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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 emperor.

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 would come to shake 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 unknown, 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 Olivia 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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[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]Armor Level:[/b] E
[b]Weapon:[/b] (1 weapon; [mages, clerics, shamans, priests, bards, chemists, start with two])
[b]Armour:[/b] (1 piece of armor)
[b]Equipment:[/b] (No more than 3 items to start)

Update Schedule: Mondays

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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 has evolved to become much more complex (and hopefully a bit more fluid as a result). It still relies on the foundation of certain Fire Emblem principles, while integrating more aspects from Final Fantasy and custom additions according to my own design.

Now incorporated is a system of stats that will play an integral role in the game and how players progress in their levels.

ATK – The attack stat is the amount of damage that a character inflicts using a physical weapon. (swords, axe, lance, bow, knife, flail)
DEF – The defence stat is used to mitigate damage from the attack stat.
POW – The power stat is the amount of damage that a character inflicts using a magical weapon. (anima, light, dark)
RES – The resistance stat is used to mitigate damage from the power stat.
SPD – The speed stat determines the number of hits, as well as the likelihood of evasion and counter attacks.
ACC – The accuracy stat influences the likelihood of landing a successful hit.
LUK – The luck stat influences the likelihood of landing a successful hit and evasion.
CON – The constitution stat is the amount of life force that a character has.

Weapons, Armour, Items and the Inventory

The inclusion of stats has allowed for the introduction of more dynamic weapons, which have the capacity to influence other stats, as well as provide additional effects supporting the player or hindering their enemy.

Weapons continue to serve their purpose as tools of combat. Different equipped weapons can affect a myriad of stats. The distinction between ATK and POW based weapons is another consideration that must be taken when entering into combat as these will be affected by DEF and RES respectively.

New to the battle system is the opportunity to attack while unarmed. This is generally not recommended, as your stats will be greatly reduced, but one might find themselves in such a situation as per the story, or in the event of a broken weapon.

Weapon durability remains a notable component of the battle system, in which a weapon will break if it is overused by a 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. (Note: 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 in the chart below.

Image

Armour is a reworked element of the battle system; these allow for greater versatility in options for defence. Armour is still defined between, cloth, light, medium, and heavy with its use restricted to certain classes. The different types of armour follow a similar principle to the previous system; namely, the heavier the armour the slower the speed. However, there is now a much greater variety of armour available and the potential for different stats to be impacted or effects from the armour to be used.

In addition to this, each of the types of armour have classifications of E, D, C, B, and A. Meaning that a player must become accustomed to a certain level of armour before gaining access to the higher levels. (See section on ranking up) Unlike weapons, armour does not have durability considerations (although this may change as the game continues), nor do they have a legendary S-tier.

Items have been slightly expanded and may continue to expand as the game progresses. In addition to many of the limited-use items, there are other magical items that can be purchased or found across Alvaris to slightly improve stats while they are equipped. For the time being, there is only one of each of this particular type of item, each affecting a single stat.

As a balance to the various weapons and items available to a player, there is an official inventory of seven items (though technically five, since the first two slots are saved for a weapon and armour). No more than this can be carried at one time by a single player, and they will have to take into consideration giving up one item for another, or one weapon for another. As the game evolves, there will be additional storage available for characters in between battles.

The Accuracy Role

Attacks, effects, and some actions are determined by a random roll from 1-100. An attack is governed by the following number system:

<=5 – Blunder – A negative event taking place for the individual or their allies.
<=25 – Miss – Completely miss the target.
<=40 – Graze – A weaker version of the standard attack. (Divided by 2)
<=95 – Hit! – A successful standard attack.
<=100 – Critical – A powerful version of the standard attack. (Multiplied by 2)

Note: Attacking Unit (AU) and Defending Unit (DU)

Stats influence the roll number (ROLL) through means of evasion (EVA) that is determined by:
EVA = [DU SPD] + [DU LUK]
ROLL =(BASE)+([AU ACC] + [AU Triangle Bonus] + ([AU LUK]/2)) – [DU EVA]

For a standard “Hit!”, damage (DMG) is calculated differently for physical attacks and magic attacks. Physical attacks (swords, lances, axes, bows, knives, and flails) rely on ATK and DEF stats, using the formula:

DMG = ([AU ATK] + [AU Triangle Bonus] + [Impact Bonus] + [Effect Bonus] + [Pro. Bonus]) – [DU DEF]
Magical attacks (anima, light, dark) rely on the POW and RES stats, using the formula:

DMG = ([AU POW] + [AU Triangle Bonus] + [Impact Bonus] + [Effect Bonus] + [Pro. Bonus]) – [DU RES]

Double Attacks

Double Attacks are now calculated on a basis of speed. Their speed stat must be 5 points greater than the speed stat of their opponent. If a double attack is confirmed, then a second roll will take place after the initial roll. Of course, this might change with time as we explore this system.

The Power of Three

For now, there will be three weapon triangles. These triangles provide a slight bonus/disadvantage in DMG (+/-1), and a slight influence on the ROLL (+/-3).

These are the current triangles:

Sword>Axe>Lance>Sword

Bow>Knife>Flail>Bow

Light>Dark>Anima>Light

Buff and Debuffs

Are positive and negative traits that can be temporarily applied to a character to affect their status. In Songs of Alvaris, buffs and debuffs can be stacked to have multiple effects inflicted upon a target, but for the purposes of simplicity, there will be can be a max of 5 buffs and 5 debuffs applied to a single character at any given time.

Buffs and debuffs that have a lingering effect, typically last for 5 turns until the effect fades away, or until the effect is placed upon the target once again.

