Isra - Navy
New
Roleplay posts: 9
Registered: Jun 13, 2016 21:54:09 GMT -8
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Post by Isra - Navy on Oct 12, 2016 12:50:05 GMT -8
By now the off-duty mages had been brought on deck, the siege weapons had been loaded, and the squadron was ready for battle. Due to the current calm orders were passed from the squadron's flagship, INS Justice by means of signaling whistles, complex sequences conveying directives to the other frigates. The schooner INS Sandpiper was left out of those orders for now, and on its own initiative came around, beginning to beat to windward and move to provide what support it could to its more massive sisters. The fore-and-aft rigged little ship was nimble, coming around quickly and sailing almost straight into the wind with a speed no square-rigged ship could dream of matching. The vessel's solitary mage, meanwhile, had begun to channel the arcane, gathering its flows in preparation. The foremost vessel in that line, INS Vengeance, hauled in some sail to reduce speed while adjusting their course a few points to port. This would quickly have the effect of bringing her out almost beside but just a bit ahead of her sister ship, beginning to shift the squadron's formation from the typical straight line of battle to a more unconventional line with the three of them almost abreast, a few ship-lengths between each of them -- enough to leave no chance of lines or sails entangling, much less an actual collision. By now her pair of off-duty mages had been roused and begun gathering their arcane energies; the on-duty mage unleashed his own, in order to draw the air away from Jarkoopi, Kepesk Altiui 's left wing. The middle vessel, INS Justice, similarly hauled in a bit of sail, though less than Vengeance had, and kept her course straight. This slowed the squadron as a whole while maintaining the flagship's position, allowing the other two ships to bring the squadron into the desired formation. Similarly to the other ships of the squadron, her mages had by now been brought on deck, and now began to gather their power in the same way as the other mages in the squadron. Unlike the other duty mages, however, the duty mage onboard Justice kept gathering his power, refusing to expend it just yet. The rearmost vessel, INS Freedom, kept all her sail out, shifting her course a few points to starboard to bring her into position opposite Vengeance, with the flagship between them. As with her sister ships, the off-duty mages had been brought on deck and were now channeling their power, gathering the threads of the arcane that they might soon weave a wonderful tapestry of violence. As with the Vengeance, however, the on-duty mage now expended his energies to draw the air away from the dragon's right wing. The low pressure beneath Jarkoopi, Kepesk Altiui 's wings would have an unfortunate effect of dragging down at him, generating negative lift -- a powerful force that would doom the dragon without immediate and forceful corrective action, since low pressure creating force upward is what generates lift for modern-day jet airliners. Such a force turned, instead, to aid gravity... would be powerful indeed. (Off-Duty Mage onboard INS Sandpiper: Charge 1) (Duty Mage onboard INS Vengeance: Charge 1) (Off-Duty Mage onboard INS Vengeance: Charge 1) (Off-Duty Mage onboard INS Vengeance: Charge 1) (Duty Mage onboard INS Justice: Charge 2) (Off-Duty Mage onboard INS Justice: Charge 1) (Off-Duty Mage onboard INS Justice: Charge 1) (Duty Mage onboard INS Freedom: Charge 1) (Off-Duty Mage onboard INS Freedom: Charge 1) (Off-Duty Mage onboard INS Freedom: Charge 1) ((OOC: I suspect you'll want to go ahead and flee, now.))
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Jarkoopi, Kepesk Altiui
Dedicated
The mountaintop guardian shadows his lands...
Roleplay posts: 380
Age: 1023 Years
Physical Description: Size (At standing pose): Height: 39 feet at the shoulder, Length: 104 feet
Eye color: Yellowish-White
Scale color: Light Blue, reflects a dull White in direct light
Dragon Species: European Dragon
Dragon Type: Chromatic
Dragon Color: Blue
http://i.imgur.com/Ba7kzgX.jpg
As a storm dragon, his hide and flesh can generate an electric charge passively when threatened, much like an eel, and can naturally and instantly release it upon being touched by a foreign organism or object.
As a human he takes the appearance of a man in the age range of forties to fifties, averagely built besides being a few inches taller than the average Joe and dressed in clean leather armor and worn blue cloths.
Clothes and Equipment: Two small leather pouches tucked under wings
He owns his father's ancestral unique magical scale mail. It is enchanted to break on impact and the shards return his body and reform into a different piece of armor until it is struck, then it repeats the steps.
A set of personal shoulder pads forged by Brock the forge master. It focuses the passive electricity in his hide into a beam of magic energy which blasts away targets.
Weaponry: Claws, Breath Attack (Lightning), and Bite
Treasure Hoarding: Minimal, mainly gems sometimes gold.
While as a human, he wields a magical long-sword, not much is known about his weapon, as he rarely uses it.
Allegiances: Isra (Loosely)
Player's online availability : US Central Time, Weekends: 8 AM to 11 PM, Weekdays: 6 AM to 9 PM
Registered: Mar 24, 2015 12:41:54 GMT -8
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Post by Jarkoopi, Kepesk Altiui on Oct 12, 2016 14:10:16 GMT -8
In a world with dragons, griffons, and similar flying beasts it would take an imbecile to assume the sky was safe. Thus it would take only a few moments after that illusion dropped for one of the lookouts tasked with watching the sky to spot the dragon up above -- and the call was raised. It ended up being only a brief moment before the mages onboard noticed the dragon's gathering energies, anyway. The crews were called to their battle stations, grabbing weaponry (almost entirely ranged, the melee being stowed on deck for the unlikely event it was needed). Their crossbows and such were immediately set aside in favor of going over the plethora of springald that made up the ship's armament, but it paid to be prepared. The mages on duty immediately began to gather their energies, channeling the arcane flows and making ready to unleash them, while crewmen were sent to fetch those resting or eating. The Commodore in command of the half-squadron, meanwhile, sent a midshipman into the fo'c's'le on some errand, and watched the dragon calmly, waiting to see its intentions. The ships were in a standard cruising formation: the three frigates in a rough line, with the schooner a bit ahead and off-center from that line. (Duty Mage onboard INS Vengeance: Charge 1) (Duty Mage onboard INS Justice: Charge 1) (Duty Mage onboard INS Freedom: Charge 1) Seeing he was spotted now and there were magi on deck preparing, his course of action was ready. The condensed bolt of lightning that he was preparing was aimed at the rearmost schooner that was also offset to the side of the ships' battle line. He specifically attempted to arc the bolt to curve away from the other frigates, attempting to hopefully skirt around their range, but it would take inhumanly insane speed to react at a spear of energy moving at 220,000 miles per hour towards a relatively nearby target. With the best luck the strike would shatter or ignite the mast of the small ship. (1 charge used)He kept his altitude and positioning over the fleet, remaining directly above the center of the formation, easily evading the firing angles of the frigates' heavy siege weaponry on-board. His flight remained steady and smooth up above the waters, with each beat of his wings keeping him and his medium armor aloft in the air.
