Wasn't the Black Knight "None shall pass," though?
1
like
2 yrs ago
You ever realize that you haven't changed your status in months, go back to change it, and then wonder what the *fuck* your previous status was even talking about?
12
likes
3 yrs ago
No, no, they clearly are referring to Ohio -- which Georgia is geographically south of, so the theory is still sound.
Almost the moment the professor declared the lecture had ended, a rather tall, dark-haired young man in the back row had already closed out of his desk terminal, risen to his feet, slung a somewhat ragged and worn backpack over one shoulder, and headed for the door. At a glance, one might have assumed based on his frown and his haste to get out of the classroom that there was somewhere else he needed to be - after all, he did seem to be in quite the hurry, and gave off a certain impression that he didn't want to be meddled with. But of course, that wasn't entirely the case, as he, like those who followed after him, simply made his way to the lunch hall as expected.
Bel always had a policy of trying to arrive at lunch as early as possible. Front of the line meant first to get in. First to get in meant first to get served. First to get served meant he could find his own spot to eat off in some small corner of the dining hall without ending up crowded out by his fellow engineering cadets, or worse, those damned stuck-up piloting candidates. Of the two, the former were infinitely more welcoming, but that in and of itself made them almost as bad as the alternative. After all, the only reason they'd even bother talking to him was because they saw in him the potential for some sort of camaraderie which Bel had no intention of participating in. Just because he'd ended up in their program, they assumed he was some kind of failure who'd join them in resenting and envying everyone else who'd actually managed to cut it. But what was there to envy? He wasn't a failure.
He'd outperformed all those stuck-up asshats who, starting this year, would be wearing the coveted blue and looking down their noses at him like he was some sort of insect, as if all those times he'd shot them down in simulation had never even happened. Even without a partner, he still could easily have qualified for the normal piloting program, and probably could have done quite well for himself if he'd just been allowed to try. But that man... That damned man... He'd pushed Bel aside just because he wasn't fit to be his protege, and had tried to cover up his own embarrassment at trying to force his own son into that role and failing by shoving Bel as far out of the limelight as possible.
Of course, even if he had been able to make it into the green program, Bel would have surely refused had the choice been given to him. That would be settling for second best, and second best wasn't his style. The result would have doubtless been the same, so that wasn't why he was angry. He just resented not being given the choice.
After skimming through the serving line and grabbing a few different flavors of the soupy, synthetic ooze that passed for food - all of which were equally bad, by the way, but his prior year's experience had already taught him that blending a few of the least offensive flavors could make the resulting culinary abomination at least marginally more palatable - Bel had just found a nice spot near the back of the cafeteria and sat down to eat when a shadow was suddenly cast over him from behind. He cocked his head back just enough to make out a white and red uniform like his own. It was strange, though... He didn't remember anyone quite so tall being in the program. Well, whatever.
"Yeah? Whaddya want?" He half-mumbled, half-growled as he kicked back in his chair, turning to give a barely concerned half-glance back at the unseen individual now looming over him. The person in question cleared his throat very pointedly, and it was around this point that Bel realized his mistaken assumption. Throwing down his food, he shot bolt upright and turned around, standing immediately at attention before the bowl containing what passed for his lunch could even finish rattling and wobbling on the unsteady table he'd jostled in his wake.
"Captain Zaren, sir!" He exclaimed as he met the gaze of his team's supervisor. The tall, tan-skinned man gave a slight chuckle, his lips forming into a lopsided grin as he removed one hand from his pocket and waved it dismissively.
"At ease, kid."
"My bad. ...Thought you were someone else," Bel somewhat awkwardly apologized despite himself, his posture relaxing back to his usual slouch as he dragged the chair out to one side, then dropped once more into his seat. It was remarkable how quickly his conditioned discipline gave way to complete disregard for order once his surprise had passed, but thankfully, his teacher didn't exactly make a point of standing on ceremony. What would otherwise have probably been seen as disrespect passed between them as normal - so long as they were outside of class. Either way, he decided it would be best to get to the point before the grinning captain could tease him any further. "So what's the deal? I thought we didn't have any meetings or exercises or whatever set until the project tomorrow?"
"And you'd be right," The captain replied with a shrug, tossing himself down in the seat across from his student. "So, since you're so free these days, I thought you could give this old man a hand with some of his work."
"'Old man?' Really?" Bel replied scathingly, raising an eyebrow. "You're... what, like 35? It's a little early to be begging for sympathy, even with that gray hair of yours, 'gramps.'"
"39, actually. And be that as it may, you're a little late to be learning respect for your elders, kid."
"I told you to stop calling me that."
"Whatever you say, son."
"Oh, shut up!" Bel growled irritably, shooting a glare across the table. The captain merely chuckled, and Bel grumpily sighed, shaking his head. "What do you even want my help with, anyway?"
"Nothing much. Just basic setup for a training exercise for some of the piloting newbies. The flight instructor asked me to help out since he's shorthanded at the moment. Just need to move a few seats, maybe calibrate some sim equipment..." Zaren trailed off, giving a knowing smile. Bel only realized a few moments later that he'd started grinning the moment he'd heard the words 'calibrate' and 'sim equipment,' and quickly wiped the smirk off his face. Clearing his throat, he took a moment before answering, averting his gaze so as not to be seen through.
"Well, I guess I can help you out," He responded at last, trying his best to sound inconvenienced by the whole affair. Zaren stood up with his usual lopsided grin and reached out, unexpectedly tousling the grumpy young man's already messy hair. "Hey!" Bel growled, trying to shake off the unwanted gesture.
"Knew I could count on you, kid. Head down to storage B on deck 2 when you're done eating. I'll be waiting!" With that, just as suddenly as he had appeared, the captain strolled off, leaving Bel flushed and angrily glaring after as he brushed the hair out of his face.
“Oh, trust me, I'm just thrilled to be partnered up with you, too. Now do you wanna help, or did'ja just come here to complain about it?”
Personal Dossier
Name
Kalian Bel Cyris II. He commonly goes by Bel.
Age
19
Gender
Male.
Origin
Agria, AKA Tau Ceti E, Tau Ceti System.
Appearance
When one envisions the son of a hero, Bel probably isn't the first person to come to mind. Standing at the fairly average height of five feet, eight inches, he doesn't exactly have the towering stature or striking looks one might anticipate. His face appears to still be clinging desperately to the last vestiges of its baby fat, with surprisingly round cheeks and a somewhat dull and narrow rather than sharp and chiseled jawline. His nose is low and small, and somewhat round and buttonlike in exactly the manner one might expect an overly affectionate grandmother to find quite pinchable. He has a very prominent forehead - some might call it a fivehead - framed by the short-cropped bangs of his dark, straight, and routinely messy hair, and particularly emphasized by his high-set brow. Neither of these features, one might add, do much to detract from the rather defined contour of a set of bold eyebrows that seem so prone to frowning that you could swear them to be somehow magnetically attracted to his bright, clear blue eyes.
These eyes are, in particular, the crown jewel of his face, with a mature, focused look that perhaps, in some sense, rescues his countenance from looking wholly childish. They have a fascinating sort of energy to them, seeming to shimmer and shift with the slightest change of expression in a way which is wholly captivating. Were the rest of his features half so enthralling as his eyes, there could be no doubting him to be handsome. Nevertheless - particularly when he smiles, revealing almost equally bright rows of white teeth - he could be reasonably called somewhat attractive, or at least cute - a word which he himself would surely never tolerate.
