Earth is united under the "Primarch", a man with god-like abilities who abolishes the concepts of ethnicities and religion, citing them as "the root of all strife". Earth is renamed "High Terra" and the Grand Council of Man is set to rule over High Terra and with the Primarch at its head, the Church of Terra and Terranism replaces all world religions and advocates the idea that man is the perfect being and have a destiny to rule over the galaxy. Separate languages are replaced with a single language system: Terran Gothic (or just Gothic).
2077
The moon is colonized and terraformed, complete with a new atmosphere, lush environment and gravitational orbit. Now designated "Lower Terra", the moon serves as High Terra's first off-world colony and home to a new orbital shipyard which are planned to be used in Martian colonization.
2080
Colonization efforts on Mars are successful as terraforming is nearly complete. A major discovery is made on Mars when a strange particle with seemingly magical effects causes an explosion in a lab. All resources are diverted to the research of this new particle which has been dubbed "Animus".
2099
As the door shuts on the 21st millennia, the rest of the Sol System is colonized and terraformed to various degrees and scientists on Terra discover how to manipulate space-time with Animus particles creating the first FTL drive: the Animus Engine. The Primarch announces plans to use the new Animus Engines to fulfill humanity's destiny to lay claim to the stars and is met with great approval, applause, and enthusiasm.
2399
Humanity has now spread its wings across the Milky Way, having colonized or terraformed hundreds of worlds with many a planetary governments rising from the ground, all still connected by their humanity and tied to High Terra. However, given the vast distance from High Terra itself, some worlds no longer feel completely loyal to High Terra and sentiments for independence takes root.
2421
During the 350th Unification Day celebration, the Primarch is assassinated with many worlds banning together under the banner of the "Federation of Free World". The Primarch is quickly incorporated into Terranism as a god as High Terra declares war on the Federation. Humanity is split between the Loyalists and the Federalists as mankind's greatest civil war unfolds.
2439
After many long years of war, the Loyalists win over the Federalists in the "Great Divide". High Terra reforms its government to be more galactic thus creating the "Grand Human Union" and reincorporates former Federalist worlds. Worlds from both sides begin rebuilding and licking their wounds.
2541
Wounds from the Great Divide are largely healed even if some minor resentments linger on. While researching into the Animus Particles which had granted mankind its galaxy-spanning empire, researchers on the planet Ennedi discover an entirely other dimension called the "Arcanum" in which Animus Particles splinter from.
2542
A mysterious portal opens up in the Ennedi city of Praeterii and a fantasy army marches out, brining along mythical beasts and killing hundreds of thousands before the local garrison kills the army and barricades the new "Gate". On High Terra, officials vote to create a new regiment to be sent into the Gate to explore and either make peace with the enemy or destroy them.
Hello! Welcome to This Beautiful World, an RP inspired by GATE, 40k, Warhammer, Elder Scrolls and some other things. If you've read through all of that, I can at least assume you're interested in this RP. I'm going to be apologizing to the people who don't like having to read a lot of stuff, but since I don't have an actual lore to go off of, I'm basically need to explain everything to y'all from the start.
TBW will be an RP focusing around the 1st Recon Force, attached to the newly created 23rd Expeditionary Regiment that was sent into the newly discovered "Deaus" that is tasked with exploring and setting up a base. However, there will be little world building in terms of creating something entirely new but there will be some openings. There will also be more than just Union Soldiers you can play as; you can play as Union diplomats or a fantasy character. Two points about writing is that this will be at a casual level meaning that one to two paragraph posts are okay as long as they're well-written, I don't need you to write out the Bible in a post. The second point is REALLY IMPORTANT, I want people to accurately act out the sort of culture shock between the sci-fi and the fantasy worlds; things we'd consider basic like pens, public buildings (ie libraries and public school) and even printed books do not exist in the Deaus.
Somethings to note is that as the RP moves forward, I will be adding and expanding on to things so things like weapons, races, kingdoms, orders, etc will be introduced into the RP. If things look blank or you have questions about the setting which aren't explained/mentioned, there's a good chance I will be adding that later on.
SCI-FI
Flag of High Terra and the GHU
Our world, the Grand Human Union is comprised of hundreds if not thousands of worlds, stations and bases. Since its establishment on High Terra, the GHU (or the Union) has made its message clear: humanity is destined for the stars. Echoing the words of its founder, the Primarch, the Union has since expanded and lays claim to the entirety of the Milky Way.
However, due to its immense size and scale, High Terra itself has little direct control over anything not in the Sol System. For the most part, worlds are controlled by local planetary ministers or governors who are kept in control by one or more members of the Inquisition. Of course, the exact number of Inquisitors varies from world to world, some troublesome or heretical ones having more while others have less or simply have less power due to local power structures. Such independence means that each world is free to pursue whatever it wishes and may instate whatever law its wished upon its people so long it does not go agains the Terran Creed, which the Inquisitors do to great effect.
However, this does mean that wars can and do break out between worlds as long as these wars remain small and do not affect the Union at large. In the case it does escalate into something large, the Union will go in an dissolve the situation by sword or by words. If the conflict becomes even larger and the worlds are of little special interest, the Union will not hesitate to simply destroy the world as they do with rebellious worlds of little importance.
Officially the "Grand Armies of Man" and informally the "Union Army", the GHU military is split between Ground Command (Gro-Com) and Naval Command (Nav-Com), which each having a variety of corps under them such as Armored Corps, Orbital Corps, etc. All worlds are required to send able bodied men and women to the GHU military as part of the Grand Tithe which also includes material tribute as well as manpower. However, due to wide variety of worlds, no world raises the same type of soldiers or regiments and there is only a very loose concept of "standardized soldier".
Terranism is the current religion/ideological belief of the Union. Its main tenants are unity and promotion of pro-human ideas, at least that's what the Primarch originally made it to be. Nowadays worlds and people interpret that message differently, some sticking true to the original idea, some strictly following the Terran Divinicus, Terranism's holy text and go as far as to use a code of law based on it called "Gospel Law", some ignore it all together and remain atheistic.
The Inquisition is a religious organization originally created as the Primarch's personal guards. However, after his death, they became "preservers of his legacy" who regularly assisted people and set up missions not only to preach Terranism but also act as hospitals and schools for worlds and areas who didn't have any. Despite their good and noble origins however, they have changed greatly since their creation centuries ago.
Now they are the "enforcers of the Primarch's will" and are known to do exactly that by any means deemed necessary and strictly follow Gospel Law to the point of fanaticism. While they are not always precent in every system or world, their brutal tactics are more than well known. Powerful people who spoke against them suddenly disappearing with bloodied corpses found months later, the purging of thousands if not millions of "heretics" on a separate worlds, brutal interrogations, public summary execution and witch hunts; even the most pious worlds disapprove of their version of Terranism but cannot do a thing since not only is the Inquesition above the law, they are law in places where normal judges are "unavailable". In their eyes, former Federalists are beyond contempt and looked upon with the highest of disgust but act every kind and caring to Loyalists, even more so to those who are very pious.