Experience, Ranking Up & Levelling Up

As mentioned prior, weapons are subdivided according to ranks from E-S and armour from E-A. A player must have obtained the appropriate rank to wield weapons or armour within them. In the case of weapons, a character must declare an attack in order to increase their weapon level through experience (EXP). (For now, this is 2 EXP per attack contributing to weapon level, with an exception of 4 EXP per use of staff, concoction or songbook) In the case of armour, for every attack on their character, they will gain experience to increase their armour level. (For now, this is 3 EXP per defending attack contributing to armour level)

Aside from gaining ranks with weapons and armour, a character will also level up to increase their stats. During a battle, each action will dictate the amount of EXP that a character gains:

Pass – 0 EXP
Movement – 0 EXP
Discourse – 1 EXP
Miss – 1 EXP
Parley (Failure) – 2 EXP
Activity – 2 EXP
Item – 2 EXP
Graze – 2 EXP
Rescue – 3 EXP
Skill – 3 EXP
Hit! – 4 EXP
Critical!!/Heal + 5 – 6 EXP
Kill – 10 EXP
Parley (Success) – 15 EXP

For characters that are already promoted, the amount of EXP they get from actions is much less:

Pass – 0 EXP
Movement – 0 EXP
Discourse – 1 EXP
Miss – 1 EXP
Parley (Failure) – 1 EXP
Activity – 1 EXP
Item – 1 EXP
Graze – 1 EXP
Rescue – 2 EXP
Skill – 2 EXP
Hit! – 3 EXP
Critical!!/Heal + 5 – 4 EXP
Kill – 5 EXP
Parley (Success) – 15 EXP

Once a character has obtained 100 EXP they will level up, resulting in some or all of their stats increasing. Once a character has reached level 10 and they have the appropriate item (as well as completed appropriate plot training), they have the capacity to become a promoted class, granting access to a new set of skills, weapons and armours. The active and passive skills from the previous class are retained, creating individualistic promotions.

Action Points

To clarify what can and cannot be done in a turn and by whom, each of the classes fall under one of the four tiers of available ability points (AP) per player phase. AP cannot be hoarded from one turn to the next but are always refreshed every turn.

6 Ability Points
Medic

5 Ability Points
Cavalier
Wyvern Rider
Pegasus Rider
Griffin Rider
Ranger
Monster Slayer
Paladin
White Knight
Harbinger
Warden
Pegasus Knight
Griffin Knight
Wyvern Knight
Marksman
Mage Knight
Red Knight
Blue Knight
Yellow Knight
Dark Knight

4 Ability Points
Duelist
Lancer
Reaver
Pugilist
Thief
Tamer
Assassin
Rogue
Ninja
Monk
Trueblade
Halberdier
Berserker
Witch Hunter

3 Ability Points
Archer
Bard
Swordsman
Pikeman
Guardian Knight
Mage
Red Mage
Yellow Mage
Blue Mage
Chemist
Shaman
Cleric
Priest
Sniper
Hunter
Bruiser
Vanguard
Master of Arms
Sentinel
General
Champion
Spellsword
Avenger
Warrior
Sage
Alchemist
Bombardier
Apothecary
Spellsinger
Skald
Cantor
Druid
Summoner
Bishop

During a player’s turn, they have a number of actions available to them, with associated costs according to the available AP:

Pass – The player forgoes participating in a round (0 AP)
Discourse – The player engages another character (1 AP)
Rescue – The player “saves” another character from harm (decreased speed and movement) (1 AP)
Movement – The player moves over territory (1 AP [Though more AP can be spent for greater distances])
Parley – The player attempts to get a human enemy to retreat (2 AP)
Activity – The player undertakes a maneuver or action requiring a roll (2 AP)
Item – The player uses an item (2 AP)
Skill – The player uses a skill (2 AP) [Can only be used once per player turn]
Attack – The player engages in an attack (2 AP) [Can only be used once per player turn*]

*This precludes special skills, or states that allow the character to engage in more than one attack per turn.

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 have the opportunity to choose a set of actions according to their available AP. (Pass, Discourse, Rescue, Movement, Parley, Activity, Item, Skill, or Attack) *See action point chart for available AP per class per turn*

Pass – The player forgoes participating in a round (0 AP)
Discourse – The player engages another character (1 AP)
Rescue – The player “saves” another character from harm (decreased speed and movement) (1 AP)
Movement – The player moves over territory (1 AP [Though more AP can be spent for greater distances])
Parley – The player attempts to get a human enemy to retreat (2 AP)
Activity – The player undertakes a maneuver or action requiring a roll (2 AP)
Item – The player uses an item (2 AP)
Skill – The player uses a skill (2 AP) [Can only be used once per player turn]
Attack – The player engages in an attack (2 AP) [Can only be used once per player turn*]

*This precludes special skills, or states that allow the character to engage in more than one attack per turn.

Once they have completed the initializing of their 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. [Increase in ACC for one shot] (3 turn cooldown)
Passive Skill: Keen Eye – An archer has a good eye, being capable of spotting movement and objects from a distance. [+ACC]
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. [50% chance] (no cooldown)
Passive Skill: Stealth – A thief can move quietly with a lower likelihood of being noticed. [15% chance being seen]
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. [50% chance] (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 knocked down] (2 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 weapon strength for the opportunity to strike 4 times. (no cooldown)
Passive Skill: Meditation – A pugilist in a state of calm can restore their health while perfectly still. [Use no AP for 3 turns to recover 10 CON]
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 opponent’s weapon with theirs. [30% unsuccessful; 40% weapon locked – No enemy action for 1 turn; 30% enemy disarmed – Enemy action interrupted for 2 turns] (3 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. [All surrounding enemy units receive damage with one roll] (4 turn cooldown)
Passive Skill: Steady Stride – A pikeman is skilled in using their lance as a balancing mechanism keeping themselves steady. [70% ignore knockdown]
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. [50% chance] (2 turn cooldown)
Passive Skill: Toughness – A fighter can withstand heavier hits. [+DEF]
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 enemy counter] (3 turn cooldown)
Passive Skill: Feather Foot – A duelist is naturally lighter on their feet with their weapon. [+SPD]
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. [+ACC]
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. [-DEF of Enemy, +ATK of player] (3 turn cooldown)
Passive Skill: Zeal – A reaver's accuracy increases with every killing blow. [+ACC per kill]
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. [+ATK, +DEF, +SPD; 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. [+SPD]
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. (3 turn cooldown)
Passive Skill: Iron Resistance – A guardian has thick layers of armour that make them more resistant to most physical damage. [+DEF, -SPD]
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; effect ends with use of any AP that isn’t movement] (no cooldown)
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 [All enemy actions interrupted 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. [-ACC of all in the vicinity] (Lasts 2 turns; 4 turn cooldown)
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. [Use ATK instead of POW] (Last 3 turns; 4 turn cooldown)[/i]
Passive Skill: Magical Resistance – A mage is accustomed to magical energy, and thus is more resistant to its effects. [Enemy POW DMG 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 3 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 DMG 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 CON restored when using healing potions; +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 CON if killed in one enemy turn]
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. [No impact on ACC when there is environmental darkness]
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. [+SPD]
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. [100% ACC] (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 - 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. (No cooldown)

