Also I've made a change in the starting stat points from 15 for Beorc to 20 and from 20 for Laguz to 25. It'll give me a better indication on where you're going with your character in terms of their strengths and weaknesses.
This is mostly a finished idea but I will tidy things up when I make the OOC. Will make the OOC when enough people show interest. Let me know if you have any questions!
This RP takes place on the fictional, made up continent of Karula, based on the region of Tellius in Fire Emblem: Path of Radiance and Radiant Dawn. The RP will not feature any of the characters from those series, and will feature its own story. Unlike in the Fire Emblem games, this RP will still play out as a story. Fights won’t be turn-based. However, a players stats and battle mechanics will still be an active part of the RP, in that stats advantages and the like will still be considered in each fight. Yet the main purpose of this RP is still the story.
Long ago, there was one goddess, Ashunera, the Dawn Goddess. She was all alone in a world growing up around her, since she was one of a kind and no one else could share the same sentience as her. But as though to dissuade her sorrows, the creatures around this lonely goddess began to evolve, becoming what would be known as the Zunanma.
However, their attention soon strayed from Ashunera. They began to evolve separately and developed desires. These desires drove them to fight against one another. They fought for power and honor. Lives were lost, which resulted in Ashunera despairing. She hoped to quell the bloodbath by giving the deviated Zunanma different names; from that point on, there were beorc and laguz.
The creatures only fought more. Now parted by different names, they were not one people, but many. The beorc and laguz warred, deaf to the desperate wishes of their creator. And so it continued on for millenia, until those beorc and laguz themselves divided, by location, by appearance, and by values. Today, the continent of Karula houses 7 nations.
The world is filled with strife. Karula has always had its fill of challenges, but it seems recently have gotten much worse. Miricia was supposed to be a nation of hope. As the first ever joint beorc-laguz country, it was created for the betterment of Beorc-Laguz relations. Ruled by two leaders, one beorc, Jacob II, and Temerus, a winged Laguz from a noble bloodline, Miricia was supposed to be a beacon for all lost souls to seek shelter. But it was not without its problems, as beorc and laguz constantly skirmished. These were usually minor, and never did it get to such an extreme point, however.
Until now.
On the date of 1213, AFK (After the Founding of Karula), Jacob II was suddenly and viciously murdered in the night. The killer came into the night and slaughtered the King. No one knew who had committed the crime, but the injuries were consistent with a bird Laguz. King Temerus denied any wrongdoing and condemned the acts. However, rumors began to spread and some evidence was uncovered that Temerus or someone close to him may actually have been involved. King Jacob II’s son, Jacob III, ordered King Temerus stand trial for his father’s murder. With tensions high, beorc were enraged at the laguz’s apparent act, while the laguz were enraged for the accusation even being brought, despite their denial. What made matters worse was on the eve of trial, King Temerus and those closest to him fled Miricia and retreated to Derak, the nation of the United Winged Laguz. Being that Temerus is from the Derakian noble bloodline, and a former citizen of Derak, he would be accepted there.
Jacob III was furious. He declared an emergency state, and began to persecute Laguz in his nation. A civil war was brewing.
Derak, meanwhile, ever cautious of its Beorc neighbors and angry themselves at the accusation of Temerus, began to viciously patrol their borders and raid beorc ships along their coasts. The nearby beorc nation of Gannon, a close ally to the beorc of Miricia, fearful of Derak’s actions, prepared for possible war as well.
With Karula potentially on the brink of a major conflict, Queen Jannis of Albia, another smaller beorc nation, desperate to not see a war tear Karula apart, decided to call to the other neutral nations around, beorc and laguz alike, to ask to send emissaries to Miricia and beyond on a fact-finding mission. Their mission: to uncover the truth of King Jacob II’s death, to bring to light those who are actually responsible,to prevent all-out civil war in Miricia, and to prevent a global war throughout.
With the world on the brink of war, you find yourself in the beorc capital city of Dawn in Miricia. Maybe you are a member of the emissaries sent to Miricia from another neutral nation. Maybe you are a mercenary looking for employment. Maybe you are a local, who happens to be wrapped up in all of this chaos. Whatever the reason, you are in Dawn, where the fate of many may very well be decided, and where you will have a central role in that fate.