FANTASY
Deaus, also known as the "Other World" is much akin to the fantasy medieval world that we know. Lords and kings vie for power and money with petty squabbles and great wars of honor and glory. Commoners are mere pawns of the nobility who look down on them. Humans span great domains across the globe, elves hide away in mythical forests and grand hidden castles, and dwarves hammer away deep below the ground to the beat of the earth. Things like gunpowder and the printing press have yet to be even dreamt of. Its world is vast, endless some say, full of exotic environments and magical people; a beautiful land of endless dream and wonder.
Magic in theory exists in both worlds as the Arcanum spans multiple dimension and universes, but only the people from the Deaus can really use it. That is because where as humans evolved from apes on Earth, the humans in the Deaus are actually decedents of elves who have a natural affinity towards magic. High amounts of industry also weaken the Arcanum's presence which is by older earth could be seen as the more magical era of human history.
As for how it works, the Arcanum can be compared to the Warp of 40k; everything is based upon belief. The more you belief something will happen and the clearer your mind is at focusing on that single belief the stronger the out come will be. The people of Deaus already know that magic exists and they can use it, hence why they can use magic. Normal humans however cannot use magic as they have long given up on the idea of magic outside of fantasy.
In a way, mages and magic users are like monks who train their minds to focus on single things or devote themselves to their beliefs enough that their beliefs are true. The strength of the Arcanum's gift will also increase with the amount of people with the same wish, thus a group of mages all focusing on casting a fire spell will see that spell's damage and ability increase greatly. This also works the same way with Gods in Deaus, enough people believe that they exist so they do exist within the Arcanum.
Also called Arcanum Lore, Arcane Arts, Lore Spells or some variation of those word, Arcane Lores refer the various schools of magic within Deaus and schools are often referred to as "Books" referring to how all known spells originally came from a mysterious book called the "Arcanum Infintium Magnus". Some races can only use certain Lores or have a preference to certain Lores. Currently mainstream Lores include:
- Book of Blazing (Fire) - Focusing on throwing fireballs and stuff like that, Book of Blazing is a very straight forward Lore and understandably has the most military application in terms of brute (magical) force. It all dedicated to burning as many people as is immorally possible in many different ways: you can burn multiple people, you can summon out a giant fireball from the sky to explode and catch a bunch of people on fire, you can cause someone to spontaneously combust, fun times all around. There is a single non-combat spell however which allows people to fight better and longer, gaining levels of courage and bravery that would make even the most cowardly of men into stout warriors but alas this is a spell that has been lost to the ages.
- Book of Tempest (Storm) - A more passive Lore than the Book of Blazing, Book of Tempest focuses around stuff like lighting and thunder and not that much on wind as that is part of the Book of Aether. This is a much more "tactical" Lore, mostly used to block off certain areas and locations or scare animals and beasts with thunder and lighting. Book of Tempest however is still capable of dealing damage, most through chaining lighting arcs.
- Book of Aether (Wind) - Similar to Book of Tempest, Book of Air utilizes wind-based magics and is often considered the "pacifist's Lore" as none of its spells will do as much damage as something like Book of Blazing or Book of Frost but can still provide a very dangerous foe to some. Spells from Book of Aether can grant flight and summon out high winds which can be controlled as well as letting users choke enemies from afar. There are also a few "Invigorate" spells which deal with boasting someone's energy and stamina.
- Book of Aqua (Water) - Understandably popular with sailors and ship captains, Book of Aqua deals with controlling water in its liquid form. Although its simplistic as the entire premise of the Book of Aqua is literally different levels of water manipulation, anyone knows to stay away from angry mages adept at the Book of Aqua.
- Book of Frost (Ice) - Akin to Book of Aqua, Book of Frost deals with water in its solid form and is regarded as one of the more aggressive combat-oriented Lores like Book of Blazing. It works both offensively and defensively by creating dangerous ice spikes to impale your enemies as they are trapped behind great ice walls. Book of Frost is often cited as a favorite Lore amongst generals and leaders, especially those who prefer to defend.
- Book of Blessing (Light) - Of all things divine and holy, Book of Blessing is also known as the "Healing Book" as that is what Book of Blessing spells are most famous for; healing, helping and protecting. Book of Blessing is a very well balanced Lore which grants holy arms and armor, inspire bravery and courage, heal the wounded and even grant wings to fly. Its also very effective against unholy creatures such as daemons, undead and hellspawn.
- Book of Chaos (Dark) - The sins which lead the way, while not outright banned, the Book of Chaos is by far the most disdained and tabooed Lore in mainstream magic. Focusing on incarnating sins, Chaos Lore often grants some pretty extreme buffs in return for one's soul and humanity. Its said that one can even summon forth Daemons using the Book of Chaos but again, no one really knows; Book of Chaos is one of the least documented and practiced Lores by anyone professional or official and anyone caught dabbling in it will most likely be thrown out of whatever area they are in or at least heavily discriminated against or even killed outright: there's a reason why Book of Chaos users are as rare as those who use Lost Lores.
Beyond the mainstream Lores are rare, some of which are directly outlawed leading them to be called the "Lost Lores" or the "Forbidden Lores". Only the oldest and wisest of mages and wizards will ever come close to learning about these; Incarnates however are naturally gifted to be able to use these Lores depending on their patron deity.
- Book of Alchemy (Metal) - The legendary ability to change metal into any other metal; although most famous for changing things into gold, it has many other uses like being able to transmute swords into lead, making them heavy and unwieldy or curse iron into weak and brittle rust.
- Book of Murder (Death) - Perhaps the most "common" Lost Lore even though its small number of users are almost exclusively radical dark elves. Despite its name and attribute, Book of Murder is less focused on directed death and more focused towards blood, pain and weakening via decay. Nicknamed the "Book of Bloody Death", the results of these spells are gruesome and gory to say the least.
- Book of Souls (Spirit) - Dealing with the "neutral" Arcanum, Book of Souls occupies a strange midway between Book of Murder and Book of Genesis as well as Book of Blessing and Book of Chaos. Most spells from this Lore deal with turning the user into a temporary soul or granting ghostly/spirit-like powers. Although this also deals with bringing the dead back to life or possessing people or objects in an art often cited as "undeath". Necromancy and summoning of spiritual beings fall under this category, Book of Souls also plays a key role in the control or creation golems and the like.
- Book of Genesis (Life) - The holiest of all Lores, Book of Genesis grants spells of life and is often seen as the "super Book of Blessing". Users can not only bring people back from the dead in their pure, untainted forms (which Book of Souls cannot do) but also key to turn undead into allies as well as playing a key role in the creation of golems.
- Book of Prophet (Time) - With almost all recorded users being Incarnates, Book of Prophet is not only one of the most outlawed Lores universally, its also the least documented as well; most users barely known because... well... who knows what kind of time limy wimy shenanigans they've been up too?