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Isra - Navy
New
Roleplay posts: 9
Registered: Jun 13, 2016 21:54:09 GMT -8
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Post by Isra - Navy on Oct 12, 2016 14:25:14 GMT -8
The previous post still happened, and when a bolt of lightning struck the schooner INS Sandpiper the duty mage onboard Justice was quick to smother the smoldering timber where the bolt had hit. Luckily, wood being typically nonconductive and the blow not having hit one of the wet parts of the ship (i.e., the lower portions, where it would be grounded to the ocean anyway), none of the crew were harmed. One mage from each ship now devoted his attention to weaving barriers to prevent further such attacks.
(Off-Duty Mage onboard INS Sandpiper: Charge 1) (Duty Mage onboard INS Vengeance: Charge 1) (Off-Duty Mage onboard INS Vengeance: Charge 1) (Off-Duty Mage onboard INS Vengeance: Charge 1) (Duty Mage onboard INS Justice: Charge 1) (Off-Duty Mage onboard INS Justice: Charge 1) (Off-Duty Mage onboard INS Justice: Charge 1) (Duty Mage onboard INS Freedom: Charge 1) (Off-Duty Mage onboard INS Freedom: Charge 1) (Off-Duty Mage onboard INS Freedom: Charge 1)
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Takhana Veil
Dedicated
Roleplay posts: 312
Age: 68
Physical Description: Takhana is an undeniably memorable figure. At a full 6' in height, she is graceful and willowy, with a woman's full figure. She has skin that is a dark greyish color, lightly tinted with silver that very nearly sparkles when the light hits it at certain angles. She has the beautifully formed, delicate features, pointed ears, and inherently graceful movements that identify her as one of the Elven folk.Her hair is long, naturally falling to her hips in straight lengths, and is a shining white threaded with silver, although she normally wears it pinned up elaborately with a set of wooden hair sticks that bear jingling silver charms. She has no eyes, and instead wears a blindfold of soft black leather that criss-crosses her empty eye sockets, for the benefit of the others. Tattooed upon her brow and her back are two strange crests, their origin mysterious.
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Clothes and Equipment: Typically, she wears an elaborate dress of black leather that both reveals her body and conceals it, adorned with straps and seemingly random silver buckles. This is paired with a set of leather-and-metal boots with pointed toes that come to her knees, enhancing the shape of her mostly-visible legs. Aside from her blindfold and ornamental hair sticks, she has a number of accessories that she habitually wears, such as a large pair of silver hoop earrings and numerous silver rings on each hand - one of which, a silvery band set with a violet stone, she wears on her right hand's index finger: This is her official communications accessory for The Midnight Sun, her employer. The enchanted gem is socketed so that it touches her skin at all times, thus allowing her constant access to the telepathic communications network shared by all employees of TMS, simply by virtue of being in uninterrupted physical contact. She uses no weapons, being a peaceable individual.. not to mention the whole blindness thing. She also has a white-and-black, stocky mare named Irabelle, and a fluffy long-haired cat named Jean-Claude.
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Player's online availability : Evenings. (EST)
Registered: Feb 12, 2016 21:50:28 GMT -8
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Post by Takhana Veil on Oct 12, 2016 15:47:15 GMT -8
The midshipman sent to the fo'c's'le had been dispatched on a very specific errand which had come swiftly to fruition and was even now ongoing, although none would likely be able to detect it: The watchful eye of Isra's most powerful scryer had begun gazing upon the scene shortly after the mages began to build their first charge of magic, Takhana's Sight projected upon the scene via the crystals harbored inside every ship present. One of them was gleaming more vividly than the others, the reason unknown to any except the Seer herself, who was watching with a stern expression, safely inside her office in Isra.
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Jarkoopi, Kepesk Altiui
Dedicated
The mountaintop guardian shadows his lands...
Roleplay posts: 380
Age: 1023 Years
Physical Description: Size (At standing pose): Height: 39 feet at the shoulder, Length: 104 feet
Eye color: Yellowish-White
Scale color: Light Blue, reflects a dull White in direct light
Dragon Species: European Dragon
Dragon Type: Chromatic
Dragon Color: Blue
http://i.imgur.com/Ba7kzgX.jpg
As a storm dragon, his hide and flesh can generate an electric charge passively when threatened, much like an eel, and can naturally and instantly release it upon being touched by a foreign organism or object.
As a human he takes the appearance of a man in the age range of forties to fifties, averagely built besides being a few inches taller than the average Joe and dressed in clean leather armor and worn blue cloths.
Clothes and Equipment: Two small leather pouches tucked under wings
He owns his father's ancestral unique magical scale mail. It is enchanted to break on impact and the shards return his body and reform into a different piece of armor until it is struck, then it repeats the steps.
A set of personal shoulder pads forged by Brock the forge master. It focuses the passive electricity in his hide into a beam of magic energy which blasts away targets.
Weaponry: Claws, Breath Attack (Lightning), and Bite
Treasure Hoarding: Minimal, mainly gems sometimes gold.
While as a human, he wields a magical long-sword, not much is known about his weapon, as he rarely uses it.