Miricia - Miricia was dubbed the “Future of Karula.” The first Beorc-Laguz nation, it was created to serve as a beacon of hope, and a refuge for all. Two Kings were chosen to rule Miricia: one laguz and one beorc. A relatively new nation, Miricia experienced much strife and conflict between beorc and laguz. It was a difficult path for everyone to start buying into the idea. Eventually, it seemed like many were embracing the nation, until Jacob II, a beloved ruler, was murdered. Now, Miricia is on the brink of civil war. Population - 3 Million - 60% Beorc, 40% Laguz (30% winged Laguz, 10% Beast) Ruler/Rule Type - King Jacob III/Formerly Joint Kingdom, not just a Kingdom Capital - Dawn, formerly a joint capital for laguz and beorc. Ever since the assassination, the laguz have moved (or rather, were forcefully moved) their capital to Rinna. Alliance - No formal alliances. Long-standing treaties with Albia and Gannon.
Derak - Derak is the nation of the United Winged Laguz. It is located on a large island to the south of Gannon. There, all of the bird tribe - hawk, raven, and heron, make their home. Derak is a generally untrusting nation of laguz, and do not get along with beorc, especially their neighbors in Gannon. Population - 800,000 - 100% Laguz (45% Hawk, 40% Raven, 10% Heron, 5% Beast) Ruler/Rule Type - The Three Wings rule representing the 3 Bird Tribe Laguz/3-Ruler Kingdom Capital - Berrus Alliances - No formal alliances. Long history of war with Gannon.
Gannon - Gannon is the beorc nation along the coasts of Karula. Known for its excellent sailors and extraordinary archers, Gannon has spent most of its history dominating the seas and trade. It is a largely merchant nation, but because of constant conflicts with Derak, has become highly militaristic too. Many former seafarers have turned pirate in Gannon, which it is said the leaders of Gannon know full well about and endorse. Population - 4.5 Million - 98% Beorc (2% Winged Laguz) Ruler/Rule Type - 1st Merchant Lavish, a pragmatic man who acts open-minded but is rather cynical and untrusting/Despite being call the “1st Merchant” of Gannon, Lavish is by all accounts a King and is treated as such. However, many accustom him to a pirate. Capital City - Addillas Alliance - No formal alliance. Long history of war with Derak. Longstanding treaties with Albia and Miricia.
Albia - Albia is a small nation devoted to its people. While it experiences problems like any other nation, it is intent on preserving peace between the nations. Albia has some of the best cavalry and knights in the world, and many come to the wondrous capital of Albia City to train in the ways of the sword, something Albia is famous for. Population - 2.3 million - 90% Beorc (10% Beast Laguz) Ruler/Rule Type - Queen Jannis of Albia/Kingdom Capital City - Albia City Alliances - trade partners with Gannon. Long standing treaties with Gannon, Miricia, and Maul.
Maul - Maul is the laguz nation of Beasts. Located in the deep jungles in the west of Karula, it is well-protected from invasion should any nation be foolish enough to try. Maul generally tries to be open to both Beorc and Laguz trade, and does not wish to take sides in most conflicts, if it could help it. Population - 1.2 million - 100% Beast Laguz (50% cat, 30% Tiger, 10% Lion, 10% Wolf) Ruler/Rule type - King Brandon/Kingdom Capital City - Gateis Alliances - trade partners with Derak, Misson, and Albia. Has longstanding treaties with Albia and Kuro.
Monos - Monos is the Beorc Empire deep within the northern mountains. It’s geography is unforgiving, as it is partially covered by tall, jagged mountains, and the rest is winter snow. Home to some of the best Pegasus Knights and Wyvern Knights on the planet, the Beorc of Monos are as unforgiving as they are harsh. Monos is know for its flying fighters, as well as its axe wielders and mages. Monos is an Empire known for its war-faring, and despises particularly Laguz and Laguz allies. Population - 4 million - 100% Beorc Ruler/Rule Type - Drake, the High Emperor/Empire Capital City - Grannis Alliances - No real alliances. Long feud with Maul.
Kuro - Not much is known about the small, recluse nation of Kuro. Said to be the home of dragons, Kuro has long since shut itself out to the world, though Maul is said to still communicate with it. Presumed Population - 100,000 - 100% Dragon Laguz Rule/Rule Type - Kingdom, ruled by (possibly) King Dionydas Capital City - Unknown Alliances - said to maintain some relationship with Maul. Beyond that, no alliances/trade
Beorc - Beorc, also known as "humans", are one of the two sentient races who inhabit the continent of Karula. They are the Karula equivalent of the humans in real-life, and for all intents and purposes, they are almost exactly alike to humans. Beorc class characters start off weaker than Laguz, but are able to be promoted.