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 - 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 - Roll)

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. [+DEF] (Lasts 3 turns; 2 turn cooldown)

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. (Last 5 turns; 3 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. [+ATK] (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. (Lasts 4 turns; 1 turn cooldown; 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. (Lasts 4 turns; 1 turn cooldown; 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. [-35 CON/+50 CON] (1 turn cooldown; 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. [Potions heal 30 CON] (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. [Allies ignore traps in vicinity of Griffin Knight] (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. (3 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. (5 per skirmish)

Sage – A cloth armoured unit trained in the use of elemental tomes, light tomes, dark 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. [Nul 1 magic 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. (Lasts 5 turns; 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. (Lasts 5 turns; 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.(Lasts 5 turns; 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. [+5 CON over 10 turns] (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. [Offensive spellsong] (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. [Interrupt enemy action] (2 turn cooldown; 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. [+5 CON/-5 CON per turn the song is sung area effect] (1 turn cooldown; 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 may exist at once)

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. (Lasts 5 turns; 3 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. (Enemy silenced; 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): A basic light spell; the caster conjures a beam of light that strikes the foe like an arrow.

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

Shine (D): The caster conjures an orb of light that homes in upon the enemy’s position and explodes.

Corona (D): A close range spell; the caster releases a radial burst of light around themselves.

Retribution (D): The caster conjures a defensive wall of physical light that explodes in a burst of light when struck.

Divine (C): The caster calls forth a pillar of light from above that strikes down upon the target.

Starbind (C): The caster conjures rings of light that have the ability to ensnare their target; once snared, the rings can be detonated.

Sunlight (C): The caster calls forth a gentle beam of light that surround the target, drawing life energy and returning it to the caster.

Ray (C): The caster conjures a focused beam of light with a high level of precision.

Radiance (B): A close range spell; the caster releases a radial flash of light around themselves that may blind their enemy.

Purge (B): A long range spell; the caster conjures multiple rays of light that home in and strike a single enemy.

Starburst (B): An area effect spell; the caster conjures a large orb of light that explodes brilliantly and harming all nearby enemies.

Aura (A): The caster is illuminated by a brilliant aura of light that coalesces into a beam of energy striking the target.

Aura Rain (A): A wide area effect spell; the caster takes two turns to concentrate as a magic circle forms beneath them. Once the turns have completed, conjured orbs of light fall from above and strike enemies over a wide area. [Damage divided by number of targets]

Light Pinnacle (S): The caster calls forth a destructive wave of light that rains down from above across the battlefield as it homes in on its target. Once contact with the target has been made, pillars of light violently burst from the ground across the battlefield. [First hit is targeted for the enemy; second hit damage divided by number of targets]

Dark Tomes - Spells relating to dark magic, having high power but low accuracy: show
Dusk (E): The caster conjures an orb of void energy and launches it at the target.

Shade (E): The caster conjures a spinning disk of void energy that quickly homes in on the target.

Flux (D): The caster conjures a small field of void energy around the target and crushes it with gravitational forces.

Shadow (D): The caster conjures an orb of energy and causes it to seep along the ground to strike the target sneakily.

Obscura (D): The caster lashes out with a tendril of void energy that quickly whips its target.

Luna (C): The caster conjures a large orb of void energy above the enemy and crashes it upon their target with gravity.

Gyron (C): The caster conjures three orbs of void energy that orbit in a spiral as they home in on the target and explode.

Moonlight (C): The caster conjures a magic circle beneath the target as sparkles drain health from the target and heal the caster.

Singularity (C): The caster releases a powerful burst of gravitational energy pushing an enemy away.

Graviton (B): The caster conjures a gravitational field that crushes the target, temporarily making them immobile.

Umbra (B): An area effect spell; the caster conjures a large field of void energy around a wide area and crushes it with gravity. [Damage divided by number of targets]

Eclipse (B): A long range spell; the caster conjures a magic circle underneath the target which creates an orb of void energy energy that is orbited by three rings of energy that tighten around the orb causing it to explode.

Gravity Well (A): The caster conjures a swirling vortex of void energy that homes in on its target for destructive damage.

Obscuration (A): A wide area effect spell; the caster takes two turns to concentrate as a magic circle forms beneath them. Once the turns have completed, the ground begins to tremble as the gravitational field becomes unstable and void energy strikes their enemies. [Damage divided by number of targets]

Utter Void (S): The caster calls forth a tremendous black hole that damages the initial target as it churns void energy while external gravitational forces pull and crush other enemy targets on the battlefield. [First hit is targeted for the enemy; second hit damage divided by number of targets]

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 basic fire spell; conjures a ball of fire that is launched at the target.

Stone (E): The basic earth spell; conjures a boulder that is launched at the target.

Tremor (D): The caster releases a close-range radial seismic wave. [Close range; Radial]

Blaze (D): Conjures an explosive orb of fire on top of the target.

Flare Wall (D): Conjures an intense wall of fire that lasts for a short period of time. [Wall lasts three turns]

Elfire (C): Conjures a ball of fire that causes a pillar of fire to erupt once it hits the ground.

