Athel Thoralia is a world between worlds. It it were to be compared with anything, it would most likely be the sun within a solar system. All the different realms rotated around it, and the people of Athel Thoralia watched them with interest. However, each realm that they observed could only be observed from a specific area. Their wizards scryed day and night, trying to unlock the secrets of these fascinating people. Soon, each of these areas adopted different customs, fashions, weaponry, and even food. Every one was so diverse, its technology so different, that when one citizen migrated from one town to the other, they had great difficulty adjusting. Thankfully, the language remained the same throughout the world, although each area now had different intonations of their wording, similar to what the other realms had as 'countries'.
While the world was relatively safe, Athel Thoralia was still plagued by monsters, which were now more a nuisance, than a dire threat. However, before the people learned how to defend themselves properly, the monsters would kill, rend and destroy, until the people fought back, and built a wall around their cities. These cities now teemed with citizens, and going out of the city became dangerous as monsters waited outside for wary travellers. It was then that the portals were developed, a fast way of travel from one city to another. To travel to anywhere else, would ahve to be done by horse, foot, or as in the case of Aldour, airship.
Throughout its whole existance, Athel Thoralia was relatively peaceful, apart from the occassionaly incursion from orcs or trolls, or the more barbaric monsters. That was, at least, until the coming of the Puppetmaster. One dark day, the Puppetmaster emerged from a dark portal that spontaneously appeared outside the area or 'Marwule', which, at the time, was under siege from Orcs. No-one knew what casued the portal to open, but out fo the portal strode a dark, hooded figure. Almost as soon as he was free from the bonds of the dark tendrils of the portal, he flicked his fingers, and several black, flaming strings flew out, attaching themselves to the orcs, who began to renew the assault on the walls of the city. Even when an orc under the puppetmaster's influence was impaled, it would keep moving, as if nothing had happened. This caused a great loss of morale, which ultimately caused the city to be lost. Now, it stands as the Puppetmaster's fortress, and the seat of his power. The lands have decayed and died in his prescence, as if the land itself rejected him and his existence, but even so, he binds monsters to his will, and sends them to do his bidding.
All the remaining areas sent their armies off to combat the imminent threat of the puppetmaster, but they were ravaged and slaughtered by the awakening of dragons, of whom the Puppetmaster bent to his will. Their forces severely weakened, the armies returned to their areas to lick their wounds, and wait for the inevitable invasion to begin... All the while, the mosnters had grown more aggressive and more powerful, and the cities could barely hold them at bay, though there were some areas that were reportedly cleansed of the monster taint. One day, a group of adventurers, gathered from the best of every area, declared that they would attack the Puppetmaster's capital, and slay him. With that, they ventured off, and reportedly made it to the Puppetmaster's inner sanctum...before they were slain, one by one. The one survivor, a paladin, came back, bloody and wounded, and managed to speak of wounding the puppermaster, before he died in the arms of the local preacher. With that, their hoped were crushed.
However, the mages would not hear of it. If they could not find suitable heroes from their world...how about the worlds around them. Since they were the Crux for all these other worlds...perhaps they could drag their heroes through the scrying gates and into their world. Surely the champions would listen to their reasoning? After all, they were defenders of their own worlds, and surely they were noble enough to defend theirs?
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BEASTIARY:
Slimes are the lowest of the low monsters. Simply just an amorphous liquid bound within a semi-permeable membrane, the slime poses near to no harm apart from suffocation. While they are the weakest type of monster, variations do exist. The most common is the green slime, used by various schools as live training dummies. However, what slimes lack in quality, they make up for in quantity. Beware the Slime Hordes.
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Rules:
1. Don't swear excessively, a little is fine.
2. Don't godmod, just cause were in an RPG doesn't mean we can slaughter a whole army in seconds (No matter what Dynasty Warriors says)
3. No Cybering, thats why PM was invented...not really, but you get the idea
4. Put Pies somewhere in your CS so I know you've been reading this
5. Have fun
To be continued if I see further problems
Available Classes :
A squire is an apprentice knight, still aspiring to take on the mantle of knighthood. With average physical stats, the squire practices day and night in an effort to master the art of combat, and often form the front line of a party, absorbing blows onto their own body.
Can Equip: Plate Armour, Swords, Shields
A sharpshooter is a class that specialises in long range combat, with either bow or rifle. The rifle deals more damage per hit, but is wildly inaccurate, while the bow has lower damage, and its accuracy depends on the user, it also has a faster rate of fire. Has a unique stat called accuracy.
Can equip: Leather armour, Rifle or Bow
A thief is a sneaky ruffian that relies more on hit and run tactics than almost any other class. These rogues are proficient in stealth and striking from the shadows, but have the lowest health out of all base classes. Cities are their home environment, but they do not do so well outside of the walls.
Can equip: Cloth armour, Daggers or Knives
A scout is a class which is the forward observer of the party, often sneaking ahead with the thief to observe enemy movements. The classes are quick on their feet and agile, with superior eyesight to spot enemies. However, despite being quick, these units have low damage. Has an understanding with nature that makes them good with animals.
Can equip: Clubs, Slings, Cloth armour
Soldiers are the main component of any army, and are usually simple infantryman with pikes or blades. The soldier is average in almost all stats, but has an undeniable charisma about him. Has a unique stat called ‘Charisma’ which determines bonuses granted to his party mates. These soldiers have an undeniable quality in leadership.
