Hidden 5 yrs ago 5 yrs ago Post by VitaVitaAR
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VitaVitaAR King of Knights

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Thaln has had a history of conflict. Laying to the southeast of the triumphant kingdom of Velt, and south of the venerable Lordship of Ithillin, Thaln has found itself long embroiled in various forms of conflict. From idealogical conflict between the kingdom's nobility, to the clash of warriors on a battlefield. Its history was born from warfare. It is these conditions that resulted in the rise of the Iron Rose Knights.

An orphaned girl, no older then sixteen, took up a fallen warrior's sword and defended the Mayonite High Priestess Salferi Falthir with her life. Despite no prior training in the art of swordplay, she fended off several armed soldiers and ensured the Priestess's safety. This girl, due to her miraculous defense of the High Priestess, was immediately granted sanctuary and assistance. But her one desire she named above all was to found an order that could defend Falthir, ensure that no harm came to the High Priestess of Mayon. It was here that the Iron Rose Knights came to be.

First lead by the girl, whose miraculous swordplay paved the way for tradition, they began as Knights of the Mayonite Clergy. Since then, successors of the orphaned Elionne Carthet had always been maidens born under a full moon, as the miraculous girl knight herself was. Over time, their purpose changed. Motivated by the Mayonite tenets of the protection of those who could not protect themselves, the Iron Rose Knights slowly began to grow more distant from the Mayonite Clergy.

Two hundred years since their founding, the Iron Rose Knights have become defenders of Thaln and its people. A noble order of knights founded on Mayon's kindness. Their symbol, over so many years, has become a simple Iron Rose as opposed to the stylized Mayonite Rose. A link to their roots, and a show of their continued love of the goddess, while also symbolizing that times have forged them into more then guards for the High Priestess. Of course, this change could never have happened if the High Priestess had not chosen to give the Knights' services over to the kingdom.

Since their founding, and the changing of their purpose, the Knights have proven themselves by again and again striking down warlords, bandits, and foul cults.

Now, Thaln is at relative peace. An era of simplicity, it seems, as compared to a past of conflict. The current King and Queen have governed wisely, and their daughter has shown herself to be a popular figure among the people.

The Iron Rose Knights stand ready, to strike at any threats that may rise.

However, can they truly prepare themselves for a threat from within?




The Iron Rose Knights stand in service of Thaln's people. An elite force that adheres to old tradition, this does not mean there is no dissent in the ranks. One of the chief sources of such dissent is their method of selecting the captains of the Iron Rose Knights.

While no-one can deny the miraculous nature of Elionne Carthet, the first captain of the Iron Rose Knights, the tradition that resulted from her has begun to wear thin on some nobles, and some within the ranks of the Knights. To pick a young girl, inexperienced even if she has fought and trained in swordplay, over those with more experience on the battlefield. Simply because she was born on a full moon. This has rather sharply resulted in backlash in recent years, even after the tradition has gone on so long.

And the current captain, recently selected, must bear it.

And some nobility even say that perhaps the time has come for such an old order to fade away...




Here's some information crucial to the setting:

