I know not with what weapons World War III will be fought, but World War IV will be fought with sticks and stones. –Albert Einstein
The Dark Age is a dark fantasy roleplay with an odd twist: the setting is during a nuclear winter; long after the bombs have fallen. Over the hundreds of years since modern civilization has been wiped out, the remnants of mankind now reside in pockets of tillable land and temperate climates; while most of the world has been transformed into a frozen wasteland. Due to the destruction of modern technology and knowledge, humanity has reverted to a more base state: living in feudal societies based around agriculture.
Of course, life can never be peaceful; due to dangers on all sides of these settlements. Bandits roam the wastelands, preying on merchants or travelers moving from one city-state to another; wars are fought between different governing bodies over territory rights; and horrible creatures mutated from the wastes attack. These dangers have led to a call for mercenaries to deal with these threats.
There are seven city-states, each lying on the southern side of the continent of Alora, spanning east to west. They are:
Benora: The western-most city state; Benora is a mainly agrarian community beset on three sides by desert. The city has an oasis at its center; and has one of the largest marketplaces in the entire continent of Alora. Their military might resides in their horsemen and archers; however their martial prowess is much weaker than other city-states. The Papal Office of the Papacy of Pacifica is located here. Benora is also known as the Desert Gem.
Khaal: Less a city-state and more a huge fortress, Khaal resides east of Benora, at the edge of the desert and the frozen wastes. The main “castle” that the rest of the city is built around is actually a giant satellite facility. A huge dish sits atop the structure; creating an odd industrial view of the city. Due to the cold weather, the city resides inside the complex; with additions jutting out the sides. Countless smokestacks emerge from the rooftops; due to this city’s main contribution: smithing. Khaal is known as the Iron Fortress.
Invar: The city-state on Invar is located on a river basin; Invar is known for its fertile land and its beautiful foliage, however the city is constantly plagued with sickness due to the hot and muggy climate and swamplands bordering it. Invar hires out its defenses, keeping a mercenary guard; since mercenaries are easily replaced once they come down with swamp fever. Invar has a huge garden surrounding it’s manor house; and is known as the Garden City.
Mara: The central city-state, and also the center of commerce between the other six city-states. Mara is also home to the central church, where the “Holy Father” of the Holy Evangelical Church resides. Mara is known for its huge market, its bustling industry and the large difference between wealth and poverty in the city. The richest people in Alora live in Mara, as do the poorest. Mara is known as the Grand City.
Korris: The most militaristic city-state; Korris is home to the majority of the mercenary factions, as well as a military academy. Korris is built on rocky, barren land, and the only export of the city is soldiers. The harsh environment has better preparation on soldiers than other city states, where life is tailored around safety and comfort. Korris is known as the Blade City.
Porrum: The newest established city-state, Porrum is located on the coast; and is primarily based around fishing and hunting. Porrum is also the first port city, and has been able to service Korris, Mara and Invar with its ships. Porrum has the weakest military, but due to its relative age and lack of resources save fish, Porrum is mainly ignored by the larger city states.
Magic
Magic does exist in the world of Alora; those who live in the wastes and have been changed by the cold winter and radioactive wind are deemed heretics and demons by the church. Witches are humans who have slight magical powers, while the Fae are humans who have been further altered, showing qualities not too far from what fantasy writers deem as "elves", the Fae possess far greater magical affinity than any other creature.
Religion
The two religions of Alora share a tense relationship, due to their views on the calamity and ancient artifacts. The Pacifica Papacy views the artifacts as evil, and seeks to destroy them, as they were the tools of the apocalypse. The papacy is ruled by a group of cardinals, who reside in the city states. Priests travel from city-states and to villages, offering funeral rites and other services. The Papacy has cares little about Witches and Fae, and rarely pays for the heads of such creatures. The Papacy has little military might, but does make use of a specialized group they call Inquisitors, whose sole purpose is to seek out and destroy any and all ancient technology. The Papacy does not care what the technology does; if its use is benevolent or not. For the Papacy, all ancient technology must be purged from this world. The Papacy looks to the city states of Benora and Khaal to educate its citizens.