Meteor (C): Conjures a meteor that strikes down from above; with greater concentration additional may be summoned as an area effect. [Activates focused state <Sharp decrease in DEF, SPD; sharp increase in RES> 3, 5, 7, 9, etc. turns of focus to summon more meteors] [Damage divided by targets]

Elstone (C): Conjures three stones that are launched simultaneously at the target.

Fissure (C): Conjures a pillar stone from the ground beneath the target.

Arcfire (B): Conjures a spiralling vortex of fire that spins down upon the target.

Arcstone (B): Conjures a boulder in the air and smashes it onto the target below.

Sandstorm (B): An area effect spell; conjures a sandstorm that rips and tears at the target and enemies in the vicinity. [Damage divided by targets]

Quicksand (A): Causes the earth around the target to become like quicksand, sucking the target into the earth. [Enemy ensnared]

Volcano (A): Causes the earth to tremble violently as it rises and splits forcing lava and fire to burst from the ground.

Forblaze (S): Calls forth embers that coalesce into a giant spiral of fire around the target as balls of fire rain down from above, erupting up from the ground as pillars of fire. [Spell can be targeted for single or divided by number of targets]

Seismic Rupture (S): The ground trembles violently as seismic waves cause stone pillars and spires to burst from the ground. [Spell can be targeted for single or divided by number of targets]

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

Ice (E): The basic ice spell; conjures a shard of ice that flies toward its target.

Water (E): The basic water spell; conjures a bubble of water that is launched at its target.

Chill (D): Conjures a jagged trail of ice that races towards the target.

Spray (D): Conjures a jet stream of water that blasts the target.

Drench (D): Conjures streams of water that spiral around the target dealing damage as they close in.

Blizzard (C): Conjures a spire of ice that forms around the target and explodes.

Elice (C): Conjures three large shards of ice in the air that home in on the target.

Geyser (C): A long range spell; conjures a geyser of water that erupts from beneath the target.

Elwater (C): Conjures a wave of water that crashes down onto the target, with greater concentration the spell becomes area effect. [Activates focused state <Sharp decrease in DEF, SPD; sharp increase in RES> 3, 5, 7, 9, etc. turns of focus to increase target range] [Damage divided by targets]

Permafrost (B): Conjures a magic circle underneath the target as ice rapidly begins to cover their body and explodes once complete.

Arcice (B): An area effect spell; conjures a number of ice shards in the air and causes them to rain down across the battlefield. [Damage is divided among targets]

Arcwater (B): Conjures a spiral of water that rises up in a pillar around the enemy before cascading onto the target below.

Fimbulvetr (A): Conjures a powerful snowstorm, whipping ice and snow around the target.

Whirlpool (A): Conjures a vortex of water that spirals over the enemy before erupting.

Ever Winter (S): Calls forth a great chill as ice begins to creep along the ground, ensnaring the target and lifting them into the air as a pillar of ice forms while ice and snow whip around the target. [Spell can be targeted for single or divided by number of targets]

Tsunami (S): Calls forth water that rushes toward the target as a giant wave rises up from behind and crashes down upon the target. [Spell can be targeted for single or divided by number of targets]

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

Thunder (E): The basic lightning spell; conjures a bolt of lightning to strike the target.

Wind (E): The basic wind spell; conjures slicing winds that fly around the target.

Shock (D): Conjures a field of lightning surrounding the target before crushing it with electricity.

Shaver (D): Conjures a blade of wind that strikes the target with key precision.

Gale (D): Conjures a powerful gust of wind capable of knocking someone off their feet.

Elthunder (C): Conjures 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. [Damage divided by targets]

Elwind (C): Conjures a gust of wind that slices as it spirals around the target.

Whirlwind (C): Conjures a small twister that homes in on the target.

Bolting (B): A long range spell; conjures a powerful bolt of blue lightning to strike the target.

Arcthunder (B): Conjures five bolts of lightning that simultaneously strike the target. If the caster concentrates, the spell becomes area effect with an increased number of bolts striking different targets. [Activates focused state <Sharp decrease in DEF, SPD; sharp increase in RES> 3, 5, 7, 9, etc. turns of focus to increase the number of targets] [Damage is divided among targets]

Arcwind (B): A long range spell; conjures multiple blades of wind that swirl around the target.

Thoron (A): Conjures a field of lightning that surrounds the target as lightning strikes down multiple times.

Tornado (A): Conjures a powerful tornado over the target.

Rexbolt (S): Calls forth a great storm that causes a powerful bolt of lightning to strike before separating into smaller bolts that do additional strikes of damage and complete with a brilliant flash of light. [Spell can be targeted for single or divided by number of targets]

Hurricane (S): Calls forth a great hurricane that causes winds to whirl around violently as a wall of wind blows across the field to strike the target. [Spell can be targeted for single or divided by number of targets]

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 ally to have greater aim and focus.

Rallying Anthem (E): A triumphant song with a sense of purpose; it bestows an ally with an additional AP.

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.

Armor

Cloth Armour - Defensive clothing with minimal protection to allow for quick movement: show
Rags (J): Tattered pieces of cloth loosely stitched together for minimal coverage.

Tunic (E): A common garment worn throughout the empire; it comes in a variety of colours and sizes.

Robe (E): A garment typically worn by those gifted with magic, it is woven with magical runes of protection.

Doublet (E): A snug fitting jacket that supports the wearer’s muscles for excellent fighting.

Cloak (E): A flowing cape and hood, usually kept loose to allow the wearer to move freely with increased speed.

Wool Tunic (D): Thicker than a normal tunic; it’s slightly itchy but provides greater warmth and protection.

Wool Robe (D): A robe made with wool and woven with magical runes of protection.

Wool Doublet (D): A doublet that has more padding than normal; it’s added bulk makes it quite warm.

Wool Cloak (D): A cloak that has been made with wool; although heavier, it still remains relatively light.

Quilted Tunic (C): A typical tunic made with a number of quilted squares that is common among the people and military.