Races(ONLY HUMANS ARE PLAYABLE. PLEASE ASK IF YOU DESIRE OTHERWISE. I MAY CONSIDER IT):
  • Humans: Straightforward and coming in many varieties. Humans in Thaln are ruled by the King and Queen of Thaln, living Thaln's Capital of Aimlenn.
  • Elves: Elves, too, come in several varieties, with splits even within these varieties. High Elves dwelling in cities, High Elves dwelling in forests, Wood Elves dwelling in Forests in both tree-cities and in a manner more one with nature, Dark Elves dwelling beneath the earth and far to the North in Barukstaed. The greatest differences between these varieties is culture and architecture, as all elves are unable to die of old age. They are also capable of reproducing with humans, producing half-elves. Of course, Elves are extremely rare in Thaln.
    • High Elves: There are a handful of High Elven settlements beyond Lethienvel, but they are few and far between. Rarely, a High Elf from beyond the veil will venture into the rest of the world. High Elves boast perhaps the greatest proficiency with magic among their kind. An extremely rare sight in Thaln.
    • Dark Elves: From the Far North, Dark Elves are mysterious folk who dwell so far to the North that the sun rarely pierces the snowstorms. Another rare sight in Velt. Dark Elves are highly proficient assassins and are skilled in the art of stealth and infiltration. An extremely rate sight in Thaln
    • Wood Elves: The most common variant of Elven kind in Velt, and the youngest, Wood Elves dwell in forest cities and towns. They are fond of solitude, but gracious hosts to visitors who arrive with their permission. Few intruders, however, return alive. Wood elves are known for their skill in archery and hunting. There is a Wood Elf Settlement in Thaln, but finding it is extremely difficult.
  • Dwarves: Short, bearded folk dwelling in their deep mines and working metal, dwarves have a reputation for honesty, loyalty, and being the most stubborn people you could possibly meet. Dwarves often build vast kingdoms within mountains across the land. The dwarven capital is far North of Thaln, in the great Grey Mountains, home to their most vast halls and the Deep King. Dwarven metalworking is the best by far in the land, but they lack magical capabilities entirely. They are only ever seen in Thaln as traveling parties.
  • Nem: A diminutive race from the deserts of the south, the Nem resemble small humans, commonly reaching heights of around 3'4-3'5. They are universally pale in skintone, with red or yellow eyes and black hair. Nem males cannot grow facial hair, and as a whole they are small and agile but lacking in physical strength. They are also known for being skilled archers, and wielding curved swords(well, more like daggers to the larger races). Their language lacks an equivalent to the letter "B", and some Nem have trouble pronouncing it as a result. They are nocturnal and possess excellent night vision, but during the day their vision is slightly worse than a human's. They also easily burn in the sun and must wear covering clothing to move during the day. Most Nem live in their desert homes, but there are a few found in Thaln as well. They have an extremely low alcohol tolerance. Nem worship a night goddess known as Ila-Nem.
  • The Hundi: The Hundi are a a near-human race. On average they are around the average human height, or slightly shorter. What physically sets them apart from humanity is their soft, furred, dog-like ears and tails. Loyal, proud, and honorable, the Hundi are said to be incapable of lying. On every Hundi's sixteenth birthday, they are sent on a journey to practice their highly-valued combat skills and learn about the world first-hand. An unusual custom of the race is their unique marriage rights. An opponent who defeats a Hundi in honorable combat immediately gains the position of that Hundi's fiancee, to be married as soon as possible. Hundi are most common in Ithillin, but some enter Thaln as part of their mandatory quests, or as wanderers or the occasional sellsword.
  • Sapient Undead: Living beings who have, for whatever reason, revived after death with their mind intact. Usually this process only occurs with the recently dead. In place of the inherent life of any living being, they possess what magi refer to as a "mana reactor", a wellspring of mana simulating life and allowing a corpse to be animated. Their bodies do not decompose, and they are immune to poisoning or the effects of bloodloss(though their blood does indeed flow it serves no purpose). The "mana reactor" allows their bodies to heal, but decapitation is unquestionably death for even the most powerful of sapient undead. They can also be hacked to pieces, their bodies capable of healing but needing its parts to be fixed in place before such a thing is possible. One possible source of Sapient Undead is necromancy.
  • Fairy: Fairies resemble female, human-like children. With the exception of the fact that human children tend not to be six inches tall at most, winged, and wearing clothing made from flowers. Fairies possess translucent insect-like wings, and all fairies are female. They tend to possess a childish immaturity, but they are in fact adults. Fairies tend to be inquisitive and curious, as it benefits such a small race of beings to investigate their surroundings thoroughly. Their curiosity extends to when they meet new people, as well. Fairies are mostly harmless, the worst they seem to be able to bring themselves to do being mischevious pranks upon other, larger races. However, harming or killing a fairy will bring the anger of other fairies upon the perpetrator, and they carry a large amount of sharp objects and know how to aim for the eyes and throat far too well. Fairies cannot die of old age, and only violence or disease can kill a fairy. A common sight in Thaln's forests.
  • Nagas: One of the monstrous races, and an extremely uncommon sight outside of the wilds, nagas are human until you reach their thighs. For, from the thighs down, a naga possesses a strong, thick snake tail instead of legs. Nagas are carnivorous and possess sharpened teeth, though no naga dwelling in Thaln is venomous. There are various races of naga across the lands, though only one dwells in Thaln. A naga's tail is incredibly strong and remarkably dangerous.
  • Harpies: A mountain-dwelling monstrous race, harpies are an unusual race of beings in that they are entirely female, relying on the males of other races for reproduction. In place of arms they have a pair of wings, and therefore lack hands and cannot create clothing or tools easily. Harpies dwelling in towns or cities often live with a roommate of another race in order to be dressed properly. A harpy's bird-like feet are highly dexterous and possess sharp claws, and their wings are strong enough to easily break a man's arm. They are light due to their hollow bones and highly cold-resistant. On average they are somewhat shorter than human females.
  • Orcs and Goblins: A race divided into two categories, largely by strength and size. Orcs are on average a head taller than a human man, and are very burly and powerful. Goblins are usually a head shorter on average, and are wiry and thin. They usually possess sickly green or grey skin, and are violent barbarians who pillage and steal from others. Orcs are generally found roving in warbands, while Goblins often hide in deep, dank caves. Both Orcs and Goblins are known to eat the flesh of other races. Orcs ride boars, often given aggression-boosting herbs.Not playable, even if you ask.
  • Trolls: A relation to Orcs and Goblins, Trolls are tall, muscular, and dim-witted beasts. Eating anything they can get their hands on, trolls are more monsters than they are sapient beings. Orcs often use them as attack dogs of a sort, filling them with aggression-boosting herbs. Not playable, even if you ask.
  • Mindless Undead: Undead reanimated by a source that does not retain their mind. These undead can be revived at any point after death, and unlike sapient undead their bodies are not preserved. Rotting corpses or skeletal warriors, mindless undead crave flesh and will attempt to consume it even though they are incapable of digesting it. With the aid of guiding intelligence, such as a necromancer, mindless undead can wield weaponry. Necromancy can also raise mindless undead. They may also occur in places of great violence or magical disturbance. While a bite from a mindless undead can cause unpleasant infection, they are usually no great threat to a prepared warrior. Mindless Undead are considered an abomination by the Dual Church of Reon and Mayon, and are exterminated whenever possible. Not playable, even if you ask.
  • Giants: A race of huge humanoids, often ranging from seventeen to twenty-five feet tall in height. They resemble, quite simply, enormous humans of either gender. They are extremely strong and physically capable, but few giants ever posses the capability of performing magic. Velt's Giants live in small settlements resembling human villages, but there are giants with a more tribal civilization further south. In spite of the size difference, half-giants are possible. They tend to be around ten feet tall and have immense strength.


