"Who could have known how our war would change? How our walls would become raked with barbs thrown from monsters with skin of metal, how our towers would crumble from the fire brought down as their beasts roared in the heavens above. Who would have known? Would it have mattered?
Our fortress lay bare, the Knife's Edge's once-great walls litter the landscape, and her towers broken and fragmented. Our home for a decade had finally fallen, and it wasn't even close. This fight was not a battle we could have won; no, no, this fight's outcome was settled the day they began this war. With each defeat, they brought new weapons, with each setback new soldiers, and with each passing year, we found that our enemy was utterly unique, and our strategies were all for naught. And the battle at the Knife's Edge made that clear.
Their beasts on the ground sat too far back for our magic to hit, and the night sky hid the ones above. We lashed out like children as our fire mages illuminated the fields with their red and yellow glow. In contrast, our force mages launched their boulders into the enemy formation. I don't know if we hit a single one. Yet each salvo they sent and with fire dropped, they claimed lives as if it were a sport. I watched in horror as friends after friend met their fate at the end of a barb or under the crushing weight of our collapsing walls. I watched in shock as my fellow soldiers disappeared in a mist of bone and blood as the fire from above hit and exploded around them. I saw it all. It will be the end of us.
I led a desperate retreat from our home into the forest east and away from the carnage. Of all the commanders, only I, S'venia, and Ardur remain because we knew the battle was lost. We lead a small, inexperienced, and ill-equipped squad that must quickly become warriors. Now, we must fight our way across enemy-held land with hunters on our heels, for there is a secret crossing into the Land of Whispers. From there, we can return to our home and prepare our final defense.
Our fortress lay bare, the Knife's Edge's once-great walls litter the landscape, and her towers broken and fragmented. Our home for a decade had finally fallen, and it wasn't even close. This fight was not a battle we could have won; no, no, this fight's outcome was settled the day they began this war. With each defeat, they brought new weapons, with each setback new soldiers, and with each passing year, we found that our enemy was utterly unique, and our strategies were all for naught. And the battle at the Knife's Edge made that clear.
Their beasts on the ground sat too far back for our magic to hit, and the night sky hid the ones above. We lashed out like children as our fire mages illuminated the fields with their red and yellow glow. In contrast, our force mages launched their boulders into the enemy formation. I don't know if we hit a single one. Yet each salvo they sent and with fire dropped, they claimed lives as if it were a sport. I watched in horror as friends after friend met their fate at the end of a barb or under the crushing weight of our collapsing walls. I watched in shock as my fellow soldiers disappeared in a mist of bone and blood as the fire from above hit and exploded around them. I saw it all. It will be the end of us.
I led a desperate retreat from our home into the forest east and away from the carnage. Of all the commanders, only I, S'venia, and Ardur remain because we knew the battle was lost. We lead a small, inexperienced, and ill-equipped squad that must quickly become warriors. Now, we must fight our way across enemy-held land with hunters on our heels, for there is a secret crossing into the Land of Whispers. From there, we can return to our home and prepare our final defense.
"They never told us what to expect, so I imagined we would become knights. I saw it as clear as day, our shiny plate armor, our swords that had names, and the look that our fellow soldiers would bestow upon us as we arrived upon the battlements. It was an incredible sight to envision for that young Saldonian mage, who had just crossed the Land of Whispers, to hold. Back then, I had faith, faith in my leader, faith in my commander, and faith in the impossible fact that the will of a nation united had held back the unbeatable. Back then, I had my faith, and now I do not. How could you have faith if you've seen what I've seen?
They never told us that our enemy wielded beasts with skins of steel, or that their soldiers were all covered in plate, or that their archers could fire without reloading, or that our mages would be hunted and caged. Never were we told that we were fighting an enemy who had a deep hatred for my kind, a resentment born into their magicless souls. They break easily enough. However, the armor they wear is shoddy, and the imperfections baked in make them walking metal coffins when the battle starts.
