"The continent of Arcadia. A land diverse in race but equally tempered in hardship from disaster and tragedy, whether they be natural or unnatural. However, the greatest hardship the Arcadians faced was when the natural decided to do something unnatural.
Gaia, the goddess the Arcadians revered as the deity of nature, convinced the mages of the Moon Kingdom to summon her so she could bring boon, bounty and abundance to Arcadia. Unfortunately for the continent, Gaia did none of those. Instead, she immediately leveled her host kingdom and slaughtered most of its citizens with her power and her elemental constructs. The goddess then unleashed numerous nature spirits who then possessed the bodies and skeletons of the dead, making them mindless thralls of Gaia.
The goddess then marched eastward with her undead throng, destroying everything in their path. Neither man, nor woman, nor child, nor animal, nor plant were spared from Gaia's fury. It was then when three powers, The Concilium, The Grand Kingdom of Gleivnir and Razelia, formed a mighty alliance to stand against the tide. It was called the League of Arcadia and they waged a long and bloody war against the deity of nature. No heroes or heroines were recorded for there were many who scored significant victories and died heroic deaths. All that was recorded was that the races of Arcadia were firmly united during this hardship.
In time, the League managed to push Gaia's forces back to her lair, the remains of the Moon Kingdom, and banish her from the the mortal plane. Many lives were lost and many tears were shed during the war but the Arcadians learned a valuable lesson: That together, they are powerful enough to take on gods. A prosperous peace followed.
As the time went by, however, incident upon incident started chipping away at the harmony.
Now, the Dwarven Kingdoms, a minor ally during the War of Gaia, are being beset by the growing numbers of bandits and brigands from Razelia, now known as Varjo after a successful rebellion. And the Dwarves are not the type to easily forgive."
MAP
Let's see how long this lasts...
Dark red is the Concilium Dark gray is Varjo Gold is Gleivnir Light blue are the Dwarves Dark blue is the Moon Kingdom The other colors are terrain (water, mountains, etc.)
THE LEAGUE OF ARCADIA
"Ahhh... The Concilium. A great confederation between small kingdoms to strengthen themselves. Archanea, Barensia, Magi Val, Jugdrali, Tellius, Ereb. These kingdoms were once small, prone to raids and invasion from bigger nations. No longer when their kings and queens came together in the sacred Mount Tiki. No longer will their soldiers be crushed easily. No longer will their people fear for their lives every day. No longer will they be dismissed as insignificant tiny countries. No, they are powerful now and they will gladly challenge any who would think so otherwise.
But alliances rarely last forever. Differences and ever-increasing feuds between commoner and royalty have began chipping at the Concilium's foundations. Will these cracks be fixed? Or will it grow and end this great and vital fellowship?"
Other Info - Part of the League Of Arcadia, an alliance formed against the goddess Gaia and her elementals and undead. While that war occurred ages ago, the League decided to stay together long after. - Ruled by the Council of Royals, a gathering of Kings/Queens of The Concilium kingdoms to discuss which laws to enact and what The Concilium should do regarding matters of national importance. - Players start in this faction. - I'll leave the royalty and culture of the kingdoms to the players so they have leeway over their characters and do some worldbuilding. If not or if they're done, I'll fill it myself.
"The Gleivnir Kingdom. It was once just a modest kingdom but with a formidable military power and a formidable hierarchy. Nobles rode on steeds and glorified and showered with gifts while the those less fortunate in birth and boon, were left to pick up the leftovers after their Lords and Dukes and Counts. It had been this way since time immemorial until King Wilmgard ascended the throne a few years ago with a haul of changes with him.
The nobles heavily objected to these changes in tactics and culture and these grievances was met with a dare from the King himself. If they could conquer an infamous bandit fort with their tactics then he shall let things be and even give compensation for his error for all the nobles of Gleivnir. And so the nobles rode for Wayland Keep, intent on proving their King wrong and quite confident since they outnumbered the vagabonds there five-to-one.
Much to their surprise but not to King Wilmgard and those with more sensible heads, the nobles' huge armies were effectively and decisively repulsed. The King's opposition was no more. That little move pulled by Wilmgard is controversial to this day but no one could deny the improving conditions of Gleivnir, progression of technology and its slow but steady expansion into previously remote lands."