Magus Robe (C): An elegant robe spun with magic and bound with sigils of power for magic wielders.

Quilted Doublet (C): A stylized doublet made with a checkered quilted pattern that is used in combat.

Sturdy Cloak (C): A trusty cloak that is commonly worn by adventurers; it is both light and durable.

Hunting Tunic (C): A tunic that has been made with camouflaging colours allowing the wearer to sneak up on animals.

Brawler's Tunic (C): A tunic worn by scrappy combatants who enjoy getting into the thick of battle.

Whimsical Tunic (C): A brightly coloured tunic decorated with bells; it draws attention to all those who wear it.

Cerulean Robe (C): A magical robe decorated with blue gems; the runes cause water and ice to shy away.

Amber Robe (C): A magical robe decorated with amber gems; the runes cause wind and lightning to be averted.

Vermillion Robe (C): A magical robe decorated with red gems; the runes cause fire and earth to fall back.

Holy Robe (C): A magical robe used by clerics; it has been blessed by a Bishop to strengthen the healing powers of the wearer.

Shadow Robe (C): A magical robe used by shamans; the runes dampen the power of light magic.

Light Robe (C): A magical robe used by priests and priestesses; the runes dampen the power of dark magic.

Fencer's Doublet (C): This armour was made for those that duel for entertainment.

Night Cloak (C): A cloak dyed with dark colours to make the wearer less visible in the dead of night.

Fur Tunic (B): A sturdy tunic that has been made from the pelts of an animal.

Fur Robe (B): A high quality robe made with the fur of a magical creature for protection against magic.

Fur Doublet (B): A doublet filled with feathers; the tough pelt padding protects the wearer.

Fur Cloak (B): A cloak that was made from a skinned animal; the hood bears the head of the creature.

Heavy Tunic (B): A tunic that is extremely heavy; its thick material makes it difficult to pierce through.

Battle Tunic (B): A tunic that is made for intense combat; it is both strong and durable.

Summer Tunic (B): A tunic woven with charms to keep its wearer cool in the hottest conditions.

Aural Robe (B): A robe that has been spun together by magic; its aura can be felt from a distance.

Flare Robe (B): A magical robe typically worn by red mages; the runes woven into the seams boost the magical power of the wearer.

Frost Robe (B): A magical robe typically worn by blue mages; the runes woven into the seams boost the magical power of the wearer.

Shock Robe (B): A magical robe typically worn by yellow mages; the runes woven into the seams boost the magical power of the wearer.

Emeldian Robe (B): A robe that is standard issue for mages of the Emeldian military and bears the Emeldian Crest.

Torbican Doublet (B): A doublet made for Torbican combatants; it bears the royal crest of Torbica.

Armored Doublet (B): A doublet that was made with additional pieces of armour for increased protection.

Magus Doublet (B): A magical doublet worn by spellswords to wear into battle.

Quick Cloak (B): A very light cloak that allows for incredibly deft movement and agility.

Valderen Cloak (B): A cloak generally sold and traded among Valdere’s thief and assassin guilds.

Winter Cloak (B): A cloak made to survive the harshest of snowfalls.

Silk Tunic (A): A high-quality and expensive tunic that is often worn by nobility.

Silk Robe (A): A high-quality and expensive robe that is often worn by high priests or royalty.

Silk Doublet (A): A sturdy and durable doublet that is quite expensive and often worn by champion duelists.

Silk Cloak (A): An expensive and light cloak that is wornby high ranking assassins and duelists.

Combat Tunic (A): A tunic that can withstand great battles; it is durable and light.

Sage Robe (A): A magical robe worn by the highest trained practitioners of magic.

Divine Robe (A): A robe blessed in the Temple of the Light; it grants divine protection to its wearer.

Champion Doublet (A): A doublet that is given to those victorious in battle.

Runic Doublet (A): A doublet that has been woven with runes of power; the greatest spellswords wear them in battle.

Shrouded Cloak (A): A cloak sown from the shadows itself, making it easy for its wearer to hide in the darkness.

Light Armour - Defensive clothing made with leather and studs to provide protection without greatly impacting speed: show
Old Jacket (J): An old jacket that offers limited covering and protection.

Jerkin (E): A short close-fitting jacket, often made without sleeves.

Brigandine (E): A garment made of canvas and lined with small steel plates riveted to the fabric.

Mantle (E): A loose sleeveless cloak or shawl allowing for more aggressive attacks with weapons.

Vest (E): A sleeveless close-fitting waist-length garment, designed with magical sigils for protection against magic.

Leather Jerkin (D): A jerkin made of tanned hides and cured leathers.

Leather Brigandine (D): A common piece of light armour fashioned from leather for increased protection.

Leather Mantle (D): A common mantle used by those who fight with physical weapons.

Leather Vest (D): A vest of magical protection that has been made from fine leather.

Studded Jerkin (C): A jerkin that has been lined with defensive studs along its seams.

Studded Brigandine (C): A standard military brigandine with metal studs for additional protection.

Studded Mantle (C): A mantle that has been lined with studs of metal for added protection.

Enchanted Vest (C): A magical vest that has been woven with ruins of protection in its seams.

Heavy Jerkin (C): A jerkin that has been made with a heavier material to prevent being knocked down.

Spiked Jerkin (C): A jerkin that has been made with additional spikes to strike enemies who approach.

Hunting Jerkin (C): A brigandine typically worn by hunters in the wilderness.

Slippery Brigandine (C): A brigandine made of a slippery material that makes it difficult for one to hold on to.

Steady Brigandine (C): A brigandine made with the perfect balance in mind to aid the wearer on unsteady ground.

Mercenary Mantle (C): A mantle that is given to the bravest warriors for their strength.

Runic Vest (C): A vest that has been made with magical runes to provide additional magical protection.

Mirage Vest (C): A vest found locally in the Queendom of Qulmar; its wearers move like they’re a mirage.

Scaled Jerkin (B): A jerkin reinforced with the discarded scales of a wyvern for increased protection.

