Heres my Map Claim, hopefully. Its in pink.
And heres my completed NS waiting review.
Falreti Prime, and the land the Vulpins control, has been locked in constant war for a long time - longer than most remember. Hundreds of years at least, the war looks to have no end in sight. As much as the military is keeping up with holding back the enemy, it cant last long. News from scouts and spies show that the enemy is building something with stolen technology that will soon bring about the end of the Vulpins, set to be ready some time in the next year.
And so, under orders from the King and his Advisers, the 13th Colonisation and Expedition Party set it. They headed in one direction across the sea, searching for some kind of land that they could take over, and move the Motherland too. There was no ability to cast recon on the mission, considering how last minute it really was. Spanning over 300 ships, containing the remnants of what could be spared, soldiers, farmers, mechanics, medics, pharmacists set sail, without direction or solid orders, in hope of finding free lands.
And they almost did. After a week of sailing, leaving rations low, and the seeds close to dead, they came across land. It was already overtaken, though, and so they went to sail around it. They passed many areas that would have done just fine as they headed North, but soon found something that worked just was well. A relatively tall cliff crossed their view, and as they sailed around it, they saw large fields of seemingly unclaimed land. In desperation to both get of the boats and finish the mission, they docked, and headed on land. From there, they set up camp, and slowly began building. This place would do, hopefully.
The base camp for the 13th Colonisation and Eradication Party was set up on an island just off the coast on the mainland towards the East, on the edge of the forest. When it was realised that this simple island couldn't hold all the resources they had brought along, they sent ships onto the mainland to set up another camp, which will later become the town. Both areas were fertile, with wood easily available with the forests nearby.
As far as The 13th Vulpin Colonisation and Eradication Party goes, hardly anything of note has happened as of yet. There were few issues crossing the ocean from Vulpin to Salvus, and making base on the land was simple. Whether the Vampires or Dwarves noticed or cared that ships were crossing the waters before being hoisted up a cliff is another matter.
The 13th Vulpin Colonisation and Eradication Party is led by Yulai Izla, 3rd Prince of King Izla, and leader of the Vulpin Royal Guard. He was originally the head of Military Strategy, before requesting to head the XIIIVCEP.
Under him are the so called "Winds of Change"; devout holy warriors following the Order of Seven. They are some of the finest, most powerful, and most religious soldiers, who hold extremely strong Sangshio to their names. The higher tiers of the Royal Guard are filled with these Vulpins, whom are hand picked by King Izla and Yulai himself. Only few are permitted to go on Colonisation and Eradication missions, due to the constant threat Falreti Prime is under.
Alongside Yulai is his sister, the 5th Princess to the Vulpin Throne Valan Izla, the Beserker Queen. She doesn't help much with the logistics of the colonisation, or the military formations or anything, but she is a formidable power on the field, and a necessity for leading the Beserkers.
Vulpin's are a race of mostly humanoid creatures, with fox ears and a number of tails varying from 1 to 9. The number of tails appears to be completely random, though those with 9 tails are more likely to have gained them if one of both of their parents had 9 tails as well - the chances almost 100% should both parents have them, though those with 9 tails are quite rare.
The height and weight of a Vulpin is very similar to a human. In fact, the entire race would be indistinguishable from humanity if they did not have the tails and ears they possess. However, one thing is always present throughout the ages, and that is that Vulpins never look bad or ugly in any way. Whether it be through genetics or sheer luck, there has been no Vulpin that has grown up and not looked pretty damn fine.
The race, in general, has a high pain tolerance, which has developed over years of both war and the manifestation of Sangshio. The Sangshio, when it manifests for the first time, has a chance of causing extreme pain - depending on how powerful it is, and where it manifests.
Speaking of the Sangshio, it is a genetic mutation created from exposure to unknown energy. It is completely random how it forms and where, with parental factors playing no role. It uses the blood of the Vulpin, but a separate stem of blood that stays around in the area of their Sangshio. This blood contains the gene that allows for the power to be used, but kills off the blood, and turns it into a kind of gel. The area its located in is often more squishy, and is harder to penetrate than regular flesh. It then, upon activation, rips through the skin. When its deactivated, it folds back into their body, and seals the wound.
Almost all members of the Colonisation and Eradication Party follow the "Order of Seven", the unofficial name for the Religion most Vulpin's follow. It has a base of Seven principles, said to have come directly from the siblings Sang and Shio.
A large part of Vulpin society is their Sangshio. Since the race is rather militaristic, and a Sangshio is often a Vulpins main weapon, having a strong one can quickly place you quite high up in both the military and society. Parents often rest their names and legacies on their children to have a strong power, and will more often than not have multiple children in the hopes of having one that will have a high standing. That isn't to say that Vulpins wont love all their children, but they rest their family on those with strong powers. If anything, its more of a pain to have a strong Sangshio.
Another thing is that Vulpins are very faithful. They will usually fall in love with one person, and spend their life with them. The very act of having multiple, casual sexual partners is deemed unfaithful, even if the two aren't in a relationship bar being rid of lust. Other Vulpins often times see others like this with disdain, especially if they are a relative - more so than humans.
