Experimentation

AceSorcerer

Vi Veri Veniversum Vivus Vici
Original poster
FOLKLORE MEMBER
Invitation Status
Posting Speed
  1. 1-3 posts per day
  2. One post per day
  3. 1-3 posts per week
  4. One post per week
Writing Levels
  1. Intermediate
  2. Adept
  3. Advanced
  4. Adaptable
Preferred Character Gender
  1. Male
  2. Primarily Prefer Male
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The Sojourner, an Ardent-class fast frigate.

Exterior:
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Cockpit:
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Crew Quarters:
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Cafeteria
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Medbay
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Common Room:
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Force User Template
Name:
Alias:
Faction:
Role:
Species:
Age:
Eye Color:
Hair Color:
Height:
Appearance:
Lightsaber:
Brief History:
Other:

Non-Force User Template
Name:
Alias:
Faction:
Force-Sensitive: Y/N
Species:
Age:
Eye Color:
Hair Color:
Height:
Appearance:
Lightsaber:
Brief History:
Other:

Clone Trooper Template
Designation:
Name:
Rank:
Age:
Eye Color:
Hair Color:
Height:
Appearance:
Weaponry:
Brief History:
Other:

Droid Template
Designation:
Alias:
Type:
Faction:
Equipment:
Appearance:
Brief History:
Other:
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DC-15a
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DC-15s
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DC-17s
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DC-17M
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Thermal Detonator
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EMP
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Smoke
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R4-X13, "Rusty"
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21-B-MDX7, "Doc Seven."
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TC-3PO-112C, "Caretaker"
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Designation: R4-X13
Alias: Rusty
Type: R-Series Astromech Droid
Faction: Jedi Order/Enlightenment
Equipment: Standard astromech equipment, as well as a specially implemented shock arm.
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Brief History: Rusty was originally built to primarily function as a starfighter copilot, although he eventually ended up for sale on the planet Telos. From there he was purchased by a Jedi Master who tended the Ossus enclave before Ishua and his fellow Jedi. He and Ishua are best friends and the astromech droid will even play pranks on the Jedi occasionally.
Designation: 21-B-MDX7
Aliases: Doc Seven, Doc
Type: 21-B Medical Droid
Faction: Republic/Enlightenment
Equipment: Various medical and surgical equipment.
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Brief History: Doc Seven was constructed and initially stationed on Kamino where he assisted in the production of clone troopers. Eventually put to work on an LAAT gunship and later on the Republic frigate Valor, Doc's experiences made him a prime candidate for the classified assignment on Base 102-Alpha.
Other: Despite being constructed near the end of the Clone Wars, Doc's experience and technique make him a top-of-the-line medical droid, even rivaling the newest models.
Designation: TC-3PO-112C
Alias: Caretaker
Type: TC-3PO Military Protocol Droid
Faction: Republic/Enlightenment
Equipment: Various strategic analysis/calculation, translation, and resource management software.
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Brief History: Constructed near the end of the Clone Wars, Caretaker was assigned to be the chief maintenance droid and a strategic adviser to Base 102-Alpha on the ice planet Ithal, a classified Republic assignment ordered by an unknown group of Jedi Masters and members of the Republic Senate before the advent of the Empire who were suspicious of then-Chancellor Palpatine. Caretaker was assigned to take care of the base and its contents until a Jedi General came to take command.

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Name: Ishua Ken
Alias: The Grey Jedi
Faction: Jedi Order/Enlightenment
Role: Jedi Consular/Jedi Knight
Species: Human
Age: 26
Eye Color: Grey-Blue
Hair Color: Black
Height: 5'10"
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Ishua built his lighstsaber using the plans for Jedi Master Qui-Gon Jinn's, powering it with a synthetic green kyber crystal.
Brief History: Ishua was born on the planet Dantooine to a family of farmers. When he was eight he became the apprentice of the Cather Jedi Master Eluhani Moza and followed the path of a Jedi Consular. He became a Jedi Knight at the age of 18, spending a few years with his former master and on his own before being tasked as one of the caretakers of the Jedi enclave on the planet Ossus at the age of 23.
Other: Ishua has spoken with Force ghosts in his deepest meditations, recognizing them from their holorcrons.
 
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[fieldbox=A long time ago in a galaxy far far away…, aqua, solid, 12, book antiqua]
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More than fifty years after the defeat of the FIRST ORDER, the NEW REPUBLIC began to argue amongst itself regarding the role of the JEDI ORDER founded by LUKE SKYWALKER. Divided amongst itself and turning against the Jedi, the REPUBLIC removed the authority of the Order.

However, a new threat soon emerged from the edge of the galaxy as the mysterious DARTH MAGNUS emerged with a powerful fleet of starships and an army of SITH SOLDIERS and a battalion of SITH LORDS.