Scaled Brigandine (B): A brigandine made with the discarded scales of a wyvern.

Scaled Mantle (B): A mantle that has been made with the discarded scales of a wyvern.

Scaled Vest (B): A vest coated with the scales of a wyvern for additional protection.

Blessed Jerkin (B): A jerkin that has been blessed by the high priests from the Temple of Light.

Relian Jerkin (B): A jerkin often worn in the mountainous kingdom of Relia; it bears the Royal Relian Crest.

Anti-Stat Jerkin (B): A magical jerkin made to prevent the effects of debuffs on the wearer.

Feather Brigandine (B): A brigandine made with light materials to allow for increased movement.

Hero's Brigandine (B): A brigandine that belonged to a hero from the Great Imperial Wars.

Hunting Mantle (B): A mantle made with camouflaging colours; it allows for great hunting of beasts.

Magic Mantle (B): A mantle woven with magical runes for protection against enemy magics.

Protective Vest (B): A vest made of sturdy material and magic seals for protection from physical and magical attacks.

Verdant Vest (B): A brigandine woven with runes of magic to boost the effect of healing spells.

Gilded Jerkin (A): A jerkin that has been gilded with gold for an exquisite finish.

Gilded Brigandine (A): A brigandine for which the metal parts have been gilded.

Gilded Mantle (A): A mantle with metal for additional protection that has been gilded over.

Gilded Vest (A): An armoured vest that has been gilded with a beautiful gold design.

Runic Jerkin (A): A jerkin that has been inscribed with runes of magical protection.

Vengeful Jerkin (A): A brigandine made with light materials allowing its wearers to react quickly.

Mighty Mantle (A): A mantle that imbues its wearers with a great strength.

Grand Vest (A): A magnificent vest made for the highest in society.

Medium Armour - Defensive clothing made with leather and chainmail to provide moderate protection: show
Glass Mail (J): A curious mail armour made from glass; not entirely practical.

Chain Mail (E): Armour that has been made with links of metal into a shirt.

Cuirass (E): A piece of armour made with a breastplate and backplate that is fastened together.

Iron Mail (D): Chain mail that has been made with links of iron.

Iron Cuirass (D): A cuirass that has been made out of iron for increased protection.

Brass Mail (D): Chain mail armour that has been made with enchanted brass for magical protection.

Steel Mail (C): A common piece of chain mail armour that has been made from steel links.

Steel Cuirass (C): A military standard cuirass that has been made out of steel.

Bronze Mail (C): Chain mail armour made from enchanted bronze links fashioned together.

Heavy Mail (C): Chain mail armour that is made with a heavier metal for increased protection but decreased speed.

Vigil's Mail (C): Chain mail armour given to watchmen; it has been enchanted to improve their sight.

Luharian Mail (C): Armour typically worn by the mounted knights of Luharia; it bears the Royal Crest of Luharia.

Hardened Cuirass (C): Armour that has been strengthen by tempering practices in its forging.

Eagle Mail (C): Armour that has been enchanted with magic to grant the sight of an eagle; it is quite rare.

Mystic Mail (C): A magical armour that has been inscribed with runes of protection against magical assaults.

Aura Mail (C): Armour that sacrifices strength to bestow magical power to its wearer.

Warrior's Cuirass (C): Armour that is given to the bravest warriors for their strength.

Silver Mail (B): Chain mail made with a strengthened silver alloy for increased protection.

Silver Cuirass (B): A cuirass made with a strengthened silver alloy for increased protection.

Platinum Mail (B): An armour made from a metal alloy that has been enchanted to resist magical attacks.

Knight's Mail (B): Armour that is given to a knight upon completion of their training for combat.

Holy Mail (B): Armour blessed by the high priests from the Temple of Light for protection from darkness.

Anti-Aerial Mail (B): Armour that has been shaped to deflect assaults from bows and other thrown weapons.

Reflective Cuirass (B): A magical armour with a distinct reflective sheen; it reflects incoming yellow magic.

Imperial Mail (B): Armour given to the high-ranking imperial fighters of Alvaris.

Lucky Mail (B): A peculiar armour that has the uncanny ability to bring good fortune to its wearers.

Shadow Mail (B): A mysterious armour that imbues magical power and protection to its wearers.

Mithril Mail (A): A chain mail armour made from links of the mysterious mithril ore.

Mithril Cuirass (A): A cuirass that has been fashioned from mined mithril.

Eldranium Mail (A): Chain mail armour that was made from a rare metal containing properties of magical protection.

Runic Mail (A): Armour that has runes inscribed on each chain; it provides magical protection to its wearer.

Dragon Mail (A): Armour that is infused with the rage of an ancient dragon; it provides strength to its wearer.

Crystal Cuirass (A): Armour made from a crystal that draws magical power from its surroundings into the wearer.

Heavy Armour - Defensive clothing made with plates of metal providing extensive protection at the cost of mobility: show
Brittle Armor (J): Armour made from a fragile material that makes for minimal protection.

Bronze Armor (E): Plate armour made from sheets of bronze for basic protection.

Iron Armor (D): A common armour found throughout Alvaris made from iron ores.

Heavy Armor (D): A suit of armour made from heavy materials that boasts extensive protection at the cost of speed.

Steel Armor (C): Standard military plate armour for the knights of most royal militaries.

Provescan Armor (C): Armour typically worn by the Provescan Knights; it bears the Royal Crest of Provesca.

Slaying Armor (C): A suit of armour that is given to knights who have been tasked to slay beasts.

Gallant Armor (C): A suit of armour that limits fighting capacity but allows greater mobility and protection.

Great Armor (C): A large and heavy suit of armour that is difficult to move in but provide exceptional protection.

Silver Armor (B): Exquisite armour that shines like silver; it is often worn by senior ranks in the military.

General's Armor (B): A suit of armour that is reserved for the generals on the battlefield; its mark is a sign of respect.