- Book of Evolution (Change) - An equally mysterious Lore like Book of Prophet, Book of Evolution deals with the altering of the physical world within its limits. Its both the strongest and weakest Lore as none of its effects will have quite the potency which similar spells from other Lores will, lacks the ability to directly kill or resurrect and is not like Book of Circus where it can break the laws and limits of magic and the world.
- Book of Circus (Insanity) - Magic which breaks all other laws of the physical world and magic; the black sheep of Arcane Lores. Book of Circus is technically the most common Lore as all madmen have minor knowledge of this Lore but lack any knowledge of how to actually conjure up the knowledge. Its incredibly hard to tell if a Book of Circus mage if casting a spell or showing off some new aerobic yoga hipster post-modern dance routine. Sometimes the idiocy is the spell.
Humans (Sci-Fi)
Standard fare Homo Sapiens. Nothing to incredible about them that what's been said already and what will be said in the Home World section.
Humans (Fantasy)
Slightly more interesting than normal humans from our candy bar galaxy. Besides being able to use magic, they actually evolved from elves (or devolved depending on how much of a snooty elf you are you look at it which is also a reason they can use magic in the first place; creationists rejoice! \[+]/
Wood Elves
Pointy ear hippies creatures who excel at archery and graceful swordsmanship. Their magic most revolves around the channel of natural forces and also lets them tame most beasts much more easily than others. Although they mostly live in forest villages, some have taken liking towards city life. Generally the most chill out of all elven races.
Dark Elves
A lot like Wood Elves, just with darker skin tones and a preference for darker colors. Unlike the weapons and clothing of Wood Elves, Dark Elves have a lot more spikes, edges and painful looking things. Despite their appearance and otherwise sadistic nature, Dark Elves are actually pretty nice people. They still are some creepy mofos though with all their bloodlust in battle and worshiping of their elder gods called the "Old Ones".
Faunus
An umbrella term given to people with animal-like features or behaviors. Faunus can display a wide spectrum of traits from different animals, from cats to dogs, birds to snakes and sheep to wolves. Almost always have some trait from the animal they resemble which they have. Faunus children do not follow genetics in the normal sense but instead are "assigned" an animal by the Gods at birth.
Faeries
Small, tiny little people with small wings that let them zip around who rarely fight and are typically very peaceful little things. Most of them naturally glow to some degree and can make excellent night lights when they go out at night and fly about the streets. Many Faeries don't have proper homes, instead crafting their own in niches and corners while still making them comfy and pretty. As one would expect, in order for Faeries to cast spells worth mention, they require a group of Faeries working in tangent to summon up the Arcanum.
Drow Elves
The youngest of the elven races and is actually a mix of Snow and High elves after the High Elves were driven from their lands and positions of nobility after the Wood and Dark elves they ruled over rebelled and ran off into the World End Mountains. Drow elves are perhaps the most typical of elves in fantasy, noble and prideful people whose every action is regal and graceful. They live exclusively in the World End Mountains making them a rare sight but have unrivaled magical abilities. Rumors speak of a hidden fortress in a mythical forest somewhere outside of the World End Mountains which they can be found but so far, no one has ever found them, or at least come out.
Dwemer Elves
A long dead race of elves who once lived in great underground halls of the World End Mountains. For reasons unknown, they failed to be able to have access to the Arcanum in the way which their cousins did and instead indirectly used the Arcanum through runes and runesmithing. They were a race of master engineers who masterfully blended magic and technology, making them the most advanced race in Deaus before they mysteriously disappeared. Current theories and stories suggest that they had gotten so cocky of their technology that they challenged the Gods with it before being removed from the world as punishment. Now their great underground cities lay silent and closed off, no one able to get in to one of their cities.
Daemons
The "dark side" of the Arcanum, Daemons represent the embodiment of sin and darkness but are not inherently evil. Daemons range from succubi, bloodletters, trickers and hellspawn and while not always the most trustworthy or kind or even sanest of people, they do have some emotions and compassion. Stories tell tales of daemons who actually have saved people or fought each other to prevent one from wrecking chaos on settlements. Daemons nowadays rarely travel beyond the Arcanum so seeing them in Deaus is very rare.
Angels
The "light side" of the Arcanum, Angels represent the embodiment of justice and light but are not inherently good. There are instances which Angels will act very immorally as they do not see morality as one of their pillars or virtue, but instead justice which they will carry out by any means necessary. These beings can be just as merciless and violent as Daemons in truth. Angels nowadays rarely travel beyond the Arcanum so seeing them in Deaus is very rare.
Incarnates
Demigods of Deaus, Incarnates are those chosen few who are picked by a god to become their avatar and representative in the mortal world on Deaus. Although anyone from any race or walk of life, the process of choosing differs from God to God, but once chosen the Incarnate will stop aging and live on for an additional 1000 years where they will then become lesser gods serving under their God or become a Daemon/Angel. One point to note is that all Incarnate lack natural, organic hearts and instead use a "Arcane Pump" located where their heart would be; this Arcane Pump is what grants Incarnates immortality as well as whatever power their God has bestowed upon them.
Oqer
A race of mysterious but ruthless, savage green monsters with thick hides and incredible strength. They organize themselves into semi-autonomous tribal hordes, all of them ruled over by the biggest, stronger and angriest Oqer of them all, the Warboss. They once plagued the settled towns of Deaus but ever since Warboss Grimgor Ironhide lead them over the World Edge Mountains, they have not been heard since but to this day they still unnerve people. The term Oqer not only refers to the Oqer themselves, but also the spindly, cowardly Kobolds and the huge, lumbering Giants.
RULES
Standard RP rules; I'm okay with violence (as this RP is literally built off of violence in a way) but there's no need to detail how you gutted someone and used their organs as wall decorations. Also, if you manage to get a sex scene worked in, do take it to PMs, I don't want Mahz or a mod coming down on me since someone wrote 50 Shades of Grey into this RP (which truthfully would be impressive).
GM and co-GMs are your ever benevolent dictators/gods/eternal glorious leaders/etc.
Rules may be changed at any time without warning and GM is allowed to break rules at will.
I expect balanced and creative characters who act in realistic manners according to their personality. I have a personal hatred against mary/gary sues and pure amounts of edge as well as bland, over-done cliche characters. Fair warning, I do judge rather strictly.
Chars tab is for finished characters only, the OOC will be used for WIP/Unapproved characters.
To prove you've read the rules, please insult me when your character is accepted and moved to the Char tab. Be creative with this.
Keep all drama IC or in PMs, I'm fine if the OOC get filled with shitposts, giggles and dank memes but there are better places for needless arguments. Also, don't be a dick.
Have fun! ^^
HOME WORLDS
Home worlds are the places of origin for the sci-fi characters, all of which are in GHU territory. These list out the places of origins which your character may hail from and includes their stereotyped mannerisms, special bonuses, and armor and weapon appearances. The stereotype is just a stereotype of how people from that planet act in the eyes of everyone else so there is a bit of leeway in how strictly your character follows the stereotypes; having a character with a drastically different personality than the assumed personality of their home world will require some impressive writing to convince me to accept. Ideally we'd be able to get a mix of people from all the worlds as one of the not-so-subtle points I'm trying to drive here is that humanity's diversity is an amazing thing. We might end up having standardized gear later on however.