Other Info - Part of the League Of Arcadia, an alliance formed against the goddess Gaia and her elementals and undead. While that war occurred ages ago, the League decided to stay together long after. - Currently ruled by King Wilmgard along with his second wife Queen Algiery who may have more than human blood running in her veins.
"Varjo, the fallen kingdom. Generations ago, Varjo was known as Razelia, a kingdom of knowledge and magic and magical knowledge. Many mages and sorcerers consider visiting Razelia an obligation. A pilgrimage of sorts. And with good reason, the magic kingdom has many academies and libraries that can teach an old sage a thing or two. The greatest of which is The Library of Arcadia, a library as big as a palace that is supported by a village. All of these are run by the Chercheurs who, strangely, value technology more than magic.
However, everything changed when House Caldeyron led a sudden and quick rebellion against the royal family and successfully overthrew them. The new ruler then changed Razelia and everything it stood for. First, the kingdom was renamed to Varjo. Secondly, the libraries and academies of knowledge and magic were torn down and replaced with blacksmiths and barracks. Thirdly, he concentrated the kingdom's wealth to the capital and left the outlying villages, towns and cities impoverished. When the people began complaining, the new king's newly-outfitted armies quickly put them down with extreme prejudice. Not even the Chercheurs could stand against the Caldeyrons' wrath and were forced to flee from Arcadia itself.
The reign of the Caldeyrons soon changed the nation's culture from the pursuit of knowledge and wisdom to the pursuit of bloodshed and slaughter. Roving bandits and brigands filled the Razelian countryside, forcing the many towns and villages to form their own militias who could defend against banditry and also do some banditry themselves to support the hometown.
All of Arcadia mourned for Razelia's passing and Varjo's membership in the League is now being questioned by many. Still, also a great many point out that Varjo's ferocious warriors have been a great help dealing with any stray undead and feral monsters."
Other Info - Part of the League Of Arcadia, an alliance formed against the goddess Gaia and her elementals and undead. While that war occurred ages ago, the League decided to stay together long after. - Currently ruled by Joshua Caldeyron and his sister Queen, Leyanne Caldeyron (not married though).
THE OTHERS
Short but stout, the Dwarves occupy the mountainous north western regions of Arcadia and even have some holds in the Arcadia's Edges, the great mountain ranges in the continent's far west.
The Dwarves, unlike the League of Arcadia, puts little trust in the unpredictable casting magic and instead uses the reliable stored magic in runes. However, runes can only do so much and thus the Dwarves turned to technology to meet their other needs and wants. Because of this, the Dwarves have complex machinery of gears and bolts and have weapons that spit fire and lead or just plain spew fire.
Other Info: - Non-playable race - Inspired by Warhammer and LOTR Dwarves - WIP
The Moon Kingdom is located south of the Dwarven regions separated by a huge but passable mountain range called the Great Divide.
The kingdom is known for its fondness for the Moon and also as the source of the tragedy of summoning Gaia into Arcadia. When the war ended, the Moon Kingdom was left to rebuild itself. But rebuild they did and it has mostly returned to its former glory, even if it is no longer a magical kingdom that rivaled Razelia.
Something that was okay for the Moon people. After all, it was magic that brought forth Gaia. While the new royalty and official law has no qualm with magic, it was now the culture of the Moon Kingdom to refrain from magic. Thus, only a select few are mages in the Kingdom of the Moon, most of whom are in the esteemed Lot Order.
Now, the kingdom focused more on technology like the Dwarves, creating some sort of fellowship between them. Helping on that end is one Lot Knight who is the pillar of breakthrough upon breakthrough. The Moon Kingdom has then progressed into a society radically different from Arcadia in practically most aspects.
Other Info: - Players cannot come from here. - Has Napoleonic Era military mixed with Medieval. - Ruled by Queen Bethany Vinderion, a frail royal but firm and courageous. - WIP
~On to the technical stuff!~
1) Standard Roleplayer Guild rules. No godmodding and stuff. 2) As GM, I reserve the right to have my word to be law within the boundaries of this RP. 3) If there are problems with the RP or with other players, you can take it to me (so I can take it to someone who could deal with it lol!). 4) Do not post your character in the Characters Tab. Only I have dominion there. 5) If you do not post within one week without any excuse given, I will temporarily assume control of your character to move things along. If you do not post within two or three weeks still without any excuse given, I will be forced to drop you from this RP. 6) If you have read the rules, you will NOT fill out the Personality section of the character sheet.