They tell us to hold our faith in our cause. How can I have faith if I've seen the things that I have seen? In the bodies, I have created? How can I hold onto my hope in a land of death and despair? I can't; how could I? When they bring their monsters of war that kill us with their heavy bolts. Or when they send their monsters of the sky who drop fire on our positions.
I have seen my friends disappear into a mist of red in front of me, walls crumble around, and whole sections of our army obliterated in an instant. We are still told to keep our faith. Our leaders sit safe, across the Land of Whispers, behind their thick walls and up in their tall castles and dare to tell us to keep the faith.
Faith is an addiction, and I will be dependant on it no longer.
It has been a week since our walls lit up the countryside. We lost friends in the days that have followed our retreat, and we are down to only a few now. I will attempt to lead them across our enemies' barren lands back home through a hidden passage. I hold no faith in our ability to win the war, but I know that they do, and I must protect them all the same."
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They never told us that our enemy wielded beasts with skins of steel, or that their soldiers were all covered in plate, or that their archers could fire without reloading, or that our mages would be hunted and caged. Never were we told that we were fighting an enemy who had a deep hatred for my kind, a resentment born into their magicless souls. They break easily enough. However, the armor they wear is shoddy, and the imperfections baked in make them walking metal coffins when the battle starts.
They tell us to hold our faith in our cause. How can I have faith if I've seen the things that I have seen? In the bodies, I have created? How can I hold onto my hope in a land of death and despair? I can't; how could I? When they bring their monsters of war that kill us with their heavy bolts. Or when they send their monsters of the sky who drop fire on our positions.
I have seen my friends disappear into a mist of red in front of me, walls crumble around, and whole sections of our army obliterated in an instant. We are still told to keep our faith. Our leaders sit safe, across the Land of Whispers, behind their thick walls and up in their tall castles and dare to tell us to keep the faith.
Faith is an addiction, and I will be dependant on it no longer.
It has been a week since our walls lit up the countryside. We lost friends in the days that have followed our retreat, and we are down to only a few now. I will attempt to lead them across our enemies' barren lands back home through a hidden passage. I hold no faith in our ability to win the war, but I know that they do, and I must protect them all the same."
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The Basic idea for this story:
Hello all!
A whale here to talk about an idea I have for a story: the premise is we would be from the Saldonian nation and would have been apart of a long, grueling conflict with the Empire of Aurr. I plan to flesh out the details here soon, but the general gist of the war's state is that it is at a stalemate. While much more technologically advanced, the Empire has had trouble pushing across the natural barriers (the land of whispers) and through the tall, thick walls that block the way through a canyon that cuts through a dangerous and vicious mountain range. The Empire of Aurr would have some fun tech that would make most encounters dangerous. The weapons I plan to reveal upfront (repeater bows and their full plate armored soldiers, among others) will be what the war has seen thus far. These would come with some details but would still be an unknown as to how they work. I will slowly sprinkle in new and more dangerous elements. They as a race would be considered an invading force with their home being across the sea and unknown at this point. They would be likely a fantasy human race.
A whale here to talk about an idea I have for a story: the premise is we would be from the Saldonian nation and would have been apart of a long, grueling conflict with the Empire of Aurr. I plan to flesh out the details here soon, but the general gist of the war's state is that it is at a stalemate. While much more technologically advanced, the Empire has had trouble pushing across the natural barriers (the land of whispers) and through the tall, thick walls that block the way through a canyon that cuts through a dangerous and vicious mountain range. The Empire of Aurr would have some fun tech that would make most encounters dangerous. The weapons I plan to reveal upfront (repeater bows and their full plate armored soldiers, among others) will be what the war has seen thus far. These would come with some details but would still be an unknown as to how they work. I will slowly sprinkle in new and more dangerous elements. They as a race would be considered an invading force with their home being across the sea and unknown at this point. They would be likely a fantasy human race.