High Terra
The cradle of man and holy place of Terranism. Despite its wide variety of people, there is only one race and ethnicity: human. The people of High Terra are usually seen as the elites or nobles of the GHU and often act so. Their soldiers are often see as a "stock" soldier meaning they are the template of the average soldier, albeit somewhat more zealous. They are very flexible, able to do fill many different roles because of this. They're also the only ones equipped with automatic laser weapons.
M-54A1 Battle Rifle
One of the few laser handheld energy weapons of the Union, only the soldiers of High Terra itself are allowed to use these high tech energy rifles. There is little recoil produced from firing this weapon, less noise than a standard rifle and gravity barely affects it. Despite is awesome abilities of dealing significant damage, its major flaw is that each shot gets weaker as the battery drains and repeated constant use with no break will cause the lens and barrel to deform and the gun to break.
-- Personality: High and mighty, aristocratic-like, regal, noble, elitist, benevolent, slightly tsundere. -- Special: Nothing and that's why they're great, they aren't tethered to any single method or role.
Imperial Republic of Fuso
One of the major Federalist powers, Fuso lays claim to the most advanced robotics and blades in the Union, their soldiers often packing small assist drones and officers guarded by full sized war machines. When not in armor, Fusans are known for care free attitudes and have a (in)famous promiscuity streak. Under regular circumstances, Fusans seem to be incompetent soldiers, lacking discipline and even going against command, but come crunch time Fusans work remarkably well under stress.
Type 108 Automatic Carbine
A surprisingly simple weapon from a planet obsessed with technology, the Type 108 is a short barreled assault rifle that has its roots in the Khorenheim STGm-71; the very first model of the Type 108 was basically an STGm. Of course, Fuso had modified it to fit their needs and have thus created a much lighter weapon, although not to the same quality as the STGm, but it does mean that the Type 108 is much easier to produce.
-- Personality: Care free, salacious, lazy-looking and cheery but in combat they remain level headed and calm; almost seem to not suffer from any stress-based issues. -- Special: Soldiers can have robotic companions and are highly skilled in melee.
Khorenheim Reich
Stout and serious people, Khorenheim engineering and soldiering is second to none. Highly intelligent and strict people, they were amongst High Terra's best during the Great Divide whose disciplined troops stood as the elite infantry corp of the Loyalist forces who are famous for following orders down to the letter. Being so serious, they are often seen as lacking as sense of humor and don't understand metaphors, taking everything literally or seriously, get them drunk however and they show a dramatically different side comparable to Fusans. Their weaponry are less tool of war and more masterpieces of military engineering, large amounts of the GHU's armored might is actually built or designed by the Khorenheim Reich. Most Khorenheimers have a linger resentment against the People's Republic of Novogorod who occupied their planet during the Great Divide.
STGm-71
A prime example of Khorenheim engineering prowess, the STGm-71 is considered one of the best guns in the Union despite the basic design being well over a hundred years old. Over looking production costs, the STGm combines a stong firing mechanism, robust recoil compensation, a comfortable grip and cheek rest and superb accuracy, all to help soldiers deal out death in 30 round magazines.
-- Personality: Hard working, serious, literal, disciplined, a bit terrifying, concerned with protocol and strict; just don't get them drunk. -- Special: Seen as the best soldiers that man can naturally produce; dislikes people of Novogorodian blood.
People's Republic of Novogorod
Brawny and reckless ex-Federalists who hail from the ice world of Novogord, these soldiers have an infamous streak in the GHU for being notoriously undisciplined and unorganized. Some say they are less of an army and more of a well armed mob. Novogorodian soldiers aren't reliable when following exact orders and will often find a way to twist words to favor them. However, they are fierce fighters and extremely dependable when they put their heart to something surprisingly. Although some think of them as stupid brutes with guns, PRN soldiers are incredibly crafty, always able to make something from nearly anything. A saying goes that "you can tell when you have a veteran PRN soldier amongst you quite easily; just look for the guy who can make anything from nothing."
AKN-74z Assault Rifle
Cited as one of the most plentiful weapons in the Union, the AKN-74z's uniqueness comes from the simplicity of its creation. Although it may not be the most comfortable gun or accurate, it gets the job done it its sturdiness is a feat of its own. The AKN lays claim to the simplest weapon in the Union with easy to replace parts. As one would expect from PRN soldiers, there are no AKNs that are alike once they enter service as each soldier personalizes the gun to their taste and needs.
-- Personality: Disorganized, undisciplined and generally frowned upon by others but not really giving a shit about that; also highly skilled at twisting words in their favor and improvising creations on the go. -- Special: Improvisational MacGyerism and jury rigging; dislikes Khorenheim
Planetary Domain of Avalia
Born on a world of steep cliffs and high cliffs, the men and women of Avalia are naturally gifted with very efficient lungs and an aptitude towards flying. They are a free spirited and daring people, often regarded as some of the most fearless people who don't back down from any challenge. The soldiers of Avalia who fought for High Terra reflect their home world and their personality, highly mobile through the use of jet packs, jump jets and gliders, making them very effective scouts. They also work well as space marines as their suits are completely sealed letting their soldiers venture into space, using jump jet boosters to maneuver.
ARAMS 41 Assault Carbine
A state project of the Avalian planetary government, the ARAMS 41 is a lightweight rifle that is perfect for new age paratroopers which the Avalians often fill. It boasts expectational range and can double as a DMR assuming the user has the proper attachments and training.
-- Personality: Free spirited, jumpy, brave (if not a bit reckless) and something of adrenaline junkies; love flying and dislike having to sit in one place for too long. -- Special: Highly mobile and willing soldiers, amazing pilots.
Ennedi
A relatively minor Loyalist terraformed desert world, Ennedi is a planet dedicated to research, making great strides in solar technology before switching to researching the Arcanum. They have an interesting habit of mixing religious buildings with research centers and are noted as some of the most zealous and devoted followers of Terranism. Normally they would never have their own standing army, preferring to rely on well trained and equipped militia. Of course, with their world having come under attack, they shifted to a more aggressive approach, putting years of sun-based weapons to work. Ennedi soldiers are famous for their devotion to their faith and their solar and fire based weaponry.
SRS-4 Solar Energy Lance
A weapon used exclusively by the Ennedi, the SRS-4 is a long range, precision marksmen rifle which uses a beam of pure, super heated plasma to melt through any armor known to the Union. It often goes under names like "Solar Lance" or "Sun Sniper" or "Light Spear" in the field as the bolt gives off a faint arrow head-shape in travel. Unlike conventional snipers, the Solar Lance doesn't suffer from bullet velocity drop but instead plasma disintegration where the bolt becomes weaker the long it travels will eventually cease to do damage or exist.