Allegiances: Isra (Loosely)
Player's online availability : US Central Time, Weekends: 8 AM to 11 PM, Weekdays: 6 AM to 9 PM
Registered: Mar 24, 2015 12:41:54 GMT -8
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Post by Jarkoopi, Kepesk Altiui on Oct 13, 2016 4:35:45 GMT -8
By now the off-duty mages had been brought on deck, the siege weapons had been loaded, and the squadron was ready for battle. Due to the current calm orders were passed from the squadron's flagship, INS Justice by means of signaling whistles, complex sequences conveying directives to the other frigates. The schooner INS Sandpiper was left out of those orders for now, and on its own initiative came around, beginning to beat to windward and move to provide what support it could to its more massive sisters. The fore-and-aft rigged little ship was nimble, coming around quickly and sailing almost straight into the wind with a speed no square-rigged ship could dream of matching. The vessel's solitary mage, meanwhile, had begun to channel the arcane, gathering its flows in preparation. The foremost vessel in that line, INS Vengeance, hauled in some sail to reduce speed while adjusting their course a few points to port. This would quickly have the effect of bringing her out almost beside but just a bit ahead of her sister ship, beginning to shift the squadron's formation from the typical straight line of battle to a more unconventional line with the three of them almost abreast, a few ship-lengths between each of them -- enough to leave no chance of lines or sails entangling, much less an actual collision. By now her pair of off-duty mages had been roused and begun gathering their arcane energies; the on-duty mage unleashed his own, in order to draw the air away from Jarkoopi, Kepesk Altiui 's left wing. The middle vessel, INS Justice, similarly hauled in a bit of sail, though less than Vengeance had, and kept her course straight. This slowed the squadron as a whole while maintaining the flagship's position, allowing the other two ships to bring the squadron into the desired formation. Similarly to the other ships of the squadron, her mages had by now been brought on deck, and now began to gather their power in the same way as the other mages in the squadron. Unlike the other duty mages, however, the duty mage onboard Justice kept gathering his power, refusing to expend it just yet. The rearmost vessel, INS Freedom, kept all her sail out, shifting her course a few points to starboard to bring her into position opposite Vengeance, with the flagship between them. As with her sister ships, the off-duty mages had been brought on deck and were now channeling their power, gathering the threads of the arcane that they might soon weave a wonderful tapestry of violence. As with the Vengeance, however, the on-duty mage now expended his energies to draw the air away from the dragon's right wing. The low pressure beneath Jarkoopi, Kepesk Altiui 's wings would have an unfortunate effect of dragging down at him, generating negative lift -- a powerful force that would doom the dragon without immediate and forceful corrective action, since low pressure creating force upward is what generates lift for modern-day jet airliners. Such a force turned, instead, to aid gravity... would be powerful indeed. (Off-Duty Mage onboard INS Sandpiper: Charge 1) (Duty Mage onboard INS Vengeance: Charge 1) (Off-Duty Mage onboard INS Vengeance: Charge 1) (Off-Duty Mage onboard INS Vengeance: Charge 1) (Duty Mage onboard INS Justice: Charge 2) (Off-Duty Mage onboard INS Justice: Charge 1) (Off-Duty Mage onboard INS Justice: Charge 1) (Duty Mage onboard INS Freedom: Charge 1) (Off-Duty Mage onboard INS Freedom: Charge 1) (Off-Duty Mage onboard INS Freedom: Charge 1) ((OOC: I suspect you'll want to go ahead and flee, now.)) The fleet's new shifting formation wasn't particularly ideal for Jarkoopi, Kepesk Altiui 's attack, but didn't make it impossible for him. But before he made any further move, the large quantity of magic users onboard were the most pressing. More specifically the ones that were attempting to cause him to fall from the sky. As he lost about a fifth of his altitude height from the magi efforts, luckily for him, he was not a smiple craft with fixed wings. He combated this by forcefully backpedaling with his wings to move horizontally in circles, slowing his decent, rather than trying to stay hovering with the vertical lift. He would quickly begin casting a large field of antimagic, being specifically able to envelope all of the fleet even as they moved to any different positioning or formation. As always however, he too and his immediate area was affected by the antimagic and stopped him from casting anything or the enchantments on his own armor from working. He would nullify the magi's hard work of charging, (unknowingly to himself) removed the scrying and prevented the crystals from activating whatever magical effects they were made for. His positioning changed to shadow over the Freedom (rightmost/rear frigate) and use much longer, wider wing beats to keep his newer height of 400 meters above that ship as he cautiously awaited a reaction.
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Isra - Navy
New
Roleplay posts: 9
Registered: Jun 13, 2016 21:54:09 GMT -8
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Post by Isra - Navy on Oct 21, 2016 16:12:21 GMT -8
Of course, it would take the dragon some time to channel and cast that antimagic field. It would only take a moment of his falling for him to reach the height the crews had hoped for. The moment he was within the maximum elevation of those siege weapons -- which was quite high, to allow the crews to arc shots to greater distances -- all three of the frigates took action. The schooner, INS Sandpiper, was still too distant to be sure of much accuracy when firing her smaller broadside and so held her fire, her mage assisting INS Freedom in the larger vessel's attack. INS Vengeance had two off-duty mages devoted to the springald (essentially a more compact version of a ballista). Each covered six of the weapons, weaving potent magics of force around the bolts that would increase the velocity of the projectiles considerably -- this meant that Vengeance, though the furthest from Jarkoopi, Kepesk Altiui , would have her volley reach the target (that being Jarkoopi, though the spread of the weapons meant the bolts would be spread enough that not all were likely to hit) at around the same time as her sisters... and the greater force of impact made the bolts considerably more likely to pierce any armor or scales light enough to carry in flight. The on-duty mage continued to draw air away from the dragon's wings, expending the magical energies as he took them in. INS Justice, like her sister, devoted two mages to empowering the bolts of her siege weaponry... but these spells were of chaos, causing the head of each bolt to tear matter it contacted asunder once the spell was activated. This meant that, though arriving at the same time and moving slower, the volley from Justice possessed far greater destructive potential, enough that it would not be surprising for them to punch cleanly through a limb or neck and travel on with almost as much velocity as they had before impact. The on-duty mage, like the one aboard Vengeance, continued to draw air away from the dragon's wings, expending the magical energies as he took them in. As the mages onboard INS Freedom were closest to the dragon and had the best viewpoint, they went with the most exotic enchantment -- one that, had her sister ships used it, would have risked friendly fire. The shots would have been completely impossible if not for the mage from Sandpiper exerting a