It seems you have come to an impasse. Do your ambitions and goals outweigh your current capabilities? Do the avenues presented to you prevent you from becoming the person you envision? Whether by the recommendation of others, interest from the administrators, or the payment of entry fees, this letter has been granted to you as an opportunity to succeed where others simply accept their place in life.
From the point of receiving this letter, the gates of our Academy in Arnmagne City are open to you but will close in exactly 20 days, disqualifying your entry. The exam has begun, good luck!
Signed - Headmaster Guillame Yeol, Chief Councillor of Arnmange and the 13 Scholars
The State of the World
This world is in a tumultuous time period, only abated by a treaty signed 6 months prior to our start date following the war for Port Marian. A succession crisis looms over Jianghu as the last emperor had many, many children and did not deem to name an heir. These children, backed by various factions, eunuchs, generals and peasant militias sought to claim the seat of heaven for themselves, but when all have the same idea, none can achieve such a lofty goal. Alas, it is the bastard son of the last that currently resides in the capital, whilst the other seek to consolidate their strength.
But these are not the only political squabbles and problems that plague the world at current. To the south, the 'Lawless Continent' is plagued by greed, corruption and an infestation of company towns, monsters and brigades of 'Ashen' mercenaries that serve the highest bidder, all in service to try and achieve total economic dominance over the various port cities and most importantly of all, the Great Shard of Water, left behind after the planar convergence.
Of course, that's not all. An iron fist looms from the northwest, crusading on armoured horseback with a great host to conquer and subjugate the sinners, and secure the shards of the world for themselves. And to the east, a greater darkness looms. Some say it is a continent of predators, being ruled by literal fiends who seek to farm and feast upon mortal flesh and blood. Others say that it is somehow worse.
Alas, there are those that would seek not to remedy the great political strife of the realm, but secure fame and fortune for themselves by dealing with the unseen problems of the world. Adventurers, as is their formal title, have been given a license by the free city of Arnmagne to operate and assist those they see fit around the world, utilizing their great abilities to the benefit of many, or perhaps just themselves. Many people feel as if the governments of the warring states of the world have forgotten about them, but most still believe in the travellers that come their way to assist the great perils they face in such an unforgiving place.
Setting Summary
This world is one of magic, with various strange creatures and beasts being found throughout various lands and climates. Micro and megafauna that vastly differ from what we might find on Earth, and abilities that push humans and others to far greater heights than would normally be possible granted through the use of magic, 'nen' and technology that can utilize strange and wonderous materials that again, we would not find in the real world.
Despite the level of technology increasing throughout the world, it's still in a great state of divide between various warring nations and states. Outside of the usual political disputes that would dictate state-level behaviour in our world, there are two more motivators - "Shards" and "Ashen"
'Shards' are gigantic megastructures formed from the world itself, and in various religions, came about as a result of a great calamity that occurred hundreds of years ago that saw the elemental planes of the world sundered. In doing so, the world became 'whole' and rejoined, granting abundance to the continent and several other places. From these 'Shards', elemental crystals are yielded that allow far easier access to magic as casting foci, as well as boundless energy corresponding to the affinity. These can be used for a multitude of purposes i.e the crystals from the Shard of Wind allows the ships of a fleet to maneuver far greater due to air currents and the like.
Ashen are both a people and a resource to many nations and companies, for they have been forsaken by the world and by the shards. They possess zero elemental affinity, almost as if they do not belong, and if many religions and scholarly types are to be believe, blight in their wake. Still, they are a people apart given as they possess abilities beyond the mortal ken. These have been named psionics, for the abilities are usually akin to people such as psychics, or espers. Telekinesis, telepathy, and many other such strange abilities manifest in them. These are often utilized by the highest bidder on the lawless continent.
Lore of Nations
To the north of the great Empire of Jianghu, lays a river that forms the basis of an ever-growing, hungry nation. Since their founding, they have spread their reach from the Shard of Light to wherever the great Sveta river flows. So much life does this river give the name that the people saw fit to name their nation after its almost crystal clear waters, paradoxical of such a geographic landmark. Once they had finished the end, an expulsion of rampaging barbarians brought them to another frontier - the mountains, where the fort and city of Oreyev was founded to hold the current frontier. But they are not close to done.
Instead, this nation founded their principles on a war against dragons for control of this land long ago. Some local legends say that Bahamut himself disavowed his draconic subjects, and allowed the Svetoyans mercy by granting them the arts of the Dragoon, warriors who dive from the sky and impale the back of the skulls of their winged opponents. Others say it was simply an ingenuity of smiths and the people, to be able to use the bones of the slain to make great weapons to take them down. Regardless, a strict military tradition shows that nobody should take an Imperial Dragoon lightly.
But that is only one such principle that governs this nation currently. The other two - are the Church and Crown. There is an uneasy tripartite between the Tsar(itsa) and the Cardinals for the direction of the nation. Where there is godless barbarians to the north and east to civilize, the ruler sees a land divided, ripe for conquest and vengeance for the many times they were on the receiving end of a Jianghuan army.
Hao Shun currently occupies and rules a sizable portion of the east of Jianghu from the city of Mianzhou. Once a major flourishing agricultural sector, the area came into less repute when the fertility of Cao's Basin was seen for what it was, a bread basket for the entire kingdom. Since, the area has developed an identity for the production of fine silks and porcelains, trading these precious goods to the Svetoyans for fine metals in order to build up a military strong enough to take the kingdom. Of course, a fear lingers that perhaps they will be on the move and the northern generals will not feel the need to stop them should they come through Krehvbana Pass.