-- Personality: Zealous, smart, inquisitive mind, dedicated and focused, stalwart; have something of a pyromania streak. -- Special: Deadly fire and solar energy weapons that can melt through anything
Other Equipment
Weapons, vehicles and equipment that are used by the GHU. Common weapons refer to to weapons which almost all soldiers can use, special weapons require additional training or assigned on a mission-by-mission basis. At the start at least, it would be preferable for people to just stick with their home world's native weapons (ie only Ennedi at the start can use a Tesla Beacon). I will allow people to start switching weapons around later on. However, robots can only be used/assigned by Fusan soldiers/officers. As for vehicles, most will be purely for fluff purposes; the 1st Recon will only be using two LCTs and a Thorgrim AFV most of the time.
Common Weapons
M3P-4 10mm Pistol
Standing for Military Personal Protection Pistol, the M3P-4 or just the "10mm" is the standard side arm of all Union military personal. It boasts a solid construction and high damaging rounds, recoil mitigation mechanisms and an internal silencer to reduce the noise makes it a very popular handgun to the point that some soldiers actually prefer the handgun over their primary rifle!
RO-3 Omni Grenade
Standard grenade of the Union; its a fine tuned mix of high explosive and frag with a large blast radius. Good in open areas, not recommend to be used danger close. Some soldiers (namely PRN) take to wrapping the grenade in a cloth with scrap metal fragments to make whats known as a "Splinter" grenade.
Type-0 Warblade
Used exclusively by Fusan troops who carry the Type-0 Warblade instead of a normal combat knife, these Warblades are not only incredibly sharp, they use a blade of high-frequency oscillating particles, allowing them to cut matter on a molecular level. This is also the reason the blades radiates a certain purple-blue hue. It goes without saying that if you lack special training with such weapons, you will end up hurting yourself.
M2501 LMG
Standard general purpose LMG of the Union, it finds a great deal of use and every squad carries one. It has an internal magnet system which acts like a pseudo-railgun mechanism that give the bullets and extra bit of punch, can be belt fed or drum fed.
Hiver-9 Missile Launcher
A versatile missile launcher that can launch many different types of missiles, both fire and forget and heat seeking. Amongst the variants of missile the Hiver-9 can use include high explosive, incendiary, EMP, thermite smoke and shaped head Armor Piercing but its most famous ammunition is the namesake Hiver-9 Missile which is actually a canister with 9 mini homing missiles that hound targets like angry wasps. Generally one can be found in each car as the primary tactical explosive weapon, albeit without the signature Hiver-9 munition.
Special Weapons
ROC-1A "Fisto" Industrial Power Gauntlet
A repurposed industrial mining tool from the PRN during the Great Divide, the Fisto or "Da Fist" as its sometimes called, as seen a resurgence amongst soldiers drafted from working class backgrounds. Its heavy, its loud, its bulky but the PRN loves it, the thing can literally smash someone's face in as well as armor. Most users fashion themselves as dedicate melee troops as the gauntlet makes it difficult to use a rifle.
MG24k Mk. VII
Heavy machine gun of the Union, finds just about as much if not more use than its smaller cousin. Built by the Khorenheim Reich at the end of the 24th millennia, the Mk. I version was the first attempt at creating a double barreled .50 caliber heavy machine gun. Of course, the first version was almost scrapped until an enterprising engineer from the PRN of all places picked it up and improved it, adding an innovating recoil control and computer assisted sights. The modern Mk. VII can be seen in nearly all vehicles and common on the field, began operated by 2-3 man MG crews.
Killshot RPG
PRN engineering and weapon ideology at its best and worse; unlike the Hiver-9 that is meant to use many types of specialized ammunitions, the Killshot RPG is just meant for one thing and one thing only: completely fucking up someone's day. Its a mixture of highly explosive compounds packed into an armor piercing shaped charge head. Not typically used since it an infamous history of causing "Blastshot" where instead of hitting the target, it breaks up and turns into a deadly cluster bomb mid air that's completely unpredictable.
Tesla Beacon
One of Ennedi's creation, the Tesla Beacon is basically a guided fusion cannon with similar technology to that of their Solar Lance. In laymen's terms, one could think of this as an upsized Solar Lance with much higher range and damage potential.
Flammernwerfer-98
Surprisingly not made by the pyromaniac Ennedi or even originally supposed to be a weapon, the Flammenwerfer (or just Flamer) is actually a militarized version of a Khorenheim industrial watering can. The hellfire flames are produced by a special mixture of napalm, refined gasoline, concentrated flammable chemical compounds and nitroglycerin. When asked on how one could get a watering can that's even remotely close to a flame thrower, most Khorenheim will just say "we use industrial watering cans because we're an industrious planet."
Recoilless Magnetic Acceleration Cannon 3
RMAC for short, this weapon is the absolutely necessary railgun for any sci-fi army. While one might say that the RMAC has little use in comparison to the Tesla Beacon or Hiver-9, the RMAC carries a small but highly focused ferric-tungsten slug without bullet drop. Basically its used to put a nice big hole into some poor sod, five miles away.
Robots
MXR Drones
A small drone capable of providing fire support with its SMG, these are exclusively given to Fusan troops most the time. However, Fusan officers are known to give these to worthy individuals who prove themselves in battles as sort of awards. Fusan troops often fight hard over who will get MXR Drones since unlike normal awards, these awards can actually save your life.
Autonomous Robotic Military Action Unit
Commonly called "ARMA Drones" or "ARMA bots", ARMA units as a whole are a specialty from Fuso which only Fusan officers can have access to. They are completely autonomous but yet completely loyal and are considered one of the most cutting edge technologies in the entire Union. Although they have two mechanical hand and are able to use most weapons, many ARMA units have developed a personal preference to using the Fusan Warblade in one hand and the machine guns hidden in their right arms for ranged.
Vehicles
Light Combat Transport (LCT)
Armored transport of the Union, these are basically the universal carriers, tractors and trucks of the GHU; scifi humvees if you will. They can be armed with a variety of weapons (most usually an MG24k), can hold 6 to 8 people in the back (where the passenger entrance also is), and is equipped with medikits, survival gear, additional munitions and a Hiver-9 missile launcher.
Thorgrim AFV
The primary armored fighting vehicle of the GHU, they're basically the evolution of armored cars. The Thorgrim requires 3 soldiers to operate and is armed with a twin linked 30mm autocannons, side mounted launchers (used for launching smoke or mortars) and two racks of 50mm heat-seeking missiles. The Thorgrim gets its name from a Khorenheim soldier that improvised a very effective armored car in the middle of a battle by creating a turret out of some Hiver-9 missile launchers and having a friend drive him; Thorgrim himself would later be killed when the car exploded but his friend made it out okay.
PK3 Panzervorn MBT
A brainchild of a High Terra-Khorenheim cooperation, the PK3 is the main battle tank of the Union, this monster comes loaded with a devastating 175mm smoothbore main gun and rapid autoloader as well as a turret-mounted MG24k. A set of interlocking tracks, superb hydraulic suspension and an efficient V10 engine lets it go just about any where and its sturdy armor of depleted uranium alloy protects it from almost anything.
Mk. IV Exusuit "Guardsmen"
Based on a High Terran model of environmental from the mid 2300's, the Guardsmen Exosuit is about as heavily a heavily armored you can get for a normal foot soldier and is quite literally mechanized infantry. The unit boasts huge amounts of frontal armor and enhances the user's strength to the point they can easily flip LCTs. The most common armament are tri-barreled rotary cannons, although a wide variety of weapons are used by different users from MG24ks to Flamers to Tesla Beacons.
FX-09b "Heartbreaker" Fighter
Two-man multipurpose strike fighter of the GHU, they get their name from the Heartbreaker rockets they use as one of their primary hard point options. Outside of rockets, the FX can use bombs, recon and scanning equipment and small drones on its hard points but its primary weapons are its two twin-linked chain guns. Its actually doubles as a space fighter with some helpful inbuilt modifications to allow it to do so.
ASM Phantom Attack VOTL
An advanced gunship that plays an important part of the GHU's ariel support. Phantoms are quite heavily armored, carrying two dual-linked autocannons, a tribarrelled rotary cannon on the front as well as racks for bombs or rockets. Nearly completely silent and undetectable by conventional means, Phantoms can suddenly drop in and wipe out swaths of soldiers before dissapearing as fast as it came.
ATM Charon Dropship
A heavily armored dropship transport used by the GHU to insert and transport troops. Its only armaments are its twin-linked rotary cannons at the front and an MG24k at the back on a mount which attaches to the interior wall. It loads and unloads troops using a ramp in the back and has several magnetic hooks on the overhang for soldiers to use ropes and rappel down from. The Charon can comfortably seat over a dozen troops and still have some room for supplies.
EVA-01 Model "Shinji"
Super heavy walkers from Fuso, colloquially known as EVA units. These metal monsters tower well over 20 feet and have the strength to throw around Charon Dropships like toys. Typically only piloted by native Fusans, EVAs have their own special upscaled versions of infantry weapons and have AIs built into them so they can act as autonomous units without pilots if need be.
KINGDOMS
Similar to Home Worlds, Kingdoms are the point of origin for the fantasy characters. Its also assumed that your character would have stayed in once place for most of their lives although you are allowed to be of mixed descent. Like Home Worlds, certain Kingdoms will excel at certain types of magic and have a certain atheistic to them, however they do not have stereotypical personalities.
Grand Empire of Imperia
The unified power of the region which controls nearly all other known human kingdoms and states. Lead by Emperor Fraxius ve Holsburg, the seat of the Empire's power is in its namesake homeland and capitol, Imperia. However big Imperia itself may be though, it still holds a considerable amount of land through its feudal vassals which work exactly like a feudal monarchy; vassals pay men and tribute as local rulers submit to an oath of loyalty to the Emperor. Politically, the Emperor makes all decisions and rules with absolute power relating to most national issues but it is the Imperial Senate who makes most of the day to day power. Filled with powerful generals, wealthy nobles, and educated politicians, one could argue that the Senate has more power than the Emperor although there have been no attacks on any recent Emperors.
Militarily, the Empire's armies are organized into legions; although the Empire mostly employs spearmen, they also utilize cavalry, archers, siege engines such as battering rams, ballistae, and trebuchets, and dragon riders. They also have their own knightly order called the Order of the Stardust Crusade and employ the Crusaders as their elite shock units. Magic is also used, mostly in the form of magical artillery and healing either by independently paid mercenaries mages who officers pay for personally or mages trained by the Imperial College of Arcane Arts.
Domestically, the Empire is as strong economically as it is militarily, a well crafted and enforced taxation system and vassal tributes keep the coffers of the Emperor well lined. Although Deaus is a land filled with vast, bountiful amounts of natural resources, their pre-industrial technology means that by and large they fail to properly exploit their resources to their fullest. And while they boast of high education rates, much of the masses are not actually educated with most merchants having to do simple math on paper or use tools. Only the wealthy can afford education at either a Shrine, the Imperial College of Arcane Arts, the Imperial War Academy or private tutors.
One particular element that should also be noted of the Empire's economy and culture is slavery. It the Empire exists a market completely dedicated to the trade of slaves and that the slaves are used for forced labor and sexual exploitation in inhumane and life-threatening conditions. The enslavement of the war prisoners seems to be a widely accepted and deeply rooted custom of the imperial culture. The enslavement of war prisoners is considered by the imperial citizens, or at least by the imperial royalty, to be a part of the natural order of things: the victor decides the fate of the loser (something the GHU widely condemns as abominable).
Wise and deep, Emperor Fraxius is considered one of the sharpest minds to have ever been blessed by the gods and touched by Deaus. Despite being an incredible leader and an honorable man, his age is finally catching up to him and his health is slowly decaying and failing, not helping that his son is far from what you would call a good leader or even a good human. He is currently seeking peace with the GHU after seeing the great difference between the two worlds but his efforts are hampered by the warmongers in the Senate.
Heir to the Imperial throne, Korthal is a cruel and brutish man whose self serving ego and pride knows no bounds as the stomps around doing as he wishes. With a harem of slaves on one side and his army of Prince Highguards who operate outside the laws, Korthal can sate his unending perversion and bloodlust. As of recently he's gathered all the warhawks in the Imperial senate to attempt to utterly crush the GHU forces but remains blind to the points which the pro-peace "doves" say will destroy the Empire. His power over the Cainhurst Blackiron Order is something else which many are suspicious of.
Crown of Sarleon
The largest vassal under the control of Imperia, Sarleon is famed for its longbow men and its piety. Lead by Queen Ilizibera the Third, the lands of Sarleon are filled with shrines and temples to the various Gods even if there are no shrines which house Incarnates. They also maintain an incredibly effective policing and interal spy network called the "Overseer Guard" whose control possibly extends beyond Sarleon and even the Empire as a whole itself.
Grand Duchy of Navaria
A smaller duchy lead by Princess Sophalia and in a royal marriage with the Crown of Sarleon, Navaria is rather unremarkable outside its massive farms which are sometimes called the "bread basket of the Empire". Due to its size and relative inefficent leader, Navaria tends to be preyed on by nobles who are looking to elevate their position but due to her marriage with Queen Ilizibera of Sarleon, Princess Sophalia is safe for the time being from any predatory, power-hungry nobles.
Kingdom of Edolas
The empire's city of metal and stone, Edolas is famed for its massive quarries and mining tunnel networks. Sometimes called the "Iron Heart of the Empire", Edolas uses its industrial might to offset its lack of magical capabilities, its lands cursed not to have any touch from the Arcanum. Ruled by Lord Farris Kalishas
Crown of Brynward
The second largest vassal within the Empire, it regarded as the most ominous land within the Empire. Ruled over by the young Count Triel Phantomive who lead with his seemingly otherworldly servant Sabas and has maintained control and thwarted assassination and coups despite his childish age of 14. It would be best not to underestimate either the Count or his faithful servant, even more so if the rumors that he dabbles in Book of Murder and Book of Souls lore.
Principality Maverin
Ruled via a mageocracy, High Grandmaster Ridalin Olspire, Maverin is a small but prestigious land and is host to the Empire's magic research and colleges. This is the only place outside of Imperia where one can possibly have a chance to official look into the Lost Lores but for its a land mostly dedicated to study and academics with the University of Maverin being its crown jewel.
Legionary
Forming the back bone of Imperial Military strength, Legionaries are the disciplined and well trained men recruited from veteran Men-At-Arms. One thing to note about their recruitment is that only native Imperia men are recruited, for men of other blood to be recruited into the fold they must either be made "honorary Imperians" or distinguish themselves in battle. Marching with great big tower shields spears and swords, they are the sworn protectors of the Empire and the Throne.
Archer
Relying on volume of fire over individual skill, Imperial Archers work similar to that of line infantry; the skill of each soldier (or lack thereof) is made up with a massed barrage of arrows. Using strong and deadly longbows, these men can fire extremely quickly to cover swaths of land in arrows and come equipped with a variety of arrows like flaming and heavy tipped armor piercing.
Man-At-Arms
The "entry level" of professional soldiering, these are abled body men who either sigh up or are drafted into service by their lord. By and far they are the most adaptable unit with the Imperial military, using many weapons for whatever they might be need for, but suffer from a lack of discipline and training which other troops have. All other roles within the military demand that one must first be a Man-At-Arms unless they are of noble birth.
Young, dismounted noble squires
Mounted commoner Squire
Squires
Basically beginner knights, most Squires come from noble families and although any noble is allowed to join, its mostly young men who rush to fill these sports in seeking honor and glory and potentially joining a Knighthood Order or even, becoming a Dragon Rider. And while it is possible for a commoner Man-At-Arms to become Squire, its pretty rare.
Dragon Rider
One of the most prestigious if not the most prestigious positions within the entire Empire, Dragon Rider as you would expect, ride dragons into battle and are armed with great long lances. Its long debated on what is deadlier, the rider or the dragon but either way, they are sure to cause some people to shit their pants on sight. However, due to the slow mating and raising of dragons, as well as training and taming, these warriors are uncommon.
The Royal Phalanx Guard
Sometimes cited as the "Old Guard" of the Empire, the Order of the Phalanx was and still is the Emperor's personal bodyguard reunite. Contradictory to their name however, the Order's Phalanx Guard do not fight in tightly packed phalanx formation and are largely independent of one another as the Order places high priority on the abilities of an individual over that of a team.
Knights of Dawnburss
Maybe one of the shinier Orders with its Dawnburss Knights, the Knights of Dawnburss are relatively special in that compared to most cavalry who are unfit for prolong melee engagements, Dawnburss Knights excel precisely at that. Wielding dual longswords and Book of Blazing lore, Dawnburss Knights are definitely people you don't want to cross swords with unless you prefer to die well done and crispy.
Vecavian Valkyrie Knight Vecavian Living Saint
Vecavia Holy Order
The most famous women-only Order of highly devout militant nuns who worship Vecavia, the Goddess of light and all things holy, also known as the "Guardian of Heaven". As such they utilize a great deal of Book of Blessing spells and are cited as one of the best defenses the Empire has against the likes of necromancers and the undead. Their devotion is so great that distinguished Vecavian Valkryie Knights can be blessed by Vecavia herself and become Living Saints who are of the most purest of souls and most deadliest of warriors.
Cainhurst Blackiron Order
Perhaps the most mysterious and morally dubious Order within the Empire, the Cainhurst Blackiron Knights were not born from within the Empire itself but instead in a mysterious city they called "Cainhurst" that they claim to be haven been destroyed during a war, forcing them to migrate the original members of its Order to Imperia. While other Orders have a certain standard which they hold themselves up to, the Cainhurst Order is known to follow a... "looser" definition of it.
Order of the Seraphim Dragons
The largest and most open Order, some view the Order as too open with too many low quality troops in comparison to the other orders while others hold it as how Orders should be. Despite their fierce name, the Order's Seraphim Dragon Knights do much tamer duties and take it upon themselves to guard travelers and merchants on roads as well as general patrols around the city in assistance of the City Guard. Although in one-on-one duels Seraphim Dragon Knights on average will loose to other orders, their Grand Master is without a doubt the strongest in combat out of all the Orders with a mind second only to the general.
Kingdom of Valenyr
The only officially established kingdom of elves as most live in villages or strongholds hidden away or in other lands. Although small, their military strength easily out does any of the human kingdoms purely on a man-to-man basis. The kingdom itself is entirely self sufficient with little contact with the rest of the world. In fact, most people don't even know where exactly their kingdom and their famed Castle Noldar is; all that's known is that they are somewhere west of Sarleon in a hidden grove, shrouded by magic. Their rare encounters with others have been noted to be especially snooty on the Valenyr about, looking down on even their fellow elves who live next to humans as they're dressed in elaborate, fancy armor and outfits.
Gallogoth Commonwealth
The Gallogoth Commonwealth is an elective monarchy whose to the east of the Empire, led by a king whose power is limited by the Sejm (lower house of the parliament) resulting in unique political problems. Furthermore, the Commonwealth is a multi-cultural and multi-religious state. This kind of state is truly unique because it has been created on fundamentals of religious tolerance and personal freedom. However, it suffers from great amounts of internal strife and threatening, autocratic neighbors who are bent on taking down the first nation dedicated to the ideals of acceptance and individuality.
Oqer Horde
An unending tide of doom and death that hails from the across the World End Mountains, heralded by the beat of war drums and screeching horns. Although their attacks are rare, their raids easily wipe entire villages off the map and pose a most intimidating threat to the organized armies of the kingdoms. But, they have gone silent as of recent, no more war drums and no more raids; some welcome the peace along the northern borders but others fear that this is merely the calm before the storm.
Yealerden
A federation of many Drow Elves settlements, Yealerden is the organized face of Drow elves, dedicated to the survival of their species and the studying of ice magic. While some Drow do leave the cold peaks of the World End Mountains of their homes, wether by force or by choice, they are still a rare and mysterious sight to most.
CHARACTER SHEETS
Here's the part where you put yourself into the magical world of This Beautiful World: Beyond the Endless Horizon! This will also double as a small test to see how well you've read the Lore stuff (I know its a lot but don't worry, I won't be asking you the Primarch's favorite color or something). I only ask players use common sense and balance their characters out; I want some very different characters then most RPs. I want characters that are zany and wacky, I want characters that are weak or seemingly insignificant, I want unique characters! Make a main character and perhaps a minor character who will only pop up in certain situations! Just keep in mind that there will be certain parts where I will allow players to do as they wish, but do keep in mind if you want to play as a non-playable race or use a Lost Lore, you will need some damn good writing to convince me. Point out if your character will be a major of minor character in the hider. Minor character can be like people we'll only bump into every so often, GHU diplomats, expendable soldiers, etc; feel free to cut down the CS guides to their bare minimums for minor characters.
Ready? Let's go! See you beyond the Gate!