Setting for the story:
Our story takes place on the continent of Hal'van, one of the larger and more diverse landmasses in this world. From the tropical coasts on the most eastern side to the desert that is the land of whispers, there exists the possibility for every biome and lifestyle therein. This landmass is inhabited by a race called the Saldonians. They are generally around five foot eight inches tall and have a more tan color to their skin. Though there are regional differences, however. The Saldonians who call the Land of Whispers and the capital city their home, for example, are closer to six feet in height and their skin is generally more amber in color. Meanwhile, there exist some Saldonians who call the vast forests their home and have adapted shorter heights to assist in navigating their trees.
Over the past hundred years, many Saldonian nations were forced to retreat from their homes. Ultimately, they find themselves across the Land of Whispers in the capital city. Though they are far from their home, those who have magic still retain their unique magic from their homeland.
Our story will start at the onset of winter in the westernmost area of the Saldonian Nation. We are one week removed from witnessing the destruction of our fortress and are running for our lives, trying to make it home. Behind us, their hunters stalk our movements while ahead; we may encounter their soldiers and their beasts with skin of metal.
Over the past hundred years, many Saldonian nations were forced to retreat from their homes. Ultimately, they find themselves across the Land of Whispers in the capital city. Though they are far from their home, those who have magic still retain their unique magic from their homeland.
Our story will start at the onset of winter in the westernmost area of the Saldonian Nation. We are one week removed from witnessing the destruction of our fortress and are running for our lives, trying to make it home. Behind us, their hunters stalk our movements while ahead; we may encounter their soldiers and their beasts with skin of metal.
Enemies:
The common footsoldier is a well-armored and armed enemy that posses a significant threat to mages in single combat. They receive enough training that their shield and sword will move with precision and grace. They are entombed in thick, but crude, plate armor that seems to resist magic for a brief second. Though beyond that, they are most dangerous when they are in numbers. A mage can easily dispatch one, but three or more would spell certain doom for a mage.
The common ranged enemy is also armored in full plate but carries a dangerous weapon; the repeater bow. Not much is known about the repeater outside the fact that it looks like a crossbow with a strange protrusion near where the bolt is released, but what is known is the damage it can inflict. It can send bolts downrange every second. When they squeeze the trigger, it fires and readies another bolt. It has been seen that they can even hold down the trigger and it will keep firing until its bolts have been exhausted. Their range is not much further than most magic, and plate armor quickly resists their fire. Though mages, in particular, are found to be the victim of these soldiers.
The common ranged enemy is also armored in full plate but carries a dangerous weapon; the repeater bow. Not much is known about the repeater outside the fact that it looks like a crossbow with a strange protrusion near where the bolt is released, but what is known is the damage it can inflict. It can send bolts downrange every second. When they squeeze the trigger, it fires and readies another bolt. It has been seen that they can even hold down the trigger and it will keep firing until its bolts have been exhausted. Their range is not much further than most magic, and plate armor quickly resists their fire. Though mages, in particular, are found to be the victim of these soldiers.
Elite enemies are often found spearheading assualts and leading the common soldier in other regards. They, too, are often dressed in full plate, but their armor is polished and shines. They often add frills in the form of a cape or a skirt overtop their armor. They often wield swords of great length and are dangerous in every regards when it comes to combat. The key distinction between a common soldier and these more elite enemies is their armor resists magic readily, often absorbing a full inferno before the metal becomes subject to failure. A common practice is to hit these soldiers with multiple forms of magic to weaken the ward; fire to heat and water to crack it for example.
In terms of a ranged elite, we have only seen ones armed with a repeater bow with two arms and longer bolts. They aren't as quick firing as the common soldier, but these have been able to pierce standard plate with ease.
In terms of a ranged elite, we have only seen ones armed with a repeater bow with two arms and longer bolts. They aren't as quick firing as the common soldier, but these have been able to pierce standard plate with ease.
It was dark when our enemy first revealed their monsters, not much is known at this time.