His skin is relatively clear apart from the occasional pockmark, mole, or scar from carelessly scraping or cutting himself by accident upon some jagged piece of metal while working. Having spent his life largely either in space or underground, his skin is unsurprisingly rather pale. Nevertheless, despite his somewhat aloof lifestyle, he's in decent physical shape, probably from hauling around machine parts here and there, or from helping his family stock their small shop back when he lived with them on Agria. Nevertheless, he's less buff than he is simply thin, and as such doesn't exactly have the most imposing sort of figure.
More often than not, he's seen wearing a variety of nondescript hoodies, t-shirts, jeans, and slacks - usually blue, white, red, or gray if he can help it. However, he's particularly often seen simply wearing a hoodie over some casual clothes patterned stylistically like a flight suit, with some simple bits of padding tacked onto them for effect, but coupled with a significantly finer white and red jacket emblazoned with a red delta logo. While this logo was adopted by his engineering group, it was originally the personal crest of his mentor and role model, Captain Asher Zaren, from whom he received the jacket as a present from his days as a pilot. He wears it with pride out of reverence for his mentor, and is seldom seen without it.
Personality
Bel could perhaps best be described as a walking contradiction. At a glance, one might describe him as cheerful, confident, and carefree. He's perpetually irreverent and casual, making light of almost any situation and thus finding something in it to amuse himself. He always seems on top of his game, ready for anything that comes his way. And yet, he's also aloof in a sense, as he stubbornly refuses to seriously engage with... well, almost anything, really. His constant joking hides a tendency to seldom treat any matter seriously. This isn't to say he's indecisive or cowardly, however. If forced to address or answer to a challenge head-on, he'll tackle it as best - and as quickly - as he can, all while making it seem effortless. And yet, his reluctance to answer seriously when questioned or rise to the occasion when called hints at the fragility of his ego.
In this sense, he's quite the rebellious teenage spirit. He doesn't like being compared to others, because regardless of his relative competence, he seems to expect he'll be looked down on or spited. And yet, given how hard he tries to look like he's not trying, he also clearly values his reputation. He wants to be praised, or, failing that, to be told that what he's lacking is motivation and effort, not talent. When one figures this out, he's surprisingly easy to lead on bit by bit, as he'll sometimes forget that he's supposed to seem unconcerned when he thinks he's doing well. In these cases, his enthusiasm and pride are clearly quite genuine, and are so earnest that one might find them quite charming in spite of his sometimes obnoxious behavior. The problem is, once he's had time to calm down from his high of pride, he goes right back to being just as affectedly unconcerned as ever.
He's very slow to trust people, and tends to think the worst of almost everyone he meets, always expecting some hidden agenda guiding their actions, and trying above all else to avoid being a pawn in their game. He values his independence very highly, such that he's even hesitant to speak warmly of others, much less be known to have helped them, lest they realize he actually values and admires them. He hates talking about anyone's problems, let alone his own, and as such, can seem quite cold-hearted. And yet, perhaps the one he's trying to deceive is himself, not wanting to admit that despite his desperate efforts to be his own man, utterly unfeeling and unconcerned with the affairs of others, he's actually not as terrible a person as he pretends to be? In truth, what really frustrates him so much in hearing the feelings and hurts of others isn't that they're bothering him and wasting his time with something he doesn't care about, but rather that he can't offer a solution to those problems - a fact he's all too familiar with in his own family life.
His family is, in a phrase, both the root of his many neuroses, and the only exception to them. When it comes to the Keliath family who raised him, he's easily embarrassed by them, but unmistakably warm towards and respectful of them, particularly his mother Anda. However, if there's one thing that makes him go from merely aloof to actually hostile, it's his father. His personality seems to do a complete 180 whenever the elder Kalian Cyris comes into the picture, and he becomes incredibly cold, bitter, and outright angry. Above all else, never compare Bel to his father, especially if that comparison is unfavorable. Doing so might make you an enemy for life.
In short, while he's in some senses kind and devoted to those he truly cares about, Bel is nevertheless a perpetually rebellious teen with severe trust issues, a short temper and a fragile ego - a faker who can't be honest with himself and his own feelings, much less express those things to others. Treat him well, and he'll probably consider you a friend, even if he won't say so. He's not, perhaps, what one would expect of the son of a hero, or of an aspirant hero himself. But he'd probably say that those expectations are ridiculous. Utter selflessness and honesty? Giving up one's own life for the sake of those one doesn't even know? Allowing one's self to be merely a tool, a sacrifice, for the sake of all those cynical adults who play good people like pawns in their big game? His world has never been so big as all that. So long as he's not hurting anyone, and the people close to him are happy, then all the rest will follow - even if he no longer has a place to return to when the fighting's done.
Background Information
To understand the present-day circumstances of the son of the legendary Hero of Sirius, Kalian Cyris I, one needs first to look at the rather colorful life of his father. Born on the industrial world of Sirius Prime, the Admiral had a fairly average middle class childhood until it was disrupted by the advent of war with the Ascendancy. Forced to flee the planet during the mass-evacuation known today as the Sirian Exodus, the eventual war hero was separated from his birth family and fell in with another family of refugees in order to survive. The daughter of this family, Anda Keliath, would, some years later, become his wife.
Together with the Keliath family, he ended up resettling on the mineral-rich fourth planet in the nearby Tau Ceti system. Due to its dangerous levels of solar radiation on the surface, as well as frequent planetary collisions from accumulated stellar debris in the system, the people of Agria lived almost exclusively in underground city-shelters, with a satellite defense grid in place to break apart incoming meteors. However, due to the limited space in these underground settlements, the influx of refugees from the Sirius system created massive overcrowding problems. Consequently, living conditions were very difficult for the refugees.
Needing a stable source of income, and wanting revenge for all the suffering he saw around him, the young Cyris turned his attention towards the war by volunteering to join the confederate navy. Not long after, however, the war came to him when the Ascendancy began the surprise attack that marked the beginning of its long and arduous siege of the Tau Ceti system. During a basic training flight with his squadron, he stumbled across enemy scout units. A brief skirmish ensued in which several trainees died. The future admiral, however, proved himself admirably, defeating multiple enemies despite sustaining severe damage to his unit in the process.
Because of this, his squadron was able to return to their base in time to warn allied forces of the enemy presence in the system. As such, what might have been a very ignominious defeat instead turned into a very long and brutal battle as, after repulsing the initial surprise attack, the allied fleet was forced into a defensive position within the star system's debris disk, using the asteroids and rubble as a buffer against enemy long range bombardments. In the five years that followed, wave after wave of enemy forces would continually assault Tau Ceti, completely cutting it off from outside support.
However, as it happened, a branch of the top-secret Project Valkyrie was operating in the system, hidden beneath the surface of the frigid, largely uninhabited world of Tau Ceti F. When this planet was attacked by enemy forces looking for the hidden base, the senior Kalian was shot down and forced to land at the installation. There, he and his squadron's communications officer, a woman named Stella Aryos, were asked to serve as the pilots of an untested first-generation Valkyrie unit. With this highly advanced prototype, the pair saved the facility from attack, and subsequently participated in several operations meant to break the siege. They struck at key enemy ships and resupply points, and ultimately drove the Ascendancy from the system with the help of reinforcements from the main Terra Novan fleet. His squadron, bolstered by these reinforcements, was then employed in the long and arduous campaign to cut a path through enemy lines and retake the Sirius system for the confederacy.