Due to the wars that have been fought in the past, as well as the war currently going on, Vulpins changed in the way they viewed the world. At one time, they were friendly, loving, passive and cultured. However, as time passed, and the commodities known as peace and culture vanished, they grew very militaristic. The power a child was born with, their Sangshio, became less a badge of coolness, and more a badge of war. Even if you didn't have a strong power, you were more often than not drafted into the army regardless. Military training was enforced in schools so that young Vulpins could prepare, and all funding that could be diverted were.
Now, though, Vulpins fear war more than anything. Their history has been filled with war for hundreds of years, causing countless casualties and tragedies. They are tired, but still want to live. Their morale is low, but is stable enough for them to want to fight for their lives and freedom. Any military efforts now are fuelled not by the promise of glory or death, but out of fear for their lives and a desire to break out of the concept of war in general.
For the most part, the 13th Colonisation and Eradication party is funded by the Motherland. At the beginning, as many resources as possible were set aside so that a stable base could be set up when suitable land was found. Should resources run low, though, they are almost on their own. Most of all soldiers and resources are expended fighting the unwinnable war, forcing the Party to trade or hope they can manage without. They can, of course, request for aid from the Motherland, but only the scraps of war will be saved.
Along with standard military equipment for a persons rank, each soldier with the capability to use a Sangshio is given a small, syringe like object containing a single dose of an experimental drug known only as 0X47B. It has about a 75% chance of creating the desired effect, that effect being a forced enhancement of a Vulpin's abilities and Sangshio strength - known as Overdrive. The other 25% creates a state known simply as "Over Exertion", and is referred to as such. It causes a Sangshio to destabilise, creating an immense boost in power for a short time, but is guaranteed to be fatal within less than a minute. All soldiers, not including the Winds, are ordered to use the drug should the battle turn for the worst with almost no chance of victory.
With their genius intellect, Vulpins have begun using gears and the like to create basic machines like Ballistas. Most use clockwork mechanisms that automatically reload, and they are usually quite lightweight; allowing for ease of transport and aiming on the field. The invention of this kind of technology opened the doors to autoreloading crossbows, artillery type weapons, and other such heavy weapons.
Despite the desperate situation the Vulpins have found themselves in, their militant might is nothing to be doubted. Their troops fight for their lives and their freedom, and have lost any ability to care for the lives of their enemies. War is their biggest strength, which has forced them to fight and driven them to fear it above all else; even death.
They want to live, they want to expand, and they want, more than anything, to exist in peace. Despite their lives devotion to combat, never will they initiate war again. The less blood spilt on the lands of their people the better. There is no glory in combat, and no glory in death. The only glory left is to help a comrades memory live on by protecting it with your own life. No man is alone on a Vulpin battlefield.
+ Well Equipped
+ Strong Units
+ Fueld by Fear and Desire
- No Mounted Soldiers
- Low, and unstable morale
- Lacking Tank/Armoured Units
Name: Third Prince Yulai Izla
Position: Tactician, Head of the 13th Colonisation and Eradication Party.
Powers: Fairy Lights - The name of Yulai's Sangshio has come to be known as the "Fairy Lights". It takes the form of seven purple-red balls of blood, which can form into a defensive shield, and can solidfy to fire out razor sharp crystals - the act of doing so completely expends one of the balls, limiting defense in turn. They do not require hand movements, simply thoughts, making it extremely fast.
Tactitian - Yulai is an excellent military tactician, being the current head of tactics in the Vulpin empire. It doesn't just extend to military tactics, mind you, but tactics for anything in general. This makes him a brilliant leader; able to develop plans for expansion and war quickly and efficiently.
Corpse Grass - The distant, analytical and intelligent personality Yulai bears is on strengthened on the fields of battle. The cold look in his eyes is amplified, and the distance in his voice doubled. Blood, death, nothing phases him any longer. This personality change often times leads into his plans, sometimes coming across as suicide attacks with no care for the well being of his troops.
Short Bio/Personality: Yulai was born into the royal family, and quickly demonstated extremely high intelligence. even for Vulpins - a naturally genius race. As with all children born of the King, his Sangshio was guaranteed to be very powerful as well.
As he grew up, he was seen as the smartest of the 12 Royal children, and became the Head Tactician for the Military. He spent a while as the head, producing repeatedly solid results. When Falreti Prime was attacked, and the borders were pushed back, Yulai went onto the front lines along with several of his brothers and sisters, proving that he, too, was more than capable in combat.
A short time ago, he volunteered as head of the 13th Colonisation and Eradication Party. The King strongly opposed, but Yulai quickly convinced him that he was the best choice. He hand picked the 5 Winds that would accompany as his advisors, and set off to Salvus.
Name: Fifth Princess Valan Izla
Position: Beserker Queen
Powers: Wings of Baator - Across the ranks of the Vulpin military, the term "Wings of Baator" has become feared. Soldiers use it to refer to the Sangshio possessed by Valan Izla. As the name suggests, her Sangshio takes the shape of two wings - one light red, and the other dark red and purple. One acts as a shield, being able to move, but also able to instantly harden. The second acts as offence, having a razor sharp edge which can slice through enemies. However, the shield is mostly stuck on her back - acting as a shield from behind - and the offensive one is surprisingly delicate, able to be cut through in a single swing of a sword provided you get the angle right.
Beserker Queen - The skill of Valan Izla is known across the Vulpin military. She wields two katanas, which, with her skill and Sangshio, creates a lethal combination. Her speed is unmatched too, being able to dash through enemy lines, cutting and slicing through anyone in her path.
Blood Dawn - Valan has lost what empathy she had due to her time on the battlefield. She has seen blood soaked field countless times, and watched the sun rise over a pile of bodies even more. Her cruelty on the lines is well known, as is her emotionless eyes and wicked smirk. Blood on her clothes or skin doesn't bother her, nor does the stench of freshly dead men and women.
Short Bio/Personality: In childhood, Valan showed a keen interest in weaponry before even being inducted into combat training. Her Sangshio was identified as powerful the moment it developed, being placed at a Wind's level not long after its manifestation.
As she grew, and partook in strenuous military training, it became obvious that she had a forte for fighting. Any spare time she had was spent honing her skills and learning new techniques, quickly adapting the fighting style of a Beserker. Her speed in spars was unparalleled, and her techinque close to flawless.
During the wars, she rose to the rank of Beserker Queen - leader of the Beserker forces. Her fighting style was adopted by many, proving to be both challenging to learn and rewarding to use. Those without strong defensive Sangshio found it slightly difficult to learn, but soon dozens of Beserkers were mimicking her ways of fighting.
Name: Yulus Veltra
Position: The 13th Colonisation and Eradication Wind of Change Captain, Royal Guard Captain
Powers: Wounded Swarm - Unofficially, the Sangshion belonging to the Captain of the Winds of Change has been named the "Wounded Swarm", which doesn't sound threatening, but truly is. If he is cut, the blood that would have come from the wound instead becomes a swarm of millions of tiny crystals. Should it come in contact with an enemy, they'll be shredded in seconds, leaving not even ribbons behind. However, they are far from sentient, only able to move in one direction of his choosing. It's more likely for it to soar off into the distance or ground rather than actually hit an enemy. Plus, it is passive; him cutting himself consciously wont activate it.
Order of Seven - Being a Wind of Change, Yulus is extremely devouted to the Order of Seven. This makes his morale incredibly hard to be rid of, especially on the battlefield, where the death of an ally is ones chance to help a friend live on.
Bringer of Death - As a Captain of the Royal Guard, Yulus has seen many battles. He's killed thousands, and honed his skills with every war. Bringing him out onto the battlefield is a guarantee for more death, mostly on the enemies side. Even with his Sangshio being passive, his skill in varying forms of combat make him a huge force to be reckoned with.
Short Bio/Personality: From a young age Yulus was destined to be a great warrior. His Sangshio was recognised with the potential to become very powerful, which thrust him into a life of military training and religious devotion early on.
During the first great wars, he rose to the position of Royal Guard Captain for his fighting prowess, as well as his demeanour on the battlefield. He upholds the Order of Seven with his entire being, and all who have heard of him trust him to keep the memory of them in tact should they fall in battle.
And heres my completed NS waiting review.
The 13th Vulpin Colonisation and Eradication Party
Overview
Falreti Prime, and the land the Vulpins control, has been locked in constant war for a long time - longer than most remember. Hundreds of years at least, the war looks to have no end in sight. As much as the military is keeping up with holding back the enemy, it cant last long. News from scouts and spies show that the enemy is building something with stolen technology that will soon bring about the end of the Vulpins, set to be ready some time in the next year.
And so, under orders from the King and his Advisers, the 13th Colonisation and Expedition Party set it. They headed in one direction across the sea, searching for some kind of land that they could take over, and move the Motherland too. There was no ability to cast recon on the mission, considering how last minute it really was. Spanning over 300 ships, containing the remnants of what could be spared, soldiers, farmers, mechanics, medics, pharmacists set sail, without direction or solid orders, in hope of finding free lands.
And they almost did. After a week of sailing, leaving rations low, and the seeds close to dead, they came across land. It was already overtaken, though, and so they went to sail around it. They passed many areas that would have done just fine as they headed North, but soon found something that worked just was well. A relatively tall cliff crossed their view, and as they sailed around it, they saw large fields of seemingly unclaimed land. In desperation to both get of the boats and finish the mission, they docked, and headed on land. From there, they set up camp, and slowly began building. This place would do, hopefully.
Geography
The base camp for the 13th Colonisation and Eradication Party was set up on an island just off the coast on the mainland towards the East, on the edge of the forest. When it was realised that this simple island couldn't hold all the resources they had brought along, they sent ships onto the mainland to set up another camp, which will later become the town. Both areas were fertile, with wood easily available with the forests nearby.
History
As far as The 13th Vulpin Colonisation and Eradication Party goes, hardly anything of note has happened as of yet. There were few issues crossing the ocean from Vulpin to Salvus, and making base on the land was simple. Whether the Vampires or Dwarves noticed or cared that ships were crossing the waters before being hoisted up a cliff is another matter.
Government
The 13th Vulpin Colonisation and Eradication Party is led by Yulai Izla, 3rd Prince of King Izla, and leader of the Vulpin Royal Guard. He was originally the head of Military Strategy, before requesting to head the XIIIVCEP.
Under him are the so called "Winds of Change"; devout holy warriors following the Order of Seven. They are some of the finest, most powerful, and most religious soldiers, who hold extremely strong Sangshio to their names. The higher tiers of the Royal Guard are filled with these Vulpins, whom are hand picked by King Izla and Yulai himself. Only few are permitted to go on Colonisation and Eradication missions, due to the constant threat Falreti Prime is under.
Alongside Yulai is his sister, the 5th Princess to the Vulpin Throne Valan Izla, the Beserker Queen. She doesn't help much with the logistics of the colonisation, or the military formations or anything, but she is a formidable power on the field, and a necessity for leading the Beserkers.
Race Description
Vulpin's are a race of mostly humanoid creatures, with fox ears and a number of tails varying from 1 to 9. The number of tails appears to be completely random, though those with 9 tails are more likely to have gained them if one of both of their parents had 9 tails as well - the chances almost 100% should both parents have them, though those with 9 tails are quite rare.
The height and weight of a Vulpin is very similar to a human. In fact, the entire race would be indistinguishable from humanity if they did not have the tails and ears they possess. However, one thing is always present throughout the ages, and that is that Vulpins never look bad or ugly in any way. Whether it be through genetics or sheer luck, there has been no Vulpin that has grown up and not looked pretty damn fine.
The race, in general, has a high pain tolerance, which has developed over years of both war and the manifestation of Sangshio. The Sangshio, when it manifests for the first time, has a chance of causing extreme pain - depending on how powerful it is, and where it manifests.
Speaking of the Sangshio, it is a genetic mutation created from exposure to unknown energy. It is completely random how it forms and where, with parental factors playing no role. It uses the blood of the Vulpin, but a separate stem of blood that stays around in the area of their Sangshio. This blood contains the gene that allows for the power to be used, but kills off the blood, and turns it into a kind of gel. The area its located in is often more squishy, and is harder to penetrate than regular flesh. It then, upon activation, rips through the skin. When its deactivated, it folds back into their body, and seals the wound.
Culture
Almost all members of the Colonisation and Eradication Party follow the "Order of Seven", the unofficial name for the Religion most Vulpin's follow. It has a base of Seven principles, said to have come directly from the siblings Sang and Shio.
- Use your strength to make bonds, for those bonds are your strength.
- Your lord stands above all, not for his blood nor for his skill, but for his strength in the eyes of everything.
- If your weapon fails, and so does your blood, use all at your disposal to accomplish that which tools could not.
- Be not afraid to turn to words in times when weapons fail, and be not afraid to turn to weapons when words fail.
- Should your comrade fall on the field, know that he has passed soundly. Fight not for their safety now, but so that their memory may be passed on without their sacrifce being in vain.
- Change and death is as natural as blood and life.
- Should your sword shatter, and your body crumble, your blood will make its mark forever; in the enemies it kills, the landscapes it sees, and the people it is shared to. All men and women have blood, blood that flows and spills, and in that single sense it is shared to everyone and marked as such. Do not forget that your blood is your own tool of life and weapon of death. And that your blood is yours.
A large part of Vulpin society is their Sangshio. Since the race is rather militaristic, and a Sangshio is often a Vulpins main weapon, having a strong one can quickly place you quite high up in both the military and society. Parents often rest their names and legacies on their children to have a strong power, and will more often than not have multiple children in the hopes of having one that will have a high standing. That isn't to say that Vulpins wont love all their children, but they rest their family on those with strong powers. If anything, its more of a pain to have a strong Sangshio.
Another thing is that Vulpins are very faithful. They will usually fall in love with one person, and spend their life with them. The very act of having multiple, casual sexual partners is deemed unfaithful, even if the two aren't in a relationship bar being rid of lust. Other Vulpins often times see others like this with disdain, especially if they are a relative - more so than humans.
Due to the wars that have been fought in the past, as well as the war currently going on, Vulpins changed in the way they viewed the world. At one time, they were friendly, loving, passive and cultured. However, as time passed, and the commodities known as peace and culture vanished, they grew very militaristic. The power a child was born with, their Sangshio, became less a badge of coolness, and more a badge of war. Even if you didn't have a strong power, you were more often than not drafted into the army regardless. Military training was enforced in schools so that young Vulpins could prepare, and all funding that could be diverted were.
Now, though, Vulpins fear war more than anything. Their history has been filled with war for hundreds of years, causing countless casualties and tragedies. They are tired, but still want to live. Their morale is low, but is stable enough for them to want to fight for their lives and freedom. Any military efforts now are fuelled not by the promise of glory or death, but out of fear for their lives and a desire to break out of the concept of war in general.
Economy/Industry
For the most part, the 13th Colonisation and Eradication party is funded by the Motherland. At the beginning, as many resources as possible were set aside so that a stable base could be set up when suitable land was found. Should resources run low, though, they are almost on their own. Most of all soldiers and resources are expended fighting the unwinnable war, forcing the Party to trade or hope they can manage without. They can, of course, request for aid from the Motherland, but only the scraps of war will be saved.
Along with standard military equipment for a persons rank, each soldier with the capability to use a Sangshio is given a small, syringe like object containing a single dose of an experimental drug known only as 0X47B. It has about a 75% chance of creating the desired effect, that effect being a forced enhancement of a Vulpin's abilities and Sangshio strength - known as Overdrive. The other 25% creates a state known simply as "Over Exertion", and is referred to as such. It causes a Sangshio to destabilise, creating an immense boost in power for a short time, but is guaranteed to be fatal within less than a minute. All soldiers, not including the Winds, are ordered to use the drug should the battle turn for the worst with almost no chance of victory.
With their genius intellect, Vulpins have begun using gears and the like to create basic machines like Ballistas. Most use clockwork mechanisms that automatically reload, and they are usually quite lightweight; allowing for ease of transport and aiming on the field. The invention of this kind of technology opened the doors to autoreloading crossbows, artillery type weapons, and other such heavy weapons.
Magic
Name: Sangshio
Lore: Within all technicality, it doesn't fall under any type of lore, but is instead a genetic trait unique to a portion of Vulpins.
Type: If it exists, Sangshio can take up that role, provided the genetic code within a person created it that way.
Short Description: A Sangshio manifested after long exposure to an unknown form of energy long ago. It mutated a gene within Vulpin's, which only seems to activate in certain people or under special conditions. Everyone is born with a Sangshio, but whether it manifests or not is complete luck of the draw. Those that do manifest it, however, are seen with great praise. A Sangshio's abilities are completely random, all stemming from and using blood, with seemingly no factors making any difference to the way they form. They can be defensive, offensive, utilising both, used for healing or other such types of buffing. What is known about them is that they are powerful, take years to master, and stem (theoretically) from the Gods Sang and Shio.
Sangshio has a second form, known as Overdrive, which unhances its abilities as well as the possessors physical and mental capabilities. For years it was thought to be completely emotion based, until it was discovered that certain chemicals could bring out effects similar, leading to the creation of 0X47B, which stimulates the body and creates an identical effect to Overdrive.
Lore: Within all technicality, it doesn't fall under any type of lore, but is instead a genetic trait unique to a portion of Vulpins.
Type: If it exists, Sangshio can take up that role, provided the genetic code within a person created it that way.
Short Description: A Sangshio manifested after long exposure to an unknown form of energy long ago. It mutated a gene within Vulpin's, which only seems to activate in certain people or under special conditions. Everyone is born with a Sangshio, but whether it manifests or not is complete luck of the draw. Those that do manifest it, however, are seen with great praise. A Sangshio's abilities are completely random, all stemming from and using blood, with seemingly no factors making any difference to the way they form. They can be defensive, offensive, utilising both, used for healing or other such types of buffing. What is known about them is that they are powerful, take years to master, and stem (theoretically) from the Gods Sang and Shio.
Sangshio has a second form, known as Overdrive, which unhances its abilities as well as the possessors physical and mental capabilities. For years it was thought to be completely emotion based, until it was discovered that certain chemicals could bring out effects similar, leading to the creation of 0X47B, which stimulates the body and creates an identical effect to Overdrive.
Name: Cold Born
Lore: Lore of Iron Fire
Type: Buff, Support, Possession, Creation
Short Description: With the proper chants, materials, and wizard BS, the Vulpin Mages can use their own essence to bring metal constructs to life, in a sense. By infusing it with the energy of Sang, objects like suits of armour, ballista's, or even simple weapons, can be given existence, thought, and to a lesser degree, will. Weapons like Falgras Breath use this to function.
Lore: Lore of Iron Fire
Type: Buff, Support, Possession, Creation
Short Description: With the proper chants, materials, and wizard BS, the Vulpin Mages can use their own essence to bring metal constructs to life, in a sense. By infusing it with the energy of Sang, objects like suits of armour, ballista's, or even simple weapons, can be given existence, thought, and to a lesser degree, will. Weapons like Falgras Breath use this to function.
Name: Seventh Wind
Lore: Lore of Iron Fire
Type: Buff, Support, Possession, Creation
Short Description: More like a curse than a spell, any object under the effects of Cold Born are technically unable to be destroyed. So long as the life force of the caster does not die out, a Cold Born object will rebuild itself indefinitely should it be destroyed.
Lore: Lore of Iron Fire
Type: Buff, Support, Possession, Creation
Short Description: More like a curse than a spell, any object under the effects of Cold Born are technically unable to be destroyed. So long as the life force of the caster does not die out, a Cold Born object will rebuild itself indefinitely should it be destroyed.
Name: Steel Cloak
Lore: Lore of Iron Fire
Type: Buff, Support, Single Target
Short Description: Steel Cloak allows a mage to become one with a Cold Born object, granting it power and skill and resistance. Within a Steel Cloak users mind, they see what the Cold Born sees, and can control it as if it was their own body. Few Vulpins can even use the Lore of Iron Fire, let alone use Steel Cloak - the strongest of spells in a mages arsenal.
Lore: Lore of Iron Fire
Type: Buff, Support, Single Target
Short Description: Steel Cloak allows a mage to become one with a Cold Born object, granting it power and skill and resistance. Within a Steel Cloak users mind, they see what the Cold Born sees, and can control it as if it was their own body. Few Vulpins can even use the Lore of Iron Fire, let alone use Steel Cloak - the strongest of spells in a mages arsenal.
Military
Despite the desperate situation the Vulpins have found themselves in, their militant might is nothing to be doubted. Their troops fight for their lives and their freedom, and have lost any ability to care for the lives of their enemies. War is their biggest strength, which has forced them to fight and driven them to fear it above all else; even death.
They want to live, they want to expand, and they want, more than anything, to exist in peace. Despite their lives devotion to combat, never will they initiate war again. The less blood spilt on the lands of their people the better. There is no glory in combat, and no glory in death. The only glory left is to help a comrades memory live on by protecting it with your own life. No man is alone on a Vulpin battlefield.
+ Well Equipped
+ Strong Units
+ Fueld by Fear and Desire
- No Mounted Soldiers
- Low, and unstable morale
- Lacking Tank/Armoured Units
Name: Vulpin Swordsman
Type: Light Melee
Short Description: Some of the very basic soldiers, making up the lowest ranks in Vulpin Military. They use whatever type of sword they are proficient with - whether it be shortswords, longswords, katanas - and wear light and medium armour.
Type: Light Melee
Short Description: Some of the very basic soldiers, making up the lowest ranks in Vulpin Military. They use whatever type of sword they are proficient with - whether it be shortswords, longswords, katanas - and wear light and medium armour.
Name: Vulpin Archer
Type: Light Archer
Short Description: Some of the most basic soldiers, making up some of the lower ranks in Vulpin Military. They use long and short bows, and wear light armour.
Type: Light Archer
Short Description: Some of the most basic soldiers, making up some of the lower ranks in Vulpin Military. They use long and short bows, and wear light armour.
Name: Vulpin Gunhandler
Type: Light Mid-Ranged
Short Description: Fast, mid to close range fighters focused primarily on speed. They wear no armour as to not weigh them down, and carry crossbows.
Type: Light Mid-Ranged
Short Description: Fast, mid to close range fighters focused primarily on speed. They wear no armour as to not weigh them down, and carry crossbows.
Name: Order of Seven Devotee
Type: Light Mid-Ranged
Short Description: The lowest rank of Sangshio users, these soldiers are devoted to the Order of Seven more so than the other grunts, giving them a higher amount of focus on the field. They have weak Sangshio, and wear light armour.
Type: Light Mid-Ranged
Short Description: The lowest rank of Sangshio users, these soldiers are devoted to the Order of Seven more so than the other grunts, giving them a higher amount of focus on the field. They have weak Sangshio, and wear light armour.
Name: Light Ballista
Type: Light Medium-Long Range Artillery
Short Description: A small, lightweight wooden artillery that fires both arrows and bolts. It uses gears and rope for hands free reloading, and is easy to move/aim. It is rather fragile, though, due to the lightweight materials it is made of.
Type: Light Medium-Long Range Artillery
Short Description: A small, lightweight wooden artillery that fires both arrows and bolts. It uses gears and rope for hands free reloading, and is easy to move/aim. It is rather fragile, though, due to the lightweight materials it is made of.
Name: Sangshio User
Type: Medium Long-Mid-Close Range Soldier
Short Description: A Vulpin soldier with the ability to use a Sangshio recognised as useful in battle. They usually wear Light and Medium armour, but with more of a focus on evading and deflecting attacks.
Type: Medium Long-Mid-Close Range Soldier
Short Description: A Vulpin soldier with the ability to use a Sangshio recognised as useful in battle. They usually wear Light and Medium armour, but with more of a focus on evading and deflecting attacks.
Name: Vulpin Beserker
Type: Medium Melee
Short Description: A soldier trained to use two swords, placed on the front lines just to clear out cannon fodder. They wear either light or no armour, and use two swords of random types. They know not the meaning of mercy.
Type: Medium Melee
Short Description: A soldier trained to use two swords, placed on the front lines just to clear out cannon fodder. They wear either light or no armour, and use two swords of random types. They know not the meaning of mercy.
Name: Bloodfang Raptor
Type: Medium Creature
Short Description: Courtesy of the jungles around Falreti Prime, Bloodfang Raptors are brought in to... Thin out the front line. They're tortured trained for years not to attack Vulpins. They look a lot like velociraptors, except a bit bigger, and with black scales marked with blood red patterns. Their fangs contain a venom that causes Blood Rot, a painful disease which causes nausea, darkening of blood, vomitting, weakness, dehydration, trouble breathing, loss of speech, inability to create lcoherent thoughts, and eventually death.
Type: Medium Creature
Short Description: Courtesy of the jungles around Falreti Prime, Bloodfang Raptors are brought in to... Thin out the front line. They're tortured trained for years not to attack Vulpins. They look a lot like velociraptors, except a bit bigger, and with black scales marked with blood red patterns. Their fangs contain a venom that causes Blood Rot, a painful disease which causes nausea, darkening of blood, vomitting, weakness, dehydration, trouble breathing, loss of speech, inability to create lcoherent thoughts, and eventually death.
Name: Sangshio Veteran
Type: Medium Sangshio User
Short Description: A Sangshio user who's power is not powerful enough to be a Wind, but is powerful enough for them to have fought battles on either the frontlines or other before. They usually where no armour, light, or medium, and utilise their Sangshio as their primary weapon - occasionally falling back to conventional weaponry.
Type: Medium Sangshio User
Short Description: A Sangshio user who's power is not powerful enough to be a Wind, but is powerful enough for them to have fought battles on either the frontlines or other before. They usually where no armour, light, or medium, and utilise their Sangshio as their primary weapon - occasionally falling back to conventional weaponry.
Name: The Firecracker
Type: Medium Artillery
Short Description: A quite heavy, stationary artillery which fires of multiple small exposive pellets similar to a shotgun blast. It takes a long time to aim, and is usually kept in one place for the entire battle, but reloads very quickly.
Type: Medium Artillery
Short Description: A quite heavy, stationary artillery which fires of multiple small exposive pellets similar to a shotgun blast. It takes a long time to aim, and is usually kept in one place for the entire battle, but reloads very quickly.
Name: Iron Fire Mage
Type: Light Support Mage
Short Description: The Iron Fire Mages, an elite group of Vulpins who's Sangshio withered an tainted their blood with the magic. These such Mages are often genius's, able to understand the ins and outs of the clockwork and other types of technology developed by Vulpins. They wear light, ornate armour, and often times carry multiple Cold Born weapons. As well, most have a large object as their primary offensive measure, for use of Steel Shadow.
Type: Light Support Mage
Short Description: The Iron Fire Mages, an elite group of Vulpins who's Sangshio withered an tainted their blood with the magic. These such Mages are often genius's, able to understand the ins and outs of the clockwork and other types of technology developed by Vulpins. They wear light, ornate armour, and often times carry multiple Cold Born weapons. As well, most have a large object as their primary offensive measure, for use of Steel Shadow.
Name: The Winds
Type: Light Sangshio Experts
Short Description: Four of the greatest warriors, hand picked by Yulai and King Izla. Their power, skill and speed on the battlefield is unmatched by any soldier in the Vulin Military, and their wide diversity of combat techniques are truly formidable. They wear robes that mask their entire bodies, including their face, and use their Sangshio's as well as daggers and wristbows.
Type: Light Sangshio Experts
Short Description: Four of the greatest warriors, hand picked by Yulai and King Izla. Their power, skill and speed on the battlefield is unmatched by any soldier in the Vulin Military, and their wide diversity of combat techniques are truly formidable. They wear robes that mask their entire bodies, including their face, and use their Sangshio's as well as daggers and wristbows.
Name: Beserker Champions
Type: Medium Melee
Short Description: The finest, most ruthless Beserkers on the field are known as the Beserker Champions, a title feared through the kingdom. These men and women know no mercy, nor fear, and take on the front lines knowing they will most likely die, but before they do they'll take every enemy to hell with them. They wear light weight but defensive armour, and carry multiple varieties of swords as well as countless daggers. As with all Beserkers, they dual wield at all times.
Type: Medium Melee
Short Description: The finest, most ruthless Beserkers on the field are known as the Beserker Champions, a title feared through the kingdom. These men and women know no mercy, nor fear, and take on the front lines knowing they will most likely die, but before they do they'll take every enemy to hell with them. They wear light weight but defensive armour, and carry multiple varieties of swords as well as countless daggers. As with all Beserkers, they dual wield at all times.
Name: Falgras Breath
Type: Large Death Machine
Short Description: A last resort weapon, Falgras Breath was named after the pet of the God Shio; a huge, stone dragon who's very presence disolved matter. This weapon is a huge cannon like object, which fires a massive burst of energy into the field. The resulting explosion is enormous, causing a huge number of casualties on both sides. It takes days to move, hours to reload, and only two are currently in existence - the first being on the front lines of Falreti Prime. Very strict orders are placed over this weapon, though, all of which were decreed by the King and his closest advisors.
#1: You must has probable cause to use Falgras Breath.
#2: All resources and tactics must have been used up before Falgras Breath may be permitted for use.
#3: At least a 2 days notice must be sent to the King for permission before Falgras Breath may be used.
Type: Large Death Machine
Short Description: A last resort weapon, Falgras Breath was named after the pet of the God Shio; a huge, stone dragon who's very presence disolved matter. This weapon is a huge cannon like object, which fires a massive burst of energy into the field. The resulting explosion is enormous, causing a huge number of casualties on both sides. It takes days to move, hours to reload, and only two are currently in existence - the first being on the front lines of Falreti Prime. Very strict orders are placed over this weapon, though, all of which were decreed by the King and his closest advisors.
#1: You must has probable cause to use Falgras Breath.
#2: All resources and tactics must have been used up before Falgras Breath may be permitted for use.
#3: At least a 2 days notice must be sent to the King for permission before Falgras Breath may be used.
Name: Third Prince Yulai Izla
Position: Tactician, Head of the 13th Colonisation and Eradication Party.