How magic works in this RP
Magic works on a similar system to that of strength in this RP in the sense that the more training one has, the more powerful they can become. On the same note, there are rare prodigies that are naturally good and whos power can rival masters with less training. The magical talent would reveal itself to the mage at a young age in a way that is reminiscent of their magic. A fire mage would create sparks or accidentally burn something while a force mage would levitate or move something. Early on the power of the mage would be highly unstable so seeking out proper training is a must for any would-be mage.
Magic use drains stamina. Prolonged use of magic in a short period will tire out the mage, much like a warrior in battle. Furthermore, over-casting is a real problem that mages are taught to avoid. A mage can break through exhaustion and keep using the magic, but it comes with the aforementioned risk of over-casting. Over-casting is a fatal condition where the magic of the user consumes them, often detonating in a grim explosion in relation to their power (a fire mage would be consumed by flames, a force mage would be crushed into the ground, and so on and so forth).
The Saldonians as a whole are naturally adept at wielding magic while the Empire of Aurr has reportedly never seen a mage born to their race.
Magic use drains stamina. Prolonged use of magic in a short period will tire out the mage, much like a warrior in battle. Furthermore, over-casting is a real problem that mages are taught to avoid. A mage can break through exhaustion and keep using the magic, but it comes with the aforementioned risk of over-casting. Over-casting is a fatal condition where the magic of the user consumes them, often detonating in a grim explosion in relation to their power (a fire mage would be consumed by flames, a force mage would be crushed into the ground, and so on and so forth).
The Saldonians as a whole are naturally adept at wielding magic while the Empire of Aurr has reportedly never seen a mage born to their race.
Fire magic is, in essence, as the title suggests. A mage would draw from their latent magical abilities, focus it, and unleash a variety of different firey spells. A young mage may only be able to send sputtering sparks, a more advanced could summon a torrent of flames, while a master would be able to direct it in a focused and tight beam. The result, however, would be fire all the same.
The fire could only be controlled as it exits the arm. Its destructive powers know no equal in the magic of Saldonian people. The fire magic can burn through structures, melt armor, and ravage whole sections of an enemy's formation. Yet those who want to master the inferno need to seek control of themselves. A fire mage who lacks it can cause significant harm to both themselves and everyone around them.
With a lack of control comes a lack of restraint. A fire mage who burns too bright runs the risk of their magic, consuming them. When a mage sends forth their magic, their hand cracks and gives way to lines that glow vibrant colors of red and yellow. As their magic use prolongs, the cracks spiral and spread, heading up their arm. As it reaches their elbows, their magic begins to take a toll on their health. Every burst darkens the skin around the cracks and saps the strength of the mage. In turn, the flames dull with each cast, and soon enough, the mage will be on the verge of losing control. Their arms looking more akin to charcoal at this point, the fire magic will burst forth from the mage, consuming both the caster and all near.
The fire that burns the brightest burns the shortest. A fire mage is taught this from their earliest lessons. Therefore, if a fire mage wants to survive the horrors of war, they must learn to control the inferno and act strategically to starve out the fire.
An adept fire mage will be a gentle but powerful force. They will strike when the moment is right and save their magic strength when it matters the most.
The fire could only be controlled as it exits the arm. Its destructive powers know no equal in the magic of Saldonian people. The fire magic can burn through structures, melt armor, and ravage whole sections of an enemy's formation. Yet those who want to master the inferno need to seek control of themselves. A fire mage who lacks it can cause significant harm to both themselves and everyone around them.
With a lack of control comes a lack of restraint. A fire mage who burns too bright runs the risk of their magic, consuming them. When a mage sends forth their magic, their hand cracks and gives way to lines that glow vibrant colors of red and yellow. As their magic use prolongs, the cracks spiral and spread, heading up their arm. As it reaches their elbows, their magic begins to take a toll on their health. Every burst darkens the skin around the cracks and saps the strength of the mage. In turn, the flames dull with each cast, and soon enough, the mage will be on the verge of losing control. Their arms looking more akin to charcoal at this point, the fire magic will burst forth from the mage, consuming both the caster and all near.