Weakened without the help of the Jedi, the Republic soon fell as the SITH CONFEDERATION soon rose to power, with the DARK LORD reigning as the PRIMA DOMINUS, beginning a reign that has lasted almost two hundred years. Now few Jedi remain, and with a great discovery they can begin to challenge the Confederation...
[/fieldbox]
[fieldbox=The Jedi and the Enlightenment, blue, solid, 6, book antiqua]
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Jedi are the guardians of peace in the galaxy.
Jedi use their powers to defend and to protect.
Jedi respect all life, in any form.
Jedi serve others rather than ruling over them, for the good of the galaxy.
Jedi seek to improve themselves through knowledge and training.


Although not the original Jedi Code- which led to various issues and corruption among the previous Jedi Order- the Jedi Code written by Grand Master Luke Skywalker serves as moral guidelines for the modern Jedi Order. This code also grants Jedi more personal freedom than its predecessor in hopes of avoiding what tore the previous Order apart.
Classes:
Jedi Guardian- A master of lightsaber combat, a Guardian often prefers action and movement to staying put and waiting. Such Jedi are often found in the front line with soldiers fighting for the good of the galaxy.
Jedi Sentinel- Sentinels practice a balance between the Force and combat. This class of Jedi often serve as agents and investigators for the Order and their allies.
Jedi Consular- Focused on a mastery of and connection to the Force, the ultimate goal of a Consular is to seek peaceful and diplomatic solutions, often relying on more improvised and experimental fighting styles such as Form VI.

Ranks:
Grand Master
Jedi Master
Jedi Knights
Jedi Padawan
Jedi Initiate
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The soldiers of the Enlightenment wear the combat uniform variants seen above as well as a dress uniform usually worn on bases and to meetings. The combat vest is capable of softening the blow from blaster bolts, although it is not nearly as effective as Clone Trooper or Sith Trooper armor.
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A standard-issue service rifle, the A280C Blaster Rifle possess a high rate of fire and a decent amount of damage, capable of semiautomatic, three-round burst, and automatic fire. It can also be modified with attachments to serve as a sniper rifle.
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[fieldbox=The Sith and the Confederation, red, dotted, 6, book antiqua]
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Peace is lie, there is only passion.
Through passion I gain strength.
Through strength I gain power.
Through power I gain victory.
Through victory, my chains are broken.
The Force shall set me free.


Originally penned by the Dark Lord Darth Bane before he instituted the Rule of Two. This dogma serves as the basis for all Sith teachings and the establishment of the Sith hierarchy. It also serves as a baseline moral code for all of the Confederation's laws and is taught in schools all across the galaxy.
Classes:
Sith Juggernaut- The Sith equivalent of a Jedi Guardian.
Sith Warrior- The Sith equivalent of a Jedi Sentinel.
Sith Inquisitor- The Sith equivalent of a Jedi Consular.

Ranks:
Dark Lord
Sith Lord
Sith Master
Sith Marauder
Sith
Sith Apprentice
Sith Acolyte
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Sith Troopers wear armor made from the same material as the Stormtroopers of the Galactic Empire, and as such can easily absorb blasters bolts fired at lower settings. The style of their armor, however, is taken directly from the Sith soldiers who served the Dark Lord Malak during the Jedi Civil War.
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Made popular during the time of the Galactic Empire where it became standard issue to Stormtroopers, the E-11 is a direct successor to the DC-15s Blaster Rifle used during the Clone Wars. More powerful than its predecessor, the E-11 is more prone to overheating and has a smaller clip size. It is capable of semiautomatic, three-round burst, and automatic fire.
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[fieldbox=The Clone Troopers, white, solid, 6, book antiqua]
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The Phase I Clone Armor, although weaker than its successors, can still absorb low-grade blaster bolts without its wearer receiving fatal damage. The armor can be outfitted with various attachments varying from assignment and mission.
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The DC-15a is standard issue to Clone Troopers as their primary service rifle. With three times the range of the E-11 and the DC-15s and even more firepower, the DC-15a is considered one of the most innovative rifles in its class with various attachments. It is capable of semiautomatic, three-round burst, and automatic fire.
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Standard issue to all Clone Troopers as their secondary rifle, the DC-15s is more suited for short-range and close quarters combat than its sister rifle, the DC-15a. It is capable of semiautomatic, three-round burst, and automatic fire.
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The DC-17 was given as standard issue to all Clone Troopers as well as all Republic personnel during the Clone Wars, even the Jedi if they requested one. This model is notable for being one of the first blaster pistols to abandon a clip for rechargeable plasma chamber. It is capable of semiautomatic fire.
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Also known as a thermal grenade, thermal detonators are popular among military personnel, bounty hunters, mercenaries, and criminals alike.
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The electromagnetic pulse grenade (EMP grenade for short), is often used to disable enemy droids and computer systems alike, but will also affect friendly technology caught in its range.