Locations:
  • Thaln: A land covered in forests and plains, Thaln has had a remarkably bloody history. However, in recent times there has been a period of relative peace. The last notable conflict was the War of the Red Flag, between the Kingdom's armies, including the Iron Rose Knights, and the forces of the rebellious noble Phoran Cal and his allies. It ended in a resounding victory for Thaln's forces and Phoran's soldiers were crushed, the noble himself struck down by the Iron Rose Knights' previous captain. However, she died shortly afterwards from her injuries. There have been several years of peace since then, but only recently was a replacement captain of the Knights selected and instated.
  • Velt: The country of Velt, northwest of Thaln, is a vast land composed largely of plains and forests, with a few notable mountain ranges(such as the Northern mountain of Cahladren, home to the dwarven city of Draz'khzidra). The River Nirinel runs through the heart of Velt, and the Veltan capital of Meridan is situated on its Southwestern bank. Velt is dotted with ruins of the past, from the crumbling Blue Ridge Watchstation overlooking Vaelin's Lake, to the deep, dark ruins of the Prison-Castle of Mad King Haldric. Meridan is a vast, wealthy city, featuring the White Tower as the seat of its royalty and the rulers of Velt. As for climate, Velt enjoys warm summers and snowy, yet relatively mild winters. Another notable landmark is Caraan Valley, the location of the final battle in the Orc War. It was here that Captain Mathen beheaded the Orc Chieftan Gridashk and the Orc legions were broken.
  • Ithillin: The land to the northeast of Thaln, ruled by Lord Indril of Calthir. Similar to Velt in climate and geography, though lacking in the mountainous regions to the North, Ithillin has a bustling trade with Velt and the two countries enjoy excellent relations. Thaln experiences some of this trade as well. The country's capital is Calthir, situated to the northwest. Deep in the southeast their lies the Black Pit, Talderia, a foul crater given a wide breadth by all but the most insistent of adventurers.
    • Talderia: "And the King's misdeeds destroyed all, his black heart darkened his city, and all was brought to ruin." The ruins of the ancient city of Talderia are located in Ithillin. They are given a wide breadth by travelers, and it is often times that Talderia is referred to as the Black Pit. For the ruins of Talderia have become a den of the utmost evil, filled with the most vile beings beyond imagining. None who venture into the Black Pit ever return.
  • The Veil of Tears/Lethienvel: The famed, or perhaps infamous, rushing wall of water dividing the western land of the High Elves and the lands east of them. There are gate-ways between them, though the water. There is no visible source, and yet somehow it appears to flow. Though somehow, it is difficult to tell if the water flows up or down. Its infamy stems from a tragic event in the history of the High Elves, the first occurrence of the spilling of High Elven blood by other High Elves. The tragedy and regret from this incident gave the location its name, and to this day many High Elves still have reluctance to cross the Veil. However, there are some settlements on the opposite side of the Veil.
  • Orodagor: In the land Northeast of Ithillin lies the shattered remains of a relic of a long-passed age. Orodagor, the Black Fortress, was a stronghold for the armies of Hidroroth of the Dark. Hidroroth, the poison existence born from the utter fall to evil of one of the world's deities, sought to paint the world in shadows an consume all life in a shroud of darkness. He was slain, ultimately, in the Battle of Inmoorn, thousands of years ago, his spirit left to the judgement of the Gods. Orodagor was one of the remnants of this long-passed age, abandoned for centuries. However, nearly eight-hundred years ago, a new figure appeared and made her stronghold here. The Witch-Queen of Orodagor, as she came to be known, threatened Velt and all the lands around it by sending her coven of witches to overtake the lands. She was apparently slain at Orodagor in spite of her incredibly powerful magic, but rumor has it she did not perish here.