subtle guiding, curving the bolts around. The effects of their enchantment were not readily apparent, though thanks to the redirection the bolts were oddly aimed -- assuming Jarkoopi didn't try to evade, they would bracket him neatly, none actually hitting him directly. Once near the creature, however, they burst... erupting into a splat of extremely caustic acid. Anything within around ten feet of these, or within fifty feet under them, would certainly be getting some of that on them. The less pleasant properties would take a few moments to manifest. Due to the spell's complexity, all three of the mages onboard were required to devote their energies to manifest it. Thankfully the acid would only remain active for a few seconds, ensuring that if the liquid hit the dragon it would not be fatal, and if it fell all the way to the ship the damage would be relatively negligible. With no power but downward suction going to his wings, Jarkoopi would of course find it extremely difficult if not impossible to evade any, much less all, of these bolts. Even if he regained motive power the moment they were launched, their velocity ensured they would reach the dragon within seconds, certainly faster than a creature that sizable could maneuver meaningfully. Meanwhile the mages went right back to charging their power, weaving spells that would remain, for now, mysterious -- though the two drawing air from his wings were of course quite obvious. (Bolt of Force x 12 total) (Chaos Bolt x 12 total) (Acid Splash x 12 total) (Off-Duty Mage onboard INS Sandpiper: Charge 1) (Duty Mage onboard INS Vengeance: Charge 1) (Off-Duty Mage onboard INS Vengeance: Charge 1) (Off-Duty Mage onboard INS Vengeance: Charge 1) (Duty Mage onboard INS Justice: Charge 1) (Off-Duty Mage onboard INS Justice: Charge 1) (Off-Duty Mage onboard INS Justice: Charge 1) (Duty Mage onboard INS Freedom: Charge 1) (Off-Duty Mage onboard INS Freedom: Charge 1) (Off-Duty Mage onboard INS Freedom: Charge 1)
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Jarkoopi, Kepesk Altiui
Dedicated
The mountaintop guardian shadows his lands...
Roleplay posts: 380
Age: 1023 Years
Physical Description: Size (At standing pose): Height: 39 feet at the shoulder, Length: 104 feet
Eye color: Yellowish-White
Scale color: Light Blue, reflects a dull White in direct light
Dragon Species: European Dragon
Dragon Type: Chromatic
Dragon Color: Blue
http://i.imgur.com/Ba7kzgX.jpg
As a storm dragon, his hide and flesh can generate an electric charge passively when threatened, much like an eel, and can naturally and instantly release it upon being touched by a foreign organism or object.
As a human he takes the appearance of a man in the age range of forties to fifties, averagely built besides being a few inches taller than the average Joe and dressed in clean leather armor and worn blue cloths.
Clothes and Equipment: Two small leather pouches tucked under wings
He owns his father's ancestral unique magical scale mail. It is enchanted to break on impact and the shards return his body and reform into a different piece of armor until it is struck, then it repeats the steps.
A set of personal shoulder pads forged by Brock the forge master. It focuses the passive electricity in his hide into a beam of magic energy which blasts away targets.
Weaponry: Claws, Breath Attack (Lightning), and Bite
Treasure Hoarding: Minimal, mainly gems sometimes gold.
While as a human, he wields a magical long-sword, not much is known about his weapon, as he rarely uses it.
Allegiances: Isra (Loosely)
Player's online availability : US Central Time, Weekends: 8 AM to 11 PM, Weekdays: 6 AM to 9 PM
Registered: Mar 24, 2015 12:41:54 GMT -8
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Post by Jarkoopi, Kepesk Altiui on Oct 27, 2016 17:43:33 GMT -8
INS Vengeance had two off-duty mages devoted to the springald (essentially a more compact version of a ballista). Each covered six of the weapons, weaving potent magics of force around the bolts that would increase the velocity of the projectiles considerably -- this meant that Vengeance, though the furthest from Jarkoopi, Kepesk Altiui , would have her volley reach the target (that being Jarkoopi, though the spread of the weapons meant the bolts would be spread enough that not all were likely to hit) at around the same time as her sisters... and the greater force of impact made the bolts considerably more likely to pierce any armor or scales light enough to carry in flight. The on-duty mage continued to draw air away from the dragon's wings, expending the magical energies as he took them in. INS Justice, like her sister, devoted two mages to empowering the bolts of her siege weaponry... but these spells were of chaos, causing the head of each bolt to tear matter it contacted asunder once the spell was activated. This meant that, though arriving at the same time and moving slower, the volley from Justice possessed far greater destructive potential, enough that it would not be surprising for them to punch cleanly through a limb or neck and travel on with almost as much velocity as they had before impact. The on-duty mage, like the one aboard Vengeance, continued to draw air away from the dragon's wings, expending the magical energies as he took them in. As the mages onboard INS Freedom were closest to the dragon and had the best viewpoint, they went with the most exotic enchantment -- one that, had her sister ships used it, would have risked friendly fire. The shots would have been completely impossible if not for the mage from Sandpiper exerting a subtle guiding, curving the bolts around. The effects of their enchantment were not readily apparent, though thanks to the redirection the bolts were oddly aimed -- assuming Jarkoopi didn't try to evade, they would bracket him neatly, none actually hitting him directly. Once near the creature, however, they burst... erupting into a splat of extremely caustic acid. Anything within around ten feet of these, or within fifty feet under them, would certainly be getting some of that on them. The less pleasant properties would take a few moments to manifest. Due to the spell's complexity, all three of the mages onboard were required to devote their energies to manifest it. Thankfully the acid would only remain active for a few seconds, ensuring that if the liquid hit the dragon it would not be fatal, and if it fell all the way to the ship the damage would be relatively negligible. With no power but downward suction going to his wings, Jarkoopi would of course find it extremely difficult if not impossible to evade any, much less all, of these bolts. Even if he regained motive power the moment they were launched, their velocity ensured they would reach the dragon within seconds, certainly faster than a creature that sizable could maneuver meaningfully. Meanwhile the mages went right back to charging their power, weaving spells that would remain, for now, mysterious -- though the two drawing air from his wings were of course quite obvious. While Jarkoopi, Kepesk Altiui's decent was ultimately unpreventable initially, he had done his best to negate some of it with his horizontal movement, while also giving the ships' gunners a false lead on their target, even before the anti-magic was applied. When the order to fire was directed to the springald crews, he would cease his horizontal movement and tuck his wings in closer to his torso, using the magi's suction to pull him down into a dive and accelerate at an extremely higher speed than if he were normally falling, effectively turning their own spell into his own evasive maneuver. Now that he had gained momentum and was now already rapidly moving downwards faster than he normally ever could, he finished