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The Katarn-class commando armor is still considered top of the line, even when compared to the armor of advanced Sith Troopers. Although the details of its construction was lost with the fall of the Republic, the Katarn-class armor is as strong as a Stormtrooper's yet with far more attachments, including a small vibroblade hidden in the knuckle plate.
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The DC-17m Rifle System was specifically designed to be compatible with the Katarn-class commando armor as its parts could be optimally stored on the exterior of the armor or in its facets along with the pack. It features a standard blaster attachment, anti-armor attachment, and a sniper rifle attachment. It is capable of semiautomatic and automatic fire, depending on the attachment
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The DC-17 was given as standard issue to all Clone Troopers as well as all Republic personnel during the Clone Wars, even the Jedi if they requested one. This model is notable for being one of the first blaster pistols to abandon a clip for rechargeable plasma chamber. The variant issued to commandos had a faster recharge rate and delivered more damage with each shot. It is capable of semiautomatic fire.
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Also known as a thermal grenade, thermal detonators are popular among military personnel, bounty hunters, mercenaries, and criminals alike.
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The electromagnetic pulse grenade (EMP grenade for short), is often used to disable enemy droids and computer systems alike, but will also affect friendly technology caught in its range.
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The smoke grenade is most commonly used to relay signals in combat or disorient enemy soldiers. The color of the smoke is changed by the position of the gear before it's pulled upon activation.
Officers:
-Marshal Commander (equivalent to Major General)
-Senior Commander (equivalent to Brigadier General)
-Regimental Commander (equivalent to Colonel)
-Battalion Commander (equivalent to Lieutenant Colonel)
-Major
-Captain
-First Lieutenant
-Second Lieutenant

Enlisted:
-Sergeant Major
-Master Sergeant
-Sergeant First Class
-Staff Sergeant
-Sergeant
-Corporal
-Specialist
-Trooper First Class
-Trooper
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[fieldbox=The Sojourn, gray, dotted, 8, book antiqua]
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Starship Classification: Ardent-class light frigate
Length (Bow-to-Stern): 500m
Minimum Crew: 200
Maximum Capacity: 1400
Armaments:
-5 Heavy Turbolaser Batteries
-13 Turbolaser Batteries
-5 Point-Defense Canon Batteries
-2 Tractor Beam Batteries
Accompaniment:
-24 TIE-series Fighters
-4 Shuttles
Cargo Capacity: 5000 tons
Maximum Consumible Supply: 1.5 Standard Years
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The Sojourn's standard crew quarters include basis furniture, a dresser built into the bed, an armor locker and a personal weapons locker, a desk-mounted personal console system with attachments for a personal computer, and an overhead storage rack along, a holoplayer, and various shelves.
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Larger than the standard quarters, an officer's quarters consists of a bedroom merged with a den. These quarters also include the same amenities as the standard quarters, but also feature a miniature refrigerator, pantry, and microwave element.
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Containing all the amenities of standard officer's quarters, these quarters often contain a full bathroom and a front room/office in addition to the bedroom. Quarters such as these are often afforded to Jedi and guests along with the senior officer staff.
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The ship's common areas such the one pictures above contain various means of entertainment as well as a small kitchen and meeting table, the common area itself connecting to a series of quarters and bathrooms to the main ship corridors.
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The cafeteria seen above is one of many seen throughout the ship. The ship also includes more fancy dining facilities, a bar, and various other entertainment and dining options.
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Multipurpose in nature, the primary room of the medbay can serve as both a general examination room or a surgical center. It immediately connects to the inpatient rooms.
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The bacta tanks are utilized to aid in the healing process, the solution capable of healing most non-lethal ailments in a period than can last as little as four hours.
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The bridge, like on any starship, is the nerve-center of operations, hosting the primary navigation functions and bordering the war room and the main board room.
[/fieldbox]​
 
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As per the orders of the United Nations Space Command Navy,

You have been assigned to be stationed aboard the UNSC's latest Infinity-class warship, the UNSC Maelstrom. You will be sent to Luna, where the ship was constructed and awaits launch following preliminary testing. You will arrive by 17 November, 2613 for the christening ceremony, boarding, and the beginning of the five-year mission. Further details on your new assignment will be issued to you by your company commander. I bid you congratulations and good luck.

Derrick Thompson,
Rear Admiral Upper Half, UNSC Navy,
Captain of the
UNSC Maelstrom.

Regarding the Maelstrom and Her Crew:

The Maelstrom's Design

The UNSC Maelstrom is the seventh and utmost recent addition to the UNSC's fleet of Infinity-class warships. As such, it is an ideal flagship and long-term exploration vessel as the ship itself is self-sustaining in terms of energy as well as food. The ship has a regular crew of roughly 17,200 personnel that can be divided as follows:

-9,000 naval personnel (including SPARTANs)
-6,000 marines
-1,700 intelligence personnel
-500 civilian/paramilitary personnel.