Laguz - The laguz are a sentient race of shape-shifters which inhabit the continent Karula. While they ordinarily appear in humanoid forms, they have the ability to temporarily focus their energies and shift into the form of an animal, gaining great power and strength from these forms. Every laguz is part of one of three tribes - beast, bird, and dragon - with each tribe being made up of several "clans", or unique animal races, each having their own unique set of skills and powers. Laguz cannot be promoted.
Branded - The Branded are a race that is the result of breeding between laguz and beorc, and bear a mark signifying their heritage. In both laguz and beorc societies in Karula, they are a stigmatized race, looked down upon by both as less than human owing to their mutual mythologies falsely claiming the sexual union of a laguz and beorc to be a crime against the goddess: the beorc call them "Branded" in reference to their mark, while the laguz call them "parentless" and typically refuse to acknowledge them. According to laguz legend, when a parentless one comes into being, a century of destruction follows
Weapons are the tools of Beorc. The types of weapons available in this RP are equivalent to those used in the Tellius region of Fire Emblem, found here: WEAPONS. In addition, 1 custom weapon may be granted, so long as it is not overpowered. In the Fire Emblem universe weapons are very important, not only as resources but as a tactical option. Different weapons will offer different bonuses and have advantages over other weapons, and the quality of the weapon will be important, too.
Along with weapon types, each character will also have weapon proficiency, rankings like in the Fire Emblem games from E to S. In the beginning, characters will be able to put 4 points into their weapon proficiency.
In this RP, each character may have the option to start on a certain weapon proficiency. There is a sort of mini points system for the weapon ranks:
E - 1; D - 2; C - 3; B - 4; A - 5; S - 6.
Players are given 5 points initially to “spend” on their weapon proficiency stats. This can be applied in any way the RPer sees fit. The only restriction is that the character must be able to wield that weapon in his/her class. For example, a player can have a Knight have 2 points in their lance ability, and 3 in their sword ability. This would give them a D rank for Lance, and C rank for Sword. Or the character could put all their eggs in one basket and give one of their characters an A rank stat off the bat. Again, the choice is yours! Roleplayers may acquire higher weapon proficiencies by using that weapon, which I will note throughout the RP.
The character class will be similar to the ones in Path of Radiance, found HERE. Although a few more classes are available in Radiant Dawn, I figure simpler will work out better. HOWEVER, one major difference for Beorc will be the ability to change classes in the RP. This will only happen once, and can be implemented in a story fashion if you would like. Keep mind of which classes are starter classes and which are promoted units.
Speaking of which, promotions will be a thing in this RP. They will be based partly on storyline and partly on the stat increases of the character (see stats below).
Stats have been largely based on the Fire Emblem games. However, they have been slightly altered for this RP. There are 8 main stats in this game: Constitution - A character’s overall health and endurance. Strength - affects a character’s physical strength Magic - affects a character’s offensive magical prowess Skill - affects a character’s accuracy. Speed - affects character’s overall speed and evasion. Luck - affects… just how lucky a character can be! In this RP, that can encompass many things, from how lucky they are in battle, to how lucky they are in findings treasures, getting out of trouble, etc. Defense - affects character’s physical defense and reduces damage taken. Resolution - affects character’s magical defense and reduces magical damage taken.
Characters will be given a certain amount of points to start off with, to be distributed however the roleplayer sees fit. Instead of levels, like in the game, points will be distributed to players at the end of each chapter. The distribution will be based on the character’s role in that previous chapter. Points are awarded for activity and creativity. Not everyone will be awarded the same amount of points at the end of each chapter, but I will always make a concentrated effort to have everyone generally on the same playing field.
Name: (Include any nicknames or aliases.) Race: (Beorc or Laguz. Branded is okay too. For Laguz, include the beast/dragon you morph into. Generally all Laguz are acceptable, but stronger Laguz may be restricted.) Age: Appearance: (Description or picture is fine.) Class: (Beorc only. Take one from the Path of Radiance classes. Keep in mind to start with a non-promoted unit first!) Weapon Proficiency: (Beorc only. Your weapon proficiencies for your class. Start off with 4 points to distribute.) Features: (A special trait of your character or class. Be reasonable.) Stats (All stats start at 0 points. You may distribute into the categories however you like. Beorc begin with 20 points, and Laguz begin with 25. Keep in mind that very low stats in certain categories will be taken into account in the RP.) Constitution - Strength - Magic - Skill - Speed - Defense - Resistance - Luck - Inventory: (Weapons and items you will start out with. NO Occult Scrolls or Powerful weapons in the beginning. Be reasonable.) Personality: Biography: (What had led your character up to this point. You can be as simple or complex as you like; you can always develop over the course of the RP. Secret backgrounds are allowed as long as you discuss them with me ahead of time.) Additional Info: (Anything else we should know about your character?)
@Kuro I chose bronze arrows because I thought they were the standard ones here, haha. I'll make an edit to make those just standard. I chose silver because I figured we may run into some supernatural/fantasy creatures and maybe silver arrows would be more effective against them. Just a guess. I'll fix the name for you now. Thanks!
"When God will judge me, he’ll judge Rayne, not Caellach."
Name
Rayne of House Caellach
Gender
Male
Race
Human
Age
32
Role
Archer/Scout
Appearance
Rayne stands at an imposing 6'3". He has an imposing build and is kept in shape by his constant moving and carrying of equipment. Rayne has a somewhat unkept appearance, with a dark beard tied at the ends, and medium length dark hair kept in a loosely fitted ponytail. Rayne wears a modified lighter knight's armor, with the crest of the Kingdom on the front. The armor is less dense in certain areas, allowing for increased agility but less protection.
Personality
At his core, Rayne always believes in doing the right thing. He believes in protecting others and helping those who ask for it. Many have trouble believing such things, as they judge him more by his rough, imposing appearance and his family/personal history. Rayne is also generally quiet, which gives people very little to judge off of. When in a group of familiar people, or people he feels more comfortable around, he would usually become more talkative. However, he is generally perceived as cold, uncaring, and distant. While he may act this way on occasion, and has no problem being rude to those who confront him or talk down to him, Rayne prefers his actions speak for his morality. However, because of that, it builds onto his less than stellar reputation.
That being said, Rayne has a major chip on his shoulder (see background). Though he cares less about the opinions of others, he believes he has something to prove to himself. Given this, Rayne will hardly ever be caught doing what he doesn't believe is right. For his past, Rayne believes he has a score to settle with God, and he must pay that debt. This can cause turmoil with others, as Rayne will often take the action he believes is right even when it is outlawed, forbidden, discouraged, or highly unpopular. It can also cause Rayne to act hastily sometimes, even rashly, in order to accomplish his goals. However, Rayne has enough sense and courtesy to observe most etiquette when necessary.
Background
Rayne was born to the House of Caellach, an old family name with a very long, hated history. His ancestors were once noble men in the land, but somewhere down the line, they became rotten and corrupt. His ancestors collaborated with thieves and underground fences. Many used underhanded and dirty tactics to get what they want. This was a tradition which continued for generations, until the Caellach name lost all sense of nobility. Their titles were taken, and many looked upon the Caellachs with nothing but disgust. There were few in their family who were not thieves, brigands, or even murderers.
Rayne grew up hearing all of the insults that came with his family name. Even his own father bought into the family name, and chose many underhanded tactics in his business as a merchant. From an early age, Rayne hated the insults flung his way, and the looks he had always gotten. He didn't help his situation by listening to his father as he would ask him to spy on rival merchants, or "sneak" into areas off limits to him. As he grew older, he began taking different last names, and trying his best to disassociate with his family name. However, the name would always come back to him. Instead of embracing what others thought, Rayne decided to make a name for himself. He left home at an early age to become a knight, set on acting as a force for good. He was wide-eyed and eager to help others. He started as a soldiers, and his abilities rose him in the ranks.
But the rest of the world still didn't take too kindly to him. Many believed he had something to hide. Many thought him a fake knight, a pretender, and many questioned his motives. Even among knights, his intentions were questioned. It didn't help that he preferred to sneak around and help as a scout and through long-range tactics. But Rayne continued to do his duties the best way he knew how. He grew tired of wearing any mask for others, and chose not to care for their opinions. But when he heard of the High King's death, and the White Rose, he knew he had to be a part of it. Though his intentions may be personal to help clear his name, he also knew that at the end of the day, this was the right thing to do.
Skills
Archery - Rayne's tool of his trade is the bow and arrow, which he had become quite adept with as a knight.
Scouting/Spying - from his early years, Rayne has developed a proficiency with scouting enemy areas and spying without getting caught.
Weakness(es)
Bad Reputation - See history for Rayne's familial reputation.
Poor Close Range combat
Equipment
Small dagger for hunting, cutting food, and close range combat, if absolutely necessary
Long Range Scout Bow - Rayne’s personally designed bow with double-refined heartstring made for extended length and range
x50 standard (35) and silver (15) arrows kept on his person. Open to scavenging loose arrows for others.
Modified armor plating for less density and more mobility. Includes wolf pelt hood and openings for lighter travel and agility.