Some things to remember a) This is a narrative-based RP so things like weapons triangles and stats don't really matter here. Still, magic can still pierce armor and so does Armorslayers and stuff. Classes also matter weapon-wise and narrative-wise. b) Your character is VERY unlikely to die in this RP. In battle, they'll just be incapacitated should the circumstances demand it. HOWEVER, if your characters put themselves or do something that assures their death, they WILL die.
Appearance: (Picture or prose, it matters not. Please refrain from using real life people.)
Name:
Sex:
Class: (All classes are available for playing. Higher class = Higher responsibility.)
Special Abilities: (Two slots. Cannot pick the same ability twice.)
= Iron Skin (Passive) - Negates the ability of weapons that pierce armor (Armorslayer, Hammer, guns, etc.). = Iron Hide (Passive) - Negates the ability of weapons that are effective against beasts (Beast Killer, halberds, etc.). = Iron Scale (Passive) - Negates the ability of weapons that are effective against dragons/wyverns (Wyrmslayer, etc.). = Iron Wings (Passive) - Negates the effectiveness of bows against flying units except Manaketes. = Ironbreaker (Passive) - All weapons can pierce armor. = Beastbane (Passive) - All weapons are effective against beasts. = Wyrmsbane (Passive) - All weapons are effective against dragons/wyverns. = Slayer (Passive) - All weapons are effective against monsters. = Blessed (Passive) - All weapons are effective against undead. = Aggro (Active) - Attract the attention of enemies in the near vicinity. Once per battle. = Pick (Active) - Unlock a lock at will. = Summon (Active) - Call for an ally from the unknown. Exclusive to Tome users. Once per battle. = Siege Expert (Passive) - Allow operation of siege equipment like ballistas and catapults. = Extra Pockets (Passive) - Increase Equipment slot by one. = Clear Mind (Passive) - Increase Special Abilities slot by one but reduce Equipment slot by one. Does not occupy a slot.
Equipment: (Three slots. You can pick the same more than once.) [You can swap out your starting equipment in the RP proper]
= Standard Weapons (Iron Sword, Armorslayer, Steel Bow, Beast Killer, etc.) = Staves (Exclusive to stave users) > Heal - Restore a nearby player from incapacitation. > Mend - Revive a nearby fallen NPC. Cast immediately after death. Body must be mostly intact. Once per battle. > Physic - Restore a player in any distance from incapacitation. Once per battle. > Deathbreaker - Revive a fallen NPC in any distance. Two uses. > Warp - Teleport a faraway person to the near vicinity. Five per battle. = Elixir - Revive a fallen NPC. Apply immediately after death. Body must be mostly intact. Three uses. = Vulnerary - Prevent being incapacitated. Three uses. = Master Key - Unlock a lock. One use. = Summoning Spellbook - Call for an ally from the unknown. Three uses. = Panacea - Cure an ailment. Usually poison. Five uses. = Reeking Box - A small and portable box that attracts monsters to the area upon removing the lid. Three uses. = Light Rune - Temporarily produces a barrier that blocks any projectile. One use. = Pouch of Gold - Why fight when you can bribe? Has other uses as well. Seven uses.
Here's the start of my CS; I'm going to edit in the history when I have some more time.
Appearance:
Name: Alfred Syrene
Class: Tactician
Special Abilities: = Aggro (Active) - Attract the attention of enemies in the near vicinity. Once per battle. = Summon (Active) - Call for an ally from the unknown. Exclusive to Tome users. Once per battle.
Equipment: Iron Sword Elfire Pouch of Gold
History: Alfred comes from a long line of Tacticians, the last practitioners of the Razelia school of strategy. His great-grandfather was a Grandmaster, and a servant of the Chercheurs. It is the Syrene family's greatest shame, that they were unable to defend their lieges against the Caldeyron.
After their failure, rather than leave Arcadia like the Chercheurs, the Syrene family traveled to the Concilium, where they split apart and joined various mercenary bands. Alfred was born a mercenary, and taught tactics and strategy by his mother. After she died, Alfred felt little allegiance to his mercenary band, so he left to seek out a more fulfilling position as a Royal Tactician, and he hopes to one day earn the title of Grandmaster.
For the past few years, Alfred has been touring the Concilium, trying to find royal patronage. After helping a Duke with some bandits, he was given his tattoos. The tattoos are made with ink derived from Spirit Dust, which is how Alfred first became able to use Tomes.
However, common bandits don't give one a great opportunity to show his skills. After hearing of the trouble in the troubles between the Dwarven kingdom and Varjo, Alfred saw his chance, and set off to make his name in the conflict.
Okay, so I have an idea for a character that I think would be really neat, but I'm not certain if it would actually be a thing in Fire Emblem. Basically, I was thinking of making a street musician/dancer who played a fiddle and used little magic tricks to modulate her voice in odd ways. I'm not sure what class she'd be (maybe Dancer/Songstress?), or if that'd even be allowed.
This looks like fun! Here's to throwing my character into the ring.
Name: Estelle Caelestinus Class: Maid Height: 5'6'' Weight: 110lbs. Hair Color: Blonde Eye Color: Blue Complexion: White Age: 24
Appearance: Estelle is a slight creature, all willowy limbs with girlish curves. There is nothing girlish about her face, however, the curve of her nose and chin sharp and her bright blue eyes piercing. She carries herself with proper poise and exhibits a seemingly easy grace in the way she moves, which is always with purpose and dexterity. Along with this formality, she almost always sports her uniform--a plain black dress with tight, long sleeves and a fluffed skirt that runs just below the knees. The uniform also includes a lacy headband too keep back long, curly hair, and black leggings with sleek, ankle-length boots.
Special Abilities: = Extra Pockets (Passive) - Increase Equipment slot by one. = Pick (Active) - Unlock a lock at will.
Equipment List = Iron Knife > Heal - Restore a nearby player from incapacitation. > Mend - Revive a nearby fallen NPC. Cast immediately after death. Body must be mostly intact. Once per battle. > Warp - Teleport a faraway person to the near vicinity. Five per battle.
History: Estelle was born to a family of servants and brought up to work like one. To this day, she still serves Lord Dubois, a noble loyal to Gleivnir and its monarchy. Though she has worked hard to gain the common title of maid, her position within the Dubois family is not taken lightly. Like her mother, she was trained from a young age to cook and clean, but the Dubois family required other unique skills. Healing the family's knights when they returned from battle was one such thing, and another was playing bodyguard and assistant when family members left home.
Estelle was not guaranteed the position of maid, and she hardened over time to achieve her family's goal no matter what challenges arose. For this reason, she tends to have a cool and competitive demeanor. She never lived with the privileges of a noble woman and thus learned to keep a constant firm and formal demeanor, which entailed hiding all emotion her superiors deemed inappropriate for one of her station.
Okay, so I have an idea for a character that I think would be really neat, but I'm not certain if it would actually be a thing in Fire Emblem. Basically, I was thinking of making a street musician/dancer who played a fiddle and used little magic tricks to modulate her voice in odd ways. I'm not sure what class she'd be (maybe Dancer/Songstress?), or if that'd even be allowed.
Dancer/Bard is okay and a bit of magic is okay too but he/she cannot use Tomes and stuff.
Name: Nyx (Before anyone says anything, no she is not named after FE:Conquest’s Nyx(She is named after my D&D Dragon’s Name))
Class: Manakete
Special Abilities: Ironbreaker (Passive) Iron Scale (Passive)
Equipment: Dragonstone (It is within a pendant that she wears around her neck) Elixir Vulnerary
History: Nyx spent her life with her parents, they were always over protective of her as they didn’t trust either of the armies during the Gaia war. They had kept her locked in a house near the peak of a mountain and they handed her a pendant with a green like stone within it. They told it if at any point something was going to endanger her life this stone would protect her. She was sort of confused but she trusted her parents. Days passed as the Gaia war continued and there was the sound of armies fighting echoing through the mountains and the sound of marching. Both of Nyx’s parents shoved her into a compartment in the floor and told Nyx to be quiet. Next thing Nyx knew few minutes later there was screams of her parents and blood seeped through the floor into the small compartment. Moments past and Nyx sneezes. The compartment opens and she blanked out. Next thing Nyx remembers is awakening in a destroyed house and finding no remains of any creatures. She looks to the pendant around her neck. She spent the next few years watching over the war from the shadows and waiting for the faithful day that she is summoned
Special Abilities: = Beastbane (Passive) - All weapons are effective against beasts. = Iron Wings (Passive) - Negates the effectiveness of bows against flying units except Manaketes
Equipment: • Iron Ax • Vulnerary • Pouch of Gold
History: The eldest of seven siblings, Roane was born in a remote farming community on the outskirts of Ereb. Life was hard, her father having passed of illness when she was barely twelve, and poverty and labor forced her to grow up fast. Despite the hardships, Roane's mother would often weave tales of whimsical lands and grand adventures by the smoldering coals of their hearth at night. The stories, though fictional, stilled a sense of idealism in Roane. A small spark of belief that one day, whether by the will of the gods or the mysterious twining of fate, she too would get her adventure. What she didn't expect was for that wish to be granted in the form of a mischievous wyvern hatchling.