Otherwise, the Maelstrom can safely accommodate roughly 30,000 people including personnel for various rescue missions and troop transport, though the Maelstrom is not designed for this purpose.

Regardless, the other specifcations, except the massive amount of weaponry, is as follows:

-Length: 5,694.2 meters
-Width: 833.3 meters
-Height: 1,041.2 meters
-Hull Thickness: 490 centimeters of Titanium-A3
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The Maelstrom's Mission

The Maelstrom's primary mission lies with peacekeeping within and exploration beyond the Outer Colonies into uncharted areas. However, with various seemingly unrelated attacks in the Outer Colonies, the Maelstrom and her crew, especially its SPARTAN-V platoon, has been asked to investigate and, if necessary, launch an offensive to subdue any major threats.
Notable Areas

-Bridge
-Galleys
-Engine Reactors
-Admiral's Quarter's/Office
-SPARTAN-V Sector
-Holodeck
-Hangars
-Medical Ward
-Cryogenics Bay
UNSC Navy Enlisted Rates
A brief explanation of rates:

Rates are the combination of a rank and job and are used by the Navy exclusively. An example would be that a navigator with a base rank of Petty Officer Second Class would have the rate of "Navigator Second Class." For SPARTANs, the above rule only applies for E-1 through E-3 rates, as SPARTAN petty officers are referred to by rank and not rate.

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UNSC Navy Officer Rates
UNSC naval officers do not have rates listed in the way that enlisted personnel do. Instead, all officers are addressed by rank. Warrant officers, however, as differentiated from regular officers by being treated primarily as enlisted personnel, but are specialists and trainers in their specialization. The exception to this unspoken rule is combat medical personnel, who are regarded as officers.

Examples

-A doctor who is W-1 would be "Medical Officer 1"
-An O-1 would be "Ensign"

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UNSC Marine Enlisted Ranks
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UNSC Marine Officer Ranks
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Regarding the SPARTAN-Vs

Mjolnir Mark VI-B Armor and the MSP

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Depicted Above: the aforementioned armor in its base form and default color with no attachments.

The Mjolnir Mark VI Power Armor is the utmost advanced of its kind. Capable of housing a top-of-the-line AI that will work with the wearer through the same neural link the armor uses. Increasing the wearer's abilities even further than before, the armor's nanomachines can heal the wearer's injuries and repair the armor itself in most cases. The armor itself also has a replenishing shield that helps prevent damage from enemy attacks.

The Microstorage Supply Pack (MSP for short) is a recent invention meant to aid in storage and reduce strain on soldiers. So far it has only been integrated into a variation of the Mark VI armor known colloquially as the "Mark VI-B," which has been issued to all combat-active Spartans. The MSP allows for Spartans to store their two primary weapons and additional supplies. Magnum, energy weapons, and grenades still remain on the armor's exterior, however. It takes the appearance of a small, grey orb on back of the Mjolnir armor where the sheath for a combat knife rests on the small of the back. Items are brought out and sent back in using the neural interface in the Mark VI-B armor, but the weapons and items that can be used with the MSP are special variations of the standard items. This is due to the fact that, in order to store the items, they are converted to data and inserted into the MSP. The MSP also carries some spare ammunition.
VI-B Armor Abilities

Each suit of Mjolnir armor can accept a special perk referred to as an "Armor Ability." For the purposes of this roleplay, all Armor Abilities from Halo 4 are fair game, though some Abilities will be modified for roleplay purposes. Use the link below to read through applicable Abilities and choose one for your character.

Armor Ability
SPARTAN-V Abilities

Part of the SPARTAN-V program involved activating psychokinetic powers in SPARTAN-V candidates via the stimulation certain cortexes in the brain and forcing the activation of a few specific latent genes and alleles. These abilities, which are used at the cost of proportional physical energy, include but are not limited to:

-Telepathy
-Telekinesis
-Telepathy Shielding (preventing a mind from being read via telepathy)
-Psychokinetic Shielding (creating a physical wall that can cover about three people)
SPARTAN Loadouts/Combat Roles

Spartans, due to the MSP, can now have varying loadouts depending on their combat role. The basic layout is as follows:

-Assault Rifle
-A Second "Primary" Weapon
-Magnum
-Combat Knife
-Energy Weapon
-2 Fragmentation Grenades
-2 Plasma Grenades
-An Armor Ability

Combat Role specific rules for layouts are as follows:

Demolitions: The second "primary" weapon is a Shotgun, the energy weapon is an Energy Hammer, and grenades are replaced with various explosives such as C4.

Infantry: The second "primary" weapon cannot be a Sniper Rifle.