[center][h1]CHARACTER'S NAME[/h1] [img]<Face Claim, preferably via tinypic>[/img]
[i]A quote, doesn't have to be real, could be made up by your character [b]-Author of quote[/b][/i][/center]
[ hr][ hr]
[b][u]Name[/u][/b] [indent]Write full name here[/indent]
[b][u]Nicknames[/u][/b] [indent]Nicknames, Alias, etc. Everyone will be issued a Callsign once the OOC is up[/indent]
[b][u]Age[/u][/b] [indent]Standard GHU military policy states that standard combat duty age is from 20 to 40.[/indent]
[b][u]Homeworld[/u][/b] [indent]Where you from? Ideally we'll have a mix.[/indent]
[b][u]Rank[/u][/b] [indent]What is your rank solider?! Remember that all players will be varying levels of Enlisted Servicemen, only GMs can play as higher ups.[/indent]
[b][u]Role[/u][/b] [indent]What role do they play within the 1st Recon? Remember, there's more than just sniper, MG, etc, there's also support like medics, ammo carrier, radio man, etc and that some homeworlds are train their soldiers for more specific roles.[/indent]
[b][u]Appearance[/u][/b] [indent]How does your character look? How have they altered their armor if at all?[/indent]
[b][u]Equipment[/u][/b] [list][*]What does your character have on them in most cases? Stuff like weapons and gear; reminder that for the start everyone will be using what's typically assigned to their homeworld so no Fistos for a Fusan Add more bullet points if need be. [*] [*] [/list]
[b][u]Personality[/u][/b] [indent]At least two paragraphs. Your character must have flaws, and they must have positive traits as well. No Mary Sues/Gary Stus. Make them interesting and don't try to make the world's biggest brooding, edgy badass![/indent]
[b][u]Traits[/u][/b] [list][*]What traits does you character have? Can be talents both combat and non-combat related, sexual orientation, weird quirks, phobias, etc. Add more bullet points if need be. [*] [*] [/list]
[b][u]History[/u][/b] [indent]Your character's life story up until this point. At least 2 paragraphs, include things like homeworld and previously assigned unit as the 1st Recon isn't a normal standing unit, was summoned up from volunteers and then some.[/indent]
[center][h1]CHARACTER'S NAME[/h1] [img]<Picture, preferably via tinypic>[/img]
[i]A quote, doesn't have to be real, could be made up by your character [b]-Author of quote[/b][/i][/center]
[ hr][ hr]
[b][u]Name[/u][/b] [indent]Write full name here[/indent]
[b][u]Race[/u][/b] [indent]What race are you?[/indent]
[b][u]Kingdom[/u][/b] [indent]Where you from?[/indent]
[b][u]Appearance[/u][/b] [indent]How does your character look? What do they were?[/indent]
[b][u]Equipment[/u][/b] [list][*] [*] [*] [/list]
[b][u]Magic[/u][/b] [indent]What Lore does your character use if any at all? Some races have certain leaning towards certain Lores.[/indent]
[b][u]Personality[/u][/b] [indent]At least two paragraphs. Your character must have flaws, and they must have positive traits as well. No Mary Sues/Gary Stus. Make them interesting and don't try to make the world's biggest brooding, edgy badass![/indent]
[b][u]Traits[/u][/b] [list][*]What traits does you character have? Can be talents both combat and non-combat related, sexual orientation, weird quirks, phobias, etc. Add more bullet points if need be. [*] [*] [/list]
[b][u]History[/u][/b] [indent]Your character's life story up until this point. At least 2 paragraphs, make them feel part of the world. They don't need to have the most amazing or unique lives like having their parents killed at the age of six before being adopted by dragons and Drow elves, they can be relatively normal smuchs.[/indent]
I will admit I am on the tail end of a warhamemr kick atm
Part of it also comes from me trying to have an "anchor" to something some people will be more familiar with since I'm afraid that I might have infodumped too much.
"Evil be your foe, thus I am evil!" ~Mik-hain Vilidanh upon the final battle of Endry's frozen plains against his former ally and friend, during a civil war in Gallogoth Commonwealth.
Name
Maion Isensjäl the First. ~Wayfinder Household
Nicknames
Maion by friends. "Wayfinder Dirt" or "Maion the Dishonored" by most.
Age
34.
Gender
Female.
Race
Human.
Kingdom
Gallogoth Commonwealth.
Appearance
Shoulder lenght red hair, green eyes, light and freckled skin, fare and regal by all standards. Maion is fit and has a warriors in her noble appearance, her stance and tall and femine nature could attract many whom is unaware of whom she is. Maion is incredibly well composed and radiates a self centered passion.
Equipment
A full set of leather armor with a matching mask which is all partially plated and is well decorated with the Wayfinder's crest and ancestory symbols.
The Wayfinder Rapier. A rapier made out of the finest quality and most efficient pieces of materials. The rapier has a clear and spring green metal look to it made out of something called earth essence and metal making it light and incredibly durable. It has a hilt made out of a red type of wood and a guard decored with red gold.
A regal and highly trained brown horse.
Magic
Quite adept with the Book of Frost and though it is not her forte it can be fatal to let your guard down due to her more warrior like looks.
Personality
Self centered with a good heart behind a prison of swords. Likes to have a good time and dueling. Maion is strict, stubborn and has a passive-aggressive nature. She prefers to use sarcasm in harsh condescending ways towards anyone whom questions her or is unable to respect her standing in society. Maion has an provokative attitude and likes to be acknowledged as dominant.
Traits
Great with horses and alternative mounts.
Is known to fancy duels and for having a odd style of fencing technique in battles.
Has been known to inspire commoners and has acted a little bit as diplomatic voice for commoners.
An adept tactician with all the basics thought into her spine.
Has tendencies to try and find your weakness, expose or use it against you or her foes.
Maion is known for betraying the people of her lands and Gallogoth Commonwealth.
Likes her meed and wine more than most people, shortly she knowns how to drink.
History
---
I first look at my character, far from finished but saving it up in here.
EDIT: Buggers, it is still the int chk, (though full int chk version).
@ClocktowerEchoswell now that is certainly war hammer inspired. with that said it is a bit of info clocku ill get to reading it through at a later date and work on my cs a bit later. also ruins the plans I had for a char already but i'm sure I work something different.
@ClocktowerEchos, Ah, cool; sorry for misunderstanding. That said, though, my interest in GATE and stuff like it is fairly limited; my main desire was to use the actual Gate from the actual GATE setting, but have it open in the Philippines instead of in Japan, strengthening the Philippines in the long run, but in the short term, forcing them to share with other nations.
@ClocktowerEchos I personally don't think it bad. Although as a massive fan of Warhammer I might have slightly bias opinion there. Plus the "warhammery" part dose provided a fairly good explanation of how and why man kind expanded fight with it self them made peace again. But then again that just my opinion.
@Evil Snowmanlol I just like the idea of a unified humanity and also wanted to be more unbiased and have the portal open up somewhere not on earth. Through some magical space fuckery, I ended up with something very much like 40k