Can equip: Pikes, Swords, Chain armour
Brawlers are fighters who use their fists over any other weapon. They believe that the only weapons you can trust are your own limbs. Unfortunately, that I usually as far as their honour goes. Brawlers often use underhanded tactics in order to gain the upper hand, and then to stay there. They feel most at home in the middle of a barfight. However, there are those rare few who believe that honour must be upheld at all costs. These brawlers learn to refine their techniques into clean blows.
Can equip: Gloves or gauntlets, leather armour
Students are novice magic users who pour through ancient book, tomes and treatises of magic, trying to expand their knowledge. These students have learned the basics of manipulating the threads of magic and the magical arts, but they still have a long way to go. Because of the large amount of time studying, they have low constitution, and are easily tired.
Can equip: Tomes, Staves, Rods, Robes
Clerics are apprentice healers who are still waning in their beliefs, only freshly drawn from the public to become guardians of light and curators of the temples. Still coming to terms with their faith, Clerics have limited sway with their deity, and may attempt to call upon them for a miracle, but, most often, they are ignored.
Can equip: Staves, Rods, Robes
Knights are squires who had received their dubbing, and have been elevated to the status of full knights. These warriors are heavily armoured and armed. While slow and cumbersome, they possess the ability to withstand great punishment, and walk out of the destruction alive: So long as the assault is not of magical origin.
Can equip: Any one handed melee weapon, Shield, Heavy Plate armour
Special ability:
Chivalry: A knight is honour bound at all times to ensure the welfare of his comrades and allies. The knight gains bonus defence if he is acting in defence of another
Swordsmen are squires who have eschewed the rigors of knighthood, and have become almost infatuated with the art of the blade. Training themselves solely with the sword, swordsmen attempt to master the blade, and endeavour to turn it into an art form.
Can equip: Swords, leather armour,
Special ability:
Razor Wind: Grants the swordsman a ranged attack of cutting winds by singing his sword at great speeds. Greatly tires the user if used too much.
Archers are sharpshooters that have decided to master the sleek and elegant bow, rather than the loud and brutish rifle. Archers have high accuracy and rate of fire, as well as increased damage, although the damage does not compare to that of the gunner. As bows are silent, archers are good at stealth operations, and deal a decent amount of damage
Can equip: Bows, Leather armour
Special ability:
Pinning: Archers are able to pin enemies to walls, rendering them immobile, and dealing additional damage on impact. However, the enemy must be close to the wall in the first place in order for pinning to occur
A marksman is a sharpshooter who has chosen to specialise in the rifle. For all its noise and inaccuracy, the gun is still a powerful weapon that is capable of wreaking great havoc. When it hits. Marksmen have dedicated themselves in properly tuning and aiming their weapon so that it does not fail them in a lie or death situation. More accurate than before, the marksman is now used to the heavy recoil of his weapons, and can easily hit targets within his effective range, though actual sniping would be best left to Archers. Marksmen can specialise in extreme long range combat with rifles, or mid-range combat with carbines, or close range combat with pistols.
Can equip: Rifles, Carbines, Pistols, Leather armour
Special Ability:
Calibration: Taking time to calibrate his weapon, the gunner ensures that his next shot will be 100% accurate. Afterwards, the gun reverts back to its previous accuracy value.
Hitmen are the men who do the dirty work for the more influential people. Taking on bounties, Hitmen are motivated by greed and money to kill his assigned target, and then pick up the bounty…as well as anything that their target may have had on their person at the time…as well as in their home. Striking from the shadows, the Hitman uses dishonourable tactics to get what he wants.
Can equip: Knives or Daggers, Cloth armour, Cloaks
Special Ability:
Backstab: Any attacks from behind a target after emerging from stealth will be a critical hit.
Tricksters are people who delight in causing mischief and misery, if only for their own enjoyment. Employing trick such as disguise, mimicking and impersonation, the trickster hides in plain sight, and is often extremely hard to catch, able to evade even the most sharp-eyed of detectives.
Can equip: Anything to keep their disguise, but can only do significant damage with Knives and Daggers, and will receive most benefit from Cloth armour
Special Ability:
Master of Disguise: Tricksters are experts at impersonation, even of members of the opposite gender. They can equip any armour, but do best with knives or daggers and cloth armour, as anything else would severely impede their movement. Able to hide amongst even the most xenophobic people without fear of detection, the trickster can easily garner any information needed for operations.
A horseman is a scout who has realised that he can gain even faster speed by mounting a beast even faster than them. A horse. From horseback, they can strike with great force with weapon such as spears, lances, as well as the conventional swords. While lightly armoured, the horseman’s main defence is his speed, after all, there’s no point using armour if you’re never hit
Can equip: Swords, Lances, Spears, Leather armour,
Special Ability:
Horse Riding: The horseman is able to ride horses.
A woodsman is a scout who specialises in forest environments, though his survival tactics apply universally. Able to achieve a certain understanding with the animals, Woodsmen may call upon them for certain tasks. The woodsman is able to survive in any environment, not only the forest, be it the scorching desert, or the frozen tundra. With survival skills, comes the uncanny ability to sense what is coming, and the ability to set traps for them.