The Holy Evangelical church seeks to recover and use the artifacts to reclaim the wastelands and undo the calamity that has befallen the world. At least; that's what the doctrine preaches. Truthfully, the Evangelical Church seeks to control as many of the artifacts as possible, to hold dominion over the majority of the city states, and to eventually eliminate the splinter religion of the papacy. They view the artifacts as divine, and view any human who has been altered by the wastelands as a form of demon that must be purged. While the Evangelical church has many pastors in its employ among the city states and the villages; the main power of the church resides in the vestments of the "Holy Father". The Evangelical Church is the main educating body in the Eastern City States as well; giving more providence to their teachings being "true". The Evangelical Church hires Mercenaries that they dub as "Wardens" to hunt any creature altered by the wastes. Wardens are paid on the head of the creatures they slay, and are paid handsomely for any Fae or Witches they find. In certain cases, Wardens may be called in to capture a Witch or a Fae. What goes on when the living specimen is delivered is unknown. There is also a special faction within the Church known as the Templars; who search for ancient technology to be used by the Church's magisters. Templars are funded by the church, and are known as devout and powerful warriors who can brave the deepest parts of the wastelands. Templars view Witches and Fae as abominations, but view their deaths as secondary to finding and retrieving artifacts.
Weapons and Armor
Weapons and armor in the world of Alora range from the pay grade of who wears it. For most soldiers and mercenaries, they stick to leather armor or scrap metal armor. Scrap metal armor is made from scavenged materials from the wastes; a tower shield could be what was once a car door, for instance. Scrap metal armor and weapons are not very durable, but they still provide protection for the common man.
Iron and Steel armor is reserved for the more powerful and wealthy mercenaries and private armies. Most town guards, for instance, only receive leather and scrap metal armor. High Templars (the personal honor guard of pastors and the Holy Father) in the employ of the Holy Evangelical Church, wear full steel plate armor.
Ancient armor is the rarest form of armor; found deep within the ruins of great cities, these armors were both lightweight and durable. The price for such armor is incredibly high; the few sets that remain are in the ownership of the Lord of Korris, and in the Halls of the Evangelical Church.
Jobs, Careers, Livelihood
The most common profession in Alorra is subsistence farming. The second most common profession is in the military, be it town guard, mercenary work or higher martial professions. However, many people do live as hunters, scouts, herbalists, and other specialized professions.
The most common fighting career is a mercenary; usually with a smaller group or as a solo mercenary. The more famous mercenary groups are Tarin's Hand, The Blackskull Legion and The Bannermen.
Profile Skeleton
Character Name:
Gender:
Age:
Class/Job:
Home: (City state, village, wastes)
Appearance: Images OR text (I use text because i'm weird)
Character History:
Personality:
- - - Updated - - -
Character Profiles
Character Name: Dan'Kiel
Gender: Male.
Age: Twenty (20).
Class/Job: Witch.
Home: Doesn't stay in any one place.
Appearance: A peaceful-looking young man that looks years younger than he really is with his snow white-blue hair and deep, sapphire eyes. His hair is short, typically cut unevenly just before it reaches his shoulders. He certainly seems frail with his small stature and goes hand-in-hand with his child-like personality. He is 5'3'' and is fitted with a dull grey long-coat with straps across his chest to keep it snug against him. A notable item he wears on him at all times is a shoulder bag that hangs loosely against his left hip with the strap wraps around the top of his right shoulder. The bag itself is dark purple with two 'fangs' beneath the flap that makes it look like it has a mouth with two yellow buttons that act as eyes in the middle of the flap. The stitching for the bag is red and green, giving it a decorated look foreign to most cultures in Alora. Dan'Kiel's left hand never seems to leave the bag unless necessary, resting on it instinctively and cautiously. The pants are hardly visible beneath his coat unless he is walking or is in the middle of other actions, and they are a worn-white color with individual straps that wring his legs at different sections of his legs, either black or brown.
Character History: Dan'Kiel was brought into the world North of Invar, within a small village that was wrought with sickness with the irradiated wastelands on their very borders and the rainforest-like nature that delivers fevers to its inhabitants. As opposed to the earthly-colors his village and parents had, he was born with light hair and eyes rather than the usual dark brown and black.