Marksman/Sniper: The second "primary" weapon is a Sniper Rifle.

Mechanic: The energy weapon and a set of grenades are replaced with various tools and gadgets, which can be used as melee weapons if necessary.

Medic: The second "primary" weapon and one set of grenades are replaced with various medical tools, supplies, and medicines.

Tactical: The energy weapon must be an Energy Sword or Energy Stave, while the second "primary" weapon cannot be a Sniper Rifle.


Weaponry
Primary Weapons

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Personal Armaments

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Energy Weapons

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Grenades

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Rules

1. Ammo is not infinite, nor are grenades, nor will energy weapons never need to recharge.
2. Death is possible!
3. Romance is at player discretion.
4. Shields don't last forever, nor do Armor Abilities! Shields need time to recharge as do Armor Abilities.
5. Despite the sci-fi setting, attempt to keep to realism in combat.
6. Violation of the rules will result in character death.

Accepted Characters

UNSC & Allied Forces

Ensign Leo-713, "Leonidas" (@AceSorcerer)
Corporal Morrison O'Rielly, "Boomer" (@PSYCOsanches589)
SPARTAN Amber-947, "Hotshot" (@NacNak)
SPARTAN Kori-738, "Stone" (@Stryder)
SPARTAN Heather-737, "Fox" (@Stryder)
Major Thal'Xumanee (@PSYCOsanches589)

The Faithul

Minor Lance Bax Goz (@PSYCOsanches589)

Major NPCs

-Rear Admiral Derrick Thompson, "Ironsides"
-Khys'Nahom
Name:

Nick-/Codename:

Designation: (The designation is a unique letter-serial number combination used to identify military and paramilitary civilian personnel. For Spartans the template is S###, with the numbers being the three-digit numerical designation that replaces a last name [ex. John-117 is designated S117, use 700-999]. "N" is used as a preface for all other Navy personnel, while "M" is used for Marines, "O" for the Office of Naval Intelligence, and "P" for paramilitary/civilian personnel.)

Age: (25+ for SPARTANs, 18+ for everyone else.)

Gender:

Height: (Males are typically 190-210 cms without armor, while females are between 175-200 cm tall. Add 10 cm for when in armor.)

Weight: (The male average ranges from 120-140 kg, while females range from 110-130 kg. Add 320 kgs for when in armor.)

Species:

Eye Color:

Hair Color:

Branch: (UNSC Navy, UNSC Marines, Office of Naval Intelligence, Civillian, or Faithful)

Rate/Rank: ("Rate" is UNSC Navy, "Rank" if Marine or Naval Intel. Put pay grade in parenthesis)

Assignment: (What ship and platoon is your character assigned to?)

Position: (Platoon Commander, Captain, Spartan Commando, Infantry, etc)

AI: (optional)

Combat Role: (Demolitions, Infantry, Marksman/Sniper, Mechanic, Medic, or Tactical)

Armor Color/Distinguishing Marks:

Weapons Loadout:

Appearance: (image optional)

Personality: (optional)

Hobbies:

Biography:

Notes of Interest:

IC Thread: OPEN SIGNUPS - Halo: The Wrath of the Faithful IC
====
AceSorcerer - Aug 3, 2016 at 9:17 PM
Name: Leo-713

Nick-/Codename: Leonidas

Designation: S713

Age: 27

Gender: Male

Height: 177 cm (w/out armor), 217 cm (in armor)

Weight: 112 kg (w/out armor), 432 kg (in armor)

Species: Augmented Human/SPARTAN-V

Eye Color: Blue

Hair Color: Black

Branch: UNSC Navy

Rate: Ensign (O-1)

Assignment: S713 is assigned to Sigil Platoon which is stationed on the UNSC Maelstrom.

Position: Platoon Commander, Sigil Platoon

AI:
image_of_kalmiya_by_grandbigbird-d69a6t1-jpg.98052
Combat Role: Tactical

Armor Color/Distinguishing Marks: Leo-713's armor is grey, with no distinguishing marks except a golden par on his left pauldron for rank.​

Weapons Loadout:

-Assault Rifle
-Battle Rifle
-Magnum
-Energy Sword
-Two Fragmentation Grenades
-Two Plasma Grenades
-Promethean Vision

Appearance:
nord-jpg.79599

Above: Leo's face. His hair, however, is kept in regulation but grows faster than most people's as a side effect of his augmentations.

Personality: Leo has a natural talent for leadership, though he has some self-esteem issues. Socially awkward, even for a SPARTAN, Leo can seem cold and calculating at first glance. But, when one gets closer to him they will find him to be a caring intellectual.

Hobbies: Leo's hobbies range from reading various novels and studies, particularly studying various military histories and strategies, to taking care of the John, a black-furred Maine coon cat who somehow sneaked his way onto the Maelstrom and into Sigil Platoon's barracks and operations area.