Other:
  • The Church of Reon/The Church of Mayon: The largest religion among humans in Thaln, originating from Velt, this dualistic religion worships both the Sun Goddess Reon and the Moon Goddess Mayon. Both Goddesses, it is said, cannot be separated from one another. Reon's symbol is a highly-stylized lily, and Mayon's is a similarly-stylized rose. Chapels to the goddesses are paired, and adherents focus on either one or the other. Paladins of both goddesses are a common sight, with Reonite paladins being highly aggressive combatants while Mayonite paladins are often more intended to keep peace. The religion is deeply anti-slavery, and Reonite paladins are often deployed to break slavery rings and free those being sold through them. Worship for either sect features the sacrifice of lilies for Reon and roses for Mayon. In Thaln, Mayon worship is more common then Reon worship, but both goddesses are revered.
    • Reon: The sun goddess Reon is believed to have the form of a beautiful maiden. While unimpressive in stature in spite of her nature as a deity, it is said that the goddess possesses a fiery nature. She is described as having fair skin, flowing, long blonde hair, and alert blue eyes. She is clad in red and gold robes. Reon is said to have a palace on the surface of the Sun, a paradise that all her worshippers go to after death. Naturally, the aspect most strongly symbolizing her is fire. Lilies are even burned to be sacrificed to her. The weaponry of Reonite Paladins is often enchanted so that it is capable of in some way channeling this divine fire. Reonite Paladins are highly aggressive fighters, their purpose being to destroy evil.
    • Mayon: The moon goddess Mayon also takes the form of a beautiful maiden. She is taller than Reon, with shorter, black hair and somewhat darker skin. Her eyes are a soft shade of amber. She wears robes of blue and white, and like her counterpart possesses a palace, though naturally hers is situated on the moon. The aspect that most strongly symbolizes her is water, for water is directly effected by the phases of the moon. Incorporating water into weaponry in a direct manner is difficult, so unlike Reonite Paladins, Paladins of Mayon do not often use such enchantments. They are more protective, often wielding enormous tower shields for the purpose of defending themselves and the innocent from evil.
  • Magic: Many races possess a natural internal source of mana. However, not everyone has enough to achieve the status of a mage. Magi are practioners of magic educated by a tutor or by a Mage's College, honing their skills in order to cast a variety of spells. Spells require some concentration and the ability to cast, using chants ranging of at least one word. Stronger spells require more words and therefore take more time to cast. Running low on mana is dangerous as it may strain the caster's body, causing them to lose consciousness or worse. Magic users educated outside of the accepted systems are known as witches, and are viewed with no small amount of suspicion.





So, um, basically to summarize this is an RP about an order of Knights in a conflict-filled country, taking place in a fantasy setting filled with all kinds of different fantasy-related things. Of course, Thaln has less interaction with some of the other races then some other countries do, but it's a fantasy RP nonetheless.

It'll be arc-based, and I'll freely take suggestions from players for arcs and collaborate with them to control the antagonists, but GM participation is a must in order to maintain consistent tone and setting.

A final note, as indicated by tags, there's anime influence in the setting and this RP.




Bios:
  • Name:
  • Age:
  • Gender:
  • Race: Human(unless you discuss it with me AND your idea is approved. Nonhuman Iron Rose Knights must be an extreme minority)
  • Appearance:
  • Personality:
  • Brief Backstory:
  • Equipment:
  • Skills:


@RoleplayerRoxas@Rin@Raineh Daze@TheFake@ERode@sassy1085@HereComesTheSnow@KenjuGuy@Crimson Paladin
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Hidden 5 yrs ago Post by ERode
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Eyo, been thinking of a character raised by dwarves, who's tired of seeing people hoist up hand me downs as 'ancient artifacts of great power' and joined the Iron Rose as a blacksmith to maintain their weaponry while on the road, as well as having them test out new weapons and inventions and all. A tinkerer sorta fellow, as it were.