Can Equip: Slings, Axes, Leather armour
Special ability:
Set up: Woodsmen are able to set up traps in preparation of an enemy. These traps can be devastating to those who are unaware, and still deadly to those who ARE aware. These trap range from simple snare traps to pitfalls and bear traps.
Mages are students who focus on the application of offensive magic, rather than the theory behind it. They wield it as a warrior would wield a sword or any other weapon. Directly tearing out the threads of magic and bending them to his will, the mage is able to fire out elements such as fire, water, and ice, manipulating the broken threads with uncertainty. There will always be mishaps, after all.
Can equip: Tomes, Staves, Rods, Robes, Leather Armour.
Special ability:
Improvisation: Mages are able to alter their spells to suit the situation by combining two of their known spells to form a new one, such as combining an ice spell with fire ball to form a jet of water or steam.
Weavers are students who take a more subtle approach to magic. Instead of tearing them out of place like a mage would, weavers subtly manipulate them to cause less destructive effects, but nonetheless effective. By switching certain threads around, Weavers can cause sickness within their enemy, cloud their minds with illusion, and buff their allies, as well as several other tasks.
Can equip: Enchanted gauntlets, Leather armour, Light Plate
Special ability:
Dirge: Plucking at the strings with his gauntlets, Weavers can play unsettling sound, that amplifies fear in their enemies, as well as impair their inhibitions. They can cause even the stoutest warriors to flee in fear.
Priests focus on one deity to worship, and devotes all his prayers to them. These priests are able to heal and buff his allies more effectively, as well as used more advanced offensive holy magic. As well as this, they are able to ask their assigned deity for minor miracles, and depending on their deity, the effects will differ.
Can equip: Staves, Rods, Religious icons, Robes
Special ability:
Divine Blessing: A spell that heals all friendly allies within a radius for half of their health. Usable once per three battles.
Seers are clerics that have chosen to worship multiple deities, instead of one. These clerics have good intuition, and limited precognition, restricted to hazy dreams during rest. These clerics have some healing abilities, but these are relatively small when compared to his offensive abilities. Seer wade into battle with the rest of his comrades, enacting the same role as a combat medic would.
Can equip: One-handed melee weapons, Light plate, Leather armour, Religious Icons.
Special ability:
Precognition: Seers are able to see glimpses into the future by diving into the immaterial realm during rest. From there, he can gather information from those of the spirit plane as well as obtaining precious visions for the days to come.
Martial Artists are brawlers that have chosen to refine their blows into something of an art form. Each move flows into the next, and each one is just as effective as the last. Honing his mind as well as his body through intense training and discipline, the martial artist has trained himself to resist debilitating blows and take them simply as a blow
Can Equip: Gi, Gloves
Special Ability: Iron Discipline: All durations of status effects on the Martial Artist are reduced by 50%, although he can shrug off weaker ones with no effect.
Pugilists are people who make their living off fighting, whether it be winning the prize money at the end of a tournament, or stealing your opponent’s coin purse after a back alley brawl. To him, honour means nothing, and he fights under the principle of ‘If it lets me live another day, I’ll do it’. Using every dirty trick he can, pugilists fight their way to victory using any means necessary, including throwing sand in people’s eyes and aiming for vital points such as the eyes and groin.
Can equip: Gauntlets or gloves, Leather armour
Special Ability:
Prize Money: Defeating an enemy grants the pugilist 50 extra gold.
Fighters are veteran soldiers who live for the thrill of battle, standing on the front lines and waiting for the order to charge. Not even bothering to take up command, fighters would rather be in the thick of battle, than in a musty old tent planning the strategy. Taking great pleasure in the defeat of his enemies, the fighters would prefer the odds stacked against him, rather than the other way around. Losing the charisma stat, Fighters would rather be commanded, than be the commander.
Can equip: Axes. Maces, Spears, Swords, Light Plate
Special ability:
Adrenaline rush: The first post of a battle, the fighter receives an adrenaline rush, granting him increased stats for the next two turns, before all the adrenaline is used up.
Captains are the ones who lead small divisions of the armies into battle. Still developing their leadership skills, the captain has some command ability, but has limited experience in the field of battle, and often has some trouble commanding their soldiers. They give bonuses to their troops through the use of tactics and strategy. They can also use their charisma to attempt to recruit the more easily-persuaded enemies to their side
Can Equip: Swords, Light Plate, Banners
Special Ability:
Banner Bearer: Captains are able to equip banners, which enhance the stats of their companions within a certain radius
: A holy warrior who uses faith as armour, just as much as the sheathe of metal around him. Some paladins have been known to advance in a holy fervour even after their limbs have been blown off. The paladins are versed in minor holy magics as well, making them effective at minor healing and buffing, and gives them extra damage against Undead. These knightly warriors are more resistant to magic than the Juggernaut and Knight
Can Equip: Swords, Shields, Heavy Plate Armour
Special ability:
Sanctuary: Standing still and concentrating, the Paladin creates a 10 metre exclusion zone that blows enemies away, and slows enemies re-entering the radius.
: A veritable mountain of steel, the juggernaut is the very definition of the immovable object. While slow and cumbersome, the juggernaut can weather blows that would shatter armies by himself. His sturdiness knows no bounds, and his blows, combined with the weight of his armour, pack enough power to shatter even the strongest of stone and metal.