Biography: Leo was born under the name of Leo Gaius on the UEG agricultural world of Harvest after it was reclaimed by the UNSC from the Covenant. His parents worked for the UEG, with his father being a former UNSC Marine, working to return Harvest to the state in was in pro antebellum as they managed and worked on the arable areas of the planet's surface after terraforming it from its previous, Glassed state. Leo, however, soon displayed signs of what the UNSC was looking for in potential candidates for its SPARTAN-V Program, and his parents soon consented to releasing their son to the Program. After that, Leo Gaius was renamed Leo-713 and he began his initial training. As the training progress he showed tactical potential and prowess in various war games and simulations. As his methods were, to quote his instructors, "ruthless, efficient, and ingenious" he soon received the nickname and codename of "Leonidas," given to him by the instructors but soon catching on with his peers. Soon enough he was sent to receive officer training and the rest, as they say, is history. He now leads Sigil Platoon the UNSC Maelstrom.

Notes of Interest: When the SPARTAN-V commander recruits were selected by their AIs, Athena picked Leo primarily because of his nickname, "Leonidas," who was a legendary Greek warrior while the AI herself is programmed to behave like the fabled Greek goddess.

---

Name: Derrick Thompson

Nick-/Codename: Ironsides

Designation: S576

Age: 57

Gender: Male

Height: 210 cm (out of armor), 220 cm (in armor)

Weight: 143 kg (out of armor), 463 kg (in armor)

Species: Augmented Human/SPARTAN-IV

Eye Color: Blue-Green

Hair Color: Grey/Whiting

Branch: UNSC Navy

Rate/Rank: Rear Admiral Upper Half (O-8)

Assignment: UNSC Maelstrom, Observant for Sigil Platoon

Position: Captain, UNSC Maelstrom

Ship AI: Ramesses

Combat Role: Tactical

Armor Color/Distinguishing Marks: Derrick-072 has the default color of armor, with a distinguishing two star pattern on his left pauldron for rank.

Weapons Loadout:

-Assault Rifle
-ARC-920 Gun
-Magnum
-Energy Sword
-Two Fragmentation Grenades
-Two Plasma Grenades
-Enhanced Bubble Shield

Appearance (close)



Personality: RADM is a kind and sympathetic individual, one whose tactical can dominate the battlefield.

Hobbies: RADM enjoys reading, going to the gun range, and various other hobbies, especially such as being a historian on the SPARTAN programs.

Biography: Derrick is one of the many SPARTAN-IVs who did not go into cryostasis after the events of the Great Slipspace War. He ended up building an officer's career as an infantry commander, eventually becoming a fleet commander upon being promoted into the admiralty during the Great Slipspace War. Upon being informed of the SPARTAN-V Project and the similarities to his generation of SPARTANs, the Rear Admiral volunteered to keep an eye on them. As such, he was appointed to captain the Maelstrom and observe the new SPARTAN-Vs.

Notes of Interest: Derrick is more than capable of strapping back into his SPARTAN armor and joining a firefight. Should the time come, the SPARTAN-IV will suit up and show the V's how to defeat the enemy old-school.

----

Everyone knows about John-117, who is called nothing other than "Master Chief," and is universally agreed upon to be the great SPARTAN ever born. However, with new enemies and new advancements in technology there comes a greater need for our protectors to be stronger than ever before.

And as such, a new generation of SPARTANs was created.

Twenty years ago, United Nations Space Command (better known as the UNSC) began the latest and utmost dangerous of its programs: the SPARTAN-V Program. Returning to using children (as opposed to adult volunteers like the SPARTAN-IV Program had), five hundred children within the age range of five to seven years old were chosen as candidates to become fifth-generation SPARTANs. The program had the goal to become a new innovation in the world of super-soldiers, with the ultimate goal of awakening the targeted telepathic and telekinetic abilities located within the candidates' recessive genes. If they survived the activation of their recessive genes, candidates would begin the first stage of their training. When they had three years of training and had a decent level of control over telekinesis, they would be set to receive their augmentations in order to achieve the physical form that the iconic SPARTAN super-soldiers possess.

Of the five hundred candidates, fifty-two died after having their telekinetic genes activated. Furthermore, an additional twenty-seven died after their bodies rejected the augmentations. Lastly, after receiving their augmentations thirty-six of the candidates became paralyzed or crippled in various aspects, but were still judged fit for active duty in a non-combat. As a total, three hundred eighty-five candidates would go on to become SPARTANs as they moved on to the next phase of their training.