Born only three years before the beginning of the Battle of Tau Ceti, Kalian's son, Kalian Cyris II, only spent the early stages of his youth on Agria. Once the siege was broken as his father was deployed elsewhere, he and his mother followed along, as Anda Cyris volunteered to serve as a civilian helper in logistics, living in relative safety with a few other military families on board the supply ships that went to support the main fleet. As he was largely confined to his room to keep him from getting up to trouble on the ship, or otherwise making a nuisance of himself, the young Kalian - then nine years old - had very little contact with anyone save for his mother, or the occasional friend of hers who was assigned to take care of him while she worked.
He was, to begin with, a very timid and affectionate boy, and was practically raised on stories of his father's bravery. He eagerly devoured any and all news of his father's actions, be it from the gossip of soldiers or from the news. One of his clearest memories of his time on the fleet is of the day when his father's name became legendary. When the Ascendancy's elite pilots of the Black Fleet sprung a surprise ambush upon the forces attacking Sirius Prime, concealing themselves behind the mass shadow of a small moon and descending upon the spearhead of the confederate forces - the aces of the Valkyrie Vanguard, commanded by Captain Cyris - the news spread like wildfire through the ship he was on, and in the confusion, little Kalian found himself gathered with the ship's entire crew, watching the viewscreens as the battle played out in real time. Confusion, however, swiftly gave way to horror as one by one, the other units of the Vanguard began to be picked off, until there was only one left: the VPX-012 "Sigmund" piloted by none other than his father.
"Cyris' Stand," as it has become known, lasted for almost half an hour as he and his dwindling forces desperately held the line to protect their mothership, the Ascalon, as its crew evacuated and the rest of the fleet tried to retreat and regroup. Damaged by the opening shots of a massive armored unit armed with a powerful anti-ship beam scatter cannon, it was crippled almost immediately, then beset by the enemy ICWs. The Vanguard fought hard, but was vastly outnumbered, and although they took many of their enemies with them, were quickly whittled down and destroyed through sheer human wave tactics. By the time the fleet's retreat to the edge of the system was completed, only the Captain himself was left alive, his unit damaged, and the mothership little more than a derelict husk drifting in space, with its crew having either gone down fighting or abandoned ship.
Faced with almost an entire squadron's worth of the remaining elite enemy pilots, and staring down a massive mobile weapon that threatened the fleet, the Captain both could not and would not run. So, in a desperate show of defiance, the Sigmund dove straight into the midst of its enemies, preventing them from bringing their mobile weapon to bear for fear of damaging their own units. To the surprise and disbelief of all present, the Sigmund wasn't immediately destroyed, but rather, although losing several of its weapons in the process, proceeded to destroy the entire squadron, one unit at a time. The son of the captain found his horror slowly turning to tentative hope as the Sigmund darted between curtains of cannonfire and at last plunged its blades into the armor of the giant enemy weapon that had destroyed the Ascalon, latching onto it and firing everything it had at point blank. A tremendous explosion split the skies of Sirius Prime... Little Kalian felt his heart stop in his chest, until a shout of joy rose up among the troops, and from the midst of wreckage emerged the battered form of the Sigmund, battered but unbroken!
Following this momentous event, Sirius was retaken, his father was promoted to Admiral, and the war swiftly wound its way down to a close over the three years that followed. Kalian junior was able to see his father again face to face, and, in many cases, was proud to bear witness to the thanks of the Ascalon's entire crew for his bravery in saving their lives. No, more than just that. He was proud to bear the name of such a brave man as his father, and wanted to be just like him when he grew up. This event so struck him that, from that day forward, he had one dream, and one dream alone: to be a pilot like his father before him.
However, in practice, things were far from being that simple. He and his mother moved back to Agria to live with the Keliath family, but Admiral Cyris seldom darkened their door after that day. When he did visit, he seldom stayed long before departing again, pleading that his work with the navy called him to be elsewhere. Gradually, little Kalian realized that his grandparents didn't want to talk about the admiral he so admired, nor could his esteemed mother bear to hear his name mentioned.
They lived comfortably, and the young boy got a good education thanks to the money given them regularly by the admiral. As he grew older, he gradually came to understand that, for reasons undisclosed, his parents were no longer on speaking terms, and despite all his prejudice in favor of his father's heroism, he ultimately came to take his mother's side in the matter. No matter how he looked at it, his father had, for whatever reason, chosen to cut almost all ties with them, and while he perhaps couldn't bring himself to hate the man who was paying almost all of his expenses, let alone the hero who he'd placed on a pedestal for his entire life, nevertheless, he couldn't understand his actions, and couldn't help but hold his father's abandonment of his mother against him.
He was bitter. Not just at his father, but at society in general. People frustrated him, as he'd never been accustomed to dealing with them before, and wasn't about to start now. From his point of view, his business was his own, and other people trying to stick their noses in it were just asking for a fight. The once timid and gentle boy became something of a delinquent, and to avoid causing problems for his mother by fighting, soon tried to avoid contact with people entirely, favoring tinkering with machines to dealing with other people at all.
It was in this state that, at age 17, his father found him. The Admiral had returned unexpectedly, presenting an entirely unforeseen offer. His son had the same capabilities he did. And now, a second generation of the Valkyrie program was underway and needed recruits. Naturally, there was no way that Kalian - who had now taken to calling himself Bel to differentiate himself from his father and to avoid drawing attention to himself - could pass up a shot at his dreams.
...But he refused anyway. He couldn't afford to leave his mother behind. He wouldn't spite her like his father had. Only after she specifically implored him to chase his dreams for her sake did he reluctantly reconsider his stance, take his father's offer, and board the shuttle for the ride to Taiyōtawa Academy, leaving behind the family who had raised him and the life he had known.
Once there, Bel proved himself to be a capable pilot candidate, making an admirable performance in the simulations. He was the rising star of the academy, and there was gossip that once he managed to pair successfully with a partner, he'd be removed immediately to continue his training directly with the fleet under his father's oversight. However, when the time came for his evaluation, almost no TC was willing to even consider partnering up with him due to his demanding attitude, reckless piloting, and short temper. Those who were willing to at least try getting along with him found it completely impossible to come anywhere close to Synchronizing with him, and it was subsequently decided that his Harmonic Wavelengths were too weak to be practicable. He was shunted out of the public eye and removed from the program as quietly as possible, but the backlash of his ignominious fall was nonetheless severe. In a single day, he went from one of the academy's most respected students to its laughingstock, and he himself only felt further vindicated by his former classmates' change of tone in never having trusted any of them.
His father, evidently in an effort to save face, quietly relocated him into the engineering program, then cut all ties once again, leaving Bel in a situation he didn't particularly care for, with his dreams slipping through his fingers. He had always been fond of machines, but that wasn't enough to satisfy him. He wanted something more.
In this state, he was assigned into Engineering Team Delta under the guidance of Captain Asher Zaren, a middle-aged former pilot who had resigned from active duty following his partner and wife's death. Refusing to take on another partner, he instead became an instructor at the academy, helping to teach new pilots as well as managing one of the crews of engineering cadets on the side. Captain Zaren quickly took Bel under his wing, noting his discouragement and taking pity on him. He encouraged his new protege not to give up, but rather to move forward as best he could, and do what he could whenever the opportunity presented itself, even if it wasn't what he'd expected. Zaren motivated him to give his utmost to his engineering training by in turn offering him access to the simulators as a reward, himself serving as the boy's copilot and reading off combat data into the simulator to support him.