his anti-magic while the springald bolts were mid-air, just out of the ships' hulls. The entire immediate area around all the ships and himself would have the magic cease to exist, the bolts no longer had their effects (except the Bolts of Force, they had already gained speed from their spells,) Jarkoopi, Kepesk Altiui's armor enchantments no longer functioned, the magi would lose their charges, the vacuum of air from his wings would stop, and the Freedom's curved trajectories would meet a tragic end, only curving a partially before sailing off into the sky (far from their target) and eventually arcing down into the deep ocean. With his downward speed and momentum still gathered from the previous suction force, he'd let himself quickly dive low beneath the main barrage with the magi's help before unfolding his wings again and stopping himself midair. Multiple shots of the ship's combined barrage would strike him, mainly on his lower back, tail, and wings. One of the few connecting bolts managed to hit Jarkoopi, Kepesk Altiui while he was slowing his fall, but it was in the lower left membrane part of his left wing. The standard bolt would obviously penetrate and rip right through the soft flesh, tearing a small hole and causing the dragon some minor pain, but did not interfere with his flying. Three other shots would connect, although less inhibiting than the first. One would penetrate his armor and scales right above his tail, but slightly off center to his right, blood dripped from where the shaft was sticking out, but ultimately seemed to not disturb the dragon. Another connected with the horns following his spine, but it bounced off and collided with an armor plate. The plate tore off and flew down into the blue ocean along with the twirling projectile that ricocheted. The fourth and final impact was one of the bolts that received the velocity increase, yielding mildly better penetration. It grazed the side of Jarkoopi, Kepesk Altiui's back right leg, tearing away scale and hide as it zoomed past. As far as bleeding damage went, this created the most from all of the other connections, but would not prove to be fatal, for no major artery or vein had been torn, and his leg could still be used effectively, for no severe muscle damage had been done. On the bad side, his descending dodge placed his figure dead center of the Vengeance's and the Justice's firing angles. On the good side, the all ships (excluding the schooners, of course) would be busy with reloading while they were given this steady shot. During the frigates' springalds' relatively long rearming time, Jarkoopi, Kepesk Altiui's heading would change, wings flapping straight for the lonesome Sandpiper. His altitude would steadily decline towards the schooner's bridge and he flew quickly, but not so fast as to overly fatigue himself or not be able to stop himself within a reasonable distance. He braced for an oncoming barrage, angling his armor and hide to maximize the number of ricochets. Then hopefully the next impact would be his own strike from his muscular limbs' bladed claws' flurry of rending upon the ship's fragile wood hull. (Anti-magic in effect upon all entities, characters and NPCs, allied or enemy, essentially the whole scene. Approximately just over a spherical radius of over a mile around Jark in all directions)
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Commandant Murat Lafayette
Established
Roleplay posts: 30
Age: 36
Physical Description: A relatively average man in appearance, he stands at about 5'11", and 190lbs. Short, black hair with grey at the temples decorates his head. A long scar traces its way down across his left eye (eye color is brown) and down to his jaw. It is his only distinguishing feature.
Clothes and Equipment: He wears the uniform of the Commandant of the Pegasus Knights, adirned with numerous medals for valor in battle and personal accomplishments. A cavalry saber and shield, emblazoned with the crest of Gaulding, are the only other equipment he carries with him.
Registered: Jun 1, 2016 6:35:31 GMT -8
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Post by Commandant Murat Lafayette on Nov 16, 2016 13:55:37 GMT -8
(Enter the scene: 4 Gauldish Airships at 1k points each, defended by 100 pegasus knights at 15pts each.)
Commandant Lafayette Murat was grateful to the storm dragon. The scaly Goraian bastard had made a big mistake in threatening Gauldish shipping, and it was his job, nay his happy privilege, to beat that mistake into his tiny noggin.
The four massive airships, approximately the size of seafaring galleons, lumbered their way towards the ongoing fight. Swarming around the u-formation of ships was one hundred pegasus knights, ready to defend any encroachment towards the ships with their razor sharp lances and dashing bravado. They would close on Jark, not allowing him any freedom into the sky as they inverted their u-formation to surround him, showering him with steel-tipped ballista bolts. The bolts would be given extra speed thanks to their downward trajectory, more than enough to penetrate dragon scale and hide.
If Jark decided to go for the airships, if he got within 150ft he would be swarmed from all sides by lance wielding pegasus knights. They make no obvious show of this, instead flying around the ships in random patterns and only beginnimg to coalesce into a unit when he is within 200ft.
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Isra - Navy
New
Roleplay posts: 9
Registered: Jun 13, 2016 21:54:09 GMT -8
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Post by Isra - Navy on Nov 28, 2016 16:56:24 GMT -8
By flying at a slower pace, Jarkoopi, Kepesk Altiui had made two errors: he had given the ship's crew plenty of time to prepare her admittedly-much-smaller broadside, and he had given the ship's crew that extra few moments to have their boarding weaponry at hand. Thus when the storm dragon came alongside, moments from contact, the full four-weapon broadside unleashed. At essentially point-blank range those heavy bolts would have considerable force, and would leave the dragon with essentially no time to dodge. As the weapons fired their crews joined the rest of the fighting crew, for a total of 40 sailors and 24 marines. Around three-quarters of the sailors were armed with boarding pikes they used to discourage the dragon -- those weapons were long, being pikes, and while each was small relative to him there were quite a few. The rest of the sailors were, like the marines, wielding repeating crossbows... and they used them quite effectively. What each lacked in precise marksmanship they made up for with a combination of very, very short range and volley fire. While no single bolt was particularly lethally aimed, there were 34 of them per volley, and they were firing a volley every three or four seconds. They tried to focus on the face and neck, but a lot of them were likely to hit the body or wings and a few would probably miss in each volley, even at that essentially point-blank range. The mage on crew was essentially useless at the moment, but he was dedicating his attention to trying to undo or break through that anti-magic field. As for Jarkoopi's attack, he would unfortunately find that heavy timber was not so flimsy after all. Of course his claws would inflict damage, but if he was trying to destroy or sink the ship he would find it a much more time-consuming affair than he had apparently expected. The more immediate danger would be the ship slowly leaning more and more in his direction, heavily unbalanced by the dragon on it -- of course that was a double-edged sword for him, as he would find the mast shoving him into the water along with the vessel if it were to capsize.