In the center of the empire lies a great swamp that had previously been the realm of many goblins, orcs and other such races. Studies were conducted upon the place and many scholars of the nation found that the soils properties were far greater than the rest of the kingdom. Small fiefs were set up and harvests grew exponentially, as did the population of humanoids in the area. Of course, these 'monsters' did not adapt to the new lifestyle and were summarily expelled from the nation, and a vast breadbasket grew in its wake.
What the ruling class did not anticipate, however, is that civil strife was the perfect excuse to the millions of peasants living there. For too long had they given their grain for nothing, and now, they were free. Many pretenders to the throne came, but the peasants hid in the swamps that they'd known all their lives, and the armies got lost, drowned mysteriously, and were unable to hold such a vast amount of land. Plus, with no peasants to till the fields, there was naught they could do but leave. Shortly after, they would return and continue to feed themselves.
Somebody is behind this, of course. A genius? Or a madman? Who would resist the power of armies with pitchforks, scythes and not much else?
The capital of the empire, and currently held onto by a man known as Cai Zhelan. In his early 20s, he came out of hiding in the midst of the succession crisis, winning the favour of the Eunuchs as the promised heir and has been declared as by such, but given as he was unknown, many doubt the legitimacy of this claim. Still, holding the capital and surrounding lands has proven to be quite an effective recourse for the man, and his grip on power grows by the day, regardless of the many dark rumour surrounding him.
Alas, the capital itself is a tremendous metropolis, hosting people in the millions with a direct path to the Shard of Earth. Great walls protect it from invaders and it is almost self sufficient with the surrounding fiefs, providing quite a sizeable obstacle to overcome.
Wei Jian, considered the most legitimate child by many has taken up residence in Jinyang, a city that comes close in scale and opulence to the capital. Unfortunately for him, he had the downside of being away on a state visit when the news of the Emperor's death came, and he found himself unable to claim the crown jewel, but on the word of his many advisors, he captured the surrounding area. Unfortunately for him, however, many others had the same idea and he finds himself boxed in on all sides. Still, he continues to be aggressive, using his vast personal fortune to make plays across the nation and recruit himself foreign mercenaries, wherever he can find them.
The last wife of the emperor, Empress Dowager Yuhan Mei, has claimed the western portion of the nation following her late husbands death, in the name of her son, who is currently age 4. She has proven to be a wise and capable leader, managing to assemble many portions of the military to her side, and proving to be perhaps the most pragmatic of her counterparts, ruling from the city of Karahar. So far, she has been the most active , having positioned her armies northward across the border to perhaps... Expand in the midst of a succession crisis? Little stays her hand, not even the recent treaty that has most of the other contenders standing still.
The greatest living general of the military has decided to stake his own claim, or perhaps he no longer wishes to listen to the perfumed class of the south, he has rallied the northern banners and rides where his whims see fit, which now is far away from Krevhbana pass and the nation of Svetoya. Instead, it is to the west as of most recent, where a large raid taken on Port Marian saw his army enriched and his position with his men and fellow generals secured. Now, he waits patiently, perhaps to back a real candidate or perhaps to march on a weakened opponent. Still, the riches of the city have bought him plenty of time...
Once part of Jianghu, the governors saw very little of interest in the peninsula, especially one so close to the lawless continent. There are many who did though, merchants, mages, and captains from Eshire and abroad. The peninsula of the city was purchased on a lease of one hundred years from the ruling dynasty and before long, a metropolis sprung up. Vast amounts of foreign gold was poured into the city, titles sold and it became a place of vast opportunity. Quickly, it outgrew its borders and a second, smaller settlement of Tseraviche came into being. Still, the government did not move, for the massive amount of wealth that these places brought to the nation outweighed a minor loss of prestige. The clock on the lease ticked closer and closer to the finish, and when it did, the empire happened upon a troublesome succession crisis. How fortunate indeed, for the city of opportunity to expand its borders further north, and declare itself a free state. And that is what they did.
A nation that while small, strikes fear on the high seas. Their fleets are second to none, and they possess significant knowledge of the arcane. The people of Jianghu declare them to be a nation of devils, and they would not be entirely incorrect, as there is a significant tiefling populace on the isle, famed for their grey-white skin. They deal much like devils too, extracting many treaties at sea from lesser powers some would consider vastly unequal. As for how they're able to accomplish these feats, well, having the Shard of Wind on their isles is a good start. Their fleets move faster than any other, and with the addition of airships into their arsenal, their capacity for war only grows.
They have found their home isles to be quite full as of late, and new lands are needed. But crisis as of late certainly provides opportunity...
Far to the east of the world lies the continent of Ixtaya and the various 'nations' that inhabit it. Entry from outside is usually prohibited, but occasionally, the black galleons of their trade ship make port across the world, most typically on the isle of Saricheon. They purchase people and not much else, and give much in return. None have returned from their sale. Some say they are slaves, others say that they are sacrificed in dark rituals, and the worst rumours state that perhaps they are being fed upon by a predatory species. Yet, the merchants of the black ships are rife with smiles and unusually polite. Perhaps a little pale, given the supposed climate and rainforests that dot the nation. Perhaps, a little too charming...