While this might have seemed like the Captain was simply following through on his promised reward himself, in actuality, it was something much more. He saw promise in Bel's performance, and felt that if his attitude could simply be adjusted, and his Harmonic Wavelengths thus strengthened unconsciously, he might yet be capable of becoming a pilot. So, he trained his protege personally in an attempt to motivate Bel to rely more on his partner, and tried to get him to interact more not only with the other engineering students, but also with the pilot candidates, hoping to correct the issues he saw. Bel, for his part, came to respect and admire the Captain. While Asher Zaren may have been perhaps inferior to the admiral in rank and fame, he was infinitely his superior when it came to being a father.
So, studying under his new mentor, Bel strengthened his spirits, steeled his resolve, and strove to once more reach for his dreams, unaware of the struggles that would lie ahead of him...
Titles: Lady Diabelle, sometimes insultingly referred to as Lady Diabelle the Cursed.
Nicknames: None in the game world, as there was no one close enough to her to call her by anything so intimate as a pet name. Out of game, the fandom tended to shorten her overly long name to just "Dia."
Age: 16-18. (Was born at the same time as Arthur, so whatever our heroine's age is, hers is the same.)
Gender: Female
Birthplace: Caerleon. Her family, however, controls several smaller Caers and villages in proximity to the capital, being one of the most powerful aristocratic families in the kingdom. It was in one such territory - Caergwn - where she spent most of her life thus far, due to being concealed from the public eye within one of House Gardes' manors in that city.
Legacy: Successor of Mordred. Unlike most Successors, who only receive periodic guidance from their patrons, Diabelle's relationship with Sir Mordred is an extremely close one - allowing her to speak to or consult with him almost any time she's unconscious, and sometimes even when she's awake as well (usually when she's particularly agitated). She possesses almost all of his memories - not just those from the time when he was alive, but also from his experiences contracting with the previous Successor.
As far as abilities she has inherited, she possesses somewhat heightened strength and speed - particularly noticeable due to how much these traits clash with her frail, dainty appearance and build. Nevertheless, compared to most other Successors, and even some normal Humans, her abilities aren't particularly remarkable due to not being cultivated - as a proper lady's upbringing would never include something so crude as strength training, and even if she wanted to indulge in such an exercise, no one would be likely to humor or assist her in so doing. Where she excels, on the other hand, is in the manipulation of shadows.
Split off from an incomplete imitation of Arthur's own holy powers, Sir Mordred's ability allows Dia to shape any area of darkness within a truly massive radius of herself, covering pretty much any battlefield featured in the game - expanding them, making them tangible, and altering their form as she sees fit. In particular, she's skilled at creating gates between two areas of shadow and stepping between them - her almost imperceptible presence lurking behind her targets within their own shadows, and in so doing representing Mordred's underhandedness, dishonor, and treachery. Most often, she uses this ability for transportation, or for listening in on people's conversations, making her a naturally talented spy or assassin were she inclined to such pursuits.
However, her physical stats are fairly low unless augmented by coating her body in shadows, which generally requires such immense concentration that it precludes her from doing anything else. Furthermore, though her magic attacks and summons are one of the most devastating sources of damage in the game - as befits a final boss - they're hard countered by Arthur's Light attribute, which can banish them, remove areas of darkness to prevent her from teleporting, and inflicts massive damage to Dia herself on a successful hit. Support-specialized Arthur can generally beat her just by spamming healing and buffing effects to protect her party, while a more offense-oriented Arthur could tear through her defenses, strip away her buffs, and nuke her. But, on the other hand, she's also one of the hardest fights in the game simply because she's so hard to pin down, and has an annoying tendency to teleport behind your party members and strike them with their own shadows for massive damage - and can even take out hard-hitters in one or two shots with a lucky crit, or if you haven't leveled them enough.
Although she's capable of summoning Mordred's stolen sword Clarent and a full suit of his armor, she doesn't often do so, as the weight of both armor and weapon require her to use all her power just to support them with shadows to achieve any worthwhile results. This is generally "Phase 1" of her bossfights, before she retreats to a distance and resorts to her more powerful magic-based attacks, at the cost of most of her defenses.
Appearance: The most obvious thing about Dia is that her appearance isn't just completely different from that of her parents, but also from pretty much every other character in the game. In a setting where pretty much everybody else is a fair-skinned, usually blonde-haired cliche courtesy of Japanese stereotypes of what westerners should look like, she has dark skin, jet black hair, and ruby-red eyes. In the setting, this is handwaved as the effects of her "Mark of Infidelity" setting her apart from her family and countrymen as a permanent and indelible sign of Mordred's treachery, but the design also might have just been because the game's artist got tired of drawing such similar-looking characters and decided he'd go a little wild for the final boss.
Her character design also has a lot of effort put into it, with many of her different sprites in the game having a great deal of shading and background effects. Now that the game has become a reality, however, this translates to a significantly more creepy effect, where the shadows in her surroundings seem to stretch toward and wrap around her wherever she goes. This, combined with her scarlet eyes and tendency to appear out of nowhere using her shadow-walking powers, tends to make her look at times more like a vengeful spirit that just stepped out of a horror movie than a rival character in a romance game.
Another notable detail is that, despite her family's status, most of the outfits she wears are fairly simplistic and modest by aristocratic standards. Rather than elegant layer-upon-layer of rich silks and the like, she usually just wears attire cut from normal cloth, with only the occasional frill or bit of lace to accent it, which rather undercuts the whole "villainess noble girl" aesthetic, given that she often looks more common than the actual commoner heroine. Perhaps to compensate for this, though, Dia is very fond of hats, headbands, fans, and parasols - the one thing these various fanciful accessories have in common being that they can help cover or otherwise obscure her face. Given the stares she tends to get due to her unusual appearance, it's only really natural that she would take measures to block out unwanted gazes.
Despite often taking measures to hide her face, though, she never walks with her head down. Rather, she carries herself with a surprisingly queenly bearing, with her head held high, a steady gait, meeting the gazes of those who look upon her with firmness and tranquility. Perhaps, if she showed signs of weakness more overtly, she wouldn't be so intimidating... but unfortunately, she seems set on carrying herself only with the utmost dignity, regardless of how other people view her. While her unwavering spirit is praiseworthy in its own way, it's also probably part of the reason why so many people fear or dislike her. Despite bearing the Mark of Infidelity and bathing in the scorn of everyone around her, she still moves and acts as though the concept of shame is entirely alien to her - a behavior that is certainly unlikely to earn her any sympathy.
Personality: Contrary to the personality one might expect of the rebellious Knight of Treachery's chosen heir, Lady Diabelle is far from the boisterous, dishonorable, or irreverent sort of character one might expect. Perpetually calm and quiet, she does her best to act the part of a proper lady at all times, almost never losing her composure or so much as raising her voice. She seldom speaks unless doing so is warranted, and when she does, she is always calm and polite, even when, by all rights, she should be upset.