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Jarkoopi, Kepesk Altiui
Dedicated
The mountaintop guardian shadows his lands...
Roleplay posts: 380
Age: 1023 Years
Physical Description: Size (At standing pose): Height: 39 feet at the shoulder, Length: 104 feet
Eye color: Yellowish-White
Scale color: Light Blue, reflects a dull White in direct light
Dragon Species: European Dragon
Dragon Type: Chromatic
Dragon Color: Blue
http://i.imgur.com/Ba7kzgX.jpg
As a storm dragon, his hide and flesh can generate an electric charge passively when threatened, much like an eel, and can naturally and instantly release it upon being touched by a foreign organism or object.
As a human he takes the appearance of a man in the age range of forties to fifties, averagely built besides being a few inches taller than the average Joe and dressed in clean leather armor and worn blue cloths.
Clothes and Equipment: Two small leather pouches tucked under wings
He owns his father's ancestral unique magical scale mail. It is enchanted to break on impact and the shards return his body and reform into a different piece of armor until it is struck, then it repeats the steps.
A set of personal shoulder pads forged by Brock the forge master. It focuses the passive electricity in his hide into a beam of magic energy which blasts away targets.
Weaponry: Claws, Breath Attack (Lightning), and Bite
Treasure Hoarding: Minimal, mainly gems sometimes gold.
While as a human, he wields a magical long-sword, not much is known about his weapon, as he rarely uses it.
Allegiances: Isra (Loosely)
Player's online availability : US Central Time, Weekends: 8 AM to 11 PM, Weekdays: 6 AM to 9 PM
Registered: Mar 24, 2015 12:41:54 GMT -8
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Post by Jarkoopi, Kepesk Altiui on Dec 2, 2016 8:15:50 GMT -8
(Enter the scene: 4 Gauldish Airships at 1k points each, defended by 100 pegasus knights at 15pts each.) Commandant Lafayette Murat was grateful to the storm dragon. The scaly Goraian bastard had made a big mistake in threatening Gauldish shipping, and it was his job, nay his happy privilege, to beat that mistake into his tiny noggin. The four massive airships, approximately the size of seafaring galleons, lumbered their way towards the ongoing fight. Swarming around the u-formation of ships was one hundred pegasus knights, ready to defend any encroachment towards the ships with their razor sharp lances and dashing bravado. They would close on Jark, not allowing him any freedom into the sky as they inverted their u-formation to surround him, showering him with steel-tipped ballista bolts. The bolts would be given extra speed thanks to their downward trajectory, more than enough to penetrate dragon scale and hide. If Jark decided to go for the airships, if he got within 150ft he would be swarmed from all sides by lance wielding pegasus knights. They make no obvious show of this, instead flying around the ships in random patterns and only beginning to coalesce into a unit when he is within 200ft. As the Gauldish Air Force flew towards Jarkoopi, Kepesk Altiui , they would have to pass through the anti-magic field around him and the fleet before being within effective firing range. The leading two airships of the formation would cross the invisible edge of the bubble and the ships would begin to shudder as the magical flight abilities faded away and soon after, their plummet towards the great blue ocean would begin. The underside of the ships’ wooden hulls would be utterly smashed by the impact with the water, and if no course was changed, the other two behind it would reach a similar fate one they passed the barrier. By flying at a slower pace, Jarkoopi, Kepesk Altiui had made two errors: he had given the ship's crew plenty of time to prepare her admittedly-much-smaller broadside, and he had given the ship's crew that extra few moments to have their boarding weaponry at hand. Thus when the storm dragon came alongside, moments from contact, the full four-weapon broadside unleashed. At essentially point-blank range those heavy bolts would have considerable force, and would leave the dragon with essentially no time to dodge. As the weapons fired their crews joined the rest of the fighting crew, for a total of 40 sailors and 24 marines. Around three-quarters of the sailors were armed with boarding pikes they used to discourage the dragon -- those weapons were long, being pikes, and while each was small relative to him there were quite a few. The rest of the sailors were, like the marines, wielding repeating crossbows... and they used them quite effectively. What each lacked in precise marksmanship they made up for with a combination of very, very short range and volley fire. While no single bolt was particularly lethally aimed, there were 34 of them per volley, and they were firing a volley every three or four seconds. They tried to focus on the face and neck, but a lot of them were likely to hit the body or wings and a few would probably miss in each volley, even at that essentially point-blank range. The mage on crew was essentially useless at the moment, but he was dedicating his attention to trying to undo or break through that anti-magic field. As for Jarkoopi's attack, he would unfortunately find that heavy timber was not so flimsy after all. Of course his claws would inflict damage, but if he was trying to destroy or sink the ship he would find it a much more time-consuming affair than he had apparently expected. The more immediate danger would be the ship slowly leaning more and more in his direction, heavily unbalanced by the dragon on it -- of course that was a double-edged sword for him, as he would find the mast shoving him into the water along with the vessel if it were to capsize. By anticipating the dragon would directly engage in melee, the schooner’s crew had made two mistakes: holding their fire until he was upon them, and having rushed extra armed men onto the decks. Jarkoopi, Kepesk Altiui was surprised to find that the crew thought he was that arrogant, or they were that brave. He noticed the timely arrival of Gauldish airships, and would need to change his plan. Rather than charging head on into a sea of pikes and bolts while leaving himself vulnerable to aerial assault, he’d go under instead of through. By reverse pushing his wings to propel him downwards just a short distance before he came upon the ship and they opened fire, would submerge him with a giant white plume of displaced water shooting up where he went under. The incoming barrage would collide with the dragon, two of them tearing much larger holes in his wings, one impaling the flesh near the base of his front shoulder, the fourth could not fine a square location to impact, and thus, only bounced off of the scale on his side. While Jarkoopi, Kepesk Altiui’s race of dragon was not known for excellent swimming, but he was decent and could hold his breath for quite a long time, moving through the water was similar as to one flying in air. His serpentine and aerodynamic figure also assisted with navigating through the body of water. When he impacted the water’s surface, he dived down to where the silhouette of his figure nearly disappeared then swam directly under the schooner’s hull, following it if it moved. If somehow the Gauldish airships had taken shots with their ballistae at Jarkoopi, Kepesk Altiui while he was above or below the water, either their leading would likely hit the Isranian ships now that Jarkoopi, Kepesk Altiui was under them, resulting in a very complicated inter-national friendly-fire affair, or would lose some of their penetrating power, accuracy and velocity after hitting the ocean’s surface. Once below the small ship, he swam upwards at it, but not crashing into it or breaking the surface. Instead, with good timing he fully arched his body back down to the ocean floor, bending his spine to rear it’s hardened horns. The spikes of his spine would strike the ship’s hull from below, just as a serrated saw slices wood. However, rather than slicing, it was likely just to slowly tear wood piece by piece away from the bottom and cause flooding to the lower deck, and also the upper deck would be rattled as each individual sharpened horn banged and tore against the underside, possibly throwing men off deck and having loose ammo and equipment that weren’t tied or nailed down to slide about. If the wood weren't to break, the bottom of the ship would drag with his horns and began to roll the ship over, possibly pouring the crew and weapons into the sea and/or capsizing it if the flooding was decent. At the end of Jarkoopi, Kepesk Altiui’s arc, it would take him down to the depths of the sea where he could disappear and then hopefully escape by swimming away from the fight. There were too many to handle now, there was a relatively small trail of blood following behind his path as he swam, and he'd soon likely be needed else where.
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Commandant Murat Lafayette
Established
Roleplay posts: 30
Age: 36
Physical Description: A relatively average man in appearance, he stands at about 5'11", and 190lbs. Short, black hair with grey at the temples decorates his head. A long scar traces its way down across his left eye (eye color is brown) and down to his jaw. It is his only distinguishing feature.
Clothes and Equipment: He wears the uniform of the Commandant of the Pegasus Knights, adirned with numerous medals for valor in battle and personal accomplishments. A cavalry saber and shield, emblazoned with the crest of Gaulding, are the only other equipment he carries with him.
Registered: Jun 1, 2016 6:35:31 GMT -8
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Post by Commandant Murat Lafayette on Dec 2, 2016 11:01:31 GMT -8
The lead Gauldish airship was unable to turn itself in time to avoid a collision with the water. Fortunately, it made little sense to design an airship reliant on magic in an age of anti-magic that was not capable of withstanding an impact with the water from a good height. Certainly, the ship was not unharmed, but it was seaworthy and more importantly, air-worthy. The rest of the ships changed course to avoid the field. A call went out for reinforcements from Task Force Commandant Viddik to help deal with what the mages described as a "bullshit anti-magic field" that should not be as large as it was. Good news was that since the field was only being actively channelled and not actively charged, it wasn't very powerful. The mages on board the ships outside the field began charging their mana so as to overpower the field. (Charge 1, not saying it will work, but they're gonna try it)
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Isra - Navy
New
Roleplay posts: 9
Registered: Jun 13, 2016 21:54:09 GMT -8
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Post by Isra - Navy on Dec 5, 2016 11:07:31 GMT -8
It would have been unfortunate indeed for Jarkoopi, Kepesk Altiui if those spines had caught in the schooner's timbers -- while it would have inflicted more serious damage to the ship, it also would have left him stuck to the bottom of something pretty much his size. Him pulling it over was dramatically unlikely even in such an event -- a purely aquatic dragon could likely have done so, but as noted above storm dragons were, while capable of swimming, much less at home in the water. Thankfully all that was irrelevant, as those spines did not catch but rather clanged off of the copper-sheathed hull with only some of them rending the metal coating to gouge and rend the timbers beneath. Those rents in the hull were not massive -- the dragon had been left with little time or space to accelerate after entering the water so near Sandpiper. Nevertheless they existed, and the ship was taking on some water. The ship's carpenter, assisted by several other crewmen, set to work plugged and then patching the hull. While a breach to the bottom of the vessel was unusual, breaches below the waterline were common enough -- especially in the scouting schooners, who were the most likely ships in the Navy to strike submerged rocks or wrecks -- that repairing the damage would be a relatively routine affair (though one with some pressure). Of course the damage to the copper sheathing would remain until the ship reached port, and thus fouling would gradually cause increased drag and reduce some of the fleet mobility that the vessel's construction and rigging allowed it. Vengeance, Justice, and Freedom meanwhile set to attempting to follow the trail of blood Jarkoopi, Kepesk Altiui had left as he fled. The shifting nature of the oceanic waters made it impossible to track very far, however, and they shortly gave up to return and assist Sandpiper in her repairs. The Commandant commanding the squadron gave a wave to their Gauldish allies before going belowdecks. A few minutes later a Lieutenant had been selected and sent in the direction of that floating Gauldish ship, assuming it hadn't become airborne again. The young officer would be quick to convey his Commodore's thanks and regret that he would be unable to dine with his foreign comrade before, assuming he was allowed to, returning to his own vessel.
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Takhana Veil
Dedicated
Roleplay posts: 312
Age: 68
Physical Description: Takhana is an undeniably memorable figure. At a full 6' in height, she is graceful and willowy, with a woman's full figure. She has skin that is a dark greyish color, lightly tinted with silver that very nearly sparkles when the light hits it at certain angles. She has the beautifully formed, delicate features, pointed ears, and inherently graceful movements that identify her as one of the Elven folk.Her hair is long, naturally falling to her hips in straight lengths, and is a shining white threaded with silver, although she normally wears it pinned up elaborately with a set of wooden hair sticks that bear jingling silver charms. She has no eyes, and instead wears a blindfold of soft black leather that criss-crosses her empty eye sockets, for the benefit of the others. Tattooed upon her brow and her back are two strange crests, their origin mysterious.