Tank Armor (B): A massive piece of armour that greatly protects the wearer but greatly decreases the wearer’s speed.

Imperial Armor (B): A suit of armour belonging to the upper ranks of the Imperial Royal Knights of Alvaris.

Golden Armor (B): Armour that is traditionally reserved for ceremonies however it is still a functional piece in warfare.

Griffin Armor (B): Armour that has been decorated with the feathers of a griffin that offer additional magical protection.

Mithril Armor (A): A suit of armour fashioned from mithril; it is reserved for the highest-ranking knights.

Diamond Armor (A): A suit of armour that has been decorated with beautiful diamonds.

Runic Armor (A): Armour that has been inscribed with ancient runes of magical protection on its plates.

Siege Armor (A): Outstanding armour that is quite massive and difficult to move in, but with incredible protection.

Items

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)

Warrior Ring: A magic ring that grants its wearer increased attack. (Infinite)

Mithril Armlet: An armlet that grants its wearer increased defence. (Infinite)

Magi Ring: A magic ring that grants its wearer increased power. (Infinite)

Amethyst Band: A band that grants its wearer increased magical resistance. (Infinite)

Goggles: A pair of goggles that grants its wearer increased accuracy. (Infinite)

Canvas Shoe: A pair of light shoes that grants its wearer increased speed. (Infinite)

Phoenix Feather: A single feather on a chain that grants its wearer increased luck. (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)

Heaven’s Breath: A potion that restores the soul to the body. (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)

Link to draft armour and weapon stats (Temporarily down)

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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

Dinah Faramond: show
Name: Dinah Faramond

Age: 27

Appearance: Dinah is tall and lanky. She has long black hair, usually hidden behind her hood. She wears a long brown coat that goes a down most of her body. Thick brown leather boots can be seen peeking out from beneath it. Her face is almost always hidden behind a mask. But underneath is a landscape of scars and facial damage from a burn she suffered in her youth. Her heterochromatic eyes peer from the mask one bright blue and the other a soft green. In her hand she is normally carrying a bag. The bag contains what brews that are not currently attached to the various belt pouches.

Personality: Most describe Dinah as cold and negative. The fact that she can’t show many emotions adds to this effect. Dinah seems to always find the worst even in the happiest situation and doesn’t hesitate to bring it to attention.
She cares little for titles and military rankings, seeing them more as simple bragging rights and nothing little more. Dinah understands the need for people to hide their true selves from the dark judgemental world and doesn’t look down on those that do.
She usually only shows her happier side when she is creating a mask in her spare time.

Biography: Dinah was raised by a small farm household and spent the better part of her childhood admiring the Emeldia’s craftsmanship. Even in the small town she was born in magic and artisans could be found everywhere. Her favorite was the mask maker. Whenever she could young Dinah would go into town and watch the man work. She began to collect the masks he made and learn his trade through watching. Dinah adorned the walls of her room with the masks enjoying each one’s beauty and uniqueness. She would wear them around her house as she ran room to room enjoying the little things.
Her life proceeded normally as she grew until she reached the age of ten. As the years went past her father became more and more of a drunkard. Coming home and violently lashing out at others. Then Dinah happened to step in one day. She remembers and regrets that decision daily. Her father quickly overpowered the young girl. Pinning her to the kitchen counter top. That was when he grabbed the tea kettle. It was on the oven getting ready to boil. In a drunken rage he grabbed it and plunged it to his daughter’s face. She remembers the heat. She remembers the pain. She remembers the screaming. Finally she remembers blacking out. She remembers waking in an unfamiliar room in the capital city. She remembers seeing her mother next to her. And she remembers seeing herself, she was used to hurting her face but this was the first time her face hurt her.
The pain was a numbing pulling pain now. Her face was permanently damaged. The following months were met with the struggles of healing and strengthening what muscles she had left. For a while talking was a challenge and so was eating. The worst part however was how others looked at her. She constantly saw the others stare and she could hear them whisper. The one day it hit her. She began to craft her own masks. Building them to be intricate and beautiful. She wanted them to show others what she felt and wanted others to see her as they saw the masks.
Dinah continued making masks and wearing them as she went about her routine.
She went weekly to an Apothecary in the city. He treated her with a simple salve, made of aloe leaves, to ease the pain. As the days went on she became more intrigued by what the apothecary did. Asking questions and taking notes on his newest projects and mixtures. Eventually Dinah became his assistant. She mainly did small errands and simple treatments, but it was a simple life and one she enjoyed.

Class: Chemist
Weapon Level: E
Weapon: Poison Brew and Truth Brew
Equipment: Tonic (3), Antitoxin (3), Smoke bomb (3)

Sophie Wickerson - Princess Sophie Isabelle of Emeldia: show
Name: Sophie Wickerson - Princess Sophie Isabelle of Emeldia
Age: 18
Appearance: Standing at an average height with a scrawny frame, Sophie is not what one would expect of someone with royal blood in her veins. Instead, she appears “rough around the edges”, her hands are calloused from labour and her skin is a bit tanned from working in the sun, with her shoulders and the bridge of her nose dusted with freckles. She has a penchant for casually leaning backwards with her arms crossed over her chest, emanating an air of casualty when in her presence. Her hair is a light shade of brown, and typically kept at a length to her upper back. It is wavy, venturing into the territory of unruly as she often brushes stray hairs blowing into her face, which often results in her leaving it in a messy bun. Her eyes are a soft hazel, predominantly green mixed with shades of brown, often twinkling with mirth, though a profound intelligence belies.

Sophie wears a white tunic hemmed to a length just at her knees, with a broad brown leather belt bearing a brass buckle around her waist. Her sleeves are often rolled up around her elbows, prepared to get her hands messy. Over the tunic is a tan coloured vest with silver embroidery along its seams and two pockets closer to the waist, which she leaves unfastened. Her shoulders are covered by a light brown travelling cape, that is just a bit longer than her tunic. On her feet, when she does where shoes, Sophie wears black slippers, not entirely fond of boots. The one piece of jewelry she owns is an amethyst necklace on a silver chain from her royal grandparents.

Personality: Sophie is a self-described “country girl”. Having spent most of her life in a rural village on the outskirts of Imdalor, Sophie preferred a simple life free from the hustle and bustle of the city. She’s the type of person who wears her heart on her sleeve, unafraid to share her emotions, and being quite frank when speaking with others. Her honesty and genuine nature allows Sophie to quickly form friendships with others from all walks of life. All of this is wrapped with a deep curiosity in the world around her, and a strong ambition to learn new things. Such traits lead to much contention with many traditions of the royal realm however, which has led to a slight resentment of royalty and their world by Sophie. Although a princess by title, Sophie rarely acknowledges this fact about herself, although she has learned to put on a more “regal” accent when in their company.

Biography: Sophie’s story started before she was born. Her mother, Casandra Wickerson, hailing from a small village in the Emeldian forest, was gifted in magic. Although her parents were poor farmers, they both worked very hard to send their daughter to Imdalor in order for her to become a proper mage. It was in that city, that young Casandra was swept up in a whirlwind romance with the man who would become Sophie’s father. He did not wish for her to keep the child, so Casandra abandoned her studies and returned to her village. Her heart broken, though her resolve strong, Casandra gave birth to Sophie; however, she succumbed to infection shortly after the birth. No one ever discovered who Sophie’s father was.

Sophie was raised by her grandparents, who loved the girl very much and raised her as well as they could with their limited resources. Soon however, they too eventually became ill and passed away, leaving the girl alone at the age of ten.

For two years Sophie fended for herself, trying to maintain her family’s farm alone. Many of her neighbours offered her what little they could, but it was becoming difficult for her to survive on her own. It was a task too great for a mere child. Her fate, however, changed when the King of Emeldia came to her door. In short, the Sage-King Edmund introduced himself to the girl as her grandfather, and took her back with him to Imdalor. There, Sophie met the rest of her family, including her father, who still wanted nothing to do with her, ashamed of his bastard daughter.

King Edmund and Queen Leah took a great interest in their granddaughter, ensuring that she never lacked in anything. They loved her like one of their own children and in turn, she grew to love them as well. Unfortunately, their bond led to some familial resentment, especially by Sophie’s stepmother. Her country upbringing led to various clashes in the royal household, some of which were orchestrated by her stepmother. Nevertheless, Sophie’s spirit remained unquenched, making friends with the servants of the castle, while avoiding most of the nobility.

It became quite apparent that Sophie was a magical prodigy, incredibly gifted in the art of magic, and blessed with the even rarer gift of scrying – an ability largely kept a secret from most people. King Edmund and Queen Leah personally undertook the girl’s development of magic, teaching her both a practical and theoretical understanding of the arcane.

Class: Mage
Weapon Level: E
Weapon: Fire; Lightning
Equipment: Tonic x3, Antitoxin x 3, Dart x 5

Lord Tristan Ambergard: show
Name: Tristan Ambergard
Age: 22 (Birthday: 8/21/??)
Gender: Male
Appearance:

Click to expand thumbnail

Tristan stands at a height of 5'8 and takes the greatest of pains in order to look as fashionable as possible at all times and seemingly reeks of high society. His features are fair, pale and blonde with short and kept hair.

Personality:

Tristan is refined and proud but slightly vain. Whether in a fight or not, Tristan takes the time to ensure that they are a cut above the rest in style. They contort themselves as a noble would and take the pains to make sure those around them know it. Despite their upbringing they do not place themselves above the common people, treating others with the dignity that people deserve.

Tristan is cunning, quick of wit and can come off to those he dislikes as cold and distant and has the capacity to be fairly manipulative. They care greatly about their place in the world and their station.

Tristan prefers to keep his distance in a fight, preferring to pelt his foes at range with magic but if confronted keeps himself resolute. House Ambergard is not a house of cowards.

Biography: Born in Vernaby of Remora. Tristan hails from the noble house of Ambergard. House Ambergard was once a House at the head of the Remoran empires effort to conquer Alvarisian but after Remora was conquered the House was all but stripped of its power and now remains in Remora as a shell of what it once was.

House Ambergard holds a fraction of the power and prestige it once held within the country though the wealth of it does remain yet. In current day Remora, the descendants have found it necessary to bend the knee towards the country of Alvaris.

Tristan however, has found himself moving against the grain of his house. Resentful for the Alvarian was of conquering and hoarding everything the sun touches he longs for the day where their empire crumbles and the day where perhaps the Ambergard name will mean something once more.

Because of his ways and how every breath Tristan drew seemingly embarrassed his family, he was strongly encouraged to foster his talents for magic in Emeldia where he remains currently.
Class: 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
Weapon Level: E
Weapon: Fire Tome
Equipment: Mine, Bomb, Oil.

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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.

Sage-King Edmund Archibald of Emeldia, Archmagus and Headmaster of the University of Imdaloria: One of the oldest living sovereigns of the Alvarisian Empire who lived through much of the Torbican War. He is an incredibly powerful sage who is well loved and respected by the people of Emeldia. He was a close friend to the Emperor Tobias I and his father before him, training Tobias I in the art of magics and named godfather of Tobias II. (Sage)

Queen Leah Elisabeth of Emeldia, High Priestess of the Sacred Light: The mysterious and pious wife of the Sage-King Edmund. She is a queen whose wisdom and mastery of light magic is renown throughout Emeldia. As head of the Sacred Light Temple in Emeldia, she oversees the training of priests, priestesses and clerics. Rumours state that she has a mysterious ability to know things without having been told. (Bishop)

Master Carmichael: A spritely old man with a wealth of herbal knowledge. He was once the Dean of the Concoctions Faculty at the University of Imdaloria before retiring from the administrative position. He was officially appointed the Chief Royal Apothecary of Emeldia and has served the royal family for nearly the entire reign of the Sage-King. (Apothecary)

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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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Sun Jun 12, 2016 7:36 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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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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