For those who have played the game before, the reason behind this becomes obvious. Since people have been afraid of her since childhood, she does everything in her power not to aggravate them, not wanting to display any sign of emotion for fear that, fearing some kind of outburst, the people around her would run away. However, in practice, her almost disturbingly placid demeanor ends up making her unintentionally frightening in its own right, since hearing her reacting to everything with the same level of affected ease makes it seem like she's toying with those around her. And, even if she never loses her temper, she also never smiles or shows signs of happiness, which tends to make everything she says feel unsettlingly serious, even if she were to try to make a joke.
These issues are also only exacerbated by her lack of emotional awareness. While she has honed her social skills to the point of perfection, her isolated and lonely upbringing has meant that the only "person" she's really had any deep sort of connection to is the voice of Sir Mordred within her head. Because of this, Dia is very bad at reading the mood, and has effectively zero emotional awareness, even if she tries to observe the rules of tact which she has done her level best to learn. She never opens up to anyone, and even if someone else opened their heart to her, she wouldn't know how to respond.
The only real exception to this general rule is her fiancee, who, with her usual bluntness, she in the game confronted immediately on his resentment of her, but offered to be of use to him to compensate for the inconvenience of having to marry her. Being relied on - even grudgingly - was a feeling closer to love than she had ever experienced before, and Dia quickly, without realizing it, became dependent on the notion that at least one person needed her. Needless to say, though, because of these dependency issues and her underlying depression and repressed anger at the unfairness of her situation, she's very bad with rejection, and her mental breakdowns in the endings of certain routes are often genuinely terrifying precisely because she never once even hinted at losing her cool before.
Synopsis: A cursed child, feared from birth. The game didn't really go into much detail on her backstory, making it somewhat difficult to piece together what happened to her in the past. Nevertheless, from her completely tranquil, passive personality, and from some of the lines she delivers in her various breakdowns in different endings, one can get a general idea of the underlying cause of her issues.
From the very beginning, the only cause of celebration in her birth was the certainty that if Mordred's Successor had appeared, then surely, somewhere, Arthur's Successor had been born. Even her own family viewed the birth of a child somewhere they didn't know as the "silver lining" in the tragedy that their own daughter had come into the world. The constant reminders from others as she grew up that Arthur was the one who everyone was waiting and hoping for only made this worse, causing her to almost immediately resent and envy the protagonist. This is reflected most prominently in the angry tirade she delivers at the end of her bossfight at the end of her fiancee's route, where she begins screaming at the heroine and her love interest, delivering such lines as "Was I born only for your sake? Did I live just to prove that you were precious?!"
Though she wasn't abused, and was well provided for, Diabelle's parents are shown in the game to be rather obviously neglectful. If the player gets certain optional events near to the ending when she turns on the kingdom and her family, Duke Gardes excuses his behavior by saying that he and his wife never interacted with her because they feared for their own safety. As a child with unspeakable magical powers, if she were to ever throw a tantrum or lash out in rebellion against her parents - which they feared she was almost certain to do, given she was evidently chosen by Mordred as a Successor - there would be no telling what kind of damage she could cause. And, of course, as this dialogue only happens in the ending where she turns on the kingdom in despair and rage because the man she loved turned his back on her, pretty much everyone involved agrees that their fear was entirely justified.
But this fear was also contagious, and spread to the unlucky maids and servants tasked with tending to the locked-up girl's needs in her parents' stead. Because of this, even the slightest sign of distemper on her part would usually send everyone around her running and panicking, which in turn is the probable cause of her incredible level of self-control in the present. She couldn't allow herself to show even the faintest sign of anger or passion for fear of scaring others off, and thus learned to be obediently stoic as a necessity.
Because of this, even by the time she meets her fiancee-to-be as children before the game even starts, she's already disturbingly calm and composed - partly due to her own isolated upbringing, and partly because of the advice of Mordred on how to cope with her situation. As such, she almost immediately sets him on edge by asking a rather blunt question before they get any further than first introducing themselves.
"You find me disgusting, don't you?"
Rather than being offended when he confirms her suspicions, however, Lady Diabelle merely accepts his answer as inevitable, and apologizes for being so unpleasant. However, as neither of them could act against their family's will, the engagement would be set regardless of such hard feelings on either side. So, honestly wanting to make reparations for simply being who she is, Dia proposes that she use her powers, unsightly though they may be, to accomplish whatever he desires, serving as his faithful right hand in the hopes of not being hated by him.
This "contract" forms the basis of her entire character. Desperate to be "needed" even if she can't be loved, Dia does everything in her power to make her fiancee's royal ambitions a reality. From the very beginning, whenever they're alone, she refers to him as "your majesty" rather than "your highness" (-heika vs. -sama in the original Japanese) as if he is already king. And, once her powers are more developed, she begins serving as his spy, eavesdropping on the conversations of nobles by lurking in their shadows, and providing him information of who supports him as heir, and who does not, allowing him to make the alliances that lead to the formation of the Aristocratic Faction.
In the First Prince's route, this naturally leads to both her and her fiancee serving as antagonists, since, with Arthur on his enemy's side, he has no choice but to rely on Dia's support to back up his claim to the throne by force. Ultimately, this leads to a civil war where it's the forces of the traitors against the kingdom's loyal knights and foreign reinforcements called up by the Queen, led by Yvain.
With Arthur against them, the coup forces are obviously defeated, and at the end of the day, Dia has her powers sealed by the heroine, and she and her ill-fated fiancee are locked up together for life in the tallest tower of the palace. This is actually the best ending for her, since the route ends with her beloved reconciling with her, telling her that she tried her best, and revealing that he no longer fears her. It was a sweet scene to the point that many fans angrily lamented that the villains got a better ending than the heroes, since the First Prince continued to be an insufferable ore-sama type character right up until the very end, and despite ostensibly being the game's main male lead, was also the most widely disliked by the playerbase.
In all other routes, however, Dia's relationship with her fiancee ends up significantly worse. As he desperately pursues the heroine as his stepping stone to kingship, she fears she'll be thrown away as useless to him, since, far from helping fulfill his royal ambitions, it's her engagement to him that serves as his greatest stumbling block. In order to prove her usefulness, she tries all manner of devices. One which generally happens in every route involves Dia disguising herself as a man and entering the Royal Academy's tournament as a mysterious black knight which serves as a preview for the final boss battle on most routes. Though she does well, the heroine eventually deduces that she's using Shadow Magic to enhance her own body, and comes to the mistaken conclusion that Lady Diabelle is using her powers on this mysterious contestant to help him cheat. So, using her holy light, the Heroine shatters the shadows surrounding Dia's body, in the process knocking off her helmet and revealing her true identity.
This serves to infuriate her beloved, who is angry to have been outperformed in a martial contest by his own fiancee, and yells at her for acting on her own, asking what she thought she was doing. She gives what might have been an honest answer - "I wanted to see what it felt like to be praised" - but dismisses this as a joke when pressed on it, ultimately refusing to explain herself.
From this point onward, her ending varies based on whose route the player chooses.
On her fiancee's route, Dia repeatedly rebuffs the heroine's advances on him, calling her out for seducing another woman's fiancee. But, as the person in question defies this, this low-level harassment does little more than reveal exactly how little he thinks of Dia. Eventually, the Royalists try to have him assassinated, fearing his closeness to Arthur's Successor, but the heroine saves him in the nick of time. So, taking advantage of the situation, they frame Diabelle as the culprit, and she flees the country. When the Royalists eventually call in the neighboring Caer to help invade Caerleon, Diabelle returns at the head of their armies.
Even after the enemy's commanders (Yvain and Gawain) are defeated in the field battle section, Diabelle begins ruthlessly carving a swathe of destruction into the city so that she can confront the heroine and her former fiancee herself, and leading to the earlier-mentioned breakdown - a scene which became rather infamous as leaving a rather bad taste in players' mouths as she screams and cries about the heroine taking everything from her.
If the player loses the fight, she tries to kill the heroine, only for her beloved to interpose himself in a desperate attempt to protect his new fiancee from his old one. She accidentally kills him, and then, distraught by what she has done, has her own shadows devour her, committing suicide out of grief, and leaving the heroine alone, cradling the corpse of her love interest in the ruins of what was to be their home.
If the player wins, on the other hand, Arthur defeats her and tries to spare her. However, taking advantage of this moment, Yvain - who made no appearance in the bad ending for some reason - reveals himself to be still alive and tries to strike down the Second Prince while his attention is on Dia. This time it's Dia who throws herself in the way, and dies protecting her unrequited love from the man who held an unrequited interest in her, who promptly gives up after killing her accidentally, much as she herself does in the bad ending (though he doesn't commit suicide).
On this route, her fate is a little different. Since the Second Prince doesn't win Arthur's favor, he isn't targeted by assassins, and thus Dia isn't framed. Instead, out of an increasing desperation to prove herself not only to him but to the country as a whole, she ends up disappearing from the plot for a while, only to show up at the very end as a surprise final bossfight in the middle of the war between Caerleon and the Successor of Lancelot's kingdom. Bertilak, the sole survivor of Dagonet's posse, shows up and explains what apparently happened offscreen. Egged on by Dagonet (who was trying to earn glory as a hero without actually doing anything), and hoping to be recognized as an asset to the kingdom and "just as good as Arthur," Dia began using her shadows to devour the curses afflicting the lands overrun by monsters. In so doing, however, she became corrupted by them, and eventually turned into the greatest of all monsters herself - an enormous Black Dragon. Leading an army of demons and other assorted creatures, she attacks while the kingdom is in the midst of fighting Arthur, and forces everyone to set aside their differences to face this new threat.
In the end, the Successor of Lancelot becomes the country's savior, as he is the only knight skilled enough to slay the mighty beast, killing Dia and destroying Mordred's spirit for all time. In this route, she's mostly painted an unfortunate casualty by everyone involved, and suddenly everybody sympathizes with her, in complete contradiction of their earlier attitude towards her. Mostly, the fans agree she's basically just there to serve as a plot device for why the Successor of Lancelot is forgiven and allowed to become king alongside the heroine, and ends up as a necessary sacrifice for them to achieve their happy ending.
TBD. Waiting on Rai to decide on the details of Merlin's route for this one. The ending has Gareth presumably dead or having abandoned her, and a defeated and despairing Dia married off instead to Dagonet as a punishment for her betrayal of the kingdom.
TBD. Waiting on Asura for this one. Probably mostly echoes her fate in the Gawain Route, though.
Yeah, it's fine. Most of the activity has been on the interest check and in the discord I set up, so it's kinda hard to tell on this end.
Green Knight could definitely work - there's a faction based around Gawain that's relevant in the setting, but doesn't really have many people on board with it yet, so I've been trying to encourage people to join it. Having him as a supporting character on that side could help with stuff. Though, I think someone had ideas for something involving a Green Knight-inspired character in their background maybe, but not as their character themselves, so you might need to talk it out?
Regardless, if you still want to join, I don't think one more or less will make a huge difference at this point, so I'd be willing to allow it - though I'll likely close applications going forward just so it doesn't get any bigger after this unless we lose people.
Just so you know, we've already got about 12 people involved, so I'm a tad leery about adding more.
Though, at the same time, I'd also rather not kick out someone who's interested enough to seek this RP out.
Do you think you could give me an idea of what kind of character you'd like to play? There are still some sorts of roles or characters that might work to help flesh out the setting, but a lot are also taken at the moment, so I'd like an idea of what you're planning on doing before I add another to the roster.
Sorry. I don't mean to be rude - it's just that this ended up drawing a lot more interest than I first expected, and I'm a bit nervous about my ability to run and manage a really large RP. ^^;
Knight Arthurs X Gallant Heaven was a game in many ways as incomprehensible as its garbled Engrish title. It tried to be many things all rolled into one - a light and fluffy slice of life love story, but also at times a dark and serious drama filled with courtly intrigue and dark schemes. An Otome game wherein the heroine enjoys a rose-colored academy life with a wide variety of bishonen and ikemen characters... but also a turn based, top-down tactical RPG battle game where the protagonists must not only face deadly monsters and ancient evils, but traitors in their own kingdom and warlike invaders from abroad.
It was regarded at best as somewhat charmingly inconsistent - with some routes being mostly light and idealistic, and others having surprisingly dark undertones that were often poorly handled, or never even fully explored. With a wide variety of branching paths the story could take, and a multitude of writers handling all of them, characters would sometimes behave radically differently in different routes, often without any real explanation. While this gave rise to a great many fan theories about things happening behind the scenes that could have led to those outcomes, the game itself left many questions unanswered due to its rushed production schedule, dropping several extra scenes that might otherwise have explained some of the glaring holes in its plot.
Even so, it had a fairly large following despite its flaws, due in no small part to several beloved breakout characters whose routes and interactions were regarded as popular enough to make the rest worth it. It was also appreciated even by some fans completely outside of the intended demographic due to the surprisingly deep combat mechanics - though, as these were never properly explained in most cases, just as many prospective fans were driven away in frustration as their tried to make sense of what they were doing.
The game's premise was fairly straightforward. In a world once populated by famous characters from the stories of King Arthur and his Knights of the Round Table, a kingdom called Caerleon was founded on the sacred land that King Arthur had once ruled. After he drove back the monsters and wild beasts that had corrupted the land, this country became a flourishing paradise. And though his kingdom collapsed after his death, the land was eventually unified under a new people, and began to thrive once more.
But all was not well within this fledgling kingdom - for without Arthur's sacred power to keep them at bay, monsters began to return and prey upon the people. So, fulfilling his promise to return in the land's hour of need, Arthur's soul reached out from where he slept on the Isle of Avalon, and bestowed his powers upon a worthy successor, who would go on to defend the land as Arthur himself had done. His loyal Knights, too, woke from their rest, sensing the return of their king and realizing that he would need the aid of his steadfast retainers - and so granted their powers to a new generation of knights, who would go on to become a second Round Table, hoping to mend and atone for the faults that had led to the dissolution of the first.
As it was the Successors who had saved the kingdom in its hour of need, it became tradition in Caerleon to venerate all those who had been blessed with the legacy of the heroes of old. Those guided by a noble spirit were marked for greatness, serving to slay all monsters and enemies who threatened Caerleon's peace. And, conversely, those who became Successors of wicked powers were feared and reviled, as existences that served only to bring about strife and chaos.
In such a kingdom, the coming of Arthur was anticipated in times of strife, as a means to banish all ills and usher in a new era of prosperity. But in the game, for the first time, Arthur's successor was not a man, but a woman. A young lady of hardly-noble birth, the heroine enters the scene in the midst of a crisis of succession, with the heirs of different branches of the royal family competing for the right to rule, backed by various factions of aristocrats both foreign and domestic. With the very real possibility of civil war on the horizon, it falls to the unsuspecting, average-girl heroine to settle the dispute herself, and choose the next king... by marrying him. At the same time, though, she's also expected to protect the kingdom from the monsters that are beginning to return, and thus must also gather her loyal knights and learn how to control the powers she's been given, all in order to save Caerleon!
This, of course, leads to the expected set up of a vast array of eligible aristocratic bishonen trying to court her, as well as providing a justification for dungeon crawling monster hunts and tactical battles. Mechanically speaking, the game relied heavily on time management. Certain activities - such as attending classes, parties, tournaments, or major monster hunts and story battles - were mandatory, with outcomes that depended at times on your affection values with certain characters, and at other times on your stats. Then, outside of these scenes, there were a wide array of optional activities. You could go visit a particular character to get optional bonus scenes together and raise their affection values, or you could choose to train to improve your combat stats - or do certain sidequests to obtain money to spend at an ingame shop to buy gifts and trinkets to give to the various capture targets, which would not only raise their affection, but also serve as equipment to boost their stats in combat.
Because of this, however, it was pretty easy to focus too hard on one thing or another, and end up in a situation where you just didn't have what you needed to win a certain story battle or get the right outcome in certain mandatory scenes. If you focused too hard on raising one character's affection values to get his route and improve his combat abilities, you might miss out on developing others and then get caught in a story battle where that character couldn't be used, leaving your party too underpowered to win without casualties that could ruin the entire route. But if you focused too hard on training yourself, you could miss important information that could lead you straight to a bad ending! Because of this, while it was regarded in many ways as an enjoyably challenging game by some players, others found it infuriatingly incomprehensible and unintuitive.
Either way, though, even in the best endings, it wasn't as though everyone got what they wanted. Choosing one male lead would mean casting aside at least a few of the others, dashing their royal ambitions and the plans of their entire faction. At times, this would even lead to civil wars, coup d'etats, and assassination attempts! This was a major sticking point among a lot of the fans, who didn't like seeing some of their favorite characters suffering regardless of which ending was chosen.
But, even so, at the end of the day, it was just a game, like any other - something that should have been utterly inconsequential.
...Except for the fact that somehow, a few people have found themselves reincarnated into the world of that game. With death flags, aristocratic conflicts, and conspiracies all around them, just choosing one side or another isn't good enough! After all, if there's a war, won't they get caught up in it and probably die?! Somehow, these unfortunate souls have to find an outcome that keeps all of them alive. But to do that, they need to figure out how to make sense of all the things the game never told them - break down the scripted story, and find their own true ending!
Introduction
This roleplay is one that takes place on several levels. On the most basic level, everyone is a character in the world of a story - and therefore should be designed with their role in that story in mind. Male leads should act like male leads and be at least somewhat interested in the heroine to begin with, supporting characters should have a defined purpose they're supposed to help with, antagonists should try to hinder the heroine and her chosen partner in some way, etc. Then, above this level, everyone is also a Successor - someone who has inherited the powers of a character from Arthurian legends. They have some degree of connection to that character - be it receiving advice or guidance from them in dreams, occasionally recalling their memories, or some other bond, to be decided by the player. All of them - save for Arthur, whose powers were concealed even from her until she came of age in order to keep her safe - also bear a "Sign" that outwardly marks which character they are associated with, and serves reveal their identity as a Successor. Finally, they possess weapons, abilities, or other such things tied to the myths of the Arthurian character they're connected to.
For all of this, no actual deep knowledge of Arthurian lore is required. In fact, it's almost better if you tie everything back to a few random lines picked out from a wikipedia article and call it good. This is, after all, the world of a poorly-written Otome game - advanced literary symbolism would be entirely out of place! So have some fun with it, and focus more on doing "your take" on a character rather than trying to stay true to the source material.
The final level the roleplay takes place on is the "isekai" element. Several of the characters, rather than having the personalities of their "ingame" counterparts, have instead awakened to their memories as someone from our world, who played or was tangentially aware of the game at some point before their death, and who has now reincarnated as a character in the story. Their actions are basically meant to throw everyone else off, since, with them behaving outside of the supposed original "script," other characters may make completely different choices and assume entirely new roles. An antagonist might be won over early on before they could fall to evil, or a protagonist might be so alienated as to turn against the people who, barring outside intervention, they would have been friends with.
As far as setting goes, I'll leave most of the worldbuilding both in the game and in how people from our world reacted to it fairly barebones. This is meant to encourage everyone who joins to fill in the blanks with their own lore. So if somebody's playing, say, the Successor of Gawain, then maybe it'd be nice to consider some of the background on that. Who were previous Successors of Gawain? What did they accomplish? What sort of reputation do they have? What expectations are placed on your character by association? What bond and relationship does your character have with the spirit of the original Gawain? And, moreover, how do people who played the game feel about your character? Was your route popular? Were there any major plot holes or inconsistencies in how your character behaved in the game? Was your character "meta" in the combat part of the game? Or, if you were an antagonist rather than a party member, what kind of bossfight did your character have? These kinds of questions and more can help shape an experience that feels more real and complete than just me throwing even more huge walls of text at you, and can involve you more in the world as it develops and unfolds.
For this reason, it's also strongly encouraged to coordinate things with other players, and determine relationships between characters in advance, as well as possible endpoints depending on the routes of the game. This way, you'll have a framework already in place for responding to changes in the story, since you'll already have ties to the people around you, and have several potential outcomes to draw on.
Setting, Mechanics, and Lore
This section will serve to catalogue random tidbits of worldbuilding. They're not really organized in any particular order, and the list will also probably grow as more people add details to the setting.
- Caerleon, and the kingdoms neighboring it, are essentially walled citadels based around old Caers from the time of Arthur himself. These fortress city-states are shielded by the leftover dregs of powerful magical tools and devices created by the likes of the original Merlin, including all manner of bizarre defenses such as magical cannons or barriers. These are generally capable of repelling monsters from getting into the cities inside the walls, but due to the crumbling and degradation the fortifications have undergone over a long history of use, they often are broken down in some places, which can pose a danger to those inside. Also, in many cases, the burgeoning city-states have long since outgrown their original boundaries, leading to the birth of several small villages and hamlets on the outskirts of the walls that are significantly more vulnerable. It's often the duty of Successors to help restore and shore up these defenses, or to go on expeditions beyond them to defeat various magical beasts that wander too close to civilization and start preying upon the peasantry.
- "Monsters," a catch-all term for all sorts of magical beasts ranging from dwarves and giants to dragons and fae, possess their own supernatural abilities, making them difficult, if not outright impossible, for a normal human to kill without using something like the defenses of a Caer. Because of this, Successors - being more than qualified to take on supernatural threats thanks to their own unique powers - are assigned the duty of questing to seek out and slay any Monsters that appear beyond the protective sphere of the walls of their Caer, in order to keep the peasants who can't afford to live inside safe and ensure the food supply from the farmlands outside isn't cut off. The frequency with which Monsters appear is usually low, but periodically rises. Now is one such upsurge in activity, corresponding to the current incarnation in Arthur.
- Though any Successor can kill a Monster, this isn't always enough. Particularly powerful Monsters such as Fae or dragons leave behind a potent corruption in their wake, scarring the land and rendering it incapable of supporting life. What's more, if this curse isn't excised immediately, there's a chance that new Monsters will be birthed from it, creating a vicious cycle of curses spreading like disease across the land. The only known way to dispel such curses is with the Sacred Light of the King - meaning the only one who can truly eliminate Monsters from the land for the long term is the Successor of Arthur, further compounding the expectations placed upon the game's heroine.
- The Royal House is currently divided. The previous king and queen both died young, leaving behind only an infant son too young to rule. In his place, the king's younger brother ascended to the throne, and has earned a great many followers in the last decade during his reign - largely among the commoners and the lower families of the aristocracy. His son is a year older than the Crown Prince, and is widely regarded as a prodigy, who many of the royal family's supporters believe should inherit the throne instead of the Crown Prince. However, the older houses are staunchly opposed to this, as the current Queen is the sister of a neighboring monarch. If her son were to succeed the throne, that would give said monarch - with whom there is already only tenuous peace - a claim on their own kingdom, which might serve as a casus belli for an invasion. Because of this, the aristocratic faction has sided firmly behind the Crown Prince, who they believe will be better suited to defending their kingdom from outside invasion, and can also be more easily bent and swayed to their own will. In several routes of the game, this dispute is the cause of a civil war, as the faction that was not chosen by Arthur protests the decision and rises in rebellion to claim the throne. In some endings, Royalist supporters also invite the neighboring kingdom's troops into the country to help "restore order," leading to the invasion that the Aristocrats feared becoming a reality.
- The Royal Academy is the main setting of the game, and as such, is where most of the roleplay will take place. It was originally a military school meant to train up a new generation of knights - but has since expanded from its original purpose to cater to the education of not only the sons, but also the daughters of nobility. Nevertheless, many of its old traditions still remain. All students (but particularly the males) are heavily encouraged to fraternize with one another as equals regardless of their family name and titles, and many informalities that could be viewed as grave insults elsewhere are overlooked within the school's walls. Even princes have been known to associate with the sons of mere barons or landless knights on a first-name basis. However, the more blue-blooded among the student body - particularly among the female student body - view this particular tradition with scorn, as it smears the esteemed dignity due to their families.
- Other traditions which have survived to the present include periodical tournaments held to demonstrate the students' martial prowess and valor. The rules, as they exist in writing, are the exact same as they have been since before the Academy opened its doors to a wider range of students. As such, the conditions are surprisingly brutal, and students who enter it incautiously have been known to suffer serious injuries. Interestingly, there's no actual rule that says a female student can't enter - but due to the risks involved, nobody has ever tried to use this specific loophole before (though certain characters can end up attempting it in the game, depending on the route.) In order to give the young ladies a more prominent role, the academy has also begun hosting various contests in the performing arts, such as music - though these are significantly less popular. Nevertheless, the women do play a particularly important part in the tournaments, as the knights who undertake the arduous challenge of competing often do so to dedicate their victories to a particular lady, in true chivalric fashion.
- Due to the school's origins as a training facility for knights, the Royal Academy's students live on campus in dormitories segregated by gender. Though originally little more than spartan accommodations meant for soldiers, they have since been renovated greatly into surprisingly luxurious suites meant to appeal to the refined tastes of their aristocratic patrons. Despite the school's emphasis on equality, one's room is often highly reflective of one's social standing, as the grand old houses can afford significantly more posh residences for their children than their less well-to-do counterparts. However, the same rules generally apply to everyone living in the dorms, with the observance of strict curfews, maids and serving staff ensuring the young men don't trespass alone into the female dorms, etc. Obviously, in the game, this gives rise to several optional events.
- We have a Discord server. PM me or @ me in OOC for an invite link, assuming you're not in already.
Bio Format
The character sheet template is below. This will just contain the basic information that, in general, I'll be looking for. Sections can be added, re-ordered, and the like if additional information is required. Feel free to add additional formatting and fanciness as you see fit.
For character images, you don't need a ton of them, but please use anime or anime-esque hand drawn images for your characters. This is supposed to be an Otome Game and all, so it'd look really weird having a completely different artstyle thrown into the mix.
Before writing a character sheet, it is probably wise to check with everyone in the discord that your role isn't already claimed - be it a game role like heroine or second prince, or an Arthurian role like Gawain, Mordred, etc.
Obviously, post to OOC first, await approval, then put the sheet under Characters.
If you have some elements of the backstory or role or whatever you'd like to keep secret, you can submit your bio via PM instead, and then post a redacted version to the Characters tab if it's accepted. However, if you do, please be sure that you inform anyone whose characters should know of the proper information. For example, if your character is secretly a hidden capture target in the game, someone who played it to 100% completion as part of their backstory before their reincarnation would obviously be aware of that.
If you have any questions about your character or anything else, feel free to @ me on the Discord or here, or send me a PM through either of those channels.
If you've read this far, thanks! I'm grateful for your interest, and hope to RP with you soon.
Full Name: Your name in the world of the game, regardless of whether you reincarnated or not.
Titles: Any titles, be they aristocratic or more in the vein of a personal sobriquet (like a Red Baron type of title if your character is particularly recognized for some reason or another). Those who haven't inherited their family's estate would only be recognized as Lord/Lady. Those who do possess some manner of estate, or who are in the line of succession in the case of princes of the royal family, could hold proper titles - I.E., Duke, Countess, etc.
Nicknames: How do your closest friends and family address you, when all formality is set aside? Skip if you're edgy and nobody loves you, I guess.
Legacy: Whose Successor are you? Phrase like "Successor of Gawain," or "Successor of Mordred," etc. Additionally, describe what kind of bond and relationship you have with the original spirit stuck in your head, and what powers, items, etc. your status as a Successor grants you.
Age: Try to keep ages roughly in the same range as everyone else. Also, it's an Otome Game, so most of the cast will probably be inexplicably hypercompetent teenagers. Because anime.
Gender: Your gender doesn't need to match up with the character you're a Successor to. We've already got a female Arthur and Mordred. Go wild.
Birthplace: Not too big a deal, unless you were born in a city-state outside of Caerleon. If so, describe it a bit - let everyone else know where you've come from.
Appearance: An image is nice, but a short description never hurt anybody. Focus mostly on stuff we can't see - like how they carry themselves, particular tics, or characteristic mannerisms - or on explaining important bits of the things we can - like drawing attention to how their hair color doesn't match their father or mother's, or how they're always wearing gloves and huh, that's pretty weird.
Personality: Keep this pretty brief. Just give the most basic character traits and such, and leave the rest to make itself obvious through RP.
Synopsis: This replaces backstory. Explain not only where your character is coming from, but also where they'd be going on the normal routes of the game, as well as considering some of the questions I listed earlier in the Introduction. Basically, this is here to give the Reincarnators some foreknowledge or awareness of your characters' immediate futures and the decisions you're likely to make. As such, I expect this part to be pretty detailed, even if it's alright for most of the rest to be somewhat barebones.
Previous Life: REINCARNATORS ONLY. Describe who you were, how you knew about the game, how you died, and what your immediate goals are upon realizing you're now in the world of the game.
Update! I've created a discord server for this RP. I've decided to hold off on creating an official OOC until we've planned things out a little further, since I don't want to decide on any major setting details until we've all had a chance to discuss them and work in the things we want to see.
As such, I've also made an official Brainstorming channel on the Discord for us to use in planning out the core details of our characters and their respective places in the game world. And, if you have any secret twists or the like you want to have included, you can consult me either by PM on this site, or on Discord.
As we add more, I can also create additional channels to catalogue lore and route synposes - things like that. That way, we can keep everything conveniently in one place so that it doesn't get too confusing.