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Clothes and Equipment: Typically, she wears an elaborate dress of black leather that both reveals her body and conceals it, adorned with straps and seemingly random silver buckles. This is paired with a set of leather-and-metal boots with pointed toes that come to her knees, enhancing the shape of her mostly-visible legs. Aside from her blindfold and ornamental hair sticks, she has a number of accessories that she habitually wears, such as a large pair of silver hoop earrings and numerous silver rings on each hand - one of which, a silvery band set with a violet stone, she wears on her right hand's index finger: This is her official communications accessory for The Midnight Sun, her employer. The enchanted gem is socketed so that it touches her skin at all times, thus allowing her constant access to the telepathic communications network shared by all employees of TMS, simply by virtue of being in uninterrupted physical contact. She uses no weapons, being a peaceable individual.. not to mention the whole blindness thing. She also has a white-and-black, stocky mare named Irabelle, and a fluffy long-haired cat named Jean-Claude.
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Player's online availability : Evenings. (EST)
Registered: Feb 12, 2016 21:50:28 GMT -8
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Post by Takhana Veil on Dec 5, 2016 11:36:41 GMT -8
Although direct contact with the scrying crystal had been disrupted thanks to the ridiculously large area of the implausible antimagic field, with the aid of the focusing crystal inside her office back in Isra and the not inconsiderable skills of the scryer in question, not to mention having knowledge of the exact location of the conflict thanks to her brief contact with the crew as the instance began, Takhana had been able to not only observe but magically record the entirety of the attack by the storm dragon. The memory now sat within a crystal on her desk in her office, ready to be handed off to Empress Naoki as soon as she was finished dealing with the situation at hand - which, at the moment, included offering thanks to the Gauldish forces.
The Lieutenant that had ventured over had done so with a crystal on his person, and before leaving, he was instructed to hold this crystal aloft so that Takhana could not only See clearly the deck of the ship and those present, but also allow her voice to be heard. Ah, the joys of magic. Which was now usable again, thanks to the departure of that foolish and cowardly excuse for a dragon. Light flickered to life within the crystal's depths and then the elegant voice of the half-Drow would be heard by the Commandant.
"Greetings, Commandant. My name is Takhana Veil, and I am the Administrator of Isra's Sun Marshals. I wanted to thank you on behalf of Isra, the fleet, and the High Lady for your timely intervention. Rest assured, the culprit of this attack has been identified, and their hostilities will not go unanswered. While we hope that your nation will stand at our side in the conflict to come, we of course understand if you choose not to be involved. Regardless, we are in your debt."
Assuming the Commandant had no response, the light would fade from the crystal and the Lieutenant would be given leave to return to his ship.
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Jarkoopi, Kepesk Altiui
Dedicated
The mountaintop guardian shadows his lands...
Roleplay posts: 380
Age: 1023 Years
Physical Description: Size (At standing pose): Height: 39 feet at the shoulder, Length: 104 feet
Eye color: Yellowish-White
Scale color: Light Blue, reflects a dull White in direct light
Dragon Species: European Dragon
Dragon Type: Chromatic
Dragon Color: Blue
http://i.imgur.com/Ba7kzgX.jpg
As a storm dragon, his hide and flesh can generate an electric charge passively when threatened, much like an eel, and can naturally and instantly release it upon being touched by a foreign organism or object.
As a human he takes the appearance of a man in the age range of forties to fifties, averagely built besides being a few inches taller than the average Joe and dressed in clean leather armor and worn blue cloths.
Clothes and Equipment: Two small leather pouches tucked under wings
He owns his father's ancestral unique magical scale mail. It is enchanted to break on impact and the shards return his body and reform into a different piece of armor until it is struck, then it repeats the steps.
A set of personal shoulder pads forged by Brock the forge master. It focuses the passive electricity in his hide into a beam of magic energy which blasts away targets.
Weaponry: Claws, Breath Attack (Lightning), and Bite
Treasure Hoarding: Minimal, mainly gems sometimes gold.
While as a human, he wields a magical long-sword, not much is known about his weapon, as he rarely uses it.
Allegiances: Isra (Loosely)
Player's online availability : US Central Time, Weekends: 8 AM to 11 PM, Weekdays: 6 AM to 9 PM
Registered: Mar 24, 2015 12:41:54 GMT -8
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Post by Jarkoopi, Kepesk Altiui on Dec 5, 2016 13:18:45 GMT -8
The dragon managed to slip away without any pursuers, and also without any critical wounds. While his initial plan ultimately had failed, the engagement gave some useful information nonetheless. It seemed obvious neither Isra or Gauldin could operate effectively under anti-magic due to the failed Isranian enchanted barrage and the Gauldish ships plummeting from the sky. They'd need to improve for when the odds would be even, otherwise he could have won, but for now Jarkoopi, Kepesk Altiui needed to be gone from the scene, he had been getting close to being overwhelmed. He would've rather taken the experience from the battle and leave than die in vain fighting the mere quantity of the inexperienced Navy crews both sides had. Wounds can heal, but death is a one-way street... <Exit>
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Commandant Murat Lafayette
Established
Roleplay posts: 30
Age: 36
Physical Description: A relatively average man in appearance, he stands at about 5'11", and 190lbs. Short, black hair with grey at the temples decorates his head. A long scar traces its way down across his left eye (eye color is brown) and down to his jaw. It is his only distinguishing feature.
Clothes and Equipment: He wears the uniform of the Commandant of the Pegasus Knights, adirned with numerous medals for valor in battle and personal accomplishments. A cavalry saber and shield, emblazoned with the crest of Gaulding, are the only other equipment he carries with him.
Registered: Jun 1, 2016 6:35:31 GMT -8
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Post by Commandant Murat Lafayette on Dec 7, 2016 7:01:26 GMT -8
The Commandant's voice echoed back down to the Administrator.
"Thank you Takhana. Our bond with Isra remains ever strong, especially in times such as these and in the face of mutual aggressors. While I cannot speak for my king, I will relate to him what has occurred as well as my own professional recommendations."
He watched as the ship that sank slowly rose up to join the rest of the ships, and once it had completed its vertical journey, the rest of the ships would follow it back to Gauldin.
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