Can Equip: One handed weapons, Great Shields, Juggernaut armour
Special Ability: Fortress: A juggernaut is the epitome of defence. He takes greatly reduced damage from all physical sources, and is immune to stuns, snares and slows.
Fencers are swordsmen who specialise in one vs one combat, and excel at piecing heavily armoured targets. Quick and nimble, the fencer wears the bare minimum of armour, due to the fact that he can parry most blows, no matter how quick or powerful. By using minimal force to deflect and change the direction of blows, fencers can easily move their blade back into a fighting position and retaliate with a series of sharp stings.
Can Equip: Rapiers, Cloth Armour
Special Ability:
Coup de Grâce: When an enemy is on low health, the fencer may attempt to deliver an execution blow, which will instantly reduce their enemy’s health to zero.
Weaponmasters have chosen to dabble in every weapon that they can possibly use, from halberd to daggers and mauls to brass lamp posts. Mastering the basic techniques of weapons, then adding their own flair to the styles, Weaponmasters have a weapon for any occasion, be it smashing in the armour of a knight with a warhammer, or using a sword to kill lightly armoured enemies.
Can Equip: Any melee weapon, Light plate armour
Special Ability:
Ultimate Preparation: A Weaponmaster always has the right tools for the job. His attacks always do the damage that the enemy is most weak to. Does not apply to shades and spirits.
: Slow, methodical and precise, snipers live by the creed that one shot is all that they need. Picking out priority targets, snipers deliver a single arrow to their vital points, before moving on. By systematically destroying the command structure of an enemy, the Sniper throws them into disarray. An expert in stealth and long range assassination, the Sniper can wait for days for his target to appear, before pulling back his bowstring and letting his arrow fly. While they have lower attack speed than most other classes, their impeccable aim means that each shot counts
Can Equip: Great Bows, Leather Armour, Daggers
Special Ability: Hawkeye: Sniper arrows always connect, regardless of the path they must take. They are able to change direction as long as the Sniper has line of sight to their target.
: Preferring to work with speed rather than precision, bowslingers have forsaken the bow in favour of the crossbow. Fast, mostly accurate, they find its sleek deadliness quite fascinating. However, the fact that it almost takes as long as a rifle to reload often turns away most archers. To compensate, the bowslinger is literally shrouded in crossbows. Instead of carrying around a single weapon, the bowslinger is festooned with crossbows of all shapes and sizes. What bowslingers lack in accuracy, they make up for in numbers. A frontline sharpshooter, a bowslinger is most often found near the action, filling their opponents with bolts.
Can Equip: Crossbows, Light plate armour
Special Ability: Boltstorm: Throwing their bandolier into the air, the bowslinger proceeds to fire out bolts in a cone in front of them, peppering enemies in that area. While undeniably effective, teammates should be warned before use.
Cannons are large projectile weapons usually mounted on a wagon or city fortifications, because of their large size and incredible weight. Cannoneers are an exception. While the cannons these people used are miniaturised versions of the ones on walls, they still bear enough power to break through the first layer of the enemy and into the second layer. Able to load different types of ammunition into their cannons, cannoneers can suit and destructive situation, from ship wrecking to infantry decimation.
Can Equip: Hand Cannons, Chain Armour
Special Ability: Pierce: Cannoneer attacks can hit multiple enemies if they are standing in front of each other.
Operatives always have a weapon for the occasion, be it the precision of long range combat, or the rapid fire fury of close range. Changing their armaments to suit the situation, the Operative can fight at any range and any enemy, their main feature being able to switch weapons in the heat of combat to take out one enemy, before switching to another to mow down horde of enemies.
Can Equip: Shotguns, Pistols, Machine Guns, Grenades, Rifles, Leather Armour
Special Ability:
Arsenal: Operatives carry around a literal arsenal with them, being able to carry 5 weapons into combat with them and switch between them in the heat of battle.
An expert in the art of the silent kill, the assassin can kill one person, before swiftly disappearing back into the shadows, only to reappear in another location and take out another enemy. Like the Sniper, the Assassin removes high priority targets, but they ensure the kill with a kill stroke, and are able to chase an enemy to the ends of the earth to hunt them down, unlike the sniper, who gets one chance at a shot from range. Utilising weapons which remain hidden in the folds of their clothes, Assassins only rarely use weapons which can be seen on their persons. Fast and agile, Assassins rely on speed and dexterity to avoid retaliation.
Can Equip: Knives, Daggers, Swords, Cloth Armour
Special Ability:
Spectre: The assassin fights best at night, where he can disappear and reappear at will. During night battles, the assassin has a higher dodge ratio, as well as increased damage.
Pirates are Hitmen who have become interested in pursuing their business to the waters. By taking to the seas, pirates attempt to make their fortunes by scouring the seas for sunken loot, preying on trade routes, and generally causing trouble in the waters. However, that does not mean that they are useless on land. The large distances between ships in naval combat means that the pirate have to learn to use a ranged weapon, in order to live out his life, and so many take up the pistol, while using a sword.
Can equip: Pistols, Swords, Leather Armour
Special ability:
Fire on my order!: Designating a location, the pirate fires a flare into the air and their ship then fires a single explosive round that detonates on impact. The accuracy varies according to the location of the sea.
Masters of disguise and quiet death, the ninja is an expert on the use of poisons, and handles killings that require a less bloody hand than an assassin, such as causing the death of a competitor in a mayoral election. Able to disguise themselves even better than a trickster, ninjas can infiltrate a facility, slip a virulent poison into their target’s drink, and disguise the death as a natural cause. While less proficient in direct combat than the assassin, ninjas tip all their weapons with a virulent poison that can cause fatality within moments if not treated.
Can equip: Daggers, Knives, Throwing Weapons, Cloth Armour, Blowguns
Special Ability:
Poison tipped: All weapons, including thrown weapons and blowdarts, are tipped with virulent poisons that cause damage over time, atrophying an enemy’s muscles and eating away at their flesh. While this poison is capable of killing, the body is able to isolate the areas the poison affects and destroy it, so without periodic reapplication, the poison will fade away.
Jesters are tricksters who enjoy toying with their enemies. Using almost comical weapons, the jester is able to incapacitate enemies and then forces them to watch him as he laughs at their death. While the jester cannot disguise himself any more, he is capable of drawing great attention to himself and his antics, before slipping away in the ensuing celebrations, leaving behind an array of ‘toys’.
Can Equip: Daggers, Knives, Cloth Armour, Toy
Special Ability:
Smoke and Mirrors: Every few seconds, the jester can teleport himself a short distance in a puff of smoke, reappearing with an echoing laugh.
Rider is a title given to a horseman who has become able to tame and ride any beast, including flying mounts and water-borne mounts. Their stats vary according to the type of beast they ride, but they are generally fast, agile, and act as the vanguard of the army, as well as being 100% of a nation’s air force. However, just mounting a creature does not make it able to be ridden. One must first tame it so that it does not throw you off its back in the midst of battle.
Can Equip: Lances, Swords, Light Plate
Special Ability:
Take the Reins: A rider is able to use their experience in beast taming in order to wrest a beast under control for one battle, before it starts to disobey orders right afterwards. Occasionally, the beast may grow fond of you, and you will have a choice to switch mounts.
A cataphract is a heavily armoured horseman suited to breaking through infantry formations, and wreaking havoc within them. Both the rider and horse are heavily armoured, and thus shrug off many blows from enemies as a minor annoyance. The hoof falls of a cataphract are horrifying to behold as the gleaming slab of metal charges towards you at a breakneck pace, and has caused more than one formation to rout from the simple sight of it.
Can Equip: Lances, Two handed weapons, One handed weapons, Shields, Heavy Plate Armour
Special Ability:
Trample: Cataphracts deal constant AoE damage around them when in the midst of an enemy. In addition, the horse itself is able to attack surrounding enemies.
Survivors are woodsmen who have lived long under their own power, foraging for food and building their own shelters. Doing so much with your own hands grants these men and women great prowess in the art of survival, and the knowledge of how to survive in any environment. This includes where to find water, what areas to avoid when ensuring safety, and what is poisonous to eat and what is safe. These people are an integral part to any party, and any without one would surely die once they run out of rations. However, utility is not the Survivor’s only use. Able to lie in waiting in almost any environment, survivors can easily ambush their enemies after they have fallen into traps he has set.
Can Equip: One handed weapons, Slings, Leather Armour, Survival Kits
Special Ability:
Survival Instincts: Survivors are able to tell the lay of the land and its properties by simply taking a stroll through around the area. He can identify water sources, poisonous plants, and areas to avoid. However, he is also able to hide himself in any environment, be it desert, rainforest or tundra, and be nigh on undetectable if he lays still.
Beastmasters are woodsmen who have developed a kind of understanding with fauna and their ilk. Able to speak to them in their own language, beastmasters can call creatures to his aid, and to attack enemies for them. When a beastmaster is around, the ecosystem itself is bent on your demise. Able to gather information from animals in the area, beastmasters are able to effectively locate enemies, and send his companions after them. However, more advanced beastmasters have been known to not only call upon mythical creatures, but turn into beasts themselves and rend their enemies asunder with tooth and claw.
Can Equip: Staves, Talismans, Leather armour
Special ability:
Metamorphosis: Beastmasters are able to take on the form of animals in order to maul their enemies, or to travel around at a faster pace.
Every 5 battles, you advance a level
Every level, you gain a skill
Every 5 levels, you advance a class
(Tier 3 classes will be done... at some point)
BATTLE COUNT: 0
CS:
LVL:
Name:
Age:
Gender:
Appearance:
Personality:
Bio:
RPG Class:
Equipment: (Leave blank for now)
Skills: (Leave blank for now)
Approval Stampboard: To get approved, you must get the following stampboard filled out by my co-GMs and I:
Vietmyke (1 point): STAMP PENDING
Heroguy (1 point): STAMP PENDING
Synarite (1 point): STAMP PENDING
Harbringer (1.5 points): STAMP PENDING
Players:
Marcoscious de Balliere
Vietmyke (1 point): STAMP GIVEN
Heroguy (1 point): STAMP GIVEN
Synarite (1 point): STAMP GIVEN
Robert Cadogan
Vietmyke (1 point): STAMP GIVEN
Heroguy (1 point): STAMP GIVEN
Synarite (1 point): STAMP GIVEN
Harbringer (1.5 points): STAMP GIVEN
Amanael Vjedonia
Vietmyke (1 point): STAMP GIVEN
Heroguy (1 point): STAMP GIVEN
Synarite (1 point): STAMP GIVEN
Harbringer (1.5 points): STAMP GIVEN
Lars Claremont
Vietmyke (1 point): STAMP GIVEN
Synarite (1 point): STAMP GIVEN
Harbringer (1.5 points): STAMP GIVEN
Emil Al-Atel
Heroguy (1 point): STAMP GIVEN
Synarite (1 point): STAMP GIVEN
Harbringer (1.5 points): STAMP GIVEN
Ralin Bladeforge
Vietmyke (1 point): STAMP GIVEN
Heroguy (1 point): STAMP GIVEN
Harbringer (1.5 points): STAMP GIVEN
Ariela Vahdin
Vietmyke (1 point): STAMP GIVEN
Heroguy (1 point): STAMP GIVEN
Synarite (1 point): STAMP GIVEN
Harbringer (1.5 points): STAMP GIVEN
Samuel Byrne
Vietmyke (1 point): STAMP GIVEN
Heroguy (1 point): STAMP GIVEN
Synarite (1 point): STAMP GIVEN
Harbringer (1.5 points): STAMP GIVEN
Tsugite Madare
Vietmyke (1 point): STAMP GIVEN
Heroguy (1 point): STAMP GIVEN
Synarite (1 point): STAMP GIVEN
Harbringer (1.5 points): STAMP GIVEN
Last edited by Harbringer; 07-01-2012 at 02:02 AM.
Personality: A selfless individual who always puts others before himself. He is calm during battle, keeping a solid focus on what happens around him. He wears what little emotion he feels on his sleeve, not afraid to speak his mind whoever he speaks to.
Bio:
Born to wealthy parents, Robert was expected to live a live of life of luxury attending court and living off the work of his servants. However he had other ideas. At the tender age of five he had already developed a distate for the way those who worked for his parents were treated. By seven he had become such a pain to his mother and father from his constant protests, that they couldn't take it any more. Thus he was sent to the local barracks to work.
Upon arriving he was immediately impressed by the armour and vast array of weapons on show. He was soon disappointed as he found a ladel in his hand rather than a sword. Working in the kitchen to help feed the soldiers he would prepare all their meals. In between cooking he would sit and watch as they trained and drilled, often mimicking their moves as best he could.
Finally his twelfth birthday arrived. The barrack Sergeant had noticed Robert copying his men every day since his arrival and offered him the chance to wield a training sword. Robert wasted no time in accepting the offer and soon found himself training against men twice his size. He took a beating for years, the soldiers treating him just as anyone else. For almost four years he was constantly bruised but sixteen was a turning point.
He was a relatively small child but from his sixteenth birthday his body developed at a rapid rate and he was able to stand his ground with the other men. His increasing bulk and years of training meant he was able to successfully defeat the majority of the troops.
The years that followed up to his twentieth birthday were filled with endless battles and bloodshed in defence of his homeland and families. His height had reached 6'5" and his body 264lbs of muscle mass.
The final battle of a war with a neighbouring nation was won when he cleaved the head from the enemy commander. Robert had come close to losing his own head, only saved by a quick deflecting of the commanders sword with his shield. He responded with quick swing of his sword, forcing the blade through the flesh and bone of the enemy. Robert celebrated but no sooner had he started, that he found himself blacking out. When he awoke he was surrounded by a group of other people awaking from a deep slumber.
RPG Class: Squire Equipment: Skills:
Last edited by robtheguru; 06-02-2012 at 06:12 AM.
"Questing the oceans and questing the seas, searching for ultimate booze!"
Personality: Bright, sincere, innocent, and as sweet as a newly ripened strawberry would best describe this young cleric. She's incredibly generous, to a fault, and can be easily be taken advantage of. Celine is also optimistic and soft-hearted.
She dislikes insects, snakes, being excessively cold, and dark places. Bio:
RPG Class: Cleric
Equipment: Ø
Skills: Ø
First and foremost harby, you must understand that I am a former thief, and therefore a rebel, and so I refuse to mention the dreaded round, baked pastry that you seem to be ever so fond of!
Name: Emil Al-Atel Age: 19 Gender:Male
Personality: Formal and courteous, Emil gives off the no-nonsense, almost cold demeanor typical of members of the Knights of Ilya. He is loyal and seems almost fearless, capable of facing the fiercest of odds without batting an eye. Calm and capable, emotional outbursts of any type are far and few between for a man like Emil. Emil acts with a calculated and precise pace, recklessness is unheard of with him, and his discipline is something to be awed by. As a Knight of Ilya, Emil works well with others and has been trained to be able to operate with a variety of people and personalities, though some are easier to work with than others. A very prideful man, his pride also serves as a point of weakness. Not a complete emotionless hunk of ice, Emil has a soft streak and has been known to develop soft spots for select individuals.
Bio:
Spoiler
Emil hails from the realm of Guardia, a land currently plagued by swarms demons and war. The nation of Ilya is among the largest of the standing nations of Guardia, and is currently engaged in a 3 front war. Ilya faces Gerundo to the north, Bendan to the east, and the demons that plague the land.
Born into the noble Al-Atel Family, Emil was the youngest of seven. As the youngest, he was not entitled to anything but a small paltry sum of inheritance. Emil, like many of his younger siblings, turned to a military life early on in his life. He began his training at age 8, 2 years younger than the common age for trainees. He learned quickly, and easily, and his ability put him on level with the older and physically stronger trainees. He picked up swordplay with considerable aptitude and thanks to his family's high standing in the political world, he attracted the attention of the Royal Knights of Ilya.
At age 12, he was accepted as the squire of Rasklar Aiden the Phoenix, a knight famous for his prowess and honor on and off the battlefield. As a mentor, Rasklar was ruthless and worked Emil tirelessly to further improve his mastery of the blade as well as the way of knights during the day, and to learn his letters and proper etiquette during the night. No matter how difficult he was worked, Emil did everything with his calm, deliberate manner. Emil excelled in almost all aspects of his training. He was skilled with swordplay, his speech was eloquent and proper, if somewhat empty, and his discipline impressed all but the most impassive of knights.
At the age of 18, Emil was inducted as a full Royal Knight of Ilya. After a brief session of supplementary training to complement the training he received from his mentor, Emil was placed under the command of Captain Frenrick Tesayla, one of the major leaders of the Royal Knights of Ilya.
Almost immediately after his induction, Emil was deployed along with Captain Frenrick and the rest of his knights to liberate the small town of Galna. Before the Royal knights headed out for Galna, Emil was visited by his mentor. Rasklar gave to Emil a white bird. Emil questioned his mentor. Rasklar had never been one for sentimentality, and something as fickle and flighty as a bird would hardly be a very useful gift on the battlefield. Rasklar left Emil's question unanswered, and with the question still in his mind, he followed Captain Frenrick's troupe of a score or so knights made their way to the town of Galna.
The knight's arrived on the hills overlooking Galna to see a foul sight. The soldier's of Gerundo had easily swept through the defenses of the small town, and were in the middle of helping themselves to their spoils of war. The town had little in the way of weapons or gold, so the soldiers helped themselves to the town's women, some even in broad daylight and in the streets. Disgust and indignation swelled in the hearts of the knights, and after a quick runthrough of Captain Frenrick's plan, the knights deployed to exact their vengance on the soldiers of Gerundo. Prior to the battle, as Emil strapped on his shield and mounted his horse, he released his small bird, still wondering why his mentor had bothered giving him the delicate animal to begin with.
While the soldiers of Gerundo numbered over a hundred to the Ilyan Knight's twenty three, they lacked the training, discipline, and prowess of the Ilyan Knights, and with the knight's attack, the Gerundo soldiers were caught unaware. Many were literally caught with their pants down as the knight's charged in from the south and west. The knights had eliminated over a thirty of the soldiers before the Gerundo forces were able to regroup and counter attack.
Emil and three other knights had dismounted and waded into the thick of the battle, towards the center of town, a bid at rescuing the town mayor, his wife, and their three daughters. Emil's blade skillfully found its way into the hearts of many of his opponents, and whenever his blade for some reason could not weave its way through his enemy's defense, his heavy weapon simply hewed through them as Emil and his comrades continued through the street. Two of Emil's comrades fell to the mass of enemy blades as the knight's pushed onward, surprised at sudden resistance of the enemy forces.
Emil and his companion knight managed to fight their way to the courtyard of the mayor's house, where the mayor was waiting for them, a blade pressed against his neck by a large, heavily armored Gerundo knight. Also outside were a half-score of soldiers, also well armored and equipped, unlike the common footsoldiers that fought with the knights throughout the down. The Gerundo Knight was revealed to be General Cathca, a capable and powerful general, well known for his ruthlessness in battle. Because of his ruthlessness and bloodlust, he was often placed on the frontlines leading small commands of soldiers as they pillaged. Emil and his companion stood, two young knights preparing to face the feared General Cathca and ten of his best soldiers.
At a command, four of Cathca's soldiers entered the mansion and shortly returned with the mayor's wife and three daughters. Cathca released the mayor and sent him into the grip of another one of his soldiers. The general's black helmet shielded his entire head from the view of the outside world, and his twisted motives could confuse the greatest of psychics. The general reached out and grabbed the mayor's wife, and in a shockingly soothing voice released her and gently pushed her in the direction of Emil and the other knight. The mayor's wife made a few tentative steps toward the two young Ilyan knights. Suddenly, with a vicious bellow, the General drew his great blade and drove it through the back of the mayor's wife. Both the mayor and Emil's companion howled in rage and anguish, and the second Ilyan knight charged towards the general, his blade raised high above his head.
The General deflected the blade with a lazy flick of his wrist, and drove his sword forward and ran the young knight through with his blade. The young knight's helmet shuddered, its visor shielding the shock on the young knight's face. The General withdrew his blade and the young knight staggered back a step. The young knight staggered a step forward, and The General lifted his sword yet again and beheaded the young knight with a single swift stroke. The General then turned to Emil and lifted his bloody sword as a challenge to the young knight.
Emil, whose helmet and shield had long been discarded during the battle through the street knew he was at a considerable disadvantage, but he could not run away, nor could he face the General and his ten soldiers at once. Emil lifted his blade to return the General's challenge. The larger, more heavily armed General removed his shield, and the two men began their duel, the grey-brown and purple armor of Ilya and the dark grey and red armor of Gerundo meeting eachother in the center of the courtyard.
Emil was smaller, younger and less experienced. General Cathca was greater armored and wielded a heavier, more powerful sword. It took every trick, maneuver, feint, and strike Emil had in his arsenal to be able to defend himself against the powerful General. The General pressed his advantage, his swings becoming heavier and heavier, while Emil fought defensively, striking only when he found the opportunity. Each second felt like an hour and each minute seemed to stretch on for an eternity, and Emil found himself reaching his limit before the General even began to break a sweat.
While their duel went on, Emil was too focused on his sword work and his enemy's blade to realize that the sound of fighting had almost completely died out, and that the Ilyan knights had almost completely routed the remaining soldiers. Captin Frenrick and ten other knights poured into the courtyward while Emil and Cathca continued with their duel, and began to engage the General's personal guard.
Captain Frenrick, also without a shield, rushed into Emil's duel to aid him in fighting the vastly superior General, but even the two of them had difficulty facing the ruthless General.
Finally, with a fatefully lucky thrust, Emil managed to pierce the General's armor, landing a blow on his side. However the General quickly recovered and returned with a vicious stab, running Emil through and lifting him high into the air before throwing the young knight off his blade. The General only realized too late however that he was fighting two men instead of one, and the time he took to impale Emil had left him completely open to the Captain's strike.
A blade suddenly began to protrude from the General's chest, and blood leaked from the the seams of the General's helmet as the great knight fell to his knees and collapsed, dying. Yards away, Emil also laid dying, blood seeping from the gaping wound in his stomach.
Emil's vision flickered as he stared groggily at the gaping whole, not comprehending his Captain's shouts and words. Emil vaguely felt a sensation pulling on his mind but managed to resist it long enough to glance at himself once more, quite easier now that his head had been propped by something. His dying vision made out a small white bird landing gently on his chest, the little avian creature's head cocked at Emil's bloody one curiously. Emil had the brain cognition to wonder why he was given that bird once more before his consciousness left him and he fell into the cold dark, waiting for his first glimpse of paradise.
When he awoke, Emil felt no different than he did when he was alive, and he saw no gates of heaven. Instead, he found himself laying on a wide expanse of grass, with several others sprawled about nearby him.
RPG Class:Squire Equipment: Skills:
Last edited by Vietmyke; 06-29-2012 at 02:51 PM.
I can't tell if Myke is standing on something or did an amazing job of timing a jump. I'd like to imagine it was a jump
Neither, he is floating
I'm pretty sure he's just that tall
No he was on a table
I don't know.. Have you seen how tall he is?
In your dreams. See you tonight... (Alternatively, I also live in Australia)
Posts
9,832
I'm bouncing between a Soldier and Brawler. IF you aren't sure about any of the third tier classes, PM me and I'll tell you about them. Like how the Rider rides flying mounts as well, and how the operative can equip several guns. And the bowslinger is just...hilarious. Fire crossbow, throw it away, pick up a new one. Rinse and repeat
LVL:1
Name: Rant Landru
Age: 18
Gender: Male
Appearance: Rant
Personality: He is a happy kid, a bit goofy, and likes the thrill of a good fight. He, in general, has all the quirks and annoying habits that young adults have, as well as the awkwardness. He is, however, somewhat loud and boisterous despite his situation. He's not someone you would expect to be honor bound, as he's usually the guy cracking jokes at everything or goofing off.
Bio: He's had to scrounge around for money since he could walk, and since he could talk he discovered that fighting was the best way to do it. Using his fists has earned him his bread, so he's been fighting out of necessity his whole life. His decorations are intricate brands he gave himself every time he won a major fight, as a reminder that what he was doing wasn't right. Although he loves to fight, he hates that he has to fight dirty. He's never really gotten close with anyone else, but that's not really due to any specific social ineptitude, he just... Hasn't. He hasn't found time or need to team up with anyone, and couldn't deal with another mouth to feed. Again, while not outwardly showing it, most of his thoughts base around survival. He figures "No one hates the funny guy, no one would want to murder the funny guy in his sleep," so he's tried to be a pretty funny guy. He usually fails, but that doesn't me he doesn't try.
RPG Class: Brawler
Equipment: N/A
Skills: Pies
Should I just pm the three co-GMs my bio and have them PM you a stamp, or should I just wait here and have them basically just post "I stamp" if they approve of my character?
CJGodman: You have a grand total of five sentances in your entire CS. I dunno what Harby expects, but I'd expect a CS with a little more filling. I mean, in casual, the minimum post size would probably be five sentances, if not more. Shouldn't you be doing more for your CS, the heart, mind, and soul of your character?
Flesh out the bio a bit more. Until then
STAMP DENIED.
---------- Post added at 11:23 PM ---------- Previous post was at 11:21 PM ----------
A wild Synarite has appeared!
And now we have the full staff confirmed to exist.
Signature by the talented Chibisuke Chan!
We play the hands of cards life gives us. And the worst hands can make us the best players.