Against the village's threats to kick the family out for bringing a curse into the world, they raised him until he was Eight. At this age, while he was picking various herbs (without full knowledge of what any of them actually do or were for) one day around the village's borders, word had reached the Holy Evangelical Church and Invar's Capital sent a small group of mercenaries to execute the child and his parents to prevent the child from growing into a threat (as most Witches were believed to be), even though he carried no qualities of a Witch at the time.
The mercenaries arrived and quickly took his parents out of existence, then waited for the boy to come back home. Dan'Kiel, however, witnessed the event from outside his house, hiding in some surrounding bushes. Knowing there was nothing for him to stay home for, he turned and ran into Invar's wilderness. Days went by and was barely able to reach another village. Being known for their hospitality, they took him in without question and cared for him, though he rarely spoke and especially went quiet when asked about his past, fearing another event that would threaten his life.
Five years go by and he reaches the age of thirteen, though at this point others begin to notice he doesn't seem to mature physically or at the least aesthetically. Knowing of an event years prior, around the time Dan'Kiel arrived at their village, the elders felt it most wise to gear him up and allow him to find his own way in the world. He wasn't reluctant, and he's learned how to make certain potives of incredible strength so Dan'Kiel takes what is given to him (a coat and his shoulder bag) and he sets off to wander the continent. Seven years pass and he's visited only a few of the major cities, managing to completely avoid all detection from any Church. He's taken advantage of his young looks, manipulating others into giving him necessities or shelter. Dan'Kiel hasn't made any lasting relationships, and prefers to keep to himself only so there is no risk of him being revealed. Although there are no concrete links, he can be connected to the various deaths of several guards and Wardens of little renown that seem like accidents or assassinations.
Personality: Unless his age is revealed, nearly everyone that meets him will be immediately fooled into believing he is but a person in his young teens. Dan'Kiel is curious yet shy around strangers, and tends to have a playful attitude when with those he trusts. Contrary to his personality, he is very capable of taking care of himself, both when it comes to survival and even holding himself against threats (though he would flee if it is obvious he would be hurt). Due to his ever-wandering spirit and tendency to lose focus during events and overall personality, few can see the magical side of his nature. Deep down, however, there are ulterior motives and a completely different character, waiting almost sub-consciously, a dark, twisted Dan'Kiel.
Character Name: Myrna
Gender: Female
Age: 32
Class/Job: Warden/Witch Hunter
Home: Mara
Appearance: She is tall and fit; a fighter capable of taking down Witches and Fae. She has blonde hair that she keeps long, a remnant of her Noble upbringing, and icy blue eyes. Her hands are rough and calloused, and her body covered in scars from years of training and fighting.
Character History: She is the child of Nobles, one of the younger daughters in the family. Since she had many siblings, her parents only made token objections when she applied to the order of Wardens as soon as she reached the age of majority, where she quickly proved her devotion and skill.
Personality: She is a serious and devout follower of the Holy Evangelical Church. She is fond of theological debate, but well skilled in the arts of the Inquisitors. She is brash and outspoken, and does not take well to any persistent religious dissension. (Those who disagree obviously don't know any better).
Character Name: Edward Warnock
Gender: Male
Age: 32
Class/Job: Inquisitor
Home: Benora | Monastic Chapter : Brothers of the Sand
Appearance: Despite years of rough trials and tedious journey Edward is a man that looks well and his bill of health reflects his birth in Benora. Edward has deep aureolin hair, of which is cut short and evenly at that; evident by his recent return to Benora. His eyes are emerald green. He sits higher than many at 5'9" with a thin but toned stature. Edward like most inquisitors of the Papacy is tooled with "light, but prepared" equipment, reflecting the stealth that goes into his travels to several wasteland ventures; as such he is tooled with a thick long medium-length jacket, heavy leather gloves and the amulet of Pacifica which sits deeply beneath his clothes but never out in the open as it would jeopardize and cause conflict with any templar he could experience. A heavy satchel is placed on his back which is tight and hidden by way of his medium-length jacket. He also totes a survival pack which is locked over his shoulders and over his jacket. Edward wields a Benorian long sword, which is crafted well but done simple as an ornate weapon would attract much attention.
Character History: Edward Warnock was born into one of the Papacy's many monastic chapters as at a infantile age he lost his parents for undisclosed reasons. Edward was groomed therein as a member of the chapter to be a true follower of the papal ideologies. Through time, Edward was trained vigorously to be the papal's parallel to the evangelical templar; hunters of artifice and defenders of the realm. As a young adult this led him through many challenges and forced himself to lie blatantly (or misdirect) companions which led to distrust or ultimately their own deaths. This has struck a psychologically emotional blow to his psyche and even over time he has had trouble truly balancing his duty to his values and the reality of his mission.
Personality: Unless his true loyalties are exposed, Edward is found well-mannered and helpful to most people he comes across. These manners are clear as he is a man who would never make jokes at another expense and will charge at help of innocents which plays into his upbringing. Of which, within his Papacy upbringing he is of course bound to laws of order and chivalry, which contrasts the ruthlessness and zeal of the Evangelical Order. At the end of the day; Edward is kind, mannered, honor-bound, and tactically open, but is rarely honest as it would most often jeopardize his mission in exterior territories if he explained who he was and what he does.
Character Name: Alexandra "Lexie" Swift
Gender: female
Age: 25
Class/Job: mercenary (Tarin's Hand)
Home: Korris
Appearance: Lexie has long brown hair she keeps in a braid and blue eyes. She generally wears leather armor enhanced with small pieces of scrap metal. She carries several knives on a pair of belts about her waist, three on the left, two on the right. She is a taller woman, with most of her height being leg. Her knives are quality weapons, well balanced for both fighting and throwing. ( http://www.nautilus-solar.net/shy_stuff/Lexie.png )
Character History: Born in Invar, her parents died of illness when she was a young girl. A mercenary by the name of Terry caught her stealing food from him while he was in the city. Instead of turning her over to the authorities, he told her that she would repay her debt by working for him, keeping his gear in good condition, helping cook, looking after his mount, and other tasks. Glad to have been given a reprieve, Alexandra worked hard and diligently, and when the time came for Terry to leave Invar for another job, he had grown accustomed to having her around and took her with him.
After a time, he started teaching the girl how to fight, partially for her own protection, and discovered that Alexandra had an aptitude with knives. He taught her all he could, with Alexandra being a willing student. It was Alexandra who decided she wanted to attend the military academy. Terry did his best to assist her in learning the skills she would need to pass initiation, and with his help she successfully made it in. It was around this time that she started going by Lexie instead of Alexandra. When she graduated at 18, she was ready to join Tarin's Hand. Though it was difficult for a young woman to join their ranks, she proved herself worthy in her skill with blades. Since then she has worked as a mercenary, hiring her skills out to those who need them.
Personality: Lexie is a hard worker, always striving to complete her tasks as well as she can. She is proud of her abilities and not afraid to take on a challenge. She is a bit competative, since being in the mostly-male Tarin's Hand requires her to be the equal of, if not better than, her comrades-in-arms. Lexie is generally cheerful, but she has a serious side when the situation calls for it.
Character Name: Rhylaen Dusan
Gender: female
Age: 21
Class/Job: bard
Home: wanderer
Appearance: Rhylaen inherited most of her looks from her mother, Rachel. She has shoulder-length brown hair and large, tawny, almost golden eyes. Her ears are sightly pointed, but not overly so; she keeps them hidden by her hair. She is on the short side, just five feet tall, and not very shapely. She wears durable clothes designed for traveling, and carries a shortsword at her side, which she knows how to use if she must. Generally she travels with her horse, the black mare Kera.
Character History: Rhylaen was born to a human witch mother and a fae father in a fae settlement north of Khaal. When Rhylaen was three years of age, a warden was contracted to take out the fae village. Her mother's vague sense of approaching danger as the warden started setting fires is all that saved the life of herself and her child. The two parents came up with a plan. They would act as if the fae had been holding the woman prisoner. To reinforce this impression, Elian persued the "escaping prisoner" towards the warden, who killed him without a second thought. When her business at the settlement was finished, the lady warden escourted the "rescued" pair to Khaal. Rachel's emotions were only partially faked, as she had watched her husband die, and feared greatly for their halfbreed daughter. Fortunately the warden had little interest in them once they reached Khaal, and Rachel found safety in the anonymity of the city.
A couple years later, Rhylaen and her mother discovered that the girl had inherited fae abilities from her father. Rhylaen could create a blast of force in her immediate area, knocking away anything in close proximity. Rachel impressed upon her child the need to keep her ability a secret, and never use it. Rhylaen took these warnings to heart. It was around this time that the pair relocated to a farming village to the southwest of Khaal.
Growing up, Rhylaen loved singing and music. In her free time, she learned how to play a couple different sorts of instruments. Eventually she decided that she wished to be a bard to make her living, and at the age of nineteen she set off to start making her own living.
Personality: She lives in fear of her mixed blood being discovered. Rhylaen uses the mask of a performer to help her cover her fear. As a teller of tales and singer of songs, she is charismatic and open, willing to lend a sympathetic ear or a helping hand. In truth, she is on the shy side, trusting no one and keeping her business private.
Adric Frostborne (Adric Vallen)
Gender: Male
Age: 22
Class/Job: Guardsmen (Former Noble)
Home: Mara (Formerly) Frostborne Village
Appearance: Standing barely an inch under six feet, with dark hair and dark eyes, Adric is honestly a forgettable face in a sea of dirt covered, sullen people. His hair, unkempt and medium length, is usually kept tucked under his leather cap. He is constantly in his gear, banded leather armor with several scrap metal accoutrements: a left pauldron fastened from a metal road sign; and metal wiring acting as a form of chainmail protecting his chest and arms. His eyes are small, and tend to be focused in a tight, grim gaze ahead.
On his scabbard is a simple rusted iron blade; barely kept sharp due to the age of the weapon. He also has a collection of thin scrap metal knives adorning his belt, which act as good tools for skinning a warg or a feral lion.
Character History: Born Adric Leon Vallen II in the Vallen Hall of Mara, Adric’s youth was spent with private tutors, lessons in fencing, and relative comfort compared to almost every last people on Alora. He never wanted for food, comfort or fun, and was kept almost oblivious to the outside world, until his fifteenth birthday.
A rival Maran family, led by the Patriach Eglan Destaun, led a company of Blackskull Mercenaries to assault their private manor in the dead of night, murdering Adric’s mother, father and sisters. Adric’s fencing instructor, Garlan Ceglain; was able to spirit his young student out of the manor and out of the city, for fear of the boy’s life.
He eventually took Adric into the wastes, to a northern village named Frostborne. He gave him the last name of a bastard (taking the name of the town rather than a famial name) and raised him as a surrogate son, until his death of frost-rot three years later. Having no family and no other connections, Adric took a position as a town guard, using his sword skills and his life with Garlan to survive.
Now, eight years since the loss of his family, his time as a nobleman seems to be a distant dream, but in his deepest nightmares, he still remembers the fire and the screams of his family at the hands of the bastard Eglan Destaun; and he dreams of the day when he has the chance to slit the man’s throat.
Personality: Often distant and short with people, Adric fears commitment and friendship; due to the deaths of all of his family and loved ones. He has a strong sense of honor and duty to the world, and feels little fealty to the church or the city states, as in his mind; both have betrayed him by allowing Eglan Destaun to continue as a powerful noble in Maran politics. While his palate still retains some refinement from his noble youth, living alone in a wasteland village has hardened his personality. Inside, buried under the hatred and cynicism, still beats the kind, idealistic soul of the man he once was, however. He is also an incredible cook.
History
Where was I born? Who am I?. Questions like these are ones Tormis has always been trying to answer for his entire life, or at least for the entire life that he remembers.
Tormis woke up in the wastelands in the middle of nowhere one day three years ago without a memory or a name, which he had to make up just so he could call himself something. All he had were two iron daggers and the clothes, or what could be called as such, on his back and an understanding that he had a very strong connection to the wind to the point where he could harness and channel its power on several different levels. He had no idea why he had this power or about anything else for that matter except for one thing. The idea that he needed to live and survive.
And survive he did. For two and a half years he lived by hunting wild beasts using these weapons to hunt and the special power he possessed as he wandered through the Wastelands. His directionless wandering eventually allowed him to gaze upon some sort of civilization which was the town of Mara. He would have approached the strange place that he knew nothing about, but a Warden, who had been on a mission to hunt down and destroy those considered abominations to the church, decided to have none of that and attacked.
Using his power and the feral like combative instincts he had built and honed in the wild he managed to dispatch the Warden and decided perhaps just waltzing on in wasn't the best approach and decided to create a different form of living. From then on he lived in the outskirts of Mara, often entering the town at night and stealing food from people's houses before leaving and escaping before the sun came back up. For six months now he has made his living in this thief like lifestyle, eluding the officials of the town and church at every turn and dispatching the few unfortunate souls who have actually found him and tried to kill him to either kill the thief plaguing the town or kill the Fae who are naught but abominations.
Personality
Tormis is a very strange person who literally isn't afraid to do anything. It isn't that he is incredibly courageous or heroic, it is just that the concept of fear and restraint are exactly just that, concepts. They hold no basis in any of Tormis' actions, meaning he will do basically whatever he wants regardless of the situation. Of course, this doesn't mean he will go and be totally rude or just go randomly fighting or doing other crazy things, it just means that he does whatever he thinks is needed for survival since his one goal is to survive in this world, live and continue to survive so that he can continue to breath in the wind.
This, of course, also means that personal space has no meaning to him and he is incredibly blunt and to the point whenever he speaks as since he does whatever he wants he also says whatever he wants without showing any form of tact or restraint. Of course, Tormis doesn't really speak that much either as he finds it unnecessary and he doesn't really know the common language that well due to never speaking with anyone and only remembering parts of it from his memory, so he only tends to speak when he deems its needed only because he sucks at speaking.
Character Name: Nork
Gender: Male
Age: 37
Class/Job: Mercenary
Home: Wastelands
Appearance: At 6'8", Nork is a mountain of a man. While possessing a lot of strength, his muscles are not very toned and if seen without a shirt it's obvious he has a few extra pounds. There is scarring across his face and other parts of his body, reminders of all the battles he's been through. He likes to keep his head shaved. His clothes are plain, if somewhat tattered, and he always wears a black, leather vest. The only weapon he carries is a chain, which is usually hanging off his neck when he's not using it. He usually has a stoic expression, and rarely smiles.
Character History: Nork never knew his parents, or any other family members. He was an orphan who lived on the streets, doing what he could to get by. There were people who helped him out when he was younger, but things changed once he got older and his body started to develop. From that point on, all anybody tried to do was use him for their own selfish reasons, and that usually involved beating people up, or other dangerous activities. Nork became a mercenary because fighting is the only thing he is good at. He's never had a place to call "home", and spends his life traveling the wastelands, sometimes with other mercenaries, but always striking out on his own again. He has no formal weapon training, instead always relying on his brute strength and size to deal with conflict.
Personality: Due to his past, Nork has a distrust for most people. He looks out for himself first and foremost. He enjoys dishing out pain, almost to the point of being cruel. But Nork is far from being a bad guy, and he has a strong sense of right and wrong. Whether or not he cares enough to deal with any wrongdoing is another matter.
Home: Benora | Monastic Chapter : Brothers of the Sand
Appearance: Despite years of rough trials and tedious journey Edward is a man that looks well and his bill of health reflects his birth in Benora. Edward has deep aureolin hair, of which is cut short and evenly at that; evident by his recent return to Benora. His eyes are emerald green. He sits higher than many at 5'9" with a thin but toned stature. Edward like most inquisitors of the Papacy is tooled with "light, but prepared" equipment, reflecting the stealth that goes into his travels to several wasteland ventures; as such he is tooled with a thick long medium-length jacket, heavy leather gloves and the amulet of Pacifica which sits deeply beneath his clothes but never out in the open as it would jeopardize and cause conflict with any templar he could experience. A heavy satchel is placed on his back which is tight and hidden by way of his medium-length jacket. He also totes a survival pack which is locked over his shoulders and over his jacket. Edward wields a Benorian long sword, which is crafted well but done simple as an ornate weapon would attract much attention.
Character History: Edward Warnock was born into one of the Papacy's many monastic chapters as at a infantile age he lost his parents for undisclosed reasons. Edward was groomed therein as a member of the chapter to be a true follower of the papal ideologies. Through time, Edward was trained vigorously to be the papal's parallel to the evangelical templar; hunters of artifice and defenders of the realm. As a young adult this led him through many challenges and forced himself to lie blatantly (or misdirect) companions which led to distrust or ultimately their own deaths. This has struck a psychologically emotional blow to his psyche and even over time he has had trouble truly balancing his duty to his values and the reality of his mission.
Personality: Unless his true loyalties are exposed, Edward is found well-mannered and helpful to most people he comes across. These manners are clear as he is a man who would never make jokes at another expense and will charge at help of innocents which plays into his upbringing. Of which, within his Papacy upbringing he is of course bound to laws of order and chivalry, which contrasts the ruthlessness and zeal of the Evangelical Order. At the end of the day; Edward is kind, mannered, honor-bound, and tactically open, but is rarely honest as it would most often jeopardize his mission in exterior territories if he explained who he was and what he does.
I just can't wait to use this character :3 And it's going to be difficult to accustom him with a Warden and an Inquisitor ;3
Creativity Within Logic.
If you're obsessed with winning, then it's clear that losing is your natural state.
Originally Posted by Magmas
They fear him for his power over the flame. He could roast a man alive with the mere flick of a finger. He is strength. He is power. He really hates corn.
Templars in the employ of the Holy Evangelical Church, however, wear full steel plate armor.
Are Templars something different from the Warden's/Witch Hunters? And if yes, how so?
(Sorry, I'm that annoying player who just keeps asking questions!)
Character Sheet Updated!
Character Name: Myrna
Gender: Female
Age: 32
Class/Job: Templar
Home: Mara
Appearance:
She is tall and fit; a fighter capable of taking down Witches and Fae. She has blonde hair that she keeps long, a remnant of her Noble upbringing, and icy blue eyes. Her hands are rough and calloused, and her body covered in scars from years of training and fighting.
She has a well-worn set of steel armor, thanks to her Noble family (it was a gift, congratulating her on being accepted into the Templars). It has it fair share of dings and scratches, but she takes very good care of it, and values it more than most people. She also has a steel sword and shield, meticulously shined and sharpened.
Character History:
She is the child of Nobles, one of the younger daughters in the family. Since she had many siblings, her parents only made token objections when she applied to the order of Wardens as soon as she reached the age of majority, where she quickly proved her devotion and skill.
When she entered the service of the Church, she formally gave up any ties to the Nobility. She still visits her family, of course, but she cannot inherit their wealth or lands. She does not mind this, however, since she is completely devoted to the Church and their goals. Her few friends are those within her Order, and though she has taken a lover from time to time, she has never been particularly interested in marriage. Rather, she merely seeks to find artifacts for her Church, and bring their glory to all corners of the world, destroying heretics wherever she finds them.
Personality:
She is a serious and devout follower of the Holy Evangelical Church. She is fond of theological debate, but well skilled in the arts of the Inquisitors. She is brash and outspoken, and does not take well to any persistent religious dissension. Those who disagree obviously don't know any better, and she honestly believes that most people can be converted with proper discussion, though she does kill when necessary. She takes no joy in killing Witches or Heretics, but she does what she must for the good of the Church.
Haven't made the IC yet, just getting the last few things set up for it (and junk keeps happening in my personal biz where I can't even make a darn forum post!)
Also, Templars are pretty much the personal army of the Evangelical church, vs the trained mercenary arm of the wardens. Templars remain in the city states, acting as personal guards for important figures, and hunting down and killing anyone who is designated a heretic.
The Papacy doesn't have Templars, their special group are the Inquisitors, who are educated and well trained spies.
Basically, Wardens have more freedom, they go from city states and the wastes, and wardens don't get paid near enough like those Templars(who are pretty ruthless and cruel)
Nope. Wardens are expected to get their own equipment, which means they tend to have scrap metal and leather armor. Pretty much level one equipment like other adventurers. Templars wear all that fancy armor as a status symbol, and as a warning that in the City States, they mean business.
Wait, so the Warden's/Witch Hunters are not an official branch of the Church then? If they are, that's a pretty shitty set up for them.
They are direct hires for the church, and an unofficial arm for both churches. It's cost-effective for the church; hire mercenaries who believe in the church's doctrine, if they survive, great; they get better pay. If they die; well, it's not operating at a loss.