As recruit entered their tenth year of training, they were divided into various platoons based on the specialty and combat role they were determined to be best fit for. One out of every ten of the candidates, thirty-five in total, were chosen to become officers, as they were selected to be platoon commanders when their training was completed. The remaining recruits were divided into their specialized training, taking on their new training as well as the continuation of their existing training. It is at this time that each recruit was inducted into the military, given the rates of "SPARTAN Recruit (E-1)" and "SPARTAN Apprentice (E-2)," depending on their performances.

And as time went on and these new SPARTANs matured, the program began to receive massive scrutiny from some of the highest ranking officials in the Unified Earth Government and the UNSC, save for a few admirals and captains- along with Dr. Halsey herself- who were advocating the program as to prevent the project's termination, which could very well include every SPARTAN-V being put in near-permanent cryostasis.

But, in due time and due process, a harsh fate was avoided as the program was allowed to continue under the condition that all of the SPARTAN-V's be strictly monitored and managed by more experienced SPARTANs.

When the time came, the SPARTAN-Vs were deployed into the various regions of the universe. Some were placed into cryostasis for transportation to their assignments, but some of the more lethal and cunning of the brood were kept warm and awake to be put under immediate work and observation. It had been decided that the main series of observations would take place under the watch of Rear Admiral Derrick Thompson on the UNSC Maelstrom, the latest of the Infinity class warships.

The factors regarding the observation of the SPARTAN-V's called for the formating of SPARTAN-based units to be formatted differently from the traditional fireteams, which had been brought into consideration with the fact that some of the SPARTAN-V's were given warrant and commissioned officer training. As such, SPARTAN-V's were organized into proper platoons and integrated into existing companies in their respective stations. Among the senior SPARTANs who would be drafted in to manage the new, inexperienced SPARTAN-V's, most had reluctantly volunteered for the position. In this case, they would be acting as a platoon's executive officer, meant to act as a mentor and advisor to the SPARTAN-V ensigns in regards to leadership and to serve in a similar role for the entirety of the platoon until the were sufficiently capable of managing themselves.

Soon enough, the fateful day came wherein the main focus of SPARTAN-V observation, Sigil Platoon, were to assemble on the Maelstrom for the first time on Luna.

Some of these SPARTANs had trained long and hard with one another, while others would be meeting for the first time. It mattered not, for now their commanders would be observing and passing judgement almost constantly upon them, which was a test they all needed the pass through. Before introductions could be made, the full platoon of helmeted SPARTANs, intermixed with other personnel before boarding began as the captain of the Maelstrom gave the christening and speech before the maiden voyage. All payed heed to Rear Admiral Thompson as he spoke at the end of his speech in his wizened baritone.


"...Our mission, as is the mission of every serviceman who fights in the name of the liberty of all sentient beings of the galaxy, is to defend those who cannot defend themselves from the greater threats who would have every world enslaved.

We must be warriors who fight for the just cause of freedom.

We must be peacekeepers who ensure order among the planets.

We must be scholars who record the events of history as it forms around us, so that posterity may look up on us in favor.

Over the next five standard years, our responsibility will not only be as warriors, peacekeepers, and scholars, but as explorers. As phrased by the United Nations Space Command, 'the crew of the UNSC Maelstrom, as commanded by Rear Admiral Upper Half Derrick H. Thompson, is hereby entasked with the exploration of our universe beyond the Outer Colonies. They are to mark planets capable of sustaining life both with and without the aid of terraforming as well as planets and planetoids that could provide valuable resources. But, above all, the Maelstrom and her crew is hereby charged with the protection of all life, especially of citizens of the UEG and those allied with.'

Our mission is clear, ladies and gentlemen!

We shall persevere throughout the unknown, and in doing so we will bring about further peace and expansion for not only humankind, but advancements for all sentient species!"

This was met with excessive applause from servicemen, SPARTANs, and civilians alike as the master of ceremonies, an elder, retired admiral, took the podium in his raspy voice.

"That concludes the ceremony. All Maelstrom personnel may begin the boarding process at your designated entryways at 0930. Afterwards, First Review will begin at 1100 and will be performed by your respective commanders. Godspeed and good fortune to all of you!"

The SPARTANs, as was custom, would be the last to board the ship in case of an emergency. Among them, Leo-713 (colloquially referred to as "Leonidas") was the SPARTAN-V ensign placed in command of Sigil Platoon, which would be stationed upon the Maelstrom. The SPARTAN's armor was grey and black with a blue visor, as it was when he was first given it. On his shoulder he carried his duffel bag with his clothing and some essentials along with some novels. Contrary to popular belief, SPARTANs did spend a fair amount of time outside of the Mjolnir Armor.

Either way, after assisting in sealing some of the hatches and doors, Leo-713 began to make his way around to the SPARTAN-V Sector, a swathe in the middle of the starboard starboard side of the ship that was about two floors above one of the hangar bays wherein all of Sigil Platoon's vehicles were stored. The SPARTAN-V Sector was also near one of the galleys on their level, as the idea was that the SPARTANs would behave optimally if given some advantages. Likewise, they were near the lifts needed to head straight to the bridge if need be. Otherwise, they also had the longest distance from the nearby escape pods, since they were intended to fight their way out.

