Welcome to Gaia! ::

THE WARMAKERS

"Those things that we had come to, those things that softened us. We must abandon them. We must forget our history and seek only our most ancient of legends. Legends that told of a time when we lived simply. In the forests. Hunting, culling fish from the rivers, raising horses. When our laws were those of the raider, the slayer, when all was measured by the sweep of a sword. Legends that spoke of feuds, of murders and rapes. We must return to those terrible times."


Story

The 'Warmakers' are an homage to Joe Madureira's 'Battle Chasers,' a small group of heroes chasing battle to rid the land of evil conquerers. The organization started out small and was originally founded to combat or make war with the tyrannical rule of the NeoPolice Department, which has long since disbanded. While their original purpose may no longer suit the current state of Gaia, which seems relatively peaceful, if not still anarchic and chaotic, the Warmakers still exist as a military, home to soldiers, mercenaries, bounty hunters, and the like, opposed to totalitarian dictatorship.

Alignment
Good

Aim
To know thy enemy. To discipline you, make you ready for combat, and reap the spoils of victory.
Description


(Please indicate character location in posts using the arrow emote.)

arrow The Crater
The Warmakers' camp exists in a one-kilometer deep, four-kilometer wide crater in Sigil's Guildhall Ward. The barren landmark is surrounded by rocky cliffs and steep inclines, populated by trees and mesa.

arrow The Castle (inside the Forest)
As you walk down a dimly-lit path through a seemingly endless terrain of dark but lively vegetation, you finally find a clearing. You come upon a hill, atop which is a large castle of gothic architecture, seemingly wrought of one piece of black iron, overseeing a clear, shimmering lake to the north (the lake lies behind the castle were one to approach from the south). An almost depthless moat surrounds the castle, to the north of which (the front of the castle) is a drawbridge allowing members to pass. The castle has walls and ramparts and sliding front gates (iron barred) behind which lies the keep. There are many halls throughout the castle, a garden, a dojo for sparring, walls that mercenaries hired by Astyanax and company patrol, bedrooms, and more. Feel free to explore the castle at your leisure.

arrow The Dojo (Training Facility)
Within the walls of the Warmakers castle sits the dojo to the north. Sliding doors at both ends lead into the building. Sunlight filters in through the windows and a sliding opening in the ceiling, illuminating the white walls.

Upon stepping inside, one beholds a long floor fifty yards across. The dojo serves doubly as an armory and a gym, with a myriad of weapons to choose from hanging on the walls, from swords to tridents to chains, and olympic weights, wrestling mats, and gymnastics equipment.

Spar endlessly, test your abilities and discover your strengths and weaknesses. Just don't blow the place up.

arrow The Gardens (Fall)
The most tranquil area of Warmaker territory. In the courtyards' gardens, streams gurgle through lush vegetation. The leaves of the trees dotting the landscape change with the seasons. Walk through the area, relax, talk, fish, and enjoy time away from harrowing combat.

arrow Subterranean Caverns
A series of tunnels have been dug out beneath the castle that serve as underground bunkers. A sliding door with a hidden lock mechanism, the location of which only the general knows, leads into the caverns through the castle dungeon. Torches line the walls and a secret armory lies within.


Defenses

Sandwyrms (20): The wastes are a breeding ground for long, serpentine creatures reportedly growing up to one hundred feet long. They tunnel underground, coming to the surface only to feed. Beware of attempting to bring vehicles to Warmaker territory, for you just might become one of the sandwyrms' next meal.

Wargolems (10): Giant, sentient, leather-hooded figures conjured by Ertai from the walls of the old castle. These mysterious servitors patrol the land and stand sentinel about the castle and forest. They also do the bidding of castle inhabitants and provide transportation through the forest paths by way of droshky.

Other NPCs:

Synthi Assassins (30) User Image

Special Abilities:
I. Synthi Weave: The skin of a synthi is synthetically created strands of flesh held together by a small source of power within the center of a synthi's body. The fabric is controlled strands of pure darkness; when hit with a cutting edge the flesh will soon restore back to normal.
II. Resistance to blunt force trauma and bludgening objects; force will knock the synthi back but not necessarily deter it.
III. Blood Like Oil: The synthi blood is a complex chemical using a state of the art oil substance processed from dead organic matter and blood. The blood flows throughout these synthetic beings not for them to live, but to enable shifting abilities to extend limbs or grow new ones back.
IV. Shadow Stalk: The Synthi Asssassins are able to meld into the darkness and become one with it. The synthi cannot attack until resuming corporeal form.
Rules

1.) There is no OOC. OOC posts detract from the fun, engrossing environment of freeform roleplay and interfere with our suspension of disbelief. Stay in-character; keep real-life matters to real life; if you want to share a song, provide a link to a YouTube video or other and use the music as the themesong to your post or battle; if you are returning, work your return into an IC post; if you have something to say about an opponent, good or bad, try working whatever you have to say into an IC insult or the like; if you don't want to roleplay with a particular person you don't have to, but think of the possibilities: working a snub into an IC post and paying that person no attention; he or she may try to attack you or engage your character in some other way.

2.) No quote towers. Snip quotes, keeping them to one quote per post if necessary. It should be obvious to the reader who is roleplaying with who based on your post content and who's going back and forth with who.

3.) You are not a god. Here 'God' -- the God -- is defined as an infinite conscious intelligence with infinite potential whose ideas become the laws of physics in our universe and others, and whose purpose of creating is to transform his potential into experience. 'Playing the game is far more satisfying than reading the rules.' While we are all incarnations of God in the physical realm and are here to allow God to experience the richness of his potential through us and to enable others to do so as well, this means:

• No bending the laws of physics; no omnipotence; no destroying the world or attacks that would destroy the world (such as dropping planets or stars on people or opening black holes); no soul stealing; no avatars; no teleportation; no attacks that hit instantly.

• No manifestation of abilities within another character's body.

• Active healing/regeneration takes a full phase.

• No ethereal weapons that cut directly on the soul/spirit of the opponent.

4.) Preps. If you plan ahead and are able to prep your abilities or energies, you can more easily trap your opponent or checkmate him. Here, preps go like this:

one-prep attack: mild damage - minor cuts and sprains

two preps: moderate damage - lacerations that would require stitches, broken bones, significant damage to connective tissue, blindness

three preps: significant damage - severe lacerations, partially severed limbs, badly broken bones, third degree burns over under 35% of the body

four preps: catastrophic damage - severed limbs, lacerations that would require dozens or even hundreds of staples or stitches, fourth degree burns, or third degree burns over 35% of the body

five preps: possibly fatal

5.) For current members and potential members:

a note from The Art of War: "The superstitious, 'bound in to saucy doubts and fears,' degenerate into cowards and 'die many times before their deaths.' " Spells and incantations are strictly forbidden. If an enemy attacks you with sorcery, walk through it, show him the folly of his ways, and make him surrender. If you are undead, however, or have supernatural innate traits, and would still like to make your home here, you will be permitted to serve in the army.
The Band

General/Warleader
Astyanax ( Jeff Hart )

Volts (Elites)
Knight ( BlackKnightMemory )

Officers
Ertai Vexic ( The Great Absolute )

-Scout Masters

--Scouts

Soldiers
Blank ( 6sic6_blank )


How to Join

Show up, prepared to train and become a soldier of fortune and good. While relatively under the radar, the Warmakers have been around for years. You have come to a relatively peaceful place; entertainment, such as the Heaven or Hell tournament [it is suggested that members participate in tournaments to hone their skills] and clubs like The Rave Club exist outside the Warmakers' encampment, in Gaia Mainstream, although entertainment, merry-making and stimulating conversation are certainly provided and welcome here.

Here, you are bound by few laws or restrictions. Meetings and story should occur IC, and your character's appearance, personality, skills, and story should be revealed during roleplay, meaning there are no profiles attached.

Alliances
-

Enemies
-

Affiliates
User Image - Blocked by "Display Image" Settings. Click to show.
Bounties

Want to pick up some Gaia Gold? I know I would. The Gaian Lady Amalthea Serafina has posted bounties on the heads of various criminals residing in Valucre (valucre.com, a separate realm, perhaps in a separate multiverse, from Gaia). I am trying to put together a party to go after the bounties and split the pay; take my advice, these criminals are highly dangerous. If you are interested, PM me.



Name: Ziren Rhizae
Location: Terrenus
Profession: Leader of the Desolators, Rival of Odin Haze, Necromancer extraordinaire
Bounty: 1,000,000 gg





Name: Odin Haze
Location: Terrenus
Profession: Saint, Patriarch of Terrenus
Bounty: 1,000,000 gg




Name: Justin Etherea, Hourglass Dream
Location: Genesaris
Profession: Leader of Genesaris
Bounty: 850,000 gg





Name:The Tullin Brothers--Randy & Michael
Location: Terrenus
Profession:
Bounty: 300,000 gg (together) 120,000 gg (individually)
Wanted for: The deaths of 20 citizens, the destruction of a medium-sized tavern, the deaths of 3 military personnel, unsanctioned teleportation in Terrenus, take-over of the watchtower in the great pine barrens



Name: Roku
Location: Palgard, Terrenus
Profession: Warlord
Bounty: 200,000 gg dead/250,000 gg Alive
Wanted For: Murder of Lady Godwin and several innocents, the destruction of the Godwin Estate and most of Palgard.




Name: Ryushindu Hokkaido
Location: Last Chance, Terrenus
Profession:
Bounty: 100,000
Wanted For:



Name: Jin Hirato
Location: Last Chance, Terrenus
Profession:
Bounty: 70,000 gg
Wanted For:



Name: Tenryuuji Hokkaido
Location:
Profession:
Bounty: 45,000 gg
Wanted For: Bearing the name Hokkaido and resisting arrest




Name: Adauchi no Ryuujin
Location: Last Chance, Terrenus
Profession:
Bounty: 50,000 gg
Wanted For: Murder and assocation with the Hokkaido family




For the complete list, check the "A Pocketful of Gold" thread in the Valucre Current Events board.
*Outside the shack the sound of a large engine could be heard growing closer*
The humming noises of a hovercraft's engine could be heard in the distance...
oh. mother. ********.
*Dashes out of shack and makes a run for sewer opening above waterfall spilling into river below.*
"How'd they find me!?" he whispers to himself, splashing off through the water and hoping to get as deep into the tunnels as he can before it's too late.
Sadly for Garbagekid, the SA-67 'Scout' had a thermal lock on the wanted criminal. Unless he got outside of the 40 mile detection range, Garbagekid's attempted escape would be a waste of energy.

The Scout sped forward, its 20mm MG pivoting in every direction to check for other hostiles.
*A NPD Mobile Base came to a stop by turning sideways. Its sidedoor opened as 10 NPD Officers jumped out carrying Destroyer Heavy Rifles. One of the men pointed*

Sergent J. Barrows: OVER THERE! GET HIM!

Officer M. Jarvis: SWITCH TO THERMAL TRACKING! Get him! Go!


*The officers quickly persued after the man*
*The garagekid could hear heavy thuds on the ground right above the sewers, and thought to himself that he'd better get deeper, fast. If he could make it into the actual sewer pipes soon enough, perhaps they couldn't pursue him with fast or high-tech machinery. As he turned the corner and slid down a ladder into darker, more narrow sewer area, he thought he could hear the echoes of splashing footfalls at the tunnel gate.*
*The audiometer picked up the noise and in the HUD of the officers a large arrow appered*
Sergent J. Barrow: Goddamit! Hes in the ******** sewers! Lets go! Katz, Lu, you stay on the surface
Officesr Kats and Lu: Right, sir!
*The other 8 officers slid down into the sewers, ctivting thermal tracking*
Sergent J. Barrow: FREEZE! NPD!
*He fired a few low shots aimed at the man*
Raven's Interceptor shot towards the Warmaker's Guild. Both 133-7 "Event Horizon" ion engines made a loud noise that could be heard for nearly a mile as he slammed his foot on the brake, kicked the door open, and rolled out. As a reflex, Raven ripped his MagSec 9 out of its holster mid-roll.

Seeing no suspect, Raven stood and approached Lu and Katz cautiously.

"Where is the b*****d?"

Raven did his best to ignore the annoying humming noise of the SA-67's engine.
Officer Katz: Hes underground, the sergent is leading an 8-man team down there. He instructued us to wait here
*Katz peered down the hole*

Quick Reply

Submit
Manage Your Items
Other Stuff
Get Items
Get Gaia Cash
Where Everyone Hangs Out
Other Community Areas
Virtual Spaces
Fun Stuff