Often cited as the nation of progress, the craftsman and thinkers of Eriul are second to none. Their nation was the one to pioneer the airships that dot the skies of this world, and many more such inventions. Alas, the nation was not outfitted for war, and a two pronged assault from their neighbours and the infamous Guanyu Xieren took and sacked the city of Port Marian, imposing heavy tariffs upon it in a treaty and departing. The nation lies wartorn and has recently overthrew their monarchy in a fit of protest. What lies next for the country is uncertain, but there are those that would seek to restore it to its once former glory.
The many nations surrounding the lake of Pijevo west of Jianghu have been in a constant feud for land and rights, claiming ancestral ties to a few kilometres of land to achieve their dream states. Alas, there is a constant feud between the nations, only held together by a flimsy peace pact and a overwhelming fear of their northern(and now eastern) neighbours given the latter's recently aggressive moves. Still, if there is one bright side, the city of Atheli thrives from trade to the lawless continent and the arrival of merchants from Port Marian, but that has dwindled of recent times and the barons of the various nations have found other ways to fill their pockets, primarily through chemistry and bio-engineering, a recently discovered field.
A land shut-off from the main continent outside of heavily restricted trade policy. This place has been the war ground between two major shogunates in recent history. In the current technological stage, this place has fallen behind due to excessive caution on foreign imports. However, there is a mysticism unspoiled by global advancement. It has become a point of interest for scholars when rumors spread of New World creatures finding home in the reclusive lands.
An array of small islands to the western reaches, they stand as the closest ports to the New World. The population is an odd mix of native islanders, smugglers, pirates, and races who migrated from the New World long ago. They live in odd harmony at large because of the strict rules put in place by the pirate class.
A kingdom divided in two by religious and cultural lines. In their mountainous homeland lies a religious centre where no weapons are allowed and proven warriors can find rest. The plains are a place of war and stretch out to the conquered lands beyond. Every soldier of the Eisereg horde has their weapons and armour passed down from the generation before them and has a horse to ride. They view it as their divine right to conquer neighbouring lands, recruit more to their army, and send tributes of food and resources back to the homeland. The Ashen once had a presence in these lands. They resided in the western reaches of the homeland. When the Ash had caught up and began blighting the lands, the Eisereg quickly began to see the Ashen as little more than a corruption and removed them by sword. It was one of the only times blood was shed in the homelands. Since then, however, there has been a phenomenon where portions of their populace have shared a lesser form of the Ashen’s psychic ability. The Eisereg see these abilities as a blight and shunned those afflicted from their society.
A barren land barely capable of supporting life conceals valuable resources beneath the sand with the crown jewel being a Shard in the centre of it all. It is a hotly contested land pulled at by the whims of Middle Eastern companies who wanted sole dominance over the deserts. The Ashen have called this place their home and have become valued soldiers in the corporate war due to their inability to benefit from the shards and dependence on the companies’ food and water imports. In recent history, there was a company that had the potential to unite the lawless lands. A massacre staged in their headquarters brought an end to that dream and the potential of peace for the Ashen.
A nation with immense wealth pouring into it from the lawless continent and other corporate objectives abroad. The companies hold immense sway over the republic and have been granted rightful respect and influence for the golden age they have brought. Excessive wealth has also allowed for a great leap forward for culture and art as many have been given financial ground to pursue such feats. However, an emerging religious group has denounced the companies. Known as the Dreamers, the higher members of their sect have foreseen that the actions in the lawless continent with the Ashen devils as the downfall of the Carmaduur. They seek an end to the republic, a retraction from the lawless continent, and the crowning of a king.
A smaller nation caught between major powers of the world. It has a large demographic of ‘monstrous’ races who were historically ousted by Jianghu from east the but flee the Eisereg from the west. The current nation holds strong due to a considerable military force and a highly regarded tactician leader known as president for life.
Welcome
Welcome interest checkers! I'm here today to invite you to an idea that's been floating around my head for quite some time and inspired by a number of my various favourite pieces of fiction including but not limited to - Hunter X Hunter, Dungeons and Dragons, Final Fantasy and innumerable pieces of fantasy literature.
Speaking of such - the main borrowers I've taken are Nen given its versatility as a 'power system' and 'classes' from D&D. These provide a rough framework of your characters skillset as a potential fighter(and magic/abilities exist in tandem with Nen, not as an extension of it. If you have not seen the show, here is a brief video that explains how it works.
I've decided to use this powersystem because A. Coming up with my own is a lot of unnecessary work that I'm not interested in pursuing and B. I think it's something that will be interesting for me as the DM and allow people to create the characters/abilities they'd like to experiment with. I also find it's hard to powergame with such a system in place, as abilities are often very conditional in a rock/paper/scissors kind of way.
As for DND classes and such, do not feel limited with your options. If you have a direction for your character that exists outside of the scope that can be modelled, feel free to simply write as such and explain what it is.
Here is an example character sheet to work off.
John Hunter
Quote
O V E R V I E W
N A M E
x
A G E
x
G E N D E R
x
A P P E A R A N C E
x - There is a preference for fantasy style art, but anime art can work if you're struggling.
P E R S O N A L I T Y
x - A brief overview is fine, I find people tend to find who their characters are when they are in the roleplay itself.
B A C K S T O R Y
x - It doesn't have to be long, but try to make it contain relevance
S T R E N G T H S
x - What are some things your character is good at?
F L A W S
x - Everyone has faults, and no-one is perfect. Try to put at least three, as it tends to make a more interesting character
A T T R I B U T E S
C L A S S
x - Think DND classes i.e Fighter, Paladin, Wizard. If you have something in mind that isn't that, feel free to place it and explain it. It's simply an overview of what sort of archetype your character would fulfill in battle.
P R O F E S S I O N
x - What did your character do before they accepted the invitation?
A B I L I T I E S
x - Beyond the Nen abilities that your character will develop, do they have any unusual/hidden talents? Are they far stronger than an average person? Do they have an excellent sense of smell? Perhaps they're incredibly sneaky?
E Q U I P M E N T
x - Thing!
N E N
x - Your character will develop their abilities throughout the roleplay, but this is moreso what archetype are they, and what do you suppose would a completed ability look like? The sky is the limit, just be mindful that you're not stretching the limits of the system/world.
Thank you interest checkers - I'm looking to fully start things up by mid to late january so hopefully people can get character applications out and we can get this show on the road - looking forward to seeing what you peeps will cook up.
Amina stands at 5’9” with a slim build. She has a degree of lean muscle that suggests she is physically active but no express effort at building strength. Her dark brown hair is cut at the shoulders and is often messy but not exceptionally so.
Amina is incredibly light on her feet and often moves in unusually fluid movements. They aren’t languid by any means, but are absent of impulse and can seem weightless. In spite of intense dedication to meditation and religious study, she often holds a cheerful demeanour outside of such things.
She typically wears loose and breathable outfits with light colours favoured. They offer little in the way of protection themselves but allow for ease of movement. Most apparel has been provided to her through the Monastery of Dreamers and looks nice but not overly expensive. Around her neck hangs a pendant of a golden sparrow that she received for her 16th birthday, it is the one piece of her old home she carries with her.
P E R S O N A L I T Y
Amina is a friendly and generally welcoming person. She is extroverted but has a habit of quickly retreating to remote places for alone time.
B A C K S T O R Y
From the first moment they could remember, the children of the Mattar noble house knew that they were in competition with each other. They lived a life of splendour and wealth, but only one of them would be chosen as heir and train under their father. Given the example of their aunties and uncles, they knew that only one of them would keep the lifestyle they knew growing up while the others would fade to obscurity in the shadow of the chosen one.
Saladin Mattar is a high-ranking board member of the Al Maham mining corporation operating in the Lawless Continent. He had received this position from his father who had received the position from his father before him. The company’s stronghold and headquarters lie in Saldoun so he would often be away working in the Lawless Continent for months at a time. On the rare occasion he would travel back to Carmaduur, they would have regular family outings. While they were pleasant, scrutinising eyes always felt present.
The Mattar household lies two hours' walk north of Carmaron on the other side of the river. It is a lavish estate beside the ocean lake built from the extraordinary wealth the companies provide. The food was delivered and prepared by an in-house chef, the children of the household were educated by selected tutors, and nannies raised them due to their mother’s penchant for social events and luxury. The travel time to Carmaron didn’t entirely restrict the children from socialising, but they were entirely provided for at the estate so they saw little need to make the trip. Often they would spend weeks at a time in the estate or with their few neighbours and kept few friends.
Amina Mattar - Current age 22 Amir Mattar - Current age 20 Fadi Mattar - Current age 18 Marisa Mattar - Current age 17 Furat Mattar - Current age 15
Amina Mattar was the eldest of five siblings. There was comfort provided in the fact that, if she simply focused on her studies, she would be chosen as heiress based on her age. She had been content and confident in this up until she was 17, one year from being chosen.
Fadi had emerged as an academic prodigy around his 13th birthday; this threatened her position greatly. In matters of finance, mathematics, and science, he had already surpassed Amir and was reaching Amina’s level at such a young age. There was no doubt in her mind that Fadi would become the heir.
What she had spent her entire life building towards felt like it was slipping out of her grasp. Much like the other siblings, this was the one thing her life was pulling her towards, she couldn’t lose it. In the throws of bitter jealousy and fear of losing what she saw as her birthright, she had decided to poison Fadi. The preparations were made a week before their father was due back from Saldoun. A new assistant chef would add Blackwisp seeds to his dinner and the boy would pass peacefully in his sleep.
On the eve of the assassination attempt, Amina sat beside Fadi’s bedside watching him sleep. She didn’t know what brought her to sit there, but she just wanted to look at him one last time. In the waking world, she could barely bring herself to look at him in the past few months. He was the monster that sought to tear her future away.
But looking at him then, he was no monster. He was her little brother. The boy she had grown up with for most of her life. They had swum together by the lake countless times. She had taught him to swim. What had brought her heart to be so poisonous that she would even consider ending his life? It was clear to her that she was the monster.
She left his room disgusted with herself. Walking through the house to her room, her head spun. The walls of this place once held the feeling of greatness, a prestige she would inherit on her greatness and merit. Now they were like a vice on her mind, the jaws of a beast that would eat her entirely if she didn’t escape.
That very night, she cancelled the assassination plot and left for Carmaron.
She meets the Dreamers the next day. They preached of an insidious blight that threatened to consume Carmaduur. The companies chased a vain prosperity in the Lawless Continent without knowing its consequences and society had been taken in its promises lined with greed. Amina listened because she had felt it herself.
Amina spent the next five years of her life at a Dreamer monastery in the mountains near Kafzabad. She studied their texts, participated in meditation and martial arts, and consumed the Breath of Dreams to grasp divine visions. During moving meditation, the commune moved as one, with many people moving in harmony toward one goal. She realised her folly in the warm embrace of community, she had only ever been living for herself. Sparing Fadi at the cost of her own ambition, dedicating her life to the monastery, these were the happiest times she had ever known.
In her fifth year, she inhaled the Breath of Dreams and a vision came to her. She saw Carmaduur crumbling as it was swallowed by a darkness that had come from the Lawless Continent. Much like memories from any other dream, details were lacking, but she knew what she saw. It was the end of life as they knew it.
When she came to, the monastery elders told her that she had shared the founder’s dream and there was little more she could do to serve the faith there. They ordered her to travel outward and gave her a letter. It was a letter for admission to the Arnmange City Academy.
Despite the poor terms she had left on, Amina had one stop before she left Carmaduur: her family home. It had been five years since she had seen the place and she was starting to feel homesick in spite of it all.
However, walking through Carmaron on the way to her family home, she picked up on the events that took place in her absence. Fadi had died in a household accident and Amir had been chosen as the heir to their father.
There was nothing left for her in that place.
Amina left for Armange City immediately.
S T R E N G T H S
Friendly - Amina is quick to make friends from all different walks of life. Whether these are people you would want to be friends with is another matter.
Martial artist - She is incredibly dexterous and nimble resulting from martial practice.
Disciplined - She has a strong grasp over controlling her temptations and fears due to her teachings at the monastery. This doesn’t mean she is an unfeeling person, she will still go out, drink with everyone else, and have a good time. But it does show when needed.
F L A W S
Follower - Amina has little faith in her judgement and decisions. She will often need to consult scripture.
Not Worldly - She has had little experience with deception or people with ulterior motives. She can often fall victim to a lie or a scam.
Broke - Despite growing up very wealthy, she doesn’t have any financial support from her family house. This also means she doesn’t know the concept of pinching pennies. Her talents let her scrape by, but she never seems to be able to save a significant sum of cash.
A T T R I B U T E S
C L A S S
Some where between Monk and Cleric. Probably most resembling Way of Mercy Monk.
P R O F E S S I O N
Amina is a promising acolyte for the Dreamers of Carmaduur.
A B I L I T I E S
Visions - By inducing herself into a semi-conscious state via the Breath of Dreams, Amina is able to see ‘prophetic’ visions. However, they are often cryptic and difficult to understand.
Nimble - Amina can dodge better than most people, she can climb better than most people, and so on.
Medicine - Amina has a grasp of medicine and healing. It is nothing so quick as to see use in a combat scenario, but she can attempt first aid or make medicines during downtime.
E Q U I P M E N T
A hookah & Breath of Dreams mixture - The Breath of Dream is a liquid mixture that, when evaporated and inhaled through the lungs, will put a Dreamer in the state of seeing visions. Amina does not know the chemical makeup of this mixture and hasn’t asked. She only has a limited supply and it is rare to have access to some outside of Carmaduur but not impossible.
A bo staff - A bo staff made from sturdy but light wood.
Basic medical supplies - A small side pouch filled with bandages and basic medical herbs.
An embarrassingly light coin pouch - There’s about three cents in here.
N E N
I would like to play out the character a little more before deciding. But I am leaning toward Transmuter given that opens her up to Enhancement and Conjuration techniques as well.
N O T E S
Saladin Mattar - Her father and a high-rank board member of the Al Maham mining company.
Amir Mattar - Her younger brother, in tutorship under her father to become the family heir.
Nuwaira Adel - Her favourite elder at the monastery and one of the youngest at 46. Filled something of a motherly role during her time there but neither would admit it.
More than anything else, Hermannus looks like the human equivalent of a cluttered workshop. His build is short and slight--just clearing 5'4" and 115lb--and his hunched posture makes him look even smaller than he is. However, his long hair and whiskers are dark, coarse, and except for the occasional brushing mostly unkempt; round, lightly tinted glasses cover the small portion of his face that his hair doesn't, and the whole arrangement gives him an owlish demeanor.
His typical outfit consists of a simple but serviceable tunic and leather breeches suited for traveling, but he adds on to that a great leather coat meant for someone taller and wider, whose pockets are stuffed with wands, crystals, nuts, bolts, screws, and other bits of bric-a-brac. Looking closely, one may be able to see thin copper wires threaded into the stitching. Leather pouches ride on his belt, holding more of the same, with one dedicated to a small selection of tools he finds frequently handy. He also carries with him a large backpack for his traveling gear, as well as larger items which don't fit in his coat pockets.
His left leg is gone below the knee; he uses a magical prosthetic made of polished wood and brass, which is usually hidden underneath his clothing. It has no special features, except that it responds to his unconscious commands to act with most of the dexterity of a natural limb.
P E R S O N A L I T Y
Herman is: - Not a particularly warm person; though he's not unmoved by the suffering of others, he's often too practical a soul to attend to their emotions in the way they might like, and despite being creative when working on his creations, he is frequently too literal-minded in social situations - Scatterbrained and absentminded; once he locks in on a task he often forgets tangential matters, like grooming, eating, and keeping previous obligations - Determined; despite his tendency to forget about "trivial" matters when locked into a task, he is willing to power through hardship and pain to achieve his goals
B A C K S T O R Y
Herman was born the son of a manor servant in Port Marian. His family--father, mother, and two older siblings--were comfortable, if not wealthy. As a child, he was attentive but quiet, and often faded into the background. Though he showed signs of a precocious intellect, he had few interests or hobbies, and generally preferred to sit and read quietly rather than chase his fellow children down the halls of the house. Yet, when the lord of the house looked to his staff for someone who could serve as a lab assistant for his arcane experiments, those same qualities were all the qualifications he needed to be recommended for the position above the other children his age.
For the most part, that position involved sitting on a stool in the corner of the room, waiting for the master to call out over his shoulder something he needed. Though most 10 year olds would have considered that torture, Herman was delighted. The first couple of weeks had been awkward, but once the master had gotten used to his presence, he resumed his habit of narrating the experiments to himself, and Herman absorbed that information like a dry sponge. Five years passed, during which his life followed a simple pattern: House chores in the morning, school in the afternoon, attending to the master in the evening, and--if the master dismissed him before the hour grew too late--nights in the library, pouring over whatever texts of magical theory he could get his hands on.
His quiet demeanor meant that few realized what he was up to, and they mostly let him be, except where his personal studies interfered with his duties around the house. The master certainly didn't realize that his able assistant was beginning to follow his experiments--at least until one fateful day, when Herman spoke for the first time without being directly addressed, to let him know that one of his solutions was unstable. The master's initial reaction was a mixture of surprise and irritation, that a common servant would speak to him as if he knew the craft. His second reaction was shock and outrage, as the slight teenager tackled him to the ground. His third reaction was terror and shame, as the flask exploded and took several other items on the workbench with it.
The study half-collapsed around them, and everyone--especially the master--agreed afterwards that only Herman's quick actions had saved them both.
The master escaped mostly unharmed, but the same was not true for Herman, whose lower leg was crushed in the wreckage and had to be removed. In recognition of the debt owed--and of Herman's now obvious intellectual ability--the master of the house made the young man his apprentice, and hired a tutor to oversee his arcane study.
For a time, Herman occupied a position of importance and respect in the household--though true to form, he seemed to barely recognize it, and focused mostly on his studies and work. Before his 20th year, the apprenticeship had become more of a partnership between the two men, and the master of the house--Baron Damien Erkens--became his first close friend.
Unfortunately that idyllic existence was shattered when General Guanyu's forces launched their attack. Both Herman and the Baron threw themselves into the defense of their city, but when the conflict ended Port Marian was under the boot heel of the invaders, and the Baron--along with most of Herman's family--were dead or captured.
With his hometown crushed under the weight of the General's occupation and everyone he knew either in a grave or scattered to the winds, he was at a loss of what to do next, and spent most of the six months idling in the manor house, while the occupying administrators tried to decide what to do with it.
Then, as if by serendipity, he received the letter from the Arnmagne City Academy alerting him to his admission. The Baron, it seemed, had enrolled him and paid his way prior to the fall of the city, then perished before he could spring the surprise. Letter in hand, Herman gathered what objects of use and significance he had left and set off from Port Mariam, intent on making the most of this last gift.
S T R E N G T H S
High analyical intelligence and creativity
Strong grasp of magical theory and mechanics
Talented and experienced at creating and using magical artifacts
Tenacious and determined; high tolerance for his own discomfort and pain in pursuit of his goals
F L A W S
Short and scrawny; will lose a purely physical contest to most people
Bad at people; can sometimes read them ok, but consistently fails to identify what they want, or how to get what he wants from them
Not a trained combatant; he has some "military experience" from the fall of Port Mariam, but that basically amounts to logistics and supply work, with one or two frantic back-alley confrontations near the end
Abilities are mostly dependent on his equipment; he has a couple of useful cantrips under his belt but given his training, anything more complicated needs to be channeled through a focus or a pre-prepared magic
Determination paired with physical frailty often leads him to exceed his own limits
A T T R I B U T E S
C L A S S
Artificer.
P R O F E S S I O N
Artificer/Arcanotech researcher
A B I L I T I E S
Has the ability to cast a couple of minor spells on his own (mage hand, prestidigitation-style effects)
Can produce magical items that create larger/more powerful effects, given time and materials
E Q U I P M E N T
Battle Coat - Leather coat designed and crafted by him; incorporates channels for magical energy that increase its protective effect, and can allow him to control the movement of the coat
Staff of Fire - Arcane implement he "borrowed" from the defense forces during the fall of Port Mariam. Primary purpose is offensive, but allows a skilled user to manipulate heat and flame, within reason.
Journeyman's Wand - Arcane implement used for creating magical items. Provides a variety of useful functions, including magic detection (to help diagnose issues with items), heat (to fuse or cut small pieces of metal), steam (to help put out fires), electricity (to energize items), and so on. Can also be used as a general-purpose magical focus, though not as effective in this role as a dedicated focus.
Miscellaneous - Herman carries with him an assortment of small magical items intended to produce specific effects, including: enchanted feathers (to slow a fall), salves (to heal minor wounds), talismans (to defend against magical attacks), and so on.
N E N
Emission type; final ability would be focused on remote sensing, maybe with a focus on sensing and understanding magic effects
N O T E S
Baron Erkins - former master, partner, and friend. Paid Herman's way to the academy.
A man of imposing figure, Sol stands at a towering 6'4 and carries himself with a powerful build. Often he is covered in a thick helmet and plate armor that protects his upper arms, torso, and legs. Yet more notable is his black leather with red insignias across it. With all of these coverings, the only thing that is not covered is his hands which are dark black. Not dissimilar to steel when pulled from an oil quench.
Sol carries himself nonchalantly, walking with little care and almost always in a dazed-like state as he seems to be daydreaming. This is contrasted when he is focused, his movements are deliberate, fast, and in combat, almost inhuman.
P E R S O N A L I T Y
Sol is many things, he is hot-tempered, stubborn, and brash by nature. He is known for charging head-on at anything without second thought. Sol displays both a strong will and an absence of fear in any situation and will do whatever needs to be done. Due to his stubborn nature, Sol rarely accepts the aid of others and prefers to get out of messes on his own.
Even at this, he is more often seen as a good if not great man. Compassionate and willing to push himself into another's life if he can help. Paying debts and clearing names for nothing. Saving towns and helping people for only a meal and a night's stay. He is more often seen as a tall tale rather than a real man. Yet few forget him and his larger-than-life personality. Laughing, cheering, celebrating everything. He makes doing even the most mundane things seem like a celebration.
B A C K S T O R Y
The story of Sol does not start from his birth, not of how he joined the Horde of Eisereg, and not of how he got to where he was but from the moment he awoke. The moment he awoke with no memories of who he was. Only the thoughts of doing what he believed was right.
It was a dark night, he could feel his body was cold yet his skin was hot. He could hear his own breath as his eyes finally allowed him to see the light in front of him. Through the slits of his helm he could see many men. Each one carrying blades and guns, aiming at something, no, someone in front of him. He could feel his body waning, he could feel his mind swimming, and he was about to pass out again. He wanted to throw up, yet as he felt his eyes closing, he heard the cry of a woman, yelling something. Something he could not hear, yet it was that yell that made something boil in him. He was tired, tired of something, yet tired nonetheless. His eyes flew open as he rushed headlong into combat as it was that moment when he lost consciousness and memory of anything.
He awoke under the blazing sun, the sun was heating up the metal that was surrounding his body and shining 2 rays of light through his eye slits. It felt as if he was being shot right in the eyes as he sat up and saw next to him was a woman coming out of an oasis. She looked at him and covered herself in fear, taking a helm and putting on herself. Yet his first action was the throw himself into the water as he yelled out in a hoarse voice, "Water!".
He went crashing into the water as there he began to try and gulp up the water through the helm. It took Sol a moment before he began to hear laughter from the woman. He turned his head up and looked back to see she had dressed herself in clothing and began to speak to him. She spoke to him, about what had happened, how they lost many men, and how they needed to prepare, yet Sol knew nothing of this. He didn't know who she was, who he was, as all he did was ask, "What's with the helmet?"
Her head tilted as she began to explain the reason why they wore the helmet, they were warriors, it was their laws, for their religion. She realized as Sol's head tilted that something was wrong. She then asked what his name was, as he had no clue what it was, it took multiple moments as she realized that he may have taken head damage. Even without seeing her face, she had worry, more importantly, she reached for her weapons at her side. He could have been cursed, corrupted by the plague given by the Ashen, yet as she held her weapons and looked to him, she could not do a thing except say, "Come". As they watched many men upon horseback coming over the horizon.
Their travels took them across the land, fighting countless people that they referred to as Sinners. A crusade of some kind was being held, yet Sol could not understand what it was about. All he knew was that he had to, for it was the only way to stay with Maya. They had fought countless people, Soldiers and warriors of different lands trying to look for honor and glory. Bandits and Ashen referred to as heathens. They fought for a few years, taking on countless enemies, some for the good of their land, some that Sol always had some difficulty trying to fight. Yet it was these times he was assisted by Maya, she struck down those he could not with her own weapons with a swiftness and mercy Sol only saw in few. She fought valiantly, every piece of loot or reward Sol took, he gave to Maya. She spoke of a home with gorgeous views. Peaceful mountains, a wonderous breeze that would always pass through, and Sol wanted nothing more than to help her see 'home'.
And one day, she did, they returned to the plains of Eisereg. Here she was greeted with honors, with a duty well done, as she could take off her helm, and it was here they were separated. For he could not enter the homeland, for he was not born Eisereg. Yet that did not matter to Sol, as he was told by Maya, live well, and do his best, and they will see each other again. No matter how much that may have been a lie or not, for Sol, it did not matter. He believed her words.
It was here Sol left, not to return to the Crusade, but on his own. To do his best, to do what he believed was best. He left to wander, to fully understand what was best. What was his best. He travelled to many places, finding rides on ships to different lands. Finding odd work by doing menial labor, fighting off bandits and monsters in some areas, and many different things. A constant vagabond, he often found himself in strange places, and other times, dangerous. As after working for some time with some Charlayan merchants who were heading to the lawless continent, he continued his wandering. Here his life was threatened multiple times by monsters and mercenaries who seemed all too eager to take his strange armor for themselves. Yet he always made it out. He travelled the land, doing what he believed was right. Was it always glamorous? No. Often times the best thing he could do to help was to knock a few heads around, sometimes it was to hunt down monsters to clear a path, other times it was to do the work of many, and others it was to just give whatever he could.
However, after enough time of travel, helping, and then eventually finding the Charlayan merchants who had helped him enter the continent the first time. Here he helped them out as well, they had found themselves in a rough spot as multiple Ashen mercenaries had taken over their Airship, and the only way to get it back was to pay them an untold fortune, or kick them off. Sol was a fighter so he made a choice, he challenged the leader to a duel. After multiple days of quite literally life-threatening action and insults being thrown, it ended with mutual respect for each other, and Sol quite being on death's door. The only reason why Sol and the merchants were able to leave was because the leader liked the fact that Sol would not go down no matter how many times he was attacked.
The man threw a head nod to Sol and tossed something to him. It was a letter as he said, "Here kid, you might find this more useful than me". As Sol left, he read it was a letter to some strange academy. Where will it take him? He had no clue. Yet after fighting Izaro, to be his best, he could not
S T R E N G T H S
Combat Intuition- While he seems like a real martial art genius, it is his instincts that truly show off what kind of skill he has. An intuitive understanding of the body's movements and how to use them to best fight is what makes Sol a formidable combatant, even if he has no formal training or skills to speak of. This intuition is something made from both natural instincts and years of experience, both remembered and not.
Compassionate- Sol is compassionate to everyone he talks to. Often making countless friends and allies from helping and showing concern for others. He is often treated quite well because of his very outwardly kind nature to help.
Confident- Sol is one who will always confidently say what he is thinking. Do what he thinks is right, and is not willing to sit around and watch as things go. This allows him to act in ways others wouldn't, and to 'push' what is perceived as normal aside to do what he believes is good.
F L A W S
Bound by Honor - Sol carries himself with a sense of moral goodness. While a boon in some ways as it gives him a well-perceived goodness and reputation, it can land him in many bad situations. Lairs, cheats, tricksters, and those who are more than aware of Sol's nature and willing to take advantage of it.
Hard-headed - Sol is a man who is strong-willed and believes in what he does or thinks. Yet this same great will comes with the fact that it is impossible to sway. When Sol sets his mind to something, it nearly takes divine intervention to set him off his course. Even if he is right or wrong.
Generous - While seen as a great quality among people, when you are quite literally scraping by, giving your last penny to another person is not quite the greatest trait.
A T T R I B U T E S
C L A S S
The GOAT (Fighter)
In combat Sol is much less of what they would expect a knight to be, someone covered in heavy armor, and more like a natural disaster. Often fighting with his fists, Sol is more often than not punching men and sending them flying. Breaking weapons with strikes and performing single-hand parries. The reason why he wields no other weapons is actually the fact that he breaks them. Large clubs of metal can take a beating but even those break after a few hits.
He is willing to pick up weapons from others and use them, and feels comfortable with all kinds of weapons. He shows a strange affinity with guns and even has a set of body holsters for 2 pistols. Yet they always seem empty.
P R O F E S S I O N
Vagabond, Professional Homeless Man.
A B I L I T I E S
Extrodinary Physicality- Sol has strength that rivals that of monsters. With enough strength to bend metal with his bare hands and pulverize stone with a single punch. Yet with that, it is even stranger that his speed is something otherworldly. He can run at such incredible speeds, he is almost impossible to keep up with the untrained eye. Even if one could keep up with his speed and strength, his endurance is something that could only be likened to a train. His skin is like that of steel and his body seems not to even bend when met with a great force. Some believe that Sol is more like a monster than an actual human.
Regeneration- While not true regeneration, Sol does heal from wounds much quicker than most people. Broken bones seem to not slow him down. He seems to forget about wounds within hours, and his body makes them disappear in days. Yet the strangest of all is that a night's rest seems to be the only thing needed to ward off any of the pains from the day before.
Breathing Techniques- While not like the powerful and incredible magics that can be performed by learned mages. Breathing Techniques are something used by many fighters of greater renown. By taking in the energy around the user they can bring the energy within themselves to perform minor control over it and then release it in minor controlled manners. Some use it for external control, like energy slashes, while others use it for internal control, like increasing the power of strikes. Sol is a natural with internal control of energy, so much so he can perform it even in his sleep without conscious thought.
E Q U I P M E N T
Armor - A set of armor that Sol was given by the Eisereg and has been maintained ever since. While being worn for long periods of time and seen countless fights, often many people would think it would be destroyed, his armor seems to be in pristine condition.
Leather Jacket - A black leather jacket that was given to Sol after he had awoken from his unconsciousness. While he doesn't know why it is important, he knows that it is important.
Gun holsters - A set of dark brown leather holsters that he keeps on himself. He never leaves without them and allows no one to touch them without his knowledge.
Money - He has none.
N E N
I'd honestly really like to play the character and see what other people will be putting up before I decide, but right now I am leaning towards Enhancement because then I can also dip into emission and transmutation to become like my heroes Mr. God Hand Gene, Guts Berserk, and Asura from the hit 2012 release Asura's Wrath.
N O T E S
IzaroPic - An Experienced and powerful Ashen mercenary who had originally planned to rob a Charlayan merchant group friends with Sol nd kill Sol. After a good long battle, mutual respect was drawn between the two as he was the point of connection for Sol to join the Academy.
MarshalPic - An Experienced merchant who travels too and from the Lawless Continent and acts as Sol's main benefactor and someone he had received work from before.
Mayapic - A Veteran of the Eisereg she is now resting in their homeland and is Sol's catalyst for wandering.
How much does the RP revolve around being students in the academy? It has a military tag but not SoL, so I assume getting to and being in the academy is more so of a starting point to get the PCs gathered in one place? Also, what kind of reputation does the Academy itself have? Are its graudates prominent figures in the world?
How much does the RP revolve around being students in the academy? It has a military tag but not SoL, so I assume getting to and being in the academy is more so of a starting point to get the PCs gathered in one place? Also, what kind of reputation does the Academy itself have? Are its graudates prominent figures in the world?
That's a correct presumption, the academy serves more as a gathering point for the PC's. The Academy itself has a pretty spotless track record outside of vying to become an independent state. The graduates vary but most end up becoming important figures in the world if they aren't already. It was/is a place that nobility happily send their second sons or their least favourite heirs to potentially become somebody that could be useful to them.
Graduates aren't seen like Hunters in HxH though, where they're given a free pass to kill and such, but they're treated with a certain level of respect, trust and fear given the competency required to pass.
Appreciate the question and I hope that I provided some clarity!