Either way, the so-called "Sector" was comprised of roughly three floors. The bottom floor had their armor storage unit, training weapons and equipment, an exercise/drill pad, and their primary computer for communicating with the rest of the ship, though terminals and computers on the other two floors aided in that purpose. The second floor was primarily a common area, wherein there were entertainment systems that one would find in most of the other barracks common rooms throughout the ship. There was also a small kitchen area in case the SPARTANs decided to have a group bonding session, however unlikely, or didn't have time to go to the galley. Lastly, the third floor was where the SPARTANs living quarters were located. From the second floor there were two staircases, one leading to the male side and the other to the female side. Everyone had a roommate, except for the Executive Officer and Platoon Commander. There were also showers and facilities in each half of the floor. Overall, the Sector was organized so that the first floor was the largest. However, the second and third floors were clearly smaller, but possessed windows and balconies where the SPARTANs face either aft or starboard and can look down on the whole of the exercise/drill pad.

Either way, Leo-713 was a bit hesitant, and would be visibly so if he wasn't wearing his helmet. He would sigh, soon hearing that sagacious alto that chimed in his head on occasion. At times, he could only hope and wish that it was his conscious.

"You seem awfully worked up about this."

The voice belonged to Leo-713's faithful Artificial Intelligence companion, Athena. Halfway through officer training, SPARTAN-V officer candidates were selected by the AI who wanted to work with them. In his case, Leo-713 was chosen by Athena. Even still, it always helped that he had someone to converse with in the back of his head. He then spoke up, speaking in a intellectual bass.

"I think people would be far more worried if I wasn't worried about this in regards to its full context. Not only is this my first command, but it will be under constant scrutiny the whole time. As the commander, they can probably hold me solely responsible if something goes wrong."

"You need to relax, Leo. Even if something does go awry, Rear Admiral Thompson is a tremendous supporter of the SPARTAN-V program."

"...Alright, then. Either way, get ready to be yanked when we get there."

"No problem."

Leo would do just that when he passed through the vestibule and arrived at the main terminal, pulling in Athena's chip as she configured herself to the Sector's setup as well as the Maelstrom's.

While she did that, Leo located his room on the third floor and put his duffel bag down on the bed and removing his helmet for a moment, stretching around for a little but and relaxing as he felt the ship's cool air against his pale skin for a few moments as black hair and blue eyes were briefly prominent. Regardless, the grey helm soon rested on his face as he had Athena call all of the SPARTANs onto the first floor.

Once that was accomplished, the time for introductions was nigh as the platoon stood at ease in formation.

"Good morning, everyone. I hope you've all talked for a little bit before this, but we will have time to do so after we get our armor removed before takeoff. I am Ensign Leo-713, and I'll be the platoon commander while we're stationed on the Maelstrom. As it is with many of us, this is my first deployment. The AI we will be working with, Athena, will likely introduce herself to you all later on. Either way, we will undergo First Review in a moment, after which we will get our suits off and prepare to leave the atmosphere. After we start to jump, we will also be able to leave the Sector and visit other parts of the ship. Now, stand at rest until time for First Review comes along."

In about fifteen minutes, a lieutenant commander would appear in lieu of the Rear Admiral (who had wished to perform it himself), as he was preparing for departure in the bridge. But, after the glorified review and questioning was all said and done, Athena turned on the armor removal system, giving the SPARTAN-Vs a chance to get out of the armor. Leo-713 went last, ensuring everyone's armor was stored and secure before following the others to the second floor, all of the SPARTANS wearing their fatigue pants, black boots, fatigue belts, and grey shirts, with Magnums and combat knives removed from their armor and holstered onto their belts.

Soon afterwards, the announcement came that there was T-minus fifteen minutes until the Maelstrom would launch and begin the slipspace jump. The SPARTANs soon went to the corridor and held fast as the enormous ship engaged engines and began to engage in vertical ascension. Climbing upwards until it reached the border of the exosphere, the ship soon began to travel at full throttle until the slipspace jump occurred, hurdling through the galaxy until it arrived on the outskirts of the Chi Ceti System, from which they would travel outwards where shared Sangheili and UEG data and star-maps left a couple of large blanks in the regions the Maelstrom and her crew would be exploring.

Soon enough, the Maelstrom's ship AI Ramesses- who took on the form of the pharaoh by the same name- came on the ship-wide intercom, giving the all clear for crew members to begin full duties as the Maelstrom's artificial gravity generator took on full swing. It was then that the SPARTAN-Vs began to head over to the galley, wherein officers and enlisted were intermixed due to space limitations.

Leo-713, