dwarven and Elven Empires were collapsing. They armed their people and took them to the Great Plains under the guidance of a handful of powerful wizards known as the Illuminati.
The Five houses fought bravely against the Orcs who resided in the Plains and upon the site of their greatest victory, when the Orcs turned tail and fled from the battlefield, they crowned Lord Reinhardt as the Emperor of a new nation. Salamander Town was founded on the point, and the four remaining houses each incorporated the dragon from Reinhardts banner into the symbols of their own houses. They were the Dragon Lordsand they founded the Dragon Court.
The Illuminati gave to each of the Lords a gift. To Reinhardt, they helped build the Throne Room in the new Palace of Salamander - but few beyond the greatest historians know what powerful charm were cast upon the room. The Illuminati also fashioned an amulet in the shape of a dragon, broke it into four pieces and gave one to each of the remaining Dragon Lords. The Head, the Body, the Wings and the Tail. Individually, each piece had no power at all, but once put together, the Dragon Amulet allowed the wearer to wield a great power, and to turn that power to whatever end they so desired.
The message of the Illuminati was clear - united, the Court had great power, but divided it was nothing. The wizards left the lands, never to be seen again, and the Court prospered. For many years, the four Lords shared the power of the amulet, but over time there became disputes and arguments. Eventually, Lord Pangryon of the Raveyn house broke his part of the amulet away. With the amulet now useless, each of the others Lords took their own piece and kept it as a family heirloom, passing it down through the generations.
Although there have been several attempts to reunite the amulet in the past, none have been successful. As the great houses fell in power, to be replaced by the newer noblemen and the Clans, the story of the amulet has begun to take on the elements of a mythhowever, the amulets and their power are, nonetheless, very real.
2) The Plan
The Crystal Raiders will always have the advantage over us as long as they continue to use their amulets to teleport. After much painstaking research over the last months, we have determined how to construct our own Crystal Beacons from the time crystals held in the Frost Knights Vault. It is Mertoks belief that lighting a Great Beacon, under our control and charmed to reject the magic of the Raiders amulets, would allow us to drown out the power of their own, smaller beacons, stopping them from functioning, and cutting away the Raiders ability to teleport with it.
Lighting the Great Beacon will, however, take a great amount of power. Far more than Mertok, or any wizard known, would be capable of harnessing. It is the belief of Mertok, and of Aargorn, that the Dragon Amulets are the only option available to us. We must gather and unite the Amulets, that we may light our own Beacon, thence drive the Raiders from Verdana. In time, we too may discover the secrets behind the Crystal Amulets, and endow our own knights with the power of teleportation.
If the Dragon Amulet is not recovered successfully, then we may be forced to battle the Raiders at the Frost Knights Fortress, or at Verdana Keep, where their powers of teleportation will almost certainly ensure heavy casualties on our side, and will give us no guarantee of victory.
The importance of this mission cannot be stressed enough, and so both the Dragon Guard and WING will be sent upon it, relying on the Frost Knights Defence Force to guard the Fortress against any Raider attack until they return from their mission.
Past Raider RP Threads
For historical interest / collation purposes:
The Raider Camp (Scouting RP)
Scouring the Lands (Scouting RP)
Ryedale Village (Scouting RP)
WING Briefing (Skirmish RP)
The Merchant's Escort (Skirmish RP)
Return to Ryedale (Skirmish RP)
*RP* Sound the Alarm! The Fortress is Under Attack!

"The heavens keep the answers to our worldly problems...the key is to know how to understand their ancient language"