Roane's meeting with Lyth was one of bizarre circumstance. While hunting in the woods, Roane was surprised by a series of high-pitched squeaks. Following the noise, she found a game trap with a broken-winged wyvern hatchling trapped inside. How he he had gotten there in the first place was a mystery in of itself. Nevertheless, Roane took pity on the creature and rescued it from its bindings. From then on, Roane raised and nurtured the hatchling, whom she dubbed 'Lyth', until his wing was healed. Over time, however, the two grew close and when when it came Lyth's time to leave, he instead stayed behind with his newfound friend.
Years passed, Roane's sense of adventure growing with each season. Trips past the woods and around the neighboring mountains became more frequent. On one such occasion, the rider and her steed stumbled across a violent scene. In the middle of a mountain path was a small group of bandits leading away the bound form of a young girl. Without even thinking, Roane charged towards the fiends, managing to snatch the girl from their grasps before flying to safety.
Upon their arrival home, the girl revealed herself to be Lady K'shein of the House of Niveana. She told of how she had been stolen away in the night and forced to travel for miles before being rescuers by Roane. In gratitude, K'Shein proposed to Roane a position on her royal guard. Roane accepted in heartbeat, paving the way to a life beyond the fields of her past.
Special Abilities: Iron Scale (Passive) - Negates the ability of weapons that are effective against dragons/wyverns (Wyrmslayer, etc.) Ironbreaker (Passive) - All weapons can pierce armor
Equipment: Dragonstone - in the form of a bracelet on his right wrist Summoning Spellbook Reeking Box
History: Myno was born just before the rise of Gaia. It was relatively peaceful back then, and his family was tight-knit. They sparred with each other, trained with each other and stayed with each other. Myno was close to his younger sister, by twenty years, and kept a close eye on her. When he reached his first century, Gaia was awoken and everything he knew was thrown into chaos. A noble pleaded for the help of the Manaketes, to help push back the goddess. They accepted to help wholeheartedly. Gaia was ruining their peace as well, ravaging the mountains they once called home.
Needless to say, it was a bloody battle. Myno's entire family was wiped out in the fights. When asked, he can't respond with any vivid image. He just remembered endless fighting with the undead alongside humans and other species who retaliated. Myno admits that it has been quite a war. But they finally pushed Gaia back and banished her from this plane of existence. Good. But Myno was tired. Extremely so. The King of Archanea offered him a place to stay, underneath the castle where he can rest and sleep without being disturbed by anything, as repayment for his involvement in the war. The King was the same noble who asked their help. The Manakete accepted the help almost immediately and then went straight underground.
He woke up every now and then, to survey what has happened to the world around him through the messengers of the king. Though he never really had any interest with the happenings of the world and he falls back to sleep soon enough. Now? He was woken up by the current King of Archanea when they felt tensions with the Dwarven Kingdom and he asked for Myno's help. Having a sense of gratitude because of how they only woke him up because they were on the verge of another war, he agreed to help them once more. He equipped what he had from before the battle. Why he carries a Reeking Box, of all things, is beyond anyone's comprehension but they assume that the Manakete has his own reasons to bring it along.
With that I might as well state I have an interest in joining, I plan on waiting to make a character to help balance out what were're missing and what not.
I assumed the Dubois family would be based in Gleivnir Kingdom. Lacking a map and more climatic/geologic features of the kingdom, I'm not sure how to specify it further. I imagine a barony in a fairly fertile region with lots of farming.