The fire that burns the brightest burns the shortest. A fire mage is taught this from their earliest lessons. Therefore, if a fire mage wants to survive the horrors of war, they must learn to control the inferno and act strategically to starve out the fire.
An adept fire mage will be a gentle but powerful force. They will strike when the moment is right and save their magic strength when it matters the most.
Force magic is magic that can control or manipulate objects. It can move a sword into someone's side or remove their helmet to open up a new avenue of attack. Force mage's power range must more dramatically than the other magics. A novice may nudge an object along, whereas a master could lift a whole battalion off their feet and crush them in their armor. Though the force mages found on the battlefield can do something in the middle. They can often lift a group of soldiers off their feet, but that would require them to expel a great deal of their magic. Instead, most force mages work in tandem with other mages to supplement their strengths, such as launching pots of flaming oil into enemy ranks.
A force mage can manipulate most objects. They can fling a spear with high power, throw rocks and boulders, and even fight a swordsman with a levitating sword. Force magic is seen as a jack of all trades type of magic and is seen as less skill-intensive than a fire mage. Make no mistake, a force mage that masters their magic is a mighty mage who can control whole battlefields.
There are limits to this magic. If a mage tries to lift an object that is too heavy or exerts too much power on a throw, they run the risk of running out of magic and even the magic consuming them. Much like a fire mage, a force mage will show signs in the forms of cracks that form in the palm of their hands and spread outward and up the arm. The cracks are a grey color and seem to pulsate with the beat of their hearts. If a mage uses magic as their stamina drops, they risk their body subject to the same force they are exerting. Sometimes a leg will snap, or they could be forced to the ground. Exert too much magic after this, and the spell can consume them, crushing their bones and collapsing their chest.
A force mage can manipulate most objects. They can fling a spear with high power, throw rocks and boulders, and even fight a swordsman with a levitating sword. Force magic is seen as a jack of all trades type of magic and is seen as less skill-intensive than a fire mage. Make no mistake, a force mage that masters their magic is a mighty mage who can control whole battlefields.
There are limits to this magic. If a mage tries to lift an object that is too heavy or exerts too much power on a throw, they run the risk of running out of magic and even the magic consuming them. Much like a fire mage, a force mage will show signs in the forms of cracks that form in the palm of their hands and spread outward and up the arm. The cracks are a grey color and seem to pulsate with the beat of their hearts. If a mage uses magic as their stamina drops, they risk their body subject to the same force they are exerting. Sometimes a leg will snap, or they could be forced to the ground. Exert too much magic after this, and the spell can consume them, crushing their bones and collapsing their chest.
Nations:
There will be two nations that will be the focus of our story; The Empire of Aurr and the Saldonian Nation
The Empire sailed to this continent's shores some hundred years ago and has since waged a constant, bloody war as they conquered nation after nation. Many smaller Saldonian countries have found a safe haven behind the Saldonian Nation walls, leaving their homes behind in the process. Throughout the now conquered lands, cities and towns have sprung to life as citizens of the empire move to their new homes. Their soldiers appear to be of the same race, each standing around six feet tall with broad shoulders and muscular arms.
The Empire has advanced across three-quarters of the continent over the past hundred years. Still, the lines have remained almost static over the past ten. While they bring forward new weapons to try and push through the Saldonian Nation, the defenders have held the line.
They are a quick-lived species, and it is understood few make it past sixty years of age. Though, many have claimed that there exists those whose ages are closer to a hundred years old.
The Empire sailed to this continent's shores some hundred years ago and has since waged a constant, bloody war as they conquered nation after nation. Many smaller Saldonian countries have found a safe haven behind the Saldonian Nation walls, leaving their homes behind in the process. Throughout the now conquered lands, cities and towns have sprung to life as citizens of the empire move to their new homes. Their soldiers appear to be of the same race, each standing around six feet tall with broad shoulders and muscular arms.