Also, do primitive firearms exist at all? Or does the existence of magic and superhuman physical ability generally regress the progression of projectile weaponry?
Hidden 5 yrs ago Post by VitaVitaAR
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@ERode: That kind of character works out just fine.

As for firearms, there aren't any. Like you suspected, the fact that there's magic and people with superhuman physical characteristics kind of halted that completely.
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How are magical items created, by the way? Does, say, enhancing a dagger with a fire element require one to be a specialist in fire magic? Or is the realm of imbuing objects with magical effects wholly divorced from the ability to cast such magic normally?
Hidden 5 yrs ago Post by Animal
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@VitaVitaAR Superhuman characteristics as in my character could be a dragoon? You know, leaping building to building in heavy armor, that kind of nonsense? xD
Hidden 5 yrs ago 5 yrs ago Post by HereComesTheSnow
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heres my lad

Name: Gerard Segremors

Age: 23

Gender: Male

Race: Human

Appearance:

At roughly 5'10, the young man is of middling height for a warrior, with an athletic build to match his many years spent living by the blade. His hair is coarse and coal black, and just barely reaching down towards his amber and world-weathered gaze. He has a somewhat reserved disposition outside of combat and his face often hosts a thoughtful, but not wholly unapproachable expression.

Personality: Gerard is a man who seems beyond his mere twenty-three years behind the eyes. Despite having a history as a mercenary, and being used to just as many tavern brawls and rowdy atmospheres as one might expect from the profession, he carries a far more calm demeanor in his day-to-day interactions and life. He is not entirely familiar with courtly manner, but he is perfectly polite in personal interaction and humble in his presentation, with a sort of earnest air about him. He holds great steel within, however, having leapt at the chance to join the knightly order and become an outright force for good. There are many cruelties in this world that he, as a man and knight, cannot abide. Enough for him to take up the sword once more to put them to an end, and drag evil into the light.

One way or the other.

Brief Backstory: Born to a small family in a small village in Thaln's northeastern fiefs that borders a large stretch of woodland, Gerard (Gellért in the village dialect) grew up like many other rural boys— hunting, fishing, and making merry within the woods whenever not set to work with his father in the fields. With such a proximity to the border with Velt, he was raised quite obviously adherent to the Church's teachings, in his case as a Reonite, and was instilled with a strong sense of justice and wonder for the tales of knightly virtue and valor championing Her Paladins. He grew into a strong, hardworking lad, more than fit for any path he chose in life— And when a mercenary corps espousing the virtues of fighting the good fight for the Goddesses and making a living through your sword, perhaps even proving yourself worthy of knighthood? He was sold.

And just like that, the sixteen year old boy walked into Hell. A country bumpkin with a strong back and a steady hand was, at the end of the day, still a country bumpkin. He fell for the pitch hook, line, and sinker. Spending years fighting pointlessly, seeing lives waste away, and people trod upon as lower than dirt, it wore heavily on Gerard. At times, his faith in justice was tested, at others, it was all that kept him pushing forward. The band of mercenaries was by no means incompetent— their captain lead with a firm, measured hand, the quartermaster had a frank outlook on weaponry and training recruits, and in the end they did indeed follow the tenants of Reon by capturing a particularly well-defended encampment of slavers holed up in one of the ruins dotting Velt. For their efforts, the group was disbanded shortly after— and folded into the Church of Reon's militant arm if they so wished. Fearing disillusionment but chasing a lifelong dream as closely as he could, young Gellért accepted, and soon after was recruited into the Order of the Iron Rose. He continues to pursue his idealized image of a knight with a desperate fervor, and it permeates his every moment.

Equipment: A fairly standard longsword of just over a meter's length from pommel to tip, a well-kept kit of half-plate as he cannot yet afford a full, custom-fitted suit. A sturdy, large knife for general survival purposes (both clearing brush and sliding through gaps in armor, should need arise).

Skills: While not an exemplary swordsman like the order's founder, he is schooled well for a mercenary and trains vigorously to improve his mastery, day in and day out. His style is rooted in simplicity and pragmatism, at times even leaning near brutality compared to the romanticized and beautiful swordplay of the ideal knight he wishes to evoke, a carryover of life as a soldier-for-hire. A trained, keen eye can spot many similarities to properly denoted longsword fencing technique within various Fechtbücher beneath the roughness of it— the kid's fundamentals are there, simply learned secondhand as opposed to the traditional knight's manuals, and applied with a dash of that distinct recklessness of the expendable.

In addition, he is quite comfortable with a wide variety of other tools and weapons, such as spears or handaxes. He had to make do with what was on hand for much of his life— both as a man-at-arms and as a simple boy from the woodlands. He is a natural at speaking to common folk on their level, and holds a host of skills found in a boy whose childhood was spent within Thaln's countryside. Has a mild problem, however, with prioritizing his own safety— it's an act that he is still learning to no longer refrain from.
Hidden 5 yrs ago 5 yrs ago Post by VitaVitaAR
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@ERode: It's reliant on inscriptions on the item in question, or the ability to apply enchantments. Both require some sort of magical power, but the latter skips having to actually alter the weapon(but requires being good at the kind of magic in question).

@Animal: Not everyone should be extreme physically, but don't expect this to be played super realistically(especially if you can justify it, like enchanted armor or armor that's incredibly lightweight due to being made out of a dwarven alloy or something).

@HereComesTheSnow: Looks good, but I'll save an official acceptance for when it's not so late. ^^;
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Hidden 5 yrs ago Post by VitaVitaAR
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VitaVitaAR King of Knights

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Hidden 5 yrs ago Post by PaulHaynek
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Hey there. I know I participated in this RP a long time ago but then left.

However, I'd like to join again. If you'll have me.
Hidden 5 yrs ago Post by VitaVitaAR
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@PaulHaynek: I'd be fine with that.
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@VitaVitaAR

Thanks. Can I use my original character back then or do you want me to use a new one?
Hidden 5 yrs ago Post by VitaVitaAR
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@PaulHaynek: There's no need to change characters.
Hidden 5 yrs ago Post by DELETED08740
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Hello, just airdropped from OOC, looks interesting!
Are there background qualifications for the knights? As in, no former criminals, convicts, etc?
Hidden 5 yrs ago Post by VitaVitaAR
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@PigeonOfAstora: The knights have to have been knighted(so presumably it's pretty difficult for a criminal or convict to get that sort of honor) and have a genuine dedication to the purpose of the Iron Rose Knights.

Technically, there are non-knight footmen and stuff there too(they're just not really counted as the Iron Rose Knights on account of not being knights), but presumably on the off-chance they were once a criminal they're likely very heavily reformed.
Hidden 5 yrs ago 5 yrs ago Post by Virgil
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This looks interesting - I'll have a character post up in a little while if you'll have me.

Wee bit confused on this, so...do the Iron Rose Knights have any specific beliefs all members must show an affinity towards, other than the protection of the realm?
Hidden 5 yrs ago Post by VitaVitaAR
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@Virgil: The Iron Rose Knights originated as a firmly Mayonite order. Now, they're not exactly a religious knight order, but they're still attached to their roots.

Among humans, though, worship of Reon and Mayon is extremely widespread and is the largest religion on the continent, dwarfing the next human religion in numbers, so it's very likely any human is likely going to share in that religion. Technically, someone who doesn't wouldn't be blocked, but it would be strange to the other knights and extremely uncommon.
Hidden 5 yrs ago Post by Raineh Daze
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  • Name: Paladin Tyaethe Radistirin, First and Youngest of the Knights.
  • Age: 238
  • Gender: Female
  • Race: Human (Vampire)
  • Appearance:


  • Personality: The opinion of those who only have to interact with the Iron Roses in their capacity as knights is that Tyaethe is a serious, no-nonsense veteran. This is completely true provided that she's acting in her capacity as a knight of the church, off rescuing people or doing simple military work--she's quite serious, if prone to taking the aggressive and faster option. When there's a real fight on hand or something strong to oppose, she gets more hot-headed... and in general is quite prone to an "ATTACK ATTACK ATTACK" mentality, prone to forgetting that most people do not share her ability to disregard physical injury.
    Off the battlefield, outside of religious matters she's quite lazy. There's no equipment for her to upkeep, no physical exercise to keep in shape, no family matters to attend to, and even the captain only needs so much assistance in a day. It leaves her plenty of time for either emulating a cat and finding somewhere inconvenient but comfortable to nap, or playing tricks and teasing other members of the Iron Roses. Or helping them as the case may be. At times, the vampire can actually seem her age, bored of the repetitiveness of time and duty--but still obliged to be here.
    Unless she respects you, making fun of her height or age is quite a way to set her off.
  • Brief Backstory: Coming from a minor noble family, Tyaethe was always expected to carry on her family's duty as knights of the crown. Yet due to favours owed by a highly influential and religious duke to her father, the standard of education that the girl received was much higher than her family would have expected--until the duke's own outspoken nature and the cause of the original favour came back. Having made enemies with a vampire of some age, and defied death once before, they came back for vengeance during a feast. Perhaps the vampire recognised Tyaethe as the child of one of its enemies and wanted to make a more ironic point, or maybe they just didn't want to kill a child in training--but of the attack, she was the only survivor, and quite confused at that.
    With her teacher dead, but his influence still felt, the girl went to the church and pledged herself to training as a paladin and to become a knight in Mayon's service--with no idea of what she had been afflicted with. When this became apparent, it was already too late to back out... despite Reon's virulent hatred for vampires in particular, Mayon had no such compulsion against intelligent but unwitting undead and showed no signs of displeasure. So, even though the church would normally have resisted accepting the undead into their ranks, Tyaethe completed her training as best as possible despite the lack of ageing and became a paladin.
    Hot-headed and somewhat hard to work with, Tyaethe spent most of her time as a crusading knight-errant and working on her magical abilities--not wanting to go to yet another social function made doubly awkward by her apparent age, or snap at another companion for bringing attention to the fact. Her tendency for long trips away from most paladins helped with forgetting what she was, and Tyaethe developed a reasonably good reputation for her abilities.
    Which is about when Elionne prevented the assassination of Falthir and impressed the older paladin so much that she was the first to swear her service--before the Iron Roses had even been founded--and was something of a teacher. This, combined with her apparent age, is the source of the "First and Youngest" title... which she still hates hearing. Unfortunately, it's open knowledge, along with her condition, leaving Tyaethe with a very strange reputation.
    When Elionne disappeared, the vampire didn't know more than anyone else, though she certainly took the news hard. In the end, Tyaethe stuck with the knights, though she's become touchier about her apparent age over time, and has a tendency to act as a stumbling block to changing tradition. Occasionally, nobles looking to advance their control over the knights have been dismayed to learn that the circumstances of Tyaethe's original vow to join the knights more or less require Elionne to be the one to make her leave or be proved dead.
  • Equipment: The only piece of "real" equipment that Tyaethe possesses is her sword--a blessed blade enchanted to have no weight to the wielder, so that even someone in her situation can wield it without any difficulty, and as resilient to damage as it could be made. Everything else, aside from her scarfs, is nothing more than a magical construct created as needed.
    Though it isn't really equipment, she also has two hundred years of accumulated money left over for whatever might need the investment--not a bad amount.
  • Skills: As one would expect of the most experienced knight in the order, Tyaethe's greatest asset is her swordsmanship, despite the link between vampirism and magical power. She takes pride in achieving victory through nothing more than the mundane application of skill, now honed over entire lifetimes, and insists that using some magic isn't an advantage, merely balancing out her own disadvantages. Some people have disagreed with this. Whatever their opinion on magically assisted swordsmanship, her skill is sufficient that she only gets excited when prodigies join the knights and provide some decent competition until they leave or age catches up.
    The link between vampirism and magical power is no joke, of course, and even with her preference for melee combat, Tyaethe isn't foolish enough to ignore it--or rather, how it can help with her preferred approach to combat. Her speciality is in illusions upon herself, enhanced and improved so far that they cross the realm into proper shapeshifting and conjuration through sheer expenditure of mana. This includes making herself appear "simply" as she would were she an adult, or the tall, armoured knight--and generating the armour in the process. It protects as any armour of its appearance would suggest, but the amount of magic flowing through it actually makes it even better at defending against magical assault.
    Unlike more restrictive approaches to shapeshifting, or mere illusions, the transformations require conscious upkeep--were she to stay awake long enough, even a magical reservoir like Tyaethe would run dry. They also, of course, dissipate if she falls asleep or is somehow knocked unconscious.
    Though the magical power is a requirement to even be a vampire, it's something that provides certain uses by default. For one, any injury will rapidly regenerate, and lethal damage is a study in overkill. She can also enhance her abilities beyond their physical limits (of considerable use given her actually physique), albeit that is even less efficient than her illusions are--but good for unexpected short bursts of power.
    Finally, as expected: vampires can see in the dark. This would be a quite troublesome ability to not possess, even if it leads to weirdly glowing eyes.
  • Other: Yes, drinking blood is required. Yes, the sun is dangerous. It isn't quite lethal, though: Reon hates vampires but she's aware it's not a choice.
Hidden 5 yrs ago Post by VitaVitaAR
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VitaVitaAR King of Knights

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@Raineh Daze: Accepted.
Hidden 5 yrs ago Post by Crimson Paladin
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Crimson Paladin "Progressive" Techpriest

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Here's my character submission, somewhat revamped from the old RP.

Name: Fleuri Jodeau

Age: 25

Gender: Male

Race: Human

Appearance:




Personality:

The Jodeau family is known for its devotion to Reon, and originally, Fleuri was no exception. Tutored by priestesses and paladins, he was brought up to be honorable, selfless, and devoted. During his time as a tournament competitor, he cast many of these values off, becoming proud, materialistic and glory-seeking, desiring above all else to obtain the fame and wealth that his family no longer possessed. After being humbled by his near-death experience, he has returned to his old ways as a faithful worshiper of the sun goddess, along with a few pangs of guilt of having fallen so far. He still craves the thrill of tournament combat, and would not be above participating to aid the church again, but for now, he has more important duties.

Those who have met him can attest that Fleuri is a man of action. He is hot-blooded and quick to act or speak, but not necessarily foolish or impulsive- his experience fighting in tournaments taught him the importance of quick thinking and decisive action when windows of opportunity appear. When he speaks, he never makes claims he cannot back up and never makes promises that he does not believe he can keep.

Brief Backstory:

The Jodeau family is a now-minor minor noble family in northern Thaln. Over a century ago, its head at the time, Armand Jodeau, dedicated himself and his house wholly to Reon. As proof of his devotion, he gave most of his family's then-considerable land to the serfs that worked them, both to prove his lack of materialism and to demonstrate his devotion to the church's opposition to slavery. Armand would go on to serve a Paladin of Reon and later an Iron Rose Knight before embarking on a quest which he never returned from. Ever since then, the Jodeau family has remained close to the Church of Reon, its members serving as priests and paladins.

Fleuri was the second child of the Jodeau family and was thus groomed to become a knight. His family had little in terms of wealth or holdings, but the church provided that which his family could not. Consequently, Fleuri received an education from Reonite priestesses and was trained in knightly combat by Reonite paladins. When he was knighted, shortly after the end of Phoran Cal's rebellion, he set out into the world to serve as a knight-errant, spreading the word of Reon.

During his travels, he began entering the tournaments in the lands he passed through, where, with many of Thaln's knights dead or disgraced as a result of the war, there was a shortage of contenders. Utilizing the training he had received from the Reonite paladins, Fleuri proved himself a capable tournament fighter, and as time went on, he became increasingly successful on the tourney grounds. At the same time however, he began to drift from his original purpose and turned his mind to fame and wealth. He stopped aiding those he passed, and began planning his journeys solely for the purpose of competing in tourneys.

While traveling to one such competition, he fell deathly ill from a fever and sought aid from the Church. As he laid there, tended to by the priestesses, all he could think about was how he had fallen from his path, more concerned with gold and glory than helping others, and now faced the prospect of dying before he could make amends and correct his mistakes. When he recovered, he attributed it to the will of the goddesses. He renewed his vows and vigil at the church, rededicating himself to fighting evil and aiding the innocent. Fleuri may not have died, but he was reborn.

During the next tournament, he fought harder than he ever had before, and when the dust settled, he was the last man standing in the infantry melee. Hailed as a champion, and standing on the precipice of fame and glory, he proved himself a changed man when he donated the prize to the church and soon afterward petitioned to join the Iron Rose Knights, following in his ancestor's footsteps. Since ending his tournament career, Fleuri has served the order faithfully.

Equipment: Fleuri owns two suits of armor. The first is the suit he started out with and is normally seen wearing. It was originally a tarnished, battered hand-me-down, but he has added onto and improved it until very little of the original armor remains. The second is his tournament attire, a heavier and more protective suit that bears the livery of the Reonite church, rarely used outside of competitions. He wields a Zweihänder and carries a dagger as a secondary weapon. He also owns a gray warhorse.

Skills: Fleuri has been trained in the use of a variety of knightly weapons, but he is most experienced and proficient in the wielding of greatswords. He employs an aggressive and surprisingly fast-paced fighting style not atypical for devotees of Reon, moving and attacking far more swiftly than his armor and heavy weapon would suggest. He is additionally skilled in horsemanship and in the use of a cavalry lance, owed to frequent travel and the many jousts he has participated in.
Hidden 5 yrs ago Post by VitaVitaAR
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VitaVitaAR King of Knights

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@Crimson Paladin: Accepted.
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