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Songs of Alvaris 
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For three hundred years, the continent of Austica ran red with blood and fire. The Alvarisians, in their ambition, forged a resplendent empire of fourteen provinces. Some, they conquered by the pen, though many others they conquered by the sword. For as known as the Emperors of Alvaris were for their clemency in compliance, they were greater known for the brutal wars they waged upon those in opposition to their rule.

The greatest of these wars was waged against the Torbicans; it was a war that seemed to have no end. Though much smaller than the armies of the Alvarisians, the Torbicans were fierce and formidable warriors. In the one hundred and fifty seventh year of the war, Emperor Tobias, a shrewd tactician and powerful sage, fell in love with Queen Ingrid, the formidable warrior queen of the Torbicans. Despite their differences and the long-standing enmity between their peoples, the queen soon fell for the bookish charms of the empire.

The power of their love brought an end to the age-old war as the two were wed, and ushered in an era of peace and prosperity for the entire empire. Together, they produced seven children: Mathias, the imperial heir and doting elder brother; Olivia, the picture of grace and beauty, married to a Relian prince; Amelia, fiery and impetuous, sharing much of her mother's temperament; Toby, gifted in magics much like his father; Jonas and Chloe, the jovial twins; and Aiden, timid and touched with melancholy.

It was with the last child that Empress Ingrid died while giving birth. The Emperor was utterly devastated, confining himself to his chambers for years. He neglected his duties as ruler, racked with a grief that no one could heal; the people of the empire sympathized, and Mathias was prepared to ascend the imperial throne.

When Emperor Tobias eventually died, it was said that he died of a broken heart. His children mourned, as the palace arranged for the coronation of Mathias. In the days leading to the celebration however there were hushed murmurings of those who opposed an emperor of Torbican blood. From murmurings came treachery, for Mathias was assassinated on the day before his coronation, throwing the imperial palace into an uproar.

The death of the prince shook the entire empire, rocking the fragile peace that his parents had brought upon the land. Prince Tobias II was next in line to the throne, though his whereabouts were not known, thus the Lord Marlin, commander of the imperial army, became emperor regent until he could be found. He sent out his soldiers to scour the empire in search of the young prince, while also ensuring that the provinces remained unified in light of the tragic death of Mathias.

More astounding was the disappearance of Princess Amelia, and the younger imperial children. They had seemed to all vanish in the night following the assassination. Only the whereabouts of Princess Oliva were known, for she was still in Relia with her husband, mourning the loss of her brother and the disappearances of her siblings.

Without an emperor, the prospect of civil war looms closely, threatening to plunge all of Alvaris back into darkness...

TL;DR: Alvaris Kingdom strong. Alvaris Empire conquer. Emperor of Alvaris die. Son of emperor killed. Next in line gone. Peace threatened.

World Map: show
The Alvarisian Empire
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Code:
[b]Name:[/b] (Qulmari-Persian/Arabic; Torbica-Norse; Everywhere else-Medieval Europe)
[b]Age:[/b] (Anything 16 or younger must be a pre-class*)
[b]Appearance:[/b]
[b]Personality:[/b]
[b]Biography:[/b]
[b]Class:[/b] (See class list; No promoted classes unless granted express permission)
[b]Weapon Level:[/b] E
[b]Weapon:[/b] (1 weapon; [mages, clerics, shamans, priests, bards, chemists start with two])
[b]Equipment:[/b] (No more than 3 items to start)

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Provinces: show
Notes:
1) Provinces appear in the order of their incorporation into the empire
2)Military composition states classes which are the MOST common within each province, but does not exclude the possibility of other classes

Alvaris – The Alvarisian Kingdom is the heart of the empire. Originally comprised of three kingdoms, the Alvarisians assumed control of the region through warfare, thus subjugating Emarund and Ludisia. A proud and valiant people, they do not shy away from combat, though their mercy is also quite renowned. These traits helped them to conquer the continent through both warfare and diplomacy to establish their united and powerful empire. After four hundred years of wars: The Hundred Year War; The Granden War; The Imperial War; and, The Great Torbican War; the Alvarisian Empire was made whole, ushering in an era of peace.
Major Settlements: Sovereign; Emarsborough; Ludiston; Arling; Tavor
Military: armoured infantry (swordsmen, pikeman, fighters, guardian knights); mounted units (cavaliers and medics); archers.
Ruler: Lord Marlin - Emperor Regent

Holden – A pious province, the Oracle of Holden believed that Alvaris was destined to lead the continent to an era of peace, and thus peacefully yielded to Alvarisian Empire. The Holdish people are close adherers to the Sacred Light. Although they are mostly passive in nature, they have provided units to the Alvarisian imperial army in times of war.
Major Settlement: Lumino
Military: pegasus riders, monks, and clerics
Ruler: Oracle Natasha

Luharia – The Kingdom of Luharia was a major adversary of Alvaris for nearly a century. Both kingdoms were vying for more and more territory, leading to them butting heads. The Luharians are known for their elegance and the strong code of chivalry that existed among their military ranks. Recognizing the strength of the burgeoning empire, the Luharians yielded to the imperial power. Today the Luharian maintains its splendour and elegance, having forged close ties to the imperial throne through diplomacy.
Major Settlements: Endelon; Marona; North Fort; Wild Fort; Summer Fort
Military: mounted units (cavaliers, medics, paladins and great knights).
Ruler: King Ambrose

Relia – The Kingdom of Relia is a small and relatively isolated kingdom due to most of its territory being on mountains. Not entirely interested in the greater affairs of the continent, when they were approached by Luharian dignitaries on behalf of the Alvarisian Empire, they submitted to their terms. Fairly disconnected from the rest of the continent due to living on mountains, the Relians seem to be unaware of major cultural occurrences, making them seem simple.
Major Settlement: Relia
Military: flying units(griffin riders, a minority of pegasus riders) and tamers.
Ruler: King Oliver

Valdere – The Republic of Valdere is a distinct cultural region south of the Kingdom of Luharia. Distant relatives of the Qulmari, the Valderans offered their allegiance to the Alvarisian Empire. While they posed no substantial threat to the Alvarisians, they proved to be valuable through their excellent network of spies and assassins. The Valderans saw their entrance in to the Alvarisian Empire as a means to launch a thriving trading network. They have no army, but they train thieves, assassins and archers.
Major Settlement: Arkis
Ruler: Chancellor Eustace van Orwell

Granden – Known for their guerilla warfare and the thick forest covering most of their country, the Granden province proved to be a difficult region for the Alvarisian Empire to conquer. It was once ruled by the LaVerren family, who led the defense, though they were also supported by the western empire of Remora. The expenses of the war became too great for the Remorans to continue supporting Granden and soon had to withdraw their military forces. Nevertheless, the Grandish people continued fighting until they were eventually defeated by the combined Alvarisian forces. The LaVerren's were removed from power, and five ministers were established in the 5 largest settlements to prevent any further uprisings.
Major Settlements: Evander; Hilton; Silvingtoft; Deervale; Terrabor
Military: duelists, reavers, lancers, tamers, thieves, archers, shamans
Rulers: Minister Graeme, Minister Erwin, Minister Victor, Minister Noel, Mister Bryan

Qulmar – The Queendom of Qulmar is known for its vibrant and passionate populace, as well as its cruel and unforgiving desert. A Qulmari king was threatened by the expansion of the Alvarisian Empire, but his wife poisoned him and took control of the kingdom. She sent her eldest daughter to the imperial court, who wed one of the emperor's sons. The Qulmari royal household has since held an elevated status in the imperial court, and women have continued to hold the throne in Qulmar since.
Major Settlements: Quval; Qutan
Military: wyvern riders, chemists, duelists, trueblades, reavers, lancers, and archers.
Ruler: Queen Parisa

Remora – Historically formed from three kingdoms: Remora, Mordras and Serastil; the Remoran Empire became a substantial power in the west. They established the Remoran Alliance, comprised of Remora, Provesca, Lombasta, and Vicaris which stood in opposition to the Alvarisian Empire. Though in truth, it was a thinly veiled empire on its own, wishing to consolidate and maintain its status, which Alvaris threatened. Once Granden fell to the Alvarisians, the Remoran Alliance waged a full scale war, though they could not contend against the combined powers of the empire and they fell. The Remoran Empire was shattered, and in the Empress' stead Dukes and Duchesses were given power, governed by the most loyal servant of the imperial throne.
Major Settlements: Atmos; Turenton; Dorval; Vernaby
Military: mounted units (cavaliers and medics); mages and clerics.
Ruler: Archduchess Irene

Provesca – A former member of the Remoran Alliance, the Kingdom of Provesca is a small and modest country. While they did take note of the spread of the Alvarisians, it was only until after the Remorans spoke of the risk posed by Alvarisian rule did they mobilize their army and join the Alliance. When the Remorans were defeated, the Provescans yielded as well, willing to accept whatever fate befell them. In return, the Alvarisians allowed the Provescan royal household to remain in power.
Major Settlement: Provesca
Military: armoured infantry (swordsmen, pikeman, fighters, guardian knights) clerics, and monks.
Ruler: King Harris

Vicaris – A bright and innovative province, Vicaris is home to artisans and philosophers. The Vicarisians government was met by Remoran dignitaries who spoke of the threat posed by the Alvarisians. Believing their propaganda, the Vicarisians joined the Remoran Alliance. After the Remorans were defeated, Vicaris surrendered alongside Provesca. As a result, the Emperor spared the cities, and became patron of their creative endeavours.
Major Settlement: Farros
Military:chemists, bombardiers, bards, mages duelists and lancers.
Ruler: Governor Murray Durrance

Lombasta – Formerly a major trading kingdom, the Lombastan province was nearly razed to the ground during the Great Imperial War. The first member of the Remoran Alliance, they strongly believed in the threat of the Alvarisian Empire ruling the continent. Skilled in ranged combat and siege warfare, even after the Remoran Empire fell, the Lombastan royal household continued to fight. Had the civilians not risen up against their royal masters in a civil war, a bitter war would have killed many of the Lombastan people. The Emperor allowed the Lombastan people to take their province's fate into their own hands as they got rid of the monarchy and established a democracy.
Major Settlement: Drakal
Military: archers, snipers, marksmen, warriors, bow cavaliers, and bombardiers.
Ruler: Chancellor Oscar Ericson

Emeldia – The Kingdom of Emeldia is also known as the "kingdom of magics" for its fervent pursuit of magical studies. Covered in a vast forest colloquially referred to as the "haunted woods", the Emeldians were uninterested in the greater politics of the continent. Even when the Remoran Empire attempted to convince the Emeldians of the threat posed by the Alvarisians, the Emeldian refused to join their alliance. Thus, they abstained from participating in the great imperial war. When the war came to its end, they chose to join the Alvarisian Empire at their own volition.
Major Settlements: Imdalor; Valon; Saros
Military: mages, shamans, monks, clerics, chemists, bards, spellswords, and mage knights.
Ruler: Sage-King Edmund

Torbica – The Kingdom of Torbica was the last frontier that had yet to be conquered by Alvaris. Stalwart warriors renowned for their prowess in battle and relentless assaults, the Torbicans did not wish to see themselves ruled by the foreign emperor. Unwaveringly loyal to their ruler, the Torbicans were willing to fight to the death. The Alvarisians vastly underestimated the Torbicans, believing them to be simple barbarians, but they were soundly defeated and lost territory to the warrior kingdom. Back and forth the kingdoms waged war for over a century, until a young emperor fell in love with their warrior queen. Although their love was initially met with disapproval, they were eventually able to bring an end to the war between their two peoples and wed.
Major Settlements: Domundar; Whitborough; Scargen; East Fort; West Fort
Military: reavers, fighters, duelists, swordsmen, berzerkers, bruisers, skalds, mages, and druids.
Ruler: King Dagmar


Everdine – The Kingdom of Everdine is the newest kingdom formed between the kingdoms of Torbica and Alvaris. Its creation represented the peace that had blossomed between both kingdom, as the region had been formerly contested between the kingdoms. At the end of the war, they each surrendered their claim on the land, supporting the people who had lived through many years of war, and helping it to become the prosperous kingdom that it is today. It's ruler, Edgar, is the beloved childhood friend of the emperor who helped bring the Emperor and the Empress together.
Major Settlement: Unity
Military: Everdine does not officially have a military, though it trains cavaliers
Ruler: King Edgar Everdine

Settlement Map: show
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The Battle System

Mechanics: show
The battle system of SoA revolves around three aspects:

1) A die roll
2) "The Power of Three"
3) Weapon Durability


When an attack takes place, a die is rolled to determine the outcome of the action:

1 = Really Bad Outcome – Usually a negative event taking place for the attacker or their allies
2-5 = Miss – Completely miss the target.
6-8= Glancing Blow – A weaker version of their usual attack.
9-15 = A Hit – A successful standard attack.
16-19 = Double Attack - Allows the player to strike twice. (Triggers a second roll)
20 = Critical – An attack that does more damage than usual.

"The Power of Three" refers to strengths and weaknesses that cause the value of the dies to shift for or against the player.
When a player faces an opponent they have an advantage against, the value of missing goes down by 1, and the damage dealt is increased by 1.

In the event of a player facing an opponent they have a disadvantage against, the value of missing goes up by 1, and the damage dealt is decreased by 1.

Current Weapon Triangles are as follows:

Sword>Axe>Lance>Sword

Light>Dark>Anima>Light

Yellow>Blue>Red>Yellow

Bow>Knife>Flail>Bow

Auxiliary>Magic>Melee>Auxiliary

Griffin>Wyvern>Pegasus>Griffin

Weapon durability refers to how much a weapon can stand until it breaks and is unusable by the player.

Swords, axes, lances, bows, knives and flails all have weapon durability that starts low in E class, goes high in C class, then back low in A class much like a parabola. (S – Class breaks the cycle by having very high durability)Tomes, staves, songbooks, and concoctions, on the other hand start with high durability in the E class, and then very low durability in the upper classes. This is reflected on the chart below.

Image

Other roll influences:

- For those wearing armour, their speed and evasion is lower than those without it, but their armour subtracts 1, 2, or 3 depending on whether the armour is light (leather studded), medium (chain mail and leather), or heavy (plate armour).
On the other hand, because of their decreased speed, the likelihood of missing decreases by 1 in the case of medium armour, and 2 in the case of heavy armour.

- For those wearing cloth armour, their speed and evasion is much higher than the others. When facing a light armoured unit, the opponent's likelihood increases by 1 if they are a light armoured unit, 2 if they are a medium armoured unit, and 3 if they are a heavy armoured unit.

with greater speed, the miss value is increased when someone with heavier armour targets them by 1, 2, or 3.

The Flow of Combat: show
The Flow of Combat

When a skirmish is commenced it typically begins with the "player phase" in which the player characters take action by either moving about or choosing to attack an enemy.

Once they have completed the initializing of their attack or other action, the GM will complete the action depending on the roll to determine the outcome.

The enemy phase is commenced following these outcomes, in which the enemies will target the players, or plot their own movements.

Following the end of the enemy phase, the player characters can then respond to the enemy actions bring the cycle to full circle.

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Classes

Trainee Classes: show
Squire – Trainee light armoured unit trained in the use of swords, lances, and axes.
Promotion: Swordsman, Pikeman, Fighter, Guardian Knight, Cavalier

Mercenary – Trainee cloth armoured unit trained in the use of swords, lances, and axes.
Promotion: Duelist, Lancer, Reaver

Apprentice – Trainee cloth armoured unit trained in the use of bows, flails, and knives.
Promotion: Archer, Thief, Tamer, Pugilist

Novice – Trainee cloth armoured unit trained in the use of staves, songs, and concoctions.
Promotion: Cleric, Bard, Chemist, Medic

Pupil – Trainee cloth armoured unit trained in the use of elemental, dark, and light tomes.
Promotion: Mage, Priest/Priestess, Shaman

Recruit
– Trainee light armoured flying mount unit trained in the use of swords, lances, and axes.
Promotion: Pegasus/Griffin/Wyvern Rider

Adventurers: show
Archer – A cloth armoured unit trained in the use of bows.
Active Skill:Trick Shot – The archer fires an arrow unconventionally, more likely to catch an opponent off guard. [Miss -1; Glancing Blow -1; Hit! +2] (3 turn cooldown)
Passive Skill: Keen Eye – An archer has a good eye, being capable of spotting movement and objects from a distance.
Promotion: Sniper, Ranger, Hunter

Thief – A cloth armoured unit trained in the use of knives.
Active Skill: Steal – The thief has an opportunity to steal an item from an individual. [1-5 = Fail; 6-10 = Success] (no cooldown)
Passive Skill: Stealth – A thief can move quietly with a lower likelihood of being noticed.
Promotion: Assassin, Rogue, Ninja

Tamer – A cloth armoured unit trained in the use of flails.
Active Skill: Tame – The tamer can tame a wild animal for a companion. [1-5 = Fail; 6-10 = Success] (no cooldown)
Passive Skill: Tracker – A tamer can find people and objects through signs left behind.
Promotion: Hunter, Monster Slayer, Bruiser

Bard – A cloth armoured unit trained in the use of enchanted songs.
Active Skill: Sonic Dissonance – The bard releases a powerful sound wave from their instrument. The sound wave itself does no damage, but it is concussive in force. [Enemy action interrupted for next turn] (1 turn cooldown)
Passive Skill: Keen Ear – A bard is gifted with a perceptive ear and can listen from considerable distances.
Promotion: Spellsinger, Skald, Cantor

Pugilist – A cloth armoured unit trained in the use of knives, preferring claws.
Active Skill: Hand-to-Hand – The pugilist forgoes the use of weapons to fight hand-to-hand, sacrificing power for the opportunity to strike 4 times. [Fist Damage = 3; 4 rolls] (no cooldown)
Passive Skill: Meditation – A pugilist in a state of calm can restore their health while perfectly still. [If not initiating an action for 3 turns, recover 5 endurance]
Promotion: Monk, Ninja, Avenger

Soldiers: show
Swordsman – A medium armoured unit trained in the use of swords.
Active Skill: Cross-guard Catch – The swordsman uses the cross-guard of their weapon in an attempt to disarm their opponent or at least lock their opponents weapon with theirs. [1-3= Unsuccessful ; 4-7=Weapon locked-Enemy action stopped for 1 turn; 8-10 = Weapon disarm-enemy action interrupted for two turns] (2 turn cooldown)
Passive Skill: Second Wind – A swordsman can immediately target and attack one other opponent after successfully killing another opponent in the same turn.
Promotion: Vanguard, Trueblade, Master of Arms

Pikeman – A medium armoured unit trained in the use of lances.
Active Skill: Clean Sweep – The pikeman swings their lance extended in a quick 360 degree horizontal spin. [Attacks surrounding enemy units with same roll] (4 turn cooldown)
Passive Skill: Steady Stride – A pikeman is skilled in using their lance as a balancing mechanism keeping themselves steady. [Resist being knocked down 1-2=Ignore Knockdown; 3=Knocked down]
Promotion: Sentinel, General, Master of Arms

Fighter – A medium armoured unit trained in the use of axes.
Active Skill:Shove – The fighter uses their brute strength to knock over an opponent interrupting their next turn. [1-5 = Fail; 6-10 = Success] (2 turn cooldown)
Passive Skill: Toughness – A fighter can withstand heavier hits. [Lowers hit to glancing blow]
Promotion: Champion, Warrior, Master of Arms

Duelist – A cloth armoured united trained in the use of swords
Active Skill: Riposte – The duelist lunges forward quickly, dodging any attack afterwards. [Nullifies a potential counter] (3 turn cooldown)
Passive Skill: Feather Foot – A duelist is naturally lighter on their feet with their weapon. [Counter likelihood is greater]
Promotion: Trueblade, Spellsword, Assassin

Lancer – A cloth armoured unit trained in the use of lances.
Active Skill: Parry - The lancer deflects an incoming attack against the shaft of the lance. [Gives up turn to auto-counter the next incoming attack] (3 turn cooldown)
Passive Skill: Pinpoint – A lancer is better at aiming than their heavier counterparts. [-1 Miss]
Promotion: Halberdier, Avenger, Sentinel

Reaver – A cloth armoured unit trained in the use of axes.
Active Skill: Shield Breaker – The reaver uses a moment to focus their strength for a single and powerful chop capable of breaking armour. [-1 Enemy Defense; +2 Weapon Attack] (3 turn cooldown)
Passive Skill: Zeal – A reaver's accuracy increases with every killing blow.
Promotion: Berserker, Warrior, Bruiser

Cavalier – A light armoured mounted unit trained in the use of swords, lances, axes, or bows.
Active Skill: Charge! – The cavalier gains strength, speed, and defense for a single rushing blow. It is strong enough to break through enemy lines by targeting one unit. [+3 Weapon Attack; Cannot be Blocked*] (3 turn cooldown)
Passive Skill: Mounted Combat – A cavalier is a skilled rider and capable of accomplishing acrobatic feats while on their horse.
Promotion: Paladin, Great Knight, Mage Knight

Guardian Knight – A heavy armoured knight trained in the use of swords, axes, or lances.
Active Skill:Great Shield – The guardian knight raises their great shield to completely negate one physical attack. (1 turn cooldown)
Passive Skill: Iron Resistance – A guardian has thick layers of armour that make them more resistant to most physical damage. [-2 Enemy Weapon Attack]
Promotion: General, Great Knight, Master of Arms

Pegasus Rider – A light armoured flying-mount unit trained in the use of lances.
Active Skill: Cloud Cover – An aerial manoeuvre in which the pegasus rider blends into the surrounding clouds, thus becoming more difficult to spot in the air. [Invisibility] (no cooldown; effect ends when an attack is initiated or an item is used)
Passive Skill: Pegasus Down – The pegasus is not affected by harsh cold or ice based attacks. [Nullify ice magics]
Promotion: Pegasus Knight, Marksman, Monster Slayer

Griffin Rider – A light armoured flying-mount unit trained in the use of swords.
Active Skill: Piercing Cry – The griffin screeches loudly, startling those in its vicinity [Interrupts all enemies in the vicinity for 1 turn] (5 turn cooldown)
Passive Skill: Storm Rider – The griffin is not affected by lightning based attacks. [Nullify lightning magics]
Promotion: Griffin Knight, Marksman, Monster Slayer

Wyvern Rider – A light armoured flying-mount unit trained in the use of axes.
Active Skill: Wyvern Breath – The wyvern breathes a thick black smog that is difficult to see through. [+3 Miss] (4 turn cooldown; lasts 2 turns)
Passive Skill: Fire Proof – The wyvern is not affected by flame based attacks. [Nullify fire magics]
Promotion: Wyvern Knight, Marksman, Monster Slayer

Scholars: show
Mage – A cloth armoured unit trained in the use of elemental magic tomes.
Active Skill: Tome Slam – The mage charges their tome with raw magical energy, making it a weapon to use in close encounters. [5 Weapon Damage for Tome] (4 turn cooldown; lasts 3 turns)
Passive Skill: Magical Resistance – A mage is accustomed to magical energy, and thus is more resistant to its effects. [Incoming Magic Damage divided by 2]
Promotion: Sage, Mage Knight, Spellsword

Red Mage – A cloth armoured unit trained in the use of red magic tomes.
Active Skill: Fiery Fingers – A red mage can start small fires or melt certain objects without the use of a tome. (3 turn cooldown)
Passive Skill: Red Absorption – A red mage is attuned to magical energies of fire and earth, thus they absorb magical attacks of this nature. [Incoming red magics turned into health]
Promotion: Sage, Red Knight, Spellsword

Blue Mage – A cloth armoured unit trained in the use of blue magic tomes.
Active Skill: Winter's Touch – The blue mage can freeze or put out fires without the use of a tome. (3 turn cooldown)
Passive Skill: Blue Absorption – A blue mage is attuned to magical energies of ice and water, thus they absorb magical attacks of this nature. [Incoming blue magics turned into health]
Promotion: Sage, Blue Knight, Spellsword

Yellow Mage – A cloth armoured unit trained in the use of yellow magic tomes.
Active Skill: Hover – The yellow mage can float for a short period of time without the use of a tome. (5 turn cooldown; effect lasts 2 turns)
Passive Skill: Yellow Absorption – A yellow mage is attuned to magical energies of weather, thus they absorb magical attacks of this nature. [Incoming yellow magics turned into health]
Promotion: Sage, Yellow Knight, Spellsword

Chemist – A cloth armoured unit trained in the use of concoctions.
Active Skill: Explosive Potion – The chemist tosses a vial filled with a concoction that explodes once the glass breaks. [10 Weapon Damage per vial] (1 turn cooldown; 5 times per skirmish)
Passive Skill: Potion Lore – A chemist's knowledge make them capable of using potions more effectively. [+5 Extra endurance rejuvenated; + 3 Extra turn duration of effects]
Promotion: Alchemist, Bombardier, Apothecary

Shaman – A cloth armoured unit trained in the use of dark tomes.
Active Skill: Shadow Shroud – The shaman draws shadows around them, making them invisible so long as they do not move. [Invisible] (2 turn cooldown after effect ends)
Passive Skill: Friend of Shadows – A shaman's familiarity with darkness make the undead less likely to target them. [Undead or monsters will not target unless no other targets are available]
Promotion: Druid, Summoner, Dark Knight

Cleric – A cloth armoured unit trained in the use of staves.
Active Skill: Prayer – The cleric says a quick prayer that causes one enemy to cease targeting them. (1 turn cooldown; effect lasts for 3 turns)
Passive Skill: Miracle – The cleric's piety grants blessings that save them from the brink of death. [+5 Endurance if killed in one hit]
Promotion: Bishop, Warden, Cantor

Priest/Priestess – A cloth armoured unit trained in the use of light tomes.
Active Skill: Illumination – The Priest/Priestess conjures a ball of light without the use of a magic tome. (no cooldown)
Passive Skill: Clear Eyes – A Priest/Priestess's internal light allows them to see even in the darkest of nights. [Hit rate not affected by decreased lighting]
Promotion: Bishop, Sage, Witch Hunter

Medic – A cloth armoured mounted unit trained in the use of staves.
Active Skill: War Horn– The medic uses a war horn to distract enemies from attacking allies by drawing attention to themselves. (3 turn cooldown)
Passive Skill: Charger – The horses given to medics are the fastest of the cavalry, so as to reach injured allies before their demise.
Promotion: White Knight, Harbringer, Warden

Promotions: show

Sniper
– A cloth armoured unit trained in the use of bows.
Skill: Take Aim – The archer fires an arrow with 100% guaranteed hit. (5 per skirmish)

Ranger – A cloth armoured mounted unit trained in the use of bows and swords.
Skill: Pack Leader – The ranger can command animals to back down from a fight. (Infinite - Die Roll)

Hunter – A cloth armoured unit trained in the use of bows and flails.
Skill: Trap – The hunter lays a snare on the ground to hinder enemies. (8 per skirmish)

Monster Slayer – A medium armoured flying-mount unit trained in the use of lances, swords, or axes and flails.
Skill: Slayer – The monster slayer is especially skilled at killing monsters, thus they perform better in these instances. (Infinite Passive)

Bruiser – Light armoured unit trained in the use of axes and flails.
Skill: Provoke – The bruiser calls the attention of enemies to themselves. (Infinite)

Assassin – A cloth armoured unit trained in the use of knives, swords and bows.
Skill: Lethality – The assassin instantly kills a selected target. (Ineffective against certain characters.) (3 per skirmish - Die roll)

Rogue – A cloth armoured unit trained in the use of knives and swords.
Skill: Lock Touch – The rogue can pick locks without the use of lock picks. (Infinite Passive)

Ninja – A cloth armoured unit trained in the use of knives and concoctions
Skill: Body Double – The ninja conjures an illusion of themselves that bursts into a cloud of smoke when struck. (5 per skirmish)

Monk – A light armoured unit trained in the use of knives, lances, and staves.
Skill: Lightning Strikes – The monk strikes twice with their weapon (5 per skirmish)

Vanguard – Medium armoured unit trained in the use of swords.
Skill: Rallying Cry – The vanguard's presence makes their allies fight more fiercely. (Infinite Passive)

Master of Arms – Medium armoured unit trained in the use of swords, axes , lances, and knives.
Skill: Weapon Master – The master of arms negates any weapon advantage against their current weapon. (Infinite Passive)

Sentinel – Medium armoured unit trained in the use of lances.
Skill: Rallying Cry – The sentinel's presence makes their allies fight more fiercely. (Infinite Passive)

General – Heavy armoured unit trained in the use of swords, axes, lances, or bows.
Skill: Hunker Down – The general becomes immobile and raises all defenses, making them near impenetrable. (Infinite)

Champion – Medium armoured unit trained in the use of axes
Skill: Rallying Cry – The champion's presence makes their allies fight more fiercely. (Infinite Passive)

Trueblade – Light armoured unit trained in the use of swords.
Skill: Blade Blur – The trueblade can move so fast they seem to teleport short distances. (10 per skirmish)

Spellsword – Light armoured unit trained in the use of swords and tomes.
Skill: Enchant – The spellsword enchants their weapon with one of the three magics for the duration of the battle. (1 per skirmish)

Halberdier – Light armoured unit trained in the use of lances.
Skill: Power Pierce – The halberdier focuses all their power into a powerful thrust that can pierce through all armour except heavy armour. (3 per skirmish)

Avenger – Light armoured unit trained in the use of lances and knives.
Skill: Back Slash – The avenger uses their knife to quickly return an attack dealing twice what was done to them. (5 per skirmish)

Berserker – Light armoured unit trained in the use of axes.
Skill: Blood Frenzy – The berserker's strength is doubled when their health gets very low. (Infinite Passive)

Warrior – Medium armoured unit trained in the use of axes and bows.
Skill: Aggressor - The warrior takes an offensive stance, sacrificing defence for greater attacking blows. (2 per skirmish)

Paladin – Medium armoured mounted unit trained in the use of swords, lances, axes or bows.
Skill: Cover – The paladin will put themselves into harm's way to protect nearby allies. (5 per skirmish)

Great Knight – Heavy armoured mounted unit trained in the use of swords, lances, axes or bows.
Skill: Defender – The great knight takes a defensive stance, sacrificing attack power for greater defense and allowing them to fight longer. (2 per skirmish)

White Knight – A medium armoured mounted unit trained in the use of staves and swords, lances, or axes.
Skill: Sacrifice – The white knight spills their own blood to greatly heal an ally. (Infinite)

Harbinger – A light armoured mounted unit trained in the use of dark tomes and staves.
Skill: Void – The harbinger casts a spell that conjures a small vacuum pulling nearby foes to its core. (5 per skirmish)

Warden – A light armoured mounted unit trained in the use of light tomes and staves.
Skill: Light Ward – The warden conjures a protective wall of light to defend themselves or allies. (3 per skirmish)

Pegasus Knight – A medium armoured flying-mount unit trained in the use of lances and swords.
Skill: Aerial Aid – The pegasus knight is equipped with small healing potions which can be dropped onto their allies below in times of emergency. (3 per skirmish)

Griffin Knight – A medium armoured flying-mount unit trained in the use of swords and axes.
Skill: Scout – The griffin knight can see far distances ahead, guiding their land based allies to avoid traps and environmental obstacles. (Infinite Passive)

Wyvern Knight – A medium armoured flying-mount unit trained in the use of axes and lances.
Skill: Dive Bomb – The wyvern knight sends themselves hurtling toward the ground to decimate a specific target. (1 per skirmish)

Marksman – A light armoured flying-mount unit trained in the use of lances and bows.
Skill: Arrow Rain – The marksman fires an arrow that explodes into many smaller arrows that rain down upon the battlefield. (3 per skirmish)

Sage – A cloth armoured unit trained in the use of elemental tomes, light tomes, and staves.
Skill: Magic Return – The sage can counter any magic thrown at them with the exact same magic attack. (Infinite Passive)

Mage Knight – A light armoured mounted unit trained in the use of elemental tomes and swords, lances
or axes.
Skill: Runic Protection – The mage knight casts a magical shield protecting themselves or another individual from a magical attack. (3 per skirmish)

Red Knight – A light armoured mounted unit trained in the use of red tomes and axes.
Skill: Red Resistance – The red knight's magics make allies more resistant to red magics. (3 per skirmish)

Blue Knight – A light armoured mounted unit trained in the use of blue tomes and lance.
Skill: Blue Resistance – The blue knight's magics make allies more resistant to blue magics. (3 per skirmish)

Yellow Knight – A light armoured mounted unit trained in the use of yellow tomes and swords.
Skill: Yellow Resistance – The yellow knight's magics make allies more resistant to yellow magics.(3 per skirmish)

Alchemist – A cloth armoured unit trained in the use of concoctions and elemental tomes.
Skill: Transmutation Brew – The alchemist uses a magical brew that transforms one item into another. (5 per skirmish)

Bombardier – A light armoured unit trained in the use of concoctions and bows.
Skill: Brew Bombs – The bombardier crafts special bombs using their concoctions; they can be attached to their arrows and fired at a distance. (Infinite Passive)

Apothecary – A cloth armoured unit trained in the use of concoctions and staves.
Skill: Regenerative Brew – The apothecary uses a potion on a target that grants temporary health regeneration over time. (3 per skirmish)

Spellsinger – A cloth armoured unit trained in the use of enchanted songs and elemental tomes.
Skill: Floral Chorale – The spellsinger sings an ancient song that manipulates plant life. (3 per skirmish)

Skald – A light armoured unit trained in the use of enchanted songs and flails.
Skill: War Cry – The skald sings a song of warfare that causes enemies to tremble in fear. (3 per skirmish)

Cantor – A cloth armoured unit trained in the use of enchanted songs and staves.
Skill: Holy Hymn – The cantor sings a holy song that slowly heals allies while harming creatures of darkness. (3 per skirmish)

Druid – A cloth armoured unit trained in the use of dark tomes and staves.
Skill: Blood Rite – The druid restores some of their own health after defeating an enemy. (Infinite Passive)

Summoner – A cloth armoured unit trained in the use of dark tomes and concoctions.
Skill: Summon – The caster summons a phantom to fight on their behalf. (3 per skirmish)

Dark Knight – A medium armoured mounted unit trained in the use of dark tomes and lances.
Skill: Blood Lance – The dark knight enchants their lance with a temporary dark magic that heals them whenever they strike an enemy. (1 per skirmish)

Bishop – A cloth armoured unit trained in the use of light tomes and staves.
Skill: Purge – The bishop can banish a single creature of darkness without the use of their staves. (1 per skirmish)

Witch Hunter – A light armoured unit trained in the use of light tomes and swords.
Skill: Silence – The witch hunter makes its target unable to use magic. (5 per skirmish)

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Weapons

Swords-Long bladed melee weapons intended for slashing and hacking having high accuracy though low power: show
Gladius (E): A typical short sword for hacking and slashing commonly used by trainees.

Machete (E): Primarily a farming tool, though it can be used as a weapon in a pinch.

Slim Sword (E): A short sword with a thin blade making it lighter though weaker.

Long Sword (E): A two-handed weapon known for its considerable weight and strength.

Iron Sword (D): A common sword made of iron which is typically used in the military.

Iron Great Sword (D): A two-handed sword made of iron; its great strength is balanced with less speed.

Rapier (D): A sword greatly skilled in thrusting and stabbing; it is effective against armoured units.

Scimitar (D): A sword with a curved blade made for dealing mortal wounds; it is good at critical strikes though less durable.

Bastard Sword (C): A large and powerful two-handed sword; its power is offset by its great weight.

Steel Sword (C): A typical sword made of steel; its durability makes it reliable in battle.

Sabre (C):
An elegant thrusting sword made more powerful and durable than the rapier.

Shamshir (C): A sword with a curved blade; its light weight makes it skilled in dealing critical hits despite its lack of power.

Barrier Sword (C): The flat surface of the blade is durable enough to be used as a competent shield.

Lancereaver (C): A sword which defies tradition, making it effective against lances though weak against axes.

Wind Sword (C): A typical sword that has been enchanted to hurl gusts of wind when used from a distance.

Estoc (B): A beautiful thrusting sword refined for extended combat.

Silver Sword (B): A refined sword commonly wielded by the upper military ranks.

Claymore (B): A powerful two-handed sword, while still slow, its great power make it a formidable weapon.

Brave Sword (B):
A powerful sword granting speed to the user, allowing the user to strike rapidly.

Sol Sword (B): A sword blessed by the Sacred Light granting it power against the undead.

Armorslayer (B): A sword designed to cleave through light and medium armour with ease.

Rune Sword (B): A sword that can literally cut through all types of magic.

Pegasus Slayer (B): A sword designed for the purpose of doing grievous damage to pegasi

Mythril Sword (A): A legendary sword that is given to the greatest heroes; it takes great skill to wield.

Mythril Great Sword (A): A legendary two-handed sword that is given to the greatest heroes; it takes great skill to wield.

Espada (A): A work of art, this beautiful rapier turns combat into an art form.

Blood Sword (A): A magic sword that can draw the life from others.

Balmung (S): A rare and mythical blade wielded by a great hero. It's power is astounding and the blade was forged so that it would never break. Enchanted with magic, the blade can be used to summon forth fire.

Wallace Blade (S): A rare and mythical two-handed sword. The sword is known for only being able to be lifted by those who are worthy, and it is said to be able to cut through nearly anything.

Axes - Bladed melee weapons intended for chopping or crushing having high power though low accuracy: show
Bronze Axe (E): A typical axe for chopping which is commonly used by trainees.

Hatchet (E):
A basic axe that while not overly powerful can be thrown as well.

Mallet (E): A wooden hammer designed more for crushing than chopping.

Pick Axe (E): Primarily a farming tool, though it can be used as a weapon in a pinch.

Iron Axe (D): A common axe made of iron which is typically used in the military.

War Hammer (D): A hammer made for great crushing impact.

Hand Axe (D): An axe designed for throwing, although its low accuracy makes it unreliable.

Poleaxe (D): An axe with an elongated handle; it is effective against mounted units.

Steel Axe (C): A typical axe made of steel; its durability makes it reliable in battle.

Steel Poleaxe (C): An axe with an elongated handle; the use of steel makes it more durable.

Cleaver (C): A powerful axe known for its speed and strength; it is quite fragile for its class.

Francisca (C): A throwing axe that is balanced in durability and accuracy, though weaker than the average axe.

Maul (C): A hammer used to break through light armour with ease.

Devil Axe (C): An extremely powerful axe, though in wielding it, one might hurt themselves grievously instead.

Swordreaver (C): An axe which defies tradition, making it effective against swords though weak against lances.

Silver Axe (B): A refined axe commonly wielded by the upper military ranks.

Sledgehammer (B): A powerful hammer used for crushing and smashing.

Armorslayer (B): An axe designed to cleave through light and medium armour with ease.

Tomahawk (B): A throwing axe that is difficult to throw and aim though very rewarding when it hits its mark.

Brave Axe (B): A powerful axe granting speed to the user, allowing the wielder to strike rapidly.

Griffin Slayer (B): An axe designed for the purpose of doing grievous damage to griffins.

Mythril Axe (A): A legendary axe that is given to the greatest heroes; it takes great skill to wield.

Mythril Hammer (A): A legendary hammer that is given to the greatest heroes; it takes great skill to wield.

Titan Axe (A): A giant axe that takes great strength and skill to wield; its power is quite formidable among all the axes.

Whirling Axe (A): A throwing axe that spins faster than the average throwing axe, making it very likely to hit its target.

Earth Breaker (S): A rare and mythical axe, it is known for its great power, being able to shake the very earth when it hit the ground. Capable of cleaving through the strongest of armours, this weapon is feared by many.

Mjolnir (S): A rare and mythical hammer, it is known not only for its power, but also for its magical ability to summon forth lightning. Only the greatest of fighters may wield its power.

Lances - Long pole weapons with a sharp blade at the end for jabbing and sweeping having both average power and accuracy: show
Brass Lance (E): typical lance for jabbing and sweeping commonly used by trainees.

Slim Spear (E): A thin and light weapon making it easy to wield, although it is weaker than other lances of this class.

Pitchfork (E): Primarily a farming tool, though it can also be used as a weapon.

Rod (E): A lance without a blade, which is primarily used for sweeping blows.

Iron Lance (D): A common lance made of iron which is typically used in the military.

Oak Rod (D): A sturdy rod made from wood, it is not as durable as the iron, though quicker to wield.

Javelin (D): A lance that can also be thrown at targets.

Pike (D): A long handled lance that is particularly useful against mounted units.

Steel Lance (C): A typical lance made of steel; its durability makes it reliable in battle.

Steel Rod (C):
A powerful rod made for sweeping; as it is made of metal, it is quite durable.

Short Spear (C): A lance designed for throwing; its refined materials make it more efficient than the javelin.

Axereaver (C): A lance which defies tradition, making it effective against axes though weak against swords.

Partisan (C): A long handled lance known for its extended range, which can make it unwieldy in battle.

Glaive (C): A lance that almost seems to have a sword blade at its end; it is swift and good for critical hits, though weaker.

Trident (B): A pitchfork that has been made into a true weapon.

Silver Lance (B): A refined lance commonly wielded by the upper military ranks.

Harpoon (B): A powerful lance that can be used for throwing; it causes heavy damage when it hits its mark.

Battle Pole (B): A light and powerful rod that can be spun rapidly; it is excellent for sweeping attacks.

Brave Lance (B): A powerful lance granting speed to the user, allowing the wielder to strike rapidly.

Armorslayer (B): A lance designed to cleave through light and medium armour with ease.

Heavy Spear (B): A lance with a larger and heavier than normal piercing blade.

Wyvern Slayer (B): A lance designed for the purpose of doing grievous damage to wyverns.

Mythril Lance (A): A legendary lance that is given to the greatest heroes; it takes great skill to wield.

Mythril Rod (A): A legendary rod that is given to the greatest heroes; it takes great skill to wield.

Lancet (A): A magic lance that has the power to drain the life force of others.

Holy Lance (A): A lance that can heal its wielder in combat; it is particularly potent against the undead.

Great Pike (A): A powerful lance with an extended pole for additional range.

Gugnir (S): A rare and mythical lance forged with skill, granting it great power and durability. The lance is capable of being thrown and is said to never miss its target.

Omnirod (S): A rare and mythical rod, being both quick and light, but also powerful. It is said that by twirling the rod above the wielder's head that a great blizzard will descend upon their foes.

Bows - Quick ranged weapons having high accuracy but low power: show
Wooden Bow (E): A typical wooden bow commonly used by trainees.

Sling (E): A cloth sling used to throw stones; it has less range and accuracy though greater power.

Flat Bow (E): A basic bow made from a single piece of wood; it has slightly greater range though less power.

Iron Bow (D):
A common bow made of iron which is typically used in the military.

Longbow (D): A bow that is made larger so that it can shoot at farther distances.

Short Bow (D): A smaller bow made for closer range; it has a greater chance of inflicting a critical wound.

Leather Sling (D): A sling that can carry ammunition that is much heavier and thus, more powerful.

Steel Bow (C): A typical bow made of steel; its durability makes it reliable in battle.

Steel Longbow (C): A longbow made of steel, being both durable and good at aiming great distances.

Killer Bow (C): A bow known for its high likelihood of critical damage to the enemy.

Crossbow (C): A crossbow, being both powerful and accurate; it take a while to reload.

Bola (C): A throwing weapon comprised of two heavy weights swung on a string.

Whip Waster (C): A bow designed to quickly take out flail users.

Silver Bow (B): An elegant bow commonly wielded by the upper military ranks.

Silver Longbow (B): A longbow requiring skill and precision to make use of its aim and power.

Arbalest (B): A crossbow of greater power though with a slow reloading period and greater weight.

Brave Bow (B): A powerful bow granting speed to the user, allowing the user to release multiple arrows at once with skill.

Divine Bow (B): A bow blessed by the Sacred Light to destroy monsters.

Mythril Bow (A): A legendary bow that is given to the greatest heroes; it takes great skill to wield.

Mythril Crossbow (A): A legendary crossbow that is given to the greatest heroes; it takes great skill to wield.

Greatbow (A): A magnificent longbow with exceptional range and power, requiring great skill to wield.

Venom Bow (A): A magical bow said to strike its targets with disease.

Beastslayer (A): A bow made especially for shooting animals; it is most efficient against creatures.

Perseus Bow (S):
A rare and powerful bow of myth and legend. It has incredible range and precise accuracy. It is enchanted so that it can also release arrows of light in addition to regular arrows.

Gastrophetes (S):
A powerful crossbow of myth and legend. Only the strongest can pull back its string to load its bolts. It is said that it can shoot a rapid number of bolts at a time.

Knives - Quick melee weapons for slashing and thrusting with high power ratio but low accuracy: show
Cutter (E): Primarily a farming tool, though it can be used as a weapon in a pinch.

Needles (E): Needles that are worn between the fingers to be wielded like claws; they can also be used as throwing weapons.

Iron Dagger (D): A common knife made of iron which is typically used in the military.

Iron Knife (D): A lighter and weaker knife that is primarily used for throwing.

Cat Claws (D): A device worn over the fists to be used for slashing.

Steel Dagger (C): A typical knife made of steel; its durability makes it reliable in battle.

Steel Knife (C): A reliably durable throwing knife that is often used in combat.

Katar (C): A reliable claw weapon that allows its wielder to strike quickly, while sacrificing power.

Bow Breaker (C): A knife designed to quickly take out bow users

Silencer (C): A knife that has been enchanted to withstand the effects of magic; it is effective against mages.

Jambiya (C): A knife with a blade resembling an animal horn which is good for gutting.

Silver Dagger (B): A refined knife commonly wielded by the upper military ranks.

Silver Knife (B): A powerful throwing knife that is only limited by its durability.

Dragon Talons (B): A powerful set of claws that were made for combat.

Brave Dagger (B): A powerful knife granting speed to the user, allowing the user to strike rapidly.

Kard (B): A knife that has a slim chance to instantly kill an opponent through critical damage.

Blade Breaker (B): A knife that has been forged with notches in its blade for entangling blades.

Mythril Dagger (A): A legendary knife that is given to the greatest heroes; it takes great skill to wield.

Mythrill Claws (A): A legendary pair of claws that are given to the greatest heroes; they take great skill to wield.

Stiletto (A): A well-rounded knife that boasts excellent skill in critical hits.

Orichalcum (S): A glowing knife made from a rare and mysterious alloy. It bears great power and has a high percentage of causing great damage to those it strikes. It can also be used as a throwing knife with great success.

Victor Claws (S):
These rare and mythical claws are said to have belonged to a great hero. They are quick, powerful and durable, proving to be a formidable weapon. It is said that these claws can cut through time and space, temporarily opening a void of darkness magic.

Flails - Quick melee weapon for thrashing and lashing, having both average power and accuracy: show
Bronze Flail (E): A typical flail thrashing opponents, commonly used by trainees.

Thresher (E):
Primarily a farming tool, though it can be used as a weapon in a pinch.

Whip (E):
A standard whip that is used for lashing enemies quickly.

Iron Flail (D): A common flail made of iron which is typically used in the military.

Leather Whip (D): A quick striking whip that is stronger and more durable than the standard.

Heavy Flail (D): A flail that has a larger and heavier ball, it is harder to move because of its weight, though stronger.

Blitz Whip (D): A light whip that is quick at lashing out multiple times rapidly.

Steel Flail (C): A typical flail made of steel; its durability makes it reliable in battle.

Bullwhip (C): A reliable whip that is often used in battle; it makes the loudest cracking sound when snapped.

Stockwhip (C): A whip with a longer than usual handle, though with shorter range; it sacrifices reach for precision.

Morning Star (C):
A flail known for the various spikes that cover the ball at the end of its chain; it is good against armour.

Knife Killer (C):
A flail designed to quickly take out knife users.

Bladewhip (C): A whip made out of metal sections with its sides forged into blades; it can cut like a sword.

Titan Flail (C): A flail made with an abnormally large spiked ball; it is heavy, but powerful.

Silver Flail (B): A refined flail commonly wielded by the upper military ranks.

Chain Whip (B): A powerful whip that has been made from silver chain links.

Brave Flail (B): A powerful flail granting speed to the user, allowing the user to strike rapidly.

Long flail (B): A flail with a much longer chain than usual, granting it extended reach, though it has a smaller ball.

Beast Master (B): A whip that is made specifically for dealing with animals.

Snatcher (B): A whip made for precision, it is capable of latching around weapons for a chance to disarm foes.

Mythril Flail (A):
A legendary flail that is given to the greatest heroes; it takes great skill to wield.

Rosethorn (A): An elegant whip of legend, known for its speed, power and precision; it takes great skill to wield.

Scorpion Tail (A): A legendary whip bearing a very sharp point at the end of it; this whip can poison enemies.

Twin Flail (A): A flail bearing two chains and two spiked balls; it is unwieldy in battle, but powerful.

Vesper (S): A rare and mythical flail said to be made from the molten metal of a fallen evening star. Its power is legendary, and it has withstood many ancient wars. It is said to be able to call forth the magic of nature, striking with lightning, ice, or fire.

Dragon Whisker (S): A rare and mythological whip said to be made from the very whisker of an old dragon. It is known for its great power, speed, and durability.

Light Tomes - Spells relating to light magic, having high accuracy but low power: show
Flash (E): The caster releases a flash of light from their hand that turns into beams homing in on their target.

Twinkle (E): A close range spell, the caster releases a quick burst of light magic directly in front of themselves.

Shine (D): The caster conjures explosive spheres of light that explode when they hit the target.

Corona (D): The caster releases a wave of light in a circle around themselves.

Retribution (D): The caster conjures a wall of light. When attacked, the wall turns into a ray of light homing onto the attacker.

Divine (C): The caster summons a pillar of light from the heavens that strikes down upon the target.

Starlight (C): The caster conjures rings of light that surround their target; they can be triggered to explode.

Moonlight (C): The caster conjures sparkles of light to surround their target, drawing their health and returning it to the caster.

Ray (C): The caster conjures a quick firing ray of light with high precision.

Radiance (B): An area effect spell, the caster releases a brilliant flash of light that temporarily blinds those in the vicinity.

Purge (B): A long range attack, the caster conjures rays of light that home in on their target.

Starburst (B): An area effect spell, the caster conjures a large orb of light that explodes brilliantly.

Aura (A):
The caster conjures rings of light around themselves that fly into the sky and then crash upon their target.

Aura Rain (A): A wide area of effect spell that requires much time to cast; the caster conjures a magical circle of light which after an interval of time will summon forth light spheres to fall from the sky.

Light Pinnacle (S): A ray of light falls from the heavens onto its target leaving them immobile. If they are innocent they will be left unharmed; if they are guilty, explosive lights will fall from the heavens erupting as powerful beams of light, attacking the target and their allies.

Dark Tomes - Spells relating to dark magic, having high power but low accuracy: show
Dusk (E): The caster summons an orb of darkness that launches toward the target.

Shade (E): The caster summons a ring of dark magic that quickly flies towards the target.

Flux (D): The caster summons an orb of darkness that seeps into the ground, until it reaches its target and explodes.

Shadow (D): The caster uses the target's own shadow to attack.

Black Fire (D): The castor conjures black fire; the fire's burn is poisonous and cannot be put out by water.

Luna (C): The caster summons a series of spheres of dark energy, they spiral around the opponent before homing in and exploding. It has the additional quirk of avoiding most defenses.

Shroud (C): The caster summons a cloud of darkness that surrounds the target, while doing multiple small hits until it disperses.

Nosferatu (C): The caster conjures a magic circle of dark magic underneath the target that rises up and takes their health, transferring it to the caster.

Jinx (C): The caster places a dark magic sigil on the ground that explodes when it is triggered by an enemy passing by.

Mire (B): An area effect spell, the caster opens a dark portal that conjures forth tendrils of dark energy holding those in the vicinity in place.

Gloom (B):
An area effect spell, the caster summons a large cloud of darkness that amasses over the battlefield. It damages the foes that are trapped within with dark energy.

Eclipse (B): A long range spell, the caster conjures a dark magic circle underneath the target which traps them in a sphere of darkness, burning them with black fires until the sphere fades away.

Demise (A): The caster releases powerful rays of dark energy which home in onto the target.

Ruin (A): A wide area of effect spell that requires much time to cast; the caster conjures a magic circle of darkness which after an interval of time causes the sky to darken and the ground to shake as dark fireballs rise from the cracks in the earth.

Utter Void (S): A black hole opens up in the heavens over the battle field. The hole begins to pull all foes into its perimeter, dealing dark damage to its targets, while also releasing fireballs of darkness from the darkened sky.

Anima Tomes - Spells relating to elemental magic, having balanced power and accuracy: show
Red Magic – Spells relating to fire and earth, weaker against blue magic and stronger against yellow magic.

Fire (E): The caster summons a ball of fire that flies toward its target.

Stone (E): The caster summons a stone that is launched toward its target.

Tremor (D):
The caster releases a seismic wave that travels in a radius around themselves, knocking over enemies.

Blaze (D):
The caster releases an immediate explosion of fire.

Flare Wall (D): The caster creates an intense wall of fire that lasts for a short period of time.

Elfire (C): The caster summons a ball of fire that explodes into a pillar of flames once it hits the target.

Meteor (C): The caster summons a meteor that strikes down from the heavens; with greater concentration they may summon multiple.

Elstone (C): The caster summons three stones and launches them simultaneously toward its target.

Fissure (C):
The caster causes the earth to crack as it travels towards the target and a pillar of stone rises up from the ground once it reaches the target.

Arcfire (B): The caster summons a powerful ball of fire that flies toward its target; its explosion does damage in the surrounding radius, making it an area effect spell.

Arcstone (B): The caster summons a very large stone above the target and smashes it onto the target below.

Sandstorm (B): An area effect spell, the caster summons a sandstorm that rips and tears at the target and enemies in the vicinity.

Quicksand (A): An area effect spell requiring much time to cast, the caster causes the earth around the target to become like quicksand, sucking the target and other enemies into the earth.

Volcano (A): An area effect spell requiring much time to cast, the caster causes the earth to tremble violently as it rises and splits forcing lava and fire to burst from the ground.

Forblaze (S): Embers rise up in the vicinity around the caster before the coalesce into a giant spiral of fire around the target as the sky turns orange and begins to rain down giant balls of fire, rising back up as pillars of flames from where they touched the ground.

Seismic Rupture (S): The ground begins to tremble violently as seismic waves travel from the caster in all directions. Pillars, and sharp stone spires suddenly burst up from the ground striking the target and all other enemies as dirt and small stones spin the air around them.

Blue Magic – Spells relating to ice and water, weaker against yellow magic, stronger against red magic.


Ice (E): The caster summons a large shard of ice that flies toward its target.

Water (E): The caster summons a bubble of water that flies toward its target and explodes.

Chill (D): The caster summons three ice spires to rise up from the ground underneath the target.

Spray (D): The caster releases a jet stream of water from their hands towards the target.

Drench (D): The caster summons streams of water that spiral around the target dealing damage.

Blizzard (C): The caster summons a quick travelling trail of ice that moves along the ground toward the target, once it reaches the target a pillar of jagged ice rises up to strike the individual.

Elice (C): The caster summons three large shards of ice that fly toward the opponent.

Geyser (C): A long range spell, the caster summons a geyser of water erupting beneath the target.

Elwater (C): The caster summons a large bubble of water that flies toward its target and explodes in a large radius, making it an area effect spell.

Permafrost (B): The caster summons a magic circle underneath the target as ice rapidly begins to cover their body and freezes them into place. Once completely frozen the ice explosively shatters.

Arcice (B): The caster summons five giant shards of ice and launches them at the target. If the caster concentrates even longer the spell becomes area effect, with the shards attacking multiple targets.

Arcwater (B): The caster summons water that spirals around the target in a pillar before cascading downwards and crashing onto the target.

Fimbulvetr (A): An area effect spell requiring much time to cast, the castor summons a powerful snowstorm, whipping ice and snow around the targets in the vicinity.

Whirlpool (A): An area effect spell requiring much time to cast, the caster summons a great vortex of water that deals damage to enemies within its vicinity and sucking in those close to the perimeter.

Ever Winter (S): The air becomes cool as snow clouds form in the sky. Ice begins to creep along the ground, ensnaring the target and its allies. The target is lifted into the air as their body is consumed by the ice pillar, while shards of ice and snowflakes whip around the region. The caster can leave the target encased or cause the ice to shatter explosively.

Tsunami (S): Water rushes along the battlefield, causing many to lose their footing as it begins to climb into a great wave behind the caster. On the caster's command the great wave sweeps back over the battlefield slamming onto the ground and washing away remaining foes.

Yellow Magic – Spells relating to lightning and wind, weaker against red magic, stronger against blue magic.

Thunder (E):
The caster summons a bolt of lightning towards the target.

Wind (E): The caster summons slicing wind that flies toward the target.

Shock (D): The caster summons lightning that surrounds the target for a second before crushing the target with electricity.

Shaver (D): The caster summons a blade of wind that grows larger as they concentrate until loosed at the target.

Gale (D): The caster summons a powerful gust of wind capable of knocking someone off their feet or fill sails.

Elthunder (C): The caster summons three bolts of lightning that simultaneously strike their target.

Jolt (C): An area effect spell, the caster is stuck by lightning that then seeps into the ground attacking foes in the vicinity.

Elwind (C): The caster releases a gust of wind that spirals around the target up into the air.

Whirlwind (C): The caster summons a small tornado and sends it flying along the ground towards its target.

Bolting (B): A long range spell, the caster causes the sky to fill with storm clouds and then a powerful bolt of blue lightning strikes the target.

Arcthunder (B): The caster summons five bolts of lightning that simultaneously strike the target. If the caster concentrates for a longer period, they turn the spell into an area effect spell with the five bolts striking different targets.

Arcwind (B): A long range spell, the caster summons multiple blades of wind that swirl around the target.

Thoron (A): An area effect spell requiring much time to cast, the caster summons a field of lightning that surrounds its targets as lightning rains down multiple times within the vicinity.

Tornado (A): An area effect spell requiring much time to cast, the caster summons a powerful tornado that damages all foes in the vicinity.

Rexbolt (S):
The sky darkens and thunder rumbles loudly before a powerful bolt of lightning strikes the initial target. The lightning separates into four smaller bolts of lightning that bounce around hitting other enemies in the vicinity before combining together in a ball of lightning that strikes the first target in a flash of lightning.

Hurricane (S): The clouds above the castor begin to spin in a spiral as great winds whirl around the caster. A wall of wind blows across the entire battlefield threatening to knock over or blow away enemies in its path.

Staves - Magical rods with a myriad of effects though primarily for healing allies: show
Heal (E): A staff for basic healing

Unlock (E): A staff that unlocks doors and chests.

Torch (E): A staff that greatly illuminates the darkness.

Mend (D): A staff that has more potent healing power.

Restore (D): A staff that returns an ally's status to normal.

Cure (D): A staff for basic healing of the user.

Physic (C): A long range staff with the power of basic healing.

Hammerne (C): A staff that repairs broken weapons, or increases their durability.

Watch (C): A staff which allows the user to see through buildings and objects.

Barrier (C): A staff that protects its target from an attack.

Recover (B): A staff that completely heals a specific ally.

Catharsis (B): A long range staff with potent healing power.

Berserk (B): A staff that causes its target to go into a killing frenzy, attacking friend and foe.

Sleep (B): A staff that puts its target to sleep.

Rescue (B): A staff that warps an ally from wherever they are to right beside the user.

Silence (B): A staff that prevents the use of magic for an individual.

Warp (A): A staff that teleports its target from one location to another.

Fortify (A): A staff that does basic healing of all allies within a radius of the user.

Rewarp (A):
A staff that allows the user to teleport to a location of their choosing.

Latona (S):
A staff which completely heals all allies and rids them of any negative status effects.

Miracle (S): A staff which brings back the dead.

Songbooks - Enchanted songs which primarily act as boons for allies: show
Rousing Chorus (E): An up tempo song inspiring courage; it boosts the abilities of the caster and nearby allies, making them more likely to hit successfully.

Jovial Jig (E):
A lighthearted tune that fills the allies with joy; it causes an alley to have greater aim and focus.

Anthem of Journeys (E): A triumphant song with a sense of purpose; it causes traps in the vicinity to not function.

Healing Hymn (D): A gentle song of peace and restoration; it very slowly heals allies over time.

Affrettando (D): A fast-paced song that makes listeners want to move; it makes the caster and allies move with great speed, granting great evasion.

Gran Battaglia (D): A loud and commanding military song; it grants a single target with increased strength and power.

Roaring Chorus (C): A more powerful chorus stirring courage in the heart of an ally; it grants a single target with a great boost of general abilities.

Soothing Serenade (C): A sweet and airy song; it removes status effects of a single target.

Sweet Harmony (C): A gentle song of peace; it nullifies all weapon advantages and disadvantages in the singer's area of effect.
Protection

Rebounding Ballad (B): A twisting and curious ballad; it grants a single target with a magical shield that will reflect incoming spells.

The Eagle's Sonata (B): A rising song reminiscent of an eagle's flight; it grants a single target with a 100% chance of a critical strike.

Aria of Enthrallment (A): A compelling song requiring great skill to play; it causes targets in the singer's area of effect to be caught in a hypnotic state until struck.

Victorious Chorus (A): An inspirational chorus ensuring victory; it grants a boost in all abilities to allies in the singer's area of effect.

Final Requiem (S): A solemn song; it boosts the weapon levels of the singer's allies for the duration of the song.

Concoctions - Potions that act as hindrances for enemies: show
Poison Brew (E): A concoction that inflicts the poison status on its target.

Truth Brew (E): A concoction that makes the target reveal secrets.

Exposure Brew (E): A concoction that lowers the defense of its target.

Enfeeble Brew (D):
A concoction that lowers the strength of its target.

Gummy Brew (D): A concoction that slows the target down.

Dark Brew (D): A concoction that impairs the vision of the target.

Madness Brew (C):
A concoction that triggers a berserker's rage in its target.

Dull Blade Brew (C): A concoction that weakens the effectiveness of a weapon.

Silence Brew (C): A concoction that prevents the target from casting spells.

Sleep Brew (B): A concoction that puts its target to sleep.

Burning Brew (B): A concoction that inflicts the burning status on its target.

Petrifaction Brew (A): A concoction that turns the target into stone.

Toxic Cloud Brew (A): A concoction that inflicts the poison status on a group of enemies.

Acid Brew (S): A concoction that destroys armour and weapons, inflicting the burning effect on the target.

Items: show
Tonic: A diluted restorative potion that can be used on minor wounds. (3 uses)

Bandages: Bandages made from cotton to bind wounds and make the healing more effective. (5 uses)

Antitoxin: A potion made to cure poison. (3 uses)

Vigor: A potion that gives its user a rush of adrenaline; it prevents death or otherwise augments general abilities. (1 use)

Dragon Flask: A potion that temporarily makes the user's skin as tough as dragon scales. (1 use)

Pure Water: A potion that temporarily boosts the user's physical and magical resistance. (1 use)

Quick Silver: A potion that temporarily enhances the user's speed and evasion. (1 use)

Valens: A potion that temporarily increases the user's strength. (1 use)

Torch: An item used to light up darkness or start a fire. (5 uses)

Oil: An item that can be used to maintain a fire of longer duration or spread a fire; when heated it causes severe burns. (3 uses)

Snare: A tool used to trap animals or people, more of a slight hindrance for larger animals (1 use; can be reused if not broken)

Net: A tool used to trap larger animals and people. (1 use; can be reused if not broken)

Smoke Bomb: A pot that releases a thick cloud of smoke to aid in escapes. (3 uses)

Mine: An item that can be placed under the ground; it explodes when it has been stepped upon. (3 uses)

Bomb: An explosive item that can be lit to set it off once the fuse blows. (3 uses)

Flare: A magical item that shoots a beam of bright light up into the air. (3 uses)

Fire Cracker: A small item that produces a crackling noise when lit. (3 uses)

Grappling Hook: A tool typically used by archers to reach high vantage points. (5 uses)

Lockpick: A tool used by thieves to unlock doors and chests. (5 uses)

Whetstone: An item that partially restores a weapon's durability. (5 uses)

Dart: A throwing weapon that does slight damage. (5 uses)

Shuriken: A bladed throwing weapon that does slight damage. (5 uses)


May not start with any of the below:

Vulnerary: A restorative potion that can be used on wounds. (3 uses)

Panacea: A powerful potion capable of removing all status ailments. (1 use)

Elixir: A potent restorative potion that completely heals all wounds. (1 use)

Firework: An explosive item that can be shot like an arrow. (1 use)

Obsidian Arrow: Arrows that can be magically (or otherwise) set ablaze. (5 uses)

Crystal Arrow: Arrows that have been imbued with cold magic; they freeze on contact with their target. (5 uses)

Poison Arrow: Arrows that have been dipped into poison; they have a chance to inflict poison status. (5 uses)

Wooden Sword: A practice weapon that deals insignificant damage. (Infinite)

Wooden Axe: A practice weapon that deals insignificant damage. (Infinite)

Wooden Lance: A practice weapon that deals insignificant damage. (Infinite)

Toy Bow: A practice weapon that deals insignificant damage. (Infinite)

Toy Knife: A practice weapon that deals insignificant damage. (Infinite)

Toy Flail: A practice weapon that deals insignificant damage. (Infinite)

Magic Scroll: A magical item that casts an E or D level elemental tome spell. (1 use)

Travelling Belt: A belt allowing for the carrying of an additional weapon without being hindered. (Infinite)

Magic Pack: A bag allowing for the carrying of additional tomes, songbooks, and concoctions. (Infinite)

Lucky Ring: A magical ring that increases the likelihood of looting rare goods. (Infinite)

Dragon Stone: A magical gem that emits its own heat. (Infinite)

Marine Gem: A magical gem that allows the wearer to breathe under water. (Infinite)

Enchanted Spectacles: A magical item that allows its wearer to see the unseen. (Infinite)

Gold Bell: A magical item used as a ward against evil. (Infinite)

Silver Sapphire: A magical gem that has causes a thick fog to roll in. (5 uses)

Tempest Gem: A magical gem that summons a rainstorm. (3 uses)

Cleansing Quartz: A magical gem that absorbs magic. (1 use)

Diviner: A magical item that always leads to treasure. (1 use)

Iron Rune: A magical item that mitigates the effect of a hit. (1 use)

Light Rune: A magical item that when placed on the ground creates a magical wall. (1 use)

Vision Rune: A magical item temporarily granting foresight, allowing its user to instantly dodge an incoming attack. (1 use)

Smith's Hammer: A magical item that can completely restore the durability of a weapon. (1 use)

Sanguine Amulet: A magical amulet that prevents life force from being stolen. (1 use)

Miracle Amulet: A magical amulet that will protect its wearer from a lethal strike. (1 use)

Master Seal: A magical crest that can be used only under certain conditions, granting a promotion. (1 use)

Apprentice Seal: A magical crest that allows one to switch classes and start from scratch. (1 use)

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Player Characters

Princess Amelia: show
Name: Imperial Princess Amelia Gunhilda Vigdis of Alvaris
Age: 19
Appearance: Amelia has a lithe body trained for combat and stands at a height slightly above most other women. Her posture often betrays her royal upbringing in public areas, portraying a sense of status and authority. Taking much after her mother, she shares her chiseled facial features and striking auburn hair which she often keeps pulled back in a long ponytail. Her eyes, though flashing with ferocious determination, are a silvery-grey which she inherited from her father.

Her travelling clothes consists of a black leather jerkin over a beige long-sleeved tunic, tawny leather pants in warm deer pelt boots. As an effort to not draw attention to herself and provide her with warmth on the long roads, she also has a heavy hooded cloak.

Personality: Amelia is well known for her fiery and fierce nature. She is impulsive and quick to leap into action, which would often get her into trouble, though her heart is usually in the right place. Vocal, with a strong sense of justice, Amelia will stand up for herself or others whom she feels have been slighted. She is protective of those she cares about and will recklessly put herself into harm's way to save those she loves. She is relentless in combat, and lives for the rush of battle, though living in an era of peace she knows nothing of the horrors of true warfare.

Biography:The third born of the imperial family and the second daughter, Amelia brought much liveliness into the household as a child. Unlike her two elder siblings, who bore the tranquil temperament of their father, Amelia was loud and rambunctious. Her childhood was filled with many cuts and bruises as she got into fights or general mischief throughout the palace. Only the almost legendary stories of her mother would cause the young princess to stay still as she listened with great admiration. At the behest of her parents, Amelia was trained in swordsmanship as a means to vent all of her energy.

The world of her tender childhood came to an abrupt end when her mother died while giving birth to her youngest brother Aiden. In one fell swoop she lost both of her parents, for the loving and gentle father that she had known was completely gone, replaced by a shadow of a man disinterested in his own children. It was during this time that Mathias and Olivia were tasked with their future responsibilities as crown prince and first daughter, and so, Amelia took on a strong nurturing role for her younger siblings alongside the imperial wet nurse, Lady Margaret.

She became engrossed with her sword training, no longer a means to vent excess energy, but also a means to vent her frustrations of the world, as well as mourn the loss of her parents. Once her father eventually died, Amelia was awash of complex emotions she could not quite understand, being unable to cry at his royal funeral. She loved the memory of her father, but resented the man that he had become. Their family was fragmented: Mathias was always busy with imperial duties; Olivia had gone to Relia after her wedding; Tobias had left to study magic in Emeldia; and the youngest ones were rarely seen outside of the inner chambers of the palace. She decided that she would leave the palace to forge her own path after her brother's coronation.

The night of her brother's assassination however found Amelia's world shattered once again. Before she could even begin to mourn him, she was slipped a message by one of her servants. The message detailed a plot of treachery against the imperial family, and that the children would be taken to safety. It also stressed the importance of her brother who was now next in line to the imperial throne.

Quickly gathering her things, Amelia and one of her most trusted friends, Mitra, left the imperial palace under the cloak of night to find her brother. While leaving Sovereign however, they were spotted by a knight with a mysterious air about them. Not wanting to waste precious time or risk their departure being discovered, she immediately recruited the supposed loyal knight to join them to Emeldia.
Class: Duelist
Weapon Level: E
Weapon: Gladius
Equipment: Tonic (3), Whetstone (5), Quick Silver (1)
Imperials: 500

Prince Tobias: show
Name: Imperial Prince Tobias Magnus the Second of Alvaris aka "Toby"
Age: 16
Appearance: Tobias stands at an average height for a boy of his age, though he is also quite slender, having never been interested in physical exercise. He has a slight slouch spent from much of his time spent in research, though can stand imposingly when trying to exert his authority. He is the spitting image of his father, bearing his raven black hair cut short, and his inquisitive silvery-grey eyes. His face is often in a pensive expression, which make others wary of disturbing him.

He has taken to wearing dark colours as of recently. Upon leaving the palace, Tobias wears a long navy blue robe made of cotton with intricate black embroidery sewn along the hood. Over the robe he wears a black cape which he fastens around his neck with a silver pin.

Personality: Despite looking much like his father, Tobias bears more of the personality traits of his mother: he is outspoken and cares little about how other's perceive him. His dry candidness has gotten him in trouble on more than one occasion, but he is also well known for outwitting those he had irked moments before. Clever and inquisitive, Tobias values knowledge and study, traits that have helped him learn the basics of magic. A victim of his youth however, he is known for bouts of moodiness and impetuousness, as expected of a teenager.

Biography: The fourth child of the Emperor and the Empress, not much was expected of him, although he was technically second in line to the throne. Enjoying such freedom of responsibility, much of Tobias' youth was spent toddling after his elder sister Amelia who shared the same allotment of life. It was a simple life, and a happy life for the child.

The death of his mother brought him closer to their wet nurse Lady Margaret. As the elder three children stoically put aside their tears as the faces of the imperial family, Toby, along with his younger siblings found comfort in Margaret. When their father became distant, Tobias began to resent the man whom everyone said he looked like, wishing that he could have hair like his elder siblings.

As he grew older, Tobias found solace in books. It came as no surprise that Tobias had a talent for magic, and immediately he began to experiment and explore his newfound abilities. Knowing that the Sage-King of Emeldia had trained his father, he too wished to learn magic in Imdalor. Thus, Tobias left the palace with his royal guardian in tow as they journeyed to Emeldia, unaware of the series of events that would come to pass shortly afterwards.
Class: Pupil
Weapon Level: E
Weapon: Shade, Ice
Equipment: Tonic (3), Antitoxin (3), Pure Water (1)
Imperials: 500

Barrett Ansgot: show
Name: Barrett Ansgot
Age: 24
Appearance: Barrett is a tall, gangly sort of fellow, without much in the way of fat or muscle to garnish his wiry frame. Though he measures 6 feet 2 inches, any passerby that caught sight of him would be hard pressed to tell due to his consistently poor posture and the fact the majority of his weight is born by the staff on which he leans constantly. Barrett’s eyes are sunken black beads, rocked by the decoloured cradles that come from lack of sleep. The matted tangle of brown locks sprouting from his top gives his head a rather bush-like appearance; it is common for small birds to perch amidst the carotene shrubbery when Barrett lays down to rest. This general unkemptness is maintained throughout the rest of Barrett’s ensemble. Scraggly wisps of a beard and mustache float across his face, dancing distractedly whenever played upon by a gentle breeze. What were once a fine cleric’s cloak and robes are caked in mud and stained from long hours spent lying in the morning dew. Ratty sandals cling desperately to Barrett’s feet, held on at this point by little more than willpower.

Personality: Barret Ansgot is what one might call a burden to society. He labels himself a philosopher, but what he really means is that he feels no motivation to work at anything other than running his cynical mouth. He tends to skit around what he views as the less serious areas of morality, content to lie, cheat, steal and generally take advantage of people if he believes it will make him happy. Despite being a chronic insomniac, or perhaps because of this, Barrett enjoys nothing more than lazing about, especially among the branches of a sturdy tree. He moves only when he is hungry or curious, or when he sees an opportunity to create mischief. Despite being trained as a healer, Barrett generally feels little compulsion to help people unless there is something in it for him. On the flip side, he is quite fond of animals, especially the small woodland variety; these are among the only beings on the planet for which he will go out of his way. Barrett can often be seen with a small bird or squirrel perched on his shoulder, with whom he sings or carries on mostly one-sided conversations. Regrettably, Barrett occasionally has to catch a small animal in order to feed himself, but he tries to catch only those that he dislikes personally.

Biography: Barrett was a happy child, a ball of energy and mischief that brought many a smile to those in the small town in which he was raised. As the eldest child of a respected Holdish priest, it was expected that Barrett would follow in his father’s footsteps as a community leader and servant of the Sacred Light. The young Ansgot was eager to oblige, as he loved his elder and wanted nothing more than to be just like him. As his training began, the young boy took to healing. His education was adjusted accordingly, and he showed great promise as a user of staves. All was well.

Gradually, however, the young Barrett’s devotion began to wayne. Insomnia had become an increasingly severe problem for him in his later teenage years, and none of the herbal remedies or light-honouring prayers of his people could provide a cure. This left the apprentice cleric with much time to think - too much time, in fact. He came to resent the purposelessness of the earth’s eternal cycle of death and rebirth, the emptiness of the light that drove the world without a thought for the individual people suffering on the planet’s forsaken crust. Was there a point to anything? Barrett didn’t think so. He came to the conclusion that the light was not something to be venerated, but rather a power meant for personal gain. More handy than holy, as it were. Barrett’s new worldview led to several heated disputes with his family and with his teachers. Following one particularly heated discussion with his father, the younger Ansgot picked up his staves, retrieved a small bag of missionary travel supplies from the church, bade his weeping mother farewell and left. He was twenty at the time.

In the intervening four years, Barrett traveled as he saw fit. He worked as little as possible, content to take advantage of people’s generosity one day and leave without thanking them the next. Whatever he couldn’t get for free, he bought with money earned from demanding exorbitant payment for healing injured travellers after they had encountered “accidents” on the road. The night of the royal assassination, Barrett was enjoying a pint at a cozy inn in a small Emeldian village. It was good beer, and the barmaid was wearing a particularly low-cut dress that night. All in all it was a lovely evening.

Class: Cleric
Active Skill: Prayer – The cleric says a quick prayer that causes one enemy to cease targeting them. (1 turn cooldown; effect lasts for 3 turns)
Passive Skill: Miracle – The cleric's piety grants blessings that save them from the brink of death.

Weapon Level: E
Weapon: Heal Staff, Unlock Staff
Equipment: Mine (3), Snare(1), Bandages (5)
Imperials: 400

Mitra Nahdai: show
Name: Mitra Nahdai
Age: 21
Appearance:
Mitra is rather short for her age, coming in several inches shy of Amelia in height, though she makes up for it with her muscular build. Her posture is usually strained and overly rigid. She has caramel skin, and dark brown hair that she keeps cut short in a messy, rounded bob. Mitra has sharp facial features, with a narrow mouth, and her intense amber eyes are framed by thick eyebrows. Her neutral expression makes her appear annoyed, and she has a faint raspy quality to her voice.

Mitra left the palace wearing a plain hide vest and a pair of baggy, off-white trousers tucked into calf-high leather boots. Her shoulders are draped with a thick, crimson scarf, and around her waist is a dark bluish green sash she uses to hold her axes. Beneath her clothes, Mitra keeps her chest bound for ease of movement, and she wraps her forearms and hands with cloth.

Personality:
Mitra is shrewd and pragmatic, with little patience for things she considers frivolous. She prides herself on her levelheadedness and is quick on the draw with a snide remark, never afraid to give someone a much needed lecture. On the other hand, she embarrasses easily, and hates nothing more than being made a fool of. She sews as a hobby.

Biography:
Mitra's early childhood is a hazy blur. No memory of her parents, she has but a vague recollection of living on the streets of Qulmar. Her abduction, she remembers with more clarity. The physical abuse, the fear, the hushed murmurs of her captors and the muffled sobs of her fellow victims have been branded into her memory. More importantly, she recalls her savior. The caravan had just stopped for the night, near the Alvarisian border, when Empress Ingrid and her entourage descended upon them like rays of sunlight cutting through the mist. She carried the scent of lavender, with a voice like honey, and roses bloomed wherever she trod. Yes, that's definitely how it happened.

The battle that ensued was as long as it was intense, with the kidnappers immediately surrendering and being taken into custody. The abductees were all seen to and eventually sent back to their homes and families in Qulmar, all except Mitra. With nothing and nobody to return to in her country of birth, the imperial court were unsure what to do with the girl. As a temporary measure, they elected to let her stay in the servants' quarters of the palace until a solution could be reached. The subject was eventually dropped without being resolved, and Mitra was allowed to remain on staff permanently. One of the maids looked after her and instructed her in the meantime.

Mitra proved to make a clumsy servant, but managed to find a niche repairing damaged garments when she displayed an aptitude for sewing. During her time at the palace, she became close friends with Princess Amelia. Mitra's stint as a seamstress was shortlived as she displayed an interest in more militant pursuits, wanting to serve the royal family in a more substantive capacity. The Empress reluctantly allowed the girl to accompany her on routine patrols. Mitra's role was very passive at first, but over time, she began to pick up on the basics of combat. Serving directly under Ingrid caused the girl to develop a somewhat unorthodox fighting style, more reminiscent of a Torbican warrior than an Alvarisian soldier. These outings continued until the Empress Ingrid's sixth pregnancy and subsequent death.

With Ingrid's death, Mitra's temperament shifted, becoming distant and bitter. She continued to serve as a guard at the palace, but while she wasn't on duty, she'd often wander off to secluded areas and spend time alone with her thoughts. When she wasn't doing that, she was usually with Amelia, sparring or somesuch. The years that followed were hard on everybody, not least of all the royal children. Still, everyone had high hopes for the future as Prince Mathias's coronation approached. As such, it was to be expected that the prince's assassination would throw the entire court into disarray. On the same evening, Mitra was surprised to be approached by Amelia, of all people, bringing grim tidings indeed. The two young women both left that night, set on finding Prince Tobias. As they moved under the cover of moonlight, Mitra couldn't help but feel glad that the princess had something to keep her mind off of her brother's murder.

Class: Reaver
Weapon Level: E
Weapon: Hatchet
Equipment: Vigor (1/1) x1, Vulnerary (3/3) x1, Whetstone (5/5) x1
Imperials: 100

Helle Ahlberg: show
Name: Helle Ahlberg
Age: 22
Appearance: Although Helle is average height, she stands with a straight, proud posture and a sense of dignity. Along with her noticeable musculature, numerous scars, and stoic expression, she appears quite imposing to most people. Her straight, dark blond hair is cut short, barely reaching to her chin, and her hooded eyes are a deep blue.

To cover her many scars, Helle covers as much skin as possible. She wears a thick grey scarf around her neck that she sometimes wraps around her head, a loose, long-sleeved white shirt, plain brown trousers, and simple leather shoes. A belt around her waist holds her scabbard.
Personality: Helle is defined jointly by her arrogance and her social awkwardness due to her upbringing. She is extremely prideful of herself and her skills in swordsmanship, fully believing she could beat anyone in a fight. She'll leap to defend her skill if she thinks it is in doubt. Most of what she does is for her pride or reputation.

Frequently, she'll take completely innocuous sentences as insults or slights and take offense. This is more because of her lack of social skills than being too touchy; she misses or misinterprets jokes and light jabs frequently. Emotions are not her strong suit either, as she's not prone to extreme emotions and never had to deal with them in her life.

However, for all her flaws, Helle's father raised her with a few values. She's honest to a fault, hardworking and determined, fair and just, and loyal to whatever cause she chooses to devote herself to. Though she frequently fights with others, she's not cruel and doesn't take joy in causing pain, nor is she excessive. It just so happens that the cause she's devoted herself to at the moment is... well, her own self-interest and pride, and she's willing to hurt a few people for that.
Biography: Helle was born the only child of a proud Torbican swordsman. Her father despaired, having hoped for a boy, but eventually decided that he would train his daughter to follow in his footsteps nonetheless. Despite her mother's protests, Helle's life was devoted to training from childhood, leaving no time for socializing or play. Her mother's presence in her life became nearly nonexistent, and for long periods of time Helle would only interact with her father and no one else. Surprising her mother, Helle accepted the role she was given (resenting, perhaps, her father's prejudice, but delighting in training her skills) and gladly entered the military once she was old enough, eager to test herself against others.

Helle's arrogance and lack of social skills made her more enemies than friends among her peers. However, people who disliked her soon found Helle's conceit was not entirely baseless when they faced her in a duel. After word started to spread, most of the others either feared or respected Helle, maintaining a respectful distance. Helle didn't particularly care that she lost any opportunities for close friendships; she cared about proving herself to be an adept fighter and establishing a reputation.

The news of the assassination was shocking, though it did not affect Helle much personally. She didn't care much for politics and the like. However, the news of the heir's disappearance and the resulting instability was concerning. As proud of her skills as she may be, Helle had never experienced war, and she was not eager to change that anytime soon.
Class: Swordsman
Weapon Level: E
Weapon: Long Sword
Equipment: Tonic (3), Whetstone (5), Vigor (1)
Imperials: 320

Jax Argand: show
Name: Jax Argand
Age: ~40
Appearance: It's hard to say how Jax has changed since the war, as he stopped removing his armor in the presence of others long ago. Those that remember him from before the war will note that he was of a medium height and build, barely suitable for the armor he bore, and that he had dark hair and eyes, those with the clearest memory could even recall the hair was definitely black, and the eyes were green. Jax has been in combat, so it wouldn't be a stretch to assume he had scars somewhere, and he has likely paled, do to not getting much sun, and perhaps even started to grey.

Of course how most see him now is a towering suit of multi layered armor, painted up as you would expect of a Knight of Alvaris.
Personality: Distant, and not very vocal, Jax is assumed to suffered from minor shell shock from participating in the war. However, he doesn't have the violent outbursts some others do, so he was allowed to continue his service in the military as a Town Guard. Duty and justice is important to him, and as such he'll fight hard to protect the innocent and to punish criminals. Although it would be hard to tell under his armor, he is always on high alert and searching his surroundings, to the best of his abilities.
Biography: Jax was very young when he first attempted to join the military around 12 or 13, a run-a-away from a country family. Normally a child so young would need permission, but Jax was to stubborn to tell where exactly he haled, so he was denied. However his vigor and insistence caught the eye of an older knight that allowed him to bypass the system by taking him on as a squire. Jax was tested in weapon aptitude, and while didn't excel in any, the knight he served under sought to push him and decided that until Jax excelled in one, he would have to train in them all.

The training went along fine, until a few years later the knight was promoted and called to serve in the war proper as a military commander, and pulled some strings to have Jax trained as a Guardian Knight. The training was harsh, and Jax would have likely never been pulled from the normal recruits to attempt it, and without the favor, would have likely been kicked out very quickly, but as luck was seemingly on his side, he was giving try after try until he finally was able to move and fight in the heavy armor, however only with the axe, as the heavy blows of the weapon were the only ones that benefited from the heft of the armor, the style of swords and lances he had been trained in relying to much on speed and mobility.

Jax was 18 when he was finally sent to the war front as a caravan guard. He developed notoriety as a bad luck charm, sometimes called "Hi-Jax", as everyone convoy he was assigned to was targeted. This made him see more combat then many of the other Guardian Knights in the service, and was likely a factor in his shell shock. The war only lasted for a few years after he was deployed, though he continued to guard supply caravans in the new territory for a time after, eventually asking for reassignment since he couldn't stand *not* being ambushed while guarding them.

Many years dull years passed, until a myriad of unfortunate events happened, starting with the death of the queen, and snowballing to the eventual assassination of the royal heir, Mathias. Jax went rampant at the news, storming out of the barracks like some sort of one man army to find the killer. Though chances he'd be able to due much himself were low, he did stumble upon a suspicious pair that he confronted, however instead of apprehending them, he was recruited by them for a mission unlike he could have ever predicted.
Class: Guardian Knight
Weapon Level: E
Weapon: Bronze Axe
Equipment: Tonic (3), Vigor (1), Whetstone (5)
Imperials:200

Herlewin: show
Name: Herlewin

Age: 17

Appearance: Standing at 5’ 11”, Herlewin’s tanned body is that of an acrobat: healthy and fit, yet lean and without the bulk supplied by training with weights. Though his legs are relatively short for someone of his size, his arm span is long, extending a good four inches past his standing height. Perpetually ruffled, Herlewin’s neck-length sandy brown hair hangs in front of olive green eyes, the right one of which is dominant. His hands are rough and calloused from his work, and it’s not uncommon for a few of his bangs to be singed from one of his more dangerous acts going less than perfectly.

In terms of clothing, Herlewin owns nothing but a loose, beige cotton shirt, shin-length brown pants held in place by a white string, a pair of leather shoes, and a dark burgundy cloak for keeping out the rain. He keeps his other belongings in a makeshift backpack, fashioned out of an empty sack of potatoes and more string.

Personality: A lover of sunny days, Herlewin’s mood is usually a good indicator of the weather. A warm day (for the season) will make him an indomitable bubbling fountain of cheer, while rain and fog will render him into a sullen, reserved pile of melancholy. Fond of being the center of attention, the boy is a performer at heart and always knows how to make himself charismatic to please a crowd.

Lacking finesse in speech and the intricacies of etiquette, the boy has trodden on many a toe unintentionally: He regards no one as his superior, and will only address someone with deference if they’re part of his audience. In many areas of life, Herlewin is a runner, not a fighter. Often preferring to be misunderstood or cheated rather than face an argument, it’s not uncommon for him to simply walk away mid-conversation and ignore anyone who calls after him if he feels the exchange is turning sour.

Biography: Beginning his conscious life as an unidentified orphan wandering the streets of Unity, Herlewin was taken in and given his name by a travelling entertainer at the age of 4.
Mr. Buckley, as he went, was a hard man who enforced a strict regime: performance routines were practiced and polished with Buckley’s other adopted boys in the morning, then presented to the local villagers by evening. A good show meant good pay and good meals (for a time), while even the smallest mistake would earn a tireless reprimand from the boys’ mercilessly loquacious adoptive father.

The acts themselves were straightforward at first, but gradually evolved in complexity as the troupe moved away from relying on the endearing presence of talented young children and more towards showcasing the physical proficiency of its aging members. A master entertainer and rigorous pedagogue, Buckley constructed ever more elaborate acts for his group to perform as they grew in skill and popularity. Soon enough, the boys were learning to juggle flames and putting on dazzling pyrotechnic displays. Herlewin learned all manner of physical feats in these years, from backflips to fire breathing, even firing arrows at the moving targets the other boys would throw. Most of all, however, Herlewin learned to entertain, and entertain he did. The troupe’s name became known in many a village in Everdine, their appearances highly anticipated in every stop on their route.

In the fall of Herlewin’s 17th year, however, Mr. Buckley broke down with a cough. Though the man continued to travel with the group he had created, he soon became too sick to act as the troupe’s barker. Try as they might, the winter season’s drought in performance opportunities rendered the boys too poor to pay for sufficient treatment and too disorganized to scrounge up enough by other means. Lacking the medical attention he needed, their adoptive father passed away as the snow lifted and the first flowers of spring bloomed.

Buckley’s death brought with it the disbandment of Herlewin’s group. With no one to guide them or organize their shows, their popularity quickly dwindled and they soon parted ways. Some abandoned their past and sought work on nearby farms, but Herlewin couldn’t give up the person he’d spent his life becoming. He liked making people smile. He liked to have others gather into a crowd, to see them having a good time. This the life he’d always led, and he was going to stick to it. Travelling from place to place, Herlewin adapted what he knew into a solo routine. It wasn’t as successful as Mr. Buckley’s troupe had been, but it was enough to survive.

Class: Archer
Weapon Level: E
Weapon: Wooden bow
Equipment: Grappling Hook(5x), Flare (3x), Oil (3x)
Imperials: 200

Captain Alborz Xerxes: show
Name: Captain Alborz Xerxes
Age: 32
Appearance: Alborz is a tall broad shouldered man. He has a soft and gentle look with his bright green eyes. He has short black hair that is usually hidden underneath his armor. His armor is almost always spotless due to the pride he takes in cleaning it. It bares the colors of the imperial court’s royal guard as well as the symbol matching his captain rank. Alborz is usually found on the back of his pale yellow wyvern, Ignavus.

Personality: Loyal, kind, and chivalrous are just a few words to describe Alborz. While he follows a code it is not uncommon to see him become ruthless on the battlefield.

Biography:Alborz was raised within the mighty Qulmari kingdom. His family wasn’t poor but they weren’t nobles either. Alborz’s father ran the town’s stables. Once old enough Alborz began to help. He enjoyed feeding the horses and griffins but there was a rarer mount that Alborz feared, Wyverns. The winged reptiles were always extremely rough and seeming hostile to anyone that wasn’t their rider. Try as he may he could never get close enough to pet one. So during his time as a stablehand Alborz simply left them alone.

One night, slavers raided the stable. Alborz was knocked out only to awaken in the slaver’s caravan. He hated being moved around. He fought back every chance he got. This usually lead to him getting beat on a daily basis. One night after his evening beating he notice some of the slavers drag in a young yellow wyvern. Alborz watched as the creature was pinned and caged for it’s rare color. As he layed on the ground heard whispers of how the traders planned to sell it on the market.

Later that night once Alborz was put back in the caravan with the other children he managed to get his hands free from their bindings. He knew what he needed to do. As he moved towards the opening of the caravan he was stopped by a girl. She held his arm and whispered “Take me with you” Alborz knew he couldn’t but he made her a promise. He promised he would return and he would free her. Much to the girl’s disliking he quickly fled the caravan and made haste to the wyvern’s cage.

The creature wasn’t full grown yet still intimidated the young Alborz. He slowly approached the cage, pausing looking at the fearful creature before opening it. The wyvern remained silent and allowed Alborz to get close to untie it. Once free the wyvern knocked Alborz to the ground and dashed out of the cage taking to the air. The loud noises attracted the guards attention. Soon Alborz found himself being beat as he got a lecture. What happened next is what truly saved Alborz. The yellow wyvern descend from the skies and exhaled a thick smoke before grabbing the young boy and fleeing.

Once they had landed and were safe Alborz stood and began to limp towards the nearest town. He had made a promise and he wasn’t about to forget it. He walked a couple steps before falling on his knees due to the pain. The wyvern moved in closer to Alborz. It made several small noises as it stared at him. Alborz stood and tried again. After he had fallen several times Alborz began to tear up. He was to weak to save the others due too his injuries. Then a rigid object forced itself under Alborz. Before he realized it Alborz was on the back of the wyvern as it began to walk in the direction Alborz was headed. Alborz was filled with fear at first but soon his determination to save the others took control. He led the beast using gentle tugs on it's horns. Soon Alborz held on as the wyvern took to the skies. From the air they descended to the town and quickly alerted the guards. Alborz led them to the convoy of slavers. A small skirmish erupted before the children were cut out of their bindings and led back to town. Alborz felt a cheerful and happy heart as he looked into the eyes of those that he had helped free. Then he realized he owed this victory to the wyvern. Shortly after the freeing of the slaves, Alborz and his newly found mount, Ignavus, joined the military as wyvern and rider.

It wasn’t long before Alborz began to make a name for himself in the army. He quickly rose to lead a squad of elite flying mounted units. Ultimately Becoming a royal guard. While he was in this position Alborz served fighting for the imperial court. He served and led many missions against the slavers with Empress Ingrid. It wasn’t long before Alborz gained attention from single maidens within the court. As many rose to his attention there was only one that he wished to impress. The fairest maiden, Lady Ziba was her name. He would travel to the end of time for her. Through his actions she came to see this as well. Being part of the court Lady Ziba frequently was tasked with giving Alborz his missions. He would follow her instructions exactly no matter how complex, violent, or important the missions were. Finally Alborz felt worthy enough to go to Lady Ziba as a proper suitor. He went through the proper steps. Then he met her on her balcony one night. He walked over to her. The moon was shining brightly and Ignavus even dropped flower petals down on them. Alborz gently took her hands in his and gazed into her soft hazel eyes as fireflies danced around them. Then he asked her to become his. She smiled before agreeing. The next day Alborz celebrated with his comrades and made preparations for the ceremony. Many of the couple’s friends arrived bearing gifts and wishing them well. Even Prince Tobias showed himself at the festival. Once things began to quiet down, Prince Tobias pulled Alborz aside asking for a private escort to Emeldia. Alborz was honored and agreed. The next day Alborz said a bittersweet farewell to his betrothed and led the Prince.
Class: Wyvern Knight
Weapon Level: C
Weapon: Glaive (Lance) and Poleaxe (Axe)
Equipment: Tonic(3), Torch(5), Whetstone (5)
Imperials: 300

Jahan Dilshad: show
Name: Jahan Dilshad (Nickname: He likes to call himself "Lewis" because his personally doesn't like the sound of "Jahan"
Age: 14
Appearance: Wears a hat, similar to the fabled Robin Hood's, a red tunic with a quiver, navy blue leggings and navy blue boots. Has light skin, short brown hair (though he's always wanted to dye it green to match his hat). He stands at about 5' 3", as he's a short lad.

Personality: Due to his age, Jahan is very naive. He often finds himself tricked or just straight doesn't know how some things work, leading into a whole lot of trouble. Luckily, he learns quickly from his mistakes. He's also quite the comedian. He always tries to lighten the mood, even in battle. However, this lightening of moods can sometimes lead him into more trouble because he often crosses the line between funny and insensitive. He tries to work on this.

Biography: Jahan was born in Qulmar. His parents were both extraordinarily smart. His dad was a skilled general, while his mom was an author as well as a housewife. Jahan also has 3 brothers (1 older, and 13 year old twins) and a younger sister, all of whom share the intelligence of their parents. Jahan did not. No matter how much he tried to be smart like the rest, he just couldn't become as smart as his siblings. This made him an easy target for ridicule among his family. His brothers thoroughly enjoyed mocking Jahan. His sister and mother, however, tried to help him. But, it wasn't working.

During a war, Jahan's older brother was called to battle as a general, when Jahan was 10. He never returned. Jahan's family was heartbroken, except for Jahan. He was happy, for about 5 seconds before realizing that that's terrible. So, he was heartbroken, too. While sitting alone one day, Jahan thought about how depressed his family was now, and that it felt emptier in the house. This is when Jahan came up with the idea to try telling them jokes to cheer them up.... It didn't work, at least, not on his remaining brothers. His mother and sister loved it, but his brothers found it insensitive. When Jahan argued that he was just trying to help, his brothers literally said "It would've helped much more if YOU died instead". His father (who rarely showed emotion) and mother said nothing. This tore up Jahan's heart, for, as cruel as his brothers were, he would never imagine that they would want him dead. This is probably what drove Jahan to run away from his home in Qulmar, feeling unwelcome. Even after his sister begged him to stay, he still left. Although, she still motivates him to try to lighten the mood when times get tough.

When Jahan left, he quickly realized that he had to go through Qulmar's terrible desert. Luckily for him, Jahan met a nice Qulmarian(?) archer along the way. He provided Jahan with food, water, and a little training in archery, which Jahan now studies. All of these things helped Jahan get through the desert. However, the rest of his journey wasn't as pleasant. It can only be described as "THE MOST DANGEROUS AND TIRING THING A HUMAN COULD EVER WITHSTAND". Jahan, tired, battered, and hungry, decided to stop in the main province , Alvaris. He built a house with materials he gathered along the way. One day, he went around the town of Tavor (He built his house just outside of it). He was lost and confused, and he was starting to feel like he had made a horrible choice. But, in the town, he happened to stumble upon someone in despair. A young girl, about 7, sat on the ground alone, crying. Jahan, thinking about his little sister, walked up to her and asked her why she was down. She didn't answer. Jahan, still thinking of his sister, decided that maybe a joke or two MIGHT cheer her up. He did, and it worked like magic. The girl, now laughing, stood up and hugged Jahan. The girl's mother and father came over to see what happened, and smiled at Jahan sweetly. Some of the nearby passerbys turned to see what was going on, cracked a smiled,and moved on with their lives. This is when he decided that this would be his new home. Where he felt was appreciated. Where he felt welcomed.

Though, he now regrets not bringing his sister along....

When Louis turned 13,
Class: Apprentice
Weapon Level: E
Weapon: Wooden Bow
Equipment: Dart (5/5), Bandages (5/5), Pure Water (1/1)
Imperials: 200

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Wed Jun 08, 2016 10:14 pm
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NPCs

Lord Marlin: A brave war veteran who remembers the Torbican War. He is incredibly loyal to the imperial family and has been tasked with commanding the imperial army. He is both respected and feared among his peers for his battle prowess and tactical skills. Although he sits upon the imperial throne as regent, he longs for order to be restored and the imperial children to be found. (General)

Lady Ziba Fairuza: A beautiful Qulmari maiden, her gentle eyes and sweet words soothe many around her. She has become a favourite among the lords and ladies, her exotic presence stirring the room with mystery. Despite the many offers of marriage and declaration of love, her heart solely belongs to Alborz.

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Wed Jun 08, 2016 10:36 pm
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Name: Barrett Ansgot
Age: 24
Appearance: Barrett is a tall, gangly sort of fellow, without much in the way of fat or muscle to garnish his wiry frame. Though he measures 6 feet 2 inches, any passerby that caught sight of him would be hard pressed to tell due to his consistently poor posture and the fact the majority of his weight is born by the staff on which he leans constantly. Barrett’s eyes are sunken black beads, rocked by the decoloured cradles that come from lack of sleep. The matted tangle of brown locks sprouting from his top gives his head a rather bush-like appearance; it is common for small birds to perch amidst the carotene shrubbery when Barrett lays down to rest. This general unkemptness is maintained throughout the rest of Barrett’s ensemble. Scraggly wisps of a beard and mustache float across his face, dancing distractedly whenever played upon by a gentle breeze. What were once a fine cleric’s cloak and robes are caked in mud and stained from long hours spent lying in the morning dew. Ratty sandals cling desperately to Barrett’s feet, held on at this point by little more than willpower.

Personality: Barret Ansgot is what one might call a burden to society. He labels himself a philosopher, but what he really means is that he feels no motivation to work at anything other than running his cynical mouth. He tends to skit around what he views as the less serious areas of morality, content to lie, cheat, steal and generally take advantage of people if he believes it will make him happy. Despite being a chronic insomniac, or perhaps because of this, Barrett enjoys nothing more than lazing about, especially among the branches of a sturdy tree. He moves only when he is hungry or curious, or when he sees an opportunity to create mischief. Despite being trained as a healer, Barrett generally feels little compulsion to help people unless there is something in it for him. On the flip side, he is quite fond of animals, especially the small woodland variety; these are among the only beings on the planet for which he will go out of his way. Barrett can often be seen with a small bird or squirrel perched on his shoulder, with whom he sings or carries on mostly one-sided conversations. Regrettably, Barrett occasionally has to catch a small animal in order to feed himself, but he tries to catch only those that he dislikes personally.

Biography: Barrett was a happy child, a ball of energy and mischief that brought many a smile to those in the small town in which he was raised. As the eldest child of a respected Holdish priest, it was expected that Barrett would follow in his father’s footsteps as a community leader and servant of the Sacred Light. The young Ansgot was eager to oblige, as he loved his elder and wanted nothing more than to be just like him. As his training began, the young boy took to healing. His education was adjusted accordingly, and he showed great promise as a user of staves. All was well.

Gradually, however, the young Barrett’s devotion began to wayne. Insomnia had become an increasingly severe problem for him in his later teenage years, and none of the herbal remedies or light-honouring prayers of his people could provide a cure. This left the apprentice cleric with much time to think - too much time, in fact. He came to resent the purposelessness of the earth’s eternal cycle of death and rebirth, the emptiness of the light that drove the world without a thought for the individual people suffering on the planet’s forsaken crust. Was there a point to anything? Barrett didn’t think so. He came to the conclusion that the light was not something to be venerated, but rather a power meant for personal gain. More handy than holy, as it were. Barrett’s new worldview led to several heated disputes with his family and with his teachers. Following one particularly heated discussion with his father, the younger Ansgot picked up his staves, retrieved a small bag of missionary travel supplies from the church, bade his weeping mother farewell and left. He was twenty at the time.

In the intervening four years, Barrett traveled as he saw fit. He worked as little as possible, content to take advantage of people’s generosity one day and leave without thanking them the next. Whatever he couldn’t get for free, he bought with money earned from demanding exorbitant payment for healing injured travellers after they had encountered “accidents” on the road. The night of the royal assassination, Barrett was enjoying a pint at a cozy inn in a small Emeldian village. It was good beer, and the barmaid was wearing a particularly low-cut dress that night. All in all it was a lovely evening.

Class: Cleric
Active Skill: Prayer – The cleric says a quick prayer that causes one enemy to cease targeting them. (1 turn cooldown; effect lasts for 3 turns)
Passive Skill: Miracle – The cleric's piety grants blessings that save them from the brink of death.

Weapon Level: E
Weapon: Heal Staff, Unlock Staff
Equipment: Mine (3), Snare(1), Bandages (5)

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Sat Jun 11, 2016 2:54 pm
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Sat Jun 11, 2016 4:21 pm
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Name: Mitra Nahdai
Age: 21
Appearance:
Mitra is rather short for her age, coming in several inches shy of Amelia in height, though she makes up for it with her muscular build. Her posture is usually strained and overly rigid. She has caramel skin, and dark brown hair that she keeps cut short in a messy, rounded bob. Mitra has sharp facial features, with a narrow mouth, and her intense amber eyes are framed by thick eyebrows. Her neutral expression makes her appear annoyed, and she has a faint raspy quality to her voice.

Mitra left the palace wearing a plain hide vest and a pair of baggy, off-white trousers tucked into calf-high leather boots. Her shoulders are draped with a thick, crimson scarf, and around her waist is a dark bluish green sash she uses to hold her axes. Beneath her clothes, Mitra keeps her chest bound for ease of movement, and she wraps her forearms and hands with cloth.

Personality:
Mitra is shrewd and pragmatic, with little patience for things she considers frivolous. She prides herself on her levelheadedness and is quick on the draw with a snide remark, never afraid to give someone a much needed lecture. On the other hand, she embarrasses easily, and hates nothing more than being made a fool of. She sews as a hobby.

Biography:
Mitra's early childhood is a hazy blur. No memory of her parents, she has but a vague recollection of living on the streets of Qulmar. Her abduction, she remembers with more clarity. The physical abuse, the fear, the hushed murmurs of her captors and the muffled sobs of her fellow victims have been branded into her memory. More importantly, she recalls her savior. The caravan had just stopped for the night, near the Alvarisian border, when Empress Ingrid and her entourage descended upon them like rays of sunlight cutting through the mist. She carried the scent of lavender, with a voice like honey, and roses bloomed wherever she trod. Yes, that's definitely how it happened.

The battle that ensued was as long as it was intense, with the kidnappers immediately surrendering and being taken into custody. The abductees were all seen to and eventually sent back to their homes and families in Qulmar, all except Mitra. With nothing and nobody to return to in her country of birth, the imperial court were unsure what to do with the girl. As a temporary measure, they elected to let her stay in the servants' quarters of the palace until a solution could be reached. The subject was eventually dropped without being resolved, and Mitra was allowed to remain on staff permanently. One of the maids looked after her and instructed her in the meantime.

Mitra proved to make a clumsy servant, but managed to find a niche repairing damaged garments when she displayed an aptitude for sewing. During her time at the palace, she became close friends with Princess Amelia. Mitra's stint as a seamstress was shortlived as she displayed an interest in more militant pursuits, wanting to serve the royal family in a more substantive capacity. The Empress reluctantly allowed the girl to accompany her on routine patrols. Mitra's role was very passive at first, but over time, she began to pick up on the basics of combat. Serving directly under Ingrid caused the girl to develop a somewhat unorthodox fighting style, more reminiscent of a Torbican warrior than an Alvarisian soldier. These outings continued until the Empress Ingrid's sixth pregnancy and subsequent death.

With Ingrid's death, Mitra's temperament shifted, becoming distant and bitter. She continued to serve as a guard at the palace, but while she wasn't on duty, she'd often wander off to secluded areas and spend time alone with her thoughts. When she wasn't doing that, she was usually with Amelia, sparring or somesuch. The years that followed were hard on everybody, not least of all the royal children. Still, everyone had high hopes for the future as Prince Mathias's coronation approached. As such, it was to be expected that the prince's assassination would throw the entire court into disarray. On the same evening, Mitra was surprised to be approached by Amelia, of all people, bringing grim tidings indeed. The two young women both left that night, set on finding Prince Tobias. As they moved under the cover of moonlight, Mitra couldn't help but feel glad that the princess had something to keep her mind off of her brother's murder.

Class: Reaver
Weapon Level: E
Weapon: Hatchet
Equipment: Vigor (1/1) x1, Vulnerary (3/3) x1, Whetstone (5/5) x1


Sun Jun 12, 2016 5:26 pm
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Name: Helle Ahlberg
Age: 22
Appearance: Although Helle is average height, she stands with a straight, proud posture and a sense of dignity. Along with her noticeable musculature, numerous scars, and stoic expression, she appears quite imposing to most people. Her straight, dark blond hair is cut short, barely reaching to her chin, and her hooded eyes are a deep blue.

To cover her many scars, Helle covers as much skin as possible. She wears a thick grey scarf around her neck that she sometimes wraps around her head, a loose, long-sleeved white shirt, plain brown trousers, and simple leather shoes. A belt around her waist holds her scabbard.
Personality: Helle is defined jointly by her arrogance and her social awkwardness due to her upbringing. She is extremely prideful of herself and her skills in swordsmanship, fully believing she could beat anyone in a fight. She'll leap to defend her skill if she thinks it is in doubt. Most of what she does is for her pride or reputation.

Frequently, she'll take completely innocuous sentences as insults or slights and take offense. This is more because of her lack of social skills than being too touchy; she misses or misinterprets jokes and light jabs frequently. Emotions are not her strong suit either, as she's not prone to extreme emotions and never had to deal with them in her life.

However, for all her flaws, Helle's father raised her with a few values. She's honest to a fault, hardworking and determined, fair and just, and loyal to whatever cause she chooses to devote herself to. Though she frequently fights with others, she's not cruel and doesn't take joy in causing pain, nor is she excessive. It just so happens that the cause she's devoted herself to at the moment is... well, her own self-interest and pride, and she's willing to hurt a few people for that.
Biography: Helle was born the only child of a proud Torbican swordsman. Her father despaired, having hoped for a boy, but eventually decided that he would train his daughter to follow in his footsteps nonetheless. Despite her mother's protests, Helle's life was devoted to training from childhood, leaving no time for socializing or play. Her mother's presence in her life became nearly nonexistent, and for long periods of time Helle would only interact with her father and no one else. Surprising her mother, Helle accepted the role she was given (resenting, perhaps, her father's prejudice, but delighting in training her skills) and gladly entered the military once she was old enough, eager to test herself against others.

Helle's arrogance and lack of social skills made her more enemies than friends among her peers. However, people who disliked her soon found Helle's conceit was not entirely baseless when they faced her in a duel. After word started to spread, most of the others either feared or respected Helle, maintaining a respectful distance. Helle didn't particularly care that she lost any opportunities for close friendships; she cared about proving herself to be an adept fighter and establishing a reputation.

The news of the assassination was shocking, though it did not affect Helle much personally. She didn't care much for politics and the like. However, the news of the heir's disappearance and the resulting instability was concerning. As proud of her skills as she may be, Helle had never experienced war, and she was not eager to change that anytime soon.
Class: Swordsman
Weapon Level: E
Weapon: Long Sword
Equipment: Tonic (3), Whetstone (5), Vigor (1)

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Sun Jun 12, 2016 9:08 pm
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This is the same profile from the PM. So the minor details you might wanted to edit will still need to be.

Name: Jax Argand
Age: ~40
Appearance: It's hard to say how Jax has changed since the war, as he stopped removing his armor in the presence of others long ago. Those that remember him from before the war will note that he was of a medium height and build, barely suitable for the armor he bore, and that he had dark hair and eyes, those with the clearest memory could even recall the hair was definitely black, and the eyes were green. Jax has been in combat, so it wouldn't be a stretch to assume he had scars somewhere, and he has likely paled, do to not getting much sun, and perhaps even started to grey.

Of course how most see him now is a towering suit of multi layered armor, painted up as you would expect of a Knight of Alvaris.
Personality: Distant, and not very vocal, Jax is assumed to suffered from minor shell shock from participating in the war. However, he doesn't have the violent outbursts some others do, so he was allowed to continue his service in the military as a Town Guard. Duty and justice is important to him, and as such he'll fight hard to protect the innocent and to punish criminals. Although it would be hard to tell under his armor, he is always on high alert and searching his surroundings, to the best of his abilities.
Biography: Jax was very young when he first attempted to join the military around 12 or 13, a run-a-away from a country family. Normally a child so young would need permission, but Jax was to stubborn to tell where exactly he haled, so he was denied. However his vigor and insistence caught the eye of an older knight that allowed him to bypass the system by taking him on as a squire. Jax was tested in weapon aptitude, and while didn't excel in any, the knight he served under sought to push him and decided that until Jax excelled in one, he would have to train in them all.

The training went along fine, until a few years later the knight was promoted and called to serve in the war proper as a military commander, and pulled some strings to have Jax trained as a Guardian Knight. The training was harsh, and Jax would have likely never been pulled from the normal recruits to attempt it, and without the favor, would have likely been kicked out very quickly, but as luck was seemingly on his side, he was giving try after try until he finally was able to move and fight in the heavy armor, however only with the axe, as the heavy blows of the weapon were the only ones that benefited from the heft of the armor, the style of swords and lances he had been trained in relying to much on speed and mobility.

Jax was 18 when he was finally sent to the war front as a caravan guard. He developed notoriety as a bad luck charm, sometimes called "Hi-Jax", as everyone convoy he was assigned to was targeted. This made him see more combat then many of the other Guardian Knights in the service, and was likely a factor in his shell shock. The war only lasted for a few years after he was deployed, though he continued to guard supply caravans in the new territory for a time after, eventually asking for reassignment since he couldn't stand *not* being ambushed while guarding them.

Many years dull years passed, until a myriad of unfortunate events happened, starting with the death of the queen, and snowballing to the eventual assassination of the royal heir, Mathias. Jax went rampant at the news, storming out of the barracks like some sort of one man army to find the killer. Though chances he'd be able to due much himself were low, he did stumble upon a suspicious pair that he confronted, however instead of apprehending them, he was recruited by them for a mission unlike he could have ever predicted.
Class: Guardian Knight
Weapon Level: E
Weapon: Bronze Axe
Equipment: Tonic (3), Vigor (1), Whetstone (5)

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When my eyes be rollin'
The haters get goin'
The seeds I'm sowin'
With a smile I'm flowin'
And if I be trollin'
Ya never be knowin'
'Cause when the haters get goin'
My eyes just start a-rollin'


Sun Jun 12, 2016 9:33 pm
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Name: Herlewin

Age: 17

Appearance: Standing at 5’ 11”, Herlewin’s tanned body is that of an acrobat: healthy and fit, yet lean and without the bulk supplied by training with weights. Though his legs are relatively short for someone of his size, his arm span is long, extending a good four inches past his standing height. Perpetually ruffled, Herlewin’s neck-length sandy brown hair hangs in front of olive green eyes, the right one of which is dominant. His hands are rough and calloused from his work, and it’s not uncommon for a few of his bangs to be singed from one of his more dangerous acts going less than perfectly.

In terms of clothing, Herlewin owns nothing but a loose, beige cotton shirt, shin-length brown pants held in place by a white string, a pair of leather shoes, and a dark burgundy cloak for keeping out the rain. He keeps his other belongings in a makeshift backpack, fashioned out of an empty sack of potatoes and more string.

Personality: A lover of sunny days, Herlewin’s mood is usually a good indicator of the weather. A warm day (for the season) will make him an indomitable bubbling fountain of cheer, while rain and fog will render him into a sullen, reserved pile of melancholy. Fond of being the center of attention, the boy is a performer at heart and always knows how to make himself charismatic to please a crowd.

Lacking finesse in speech and the intricacies of etiquette, the boy has trodden on many a toe unintentionally: He regards no one as his superior, and will only address someone with deference if they’re part of his audience. In many areas of life, Herlewin is a runner, not a fighter. Often preferring to be misunderstood or cheated rather than face an argument, it’s not uncommon for him to simply walk away mid-conversation and ignore anyone who calls after him if he feels the exchange is turning sour.

Biography: Beginning his conscious life as an unidentified orphan wandering the streets of Unity, Herlewin was taken in and given his name by a travelling entertainer at the age of 4.
Mr. Buckley, as he went, was a hard man who enforced a strict regime: performance routines were practiced and polished with Buckley’s other adopted boys in the morning, then presented to the local villagers by evening. A good show meant good pay and good meals (for a time), while even the smallest mistake would earn a tireless reprimand from the boys’ mercilessly loquacious adoptive father.

The acts themselves were straightforward at first, but gradually evolved in complexity as the troupe moved away from relying on the endearing presence of talented young children and more towards showcasing the physical proficiency of its aging members. A master entertainer and rigorous pedagogue, Buckley constructed ever more elaborate acts for his group to perform as they grew in skill and popularity. Soon enough, the boys were learning to juggle flames and putting on dazzling pyrotechnic displays. Herlewin learned all manner of physical feats in these years, from backflips to fire breathing, even firing arrows at the moving targets the other boys would throw. Most of all, however, Herlewin learned to entertain, and entertain he did. The troupe’s name became known in many a village in Everdine, their appearances highly anticipated in every stop on their route.

In the fall of Herlewin’s 17th year, however, Mr. Buckley broke down with a cough. Though the man continued to travel with the group he had created, he soon became too sick to act as the troupe’s barker. Try as they might, the winter season’s drought in performance opportunities rendered the boys too poor to pay for sufficient treatment and too disorganized to scrounge up enough by other means. Lacking the medical attention he needed, their adoptive father passed away as the snow lifted and the first flowers of spring bloomed.

Buckley’s death brought with it the disbandment of Herlewin’s group. With no one to guide them or organize their shows, their popularity quickly dwindled and they soon parted ways. Some abandoned their past and sought work on nearby farms, but Herlewin couldn’t give up the person he’d spent his life becoming. He liked making people smile. He liked to have others gather into a crowd, to see them having a good time. This the life he’d always led, and he was going to stick to it. Travelling from place to place, Herlewin adapted what he knew into a solo routine. It wasn’t as successful as Mr. Buckley’s troupe had been, but it was enough to survive.

Class: Archer
Weapon Level: E
Weapon: Wooden bow
Equipment: Grappling Hook (1x), Flare (3x), Oil (3x)

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Last edited by Semicolon on Sat Jul 30, 2016 6:51 am, edited 1 time in total.



Mon Jun 13, 2016 12:56 am
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Perfect! All three accepted! Waiting for Toby's royal guard and we can go ahead

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Mon Jun 13, 2016 8:50 pm
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Just thought I should say, I do still plan on submitting him. Although I don't know when I will. I have a lot going on this week. I had two friends in the Orlando shooting. One made it after being taken hostage and the other was shot and died in the hospital later. I also had a really close family friend get in a motorcycle accident and pass away yesterday. Due to my emotional and mental state, I will join but idk when I can/feel like actually working on his profile. I'll try to have him up soon, but I need to take a couple of days just to deal with things.
I'll probably hop on slack once and a while but other than that Deci would be the best way for me to get a message. Thank you in advance and I'm sorry for going a little off topic here.

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Tue Jun 14, 2016 6:50 am
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