The Empire has advanced across three-quarters of the continent over the past hundred years. Still, the lines have remained almost static over the past ten. While they bring forward new weapons to try and push through the Saldonian Nation, the defenders have held the line.
They are a quick-lived species, and it is understood few make it past sixty years of age. Though, many have claimed that there exists those whose ages are closer to a hundred years old.
The Saldonian Nation is a kingdom that was born out of the waste that is the Land of Whispers. The cruel winds and vast expanse have caused many travelers to lose their lives in the desolate plains. The Saldonian's have long used natural formations in their defenses. The gorge before the desert is heavily fortified with castles and fortress covering the crossing points while a mountain range, the Fangs of God, offers only one way through, walled off by the massive and thick walls of the Fortress of Sal'vear.
The native Saldonians are tall and amber skinned. Still, over the past century, they have become a diverse culture filled with the survivors of the Empires' steady advances. The Saldonian nation beyond the wall is filled with numerous oasis and even fertile farmland found along the river Val. Near the eastern coast, the desert gives way to another mountain range and a thick forest.
The native Saldonians here are fierce fighters and even more aggressive fire mages. They enjoy long lives of nearly one hundred and seventy years being ordinary, while many can make it to three hundred years of age.
The Saldonian, unlike the Empire of Aurr, has a very diverse and uniquely powerful military force. Mages are a plentiful occurrence for the Saldonian nation. As such, their army revolves around protecting and keeping their mages safe. Their footsoldiers are all dressed in matching fashion, usually covered from head to toe in plate armor, focusing on shields and long weapons such as spears. The mages tend to favor lighter robes and staves, with some still adorning colors that reflect on their homes.
The native Saldonians are tall and amber skinned. Still, over the past century, they have become a diverse culture filled with the survivors of the Empires' steady advances. The Saldonian nation beyond the wall is filled with numerous oasis and even fertile farmland found along the river Val. Near the eastern coast, the desert gives way to another mountain range and a thick forest.
The native Saldonians here are fierce fighters and even more aggressive fire mages. They enjoy long lives of nearly one hundred and seventy years being ordinary, while many can make it to three hundred years of age.
The Saldonian, unlike the Empire of Aurr, has a very diverse and uniquely powerful military force. Mages are a plentiful occurrence for the Saldonian nation. As such, their army revolves around protecting and keeping their mages safe. Their footsoldiers are all dressed in matching fashion, usually covered from head to toe in plate armor, focusing on shields and long weapons such as spears. The mages tend to favor lighter robes and staves, with some still adorning colors that reflect on their homes.
Rules:
1.) No controlling another player's character in any shape or form. Pretty standard, but it has to be said.
2.) Combat is usually free form, meaning that you can write your character killing most enemies. Sometimes I will throw out specific or unique enemies that you cannot kill so merely. We can either write a collab post or possibly roll a dice to determine the fight and/or action's success.
3.) Stupid decisions can lead to wrong results. Don't charge at the enemy alone. Your character can die if there are repeated offenses! Per rule 2, combat is free form but does not mean charging at 10 enemy soldiers and expecting a good time.
4.) Our enemies called you stupid, are you gonna take that? Write me your response when you post your CS, so I know you have read these
5.) No arguing in the OOC, take it to a PM or to discord.
6.) Have fun!
2.) Combat is usually free form, meaning that you can write your character killing most enemies. Sometimes I will throw out specific or unique enemies that you cannot kill so merely. We can either write a collab post or possibly roll a dice to determine the fight and/or action's success.
3.) Stupid decisions can lead to wrong results. Don't charge at the enemy alone. Your character can die if there are repeated offenses! Per rule 2, combat is free form but does not mean charging at 10 enemy soldiers and expecting a good time.
4.) Our enemies called you stupid, are you gonna take that? Write me your response when you post your CS, so I know you have read these
5.) No arguing in the OOC, take it to a PM or to discord.
6.) Have fun!
If you have any questions just let me know!
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