Powers: Fairy Lights - The name of Yulai's Sangshio has come to be known as the "Fairy Lights". It takes the form of seven purple-red balls of blood, which can form into a defensive shield, and can solidfy to fire out razor sharp crystals - the act of doing so completely expends one of the balls, limiting defense in turn. They do not require hand movements, simply thoughts, making it extremely fast.
Tactitian - Yulai is an excellent military tactician, being the current head of tactics in the Vulpin empire. It doesn't just extend to military tactics, mind you, but tactics for anything in general. This makes him a brilliant leader; able to develop plans for expansion and war quickly and efficiently.
Corpse Grass - The distant, analytical and intelligent personality Yulai bears is on strengthened on the fields of battle. The cold look in his eyes is amplified, and the distance in his voice doubled. Blood, death, nothing phases him any longer. This personality change often times leads into his plans, sometimes coming across as suicide attacks with no care for the well being of his troops.
Short Bio/Personality: Yulai was born into the royal family, and quickly demonstated extremely high intelligence. even for Vulpins - a naturally genius race. As with all children born of the King, his Sangshio was guaranteed to be very powerful as well.
As he grew up, he was seen as the smartest of the 12 Royal children, and became the Head Tactician for the Military. He spent a while as the head, producing repeatedly solid results. When Falreti Prime was attacked, and the borders were pushed back, Yulai went onto the front lines along with several of his brothers and sisters, proving that he, too, was more than capable in combat.
A short time ago, he volunteered as head of the 13th Colonisation and Eradication Party. The King strongly opposed, but Yulai quickly convinced him that he was the best choice. He hand picked the 5 Winds that would accompany as his advisors, and set off to Salvus.
Name: Fifth Princess Valan Izla
Position: Beserker Queen
Powers: Wings of Baator - Across the ranks of the Vulpin military, the term "Wings of Baator" has become feared. Soldiers use it to refer to the Sangshio possessed by Valan Izla. As the name suggests, her Sangshio takes the shape of two wings - one light red, and the other dark red and purple. One acts as a shield, being able to move, but also able to instantly harden. The second acts as offence, having a razor sharp edge which can slice through enemies. However, the shield is mostly stuck on her back - acting as a shield from behind - and the offensive one is surprisingly delicate, able to be cut through in a single swing of a sword provided you get the angle right.
Beserker Queen - The skill of Valan Izla is known across the Vulpin military. She wields two katanas, which, with her skill and Sangshio, creates a lethal combination. Her speed is unmatched too, being able to dash through enemy lines, cutting and slicing through anyone in her path.
Blood Dawn - Valan has lost what empathy she had due to her time on the battlefield. She has seen blood soaked field countless times, and watched the sun rise over a pile of bodies even more. Her cruelty on the lines is well known, as is her emotionless eyes and wicked smirk. Blood on her clothes or skin doesn't bother her, nor does the stench of freshly dead men and women.
Short Bio/Personality: In childhood, Valan showed a keen interest in weaponry before even being inducted into combat training. Her Sangshio was identified as powerful the moment it developed, being placed at a Wind's level not long after its manifestation.
As she grew, and partook in strenuous military training, it became obvious that she had a forte for fighting. Any spare time she had was spent honing her skills and learning new techniques, quickly adapting the fighting style of a Beserker. Her speed in spars was unparalleled, and her techinque close to flawless.
During the wars, she rose to the rank of Beserker Queen - leader of the Beserker forces. Her fighting style was adopted by many, proving to be both challenging to learn and rewarding to use. Those without strong defensive Sangshio found it slightly difficult to learn, but soon dozens of Beserkers were mimicking her ways of fighting.
Name: Yulus Veltra
Position: The 13th Colonisation and Eradication Wind of Change Captain, Royal Guard Captain
Powers: Wounded Swarm - Unofficially, the Sangshion belonging to the Captain of the Winds of Change has been named the "Wounded Swarm", which doesn't sound threatening, but truly is. If he is cut, the blood that would have come from the wound instead becomes a swarm of millions of tiny crystals. Should it come in contact with an enemy, they'll be shredded in seconds, leaving not even ribbons behind. However, they are far from sentient, only able to move in one direction of his choosing. It's more likely for it to soar off into the distance or ground rather than actually hit an enemy. Plus, it is passive; him cutting himself consciously wont activate it.
Order of Seven - Being a Wind of Change, Yulus is extremely devouted to the Order of Seven. This makes his morale incredibly hard to be rid of, especially on the battlefield, where the death of an ally is ones chance to help a friend live on.
Bringer of Death - As a Captain of the Royal Guard, Yulus has seen many battles. He's killed thousands, and honed his skills with every war. Bringing him out onto the battlefield is a guarantee for more death, mostly on the enemies side. Even with his Sangshio being passive, his skill in varying forms of combat make him a huge force to be reckoned with.
Short Bio/Personality: From a young age Yulus was destined to be a great warrior. His Sangshio was recognised with the potential to become very powerful, which thrust him into a life of military training and religious devotion early on.
During the first great wars, he rose to the position of Royal Guard Captain for his fighting prowess, as well as his demeanour on the battlefield. He upholds the Order of Seven with his entire being, and all who have heard of him trust him to keep the memory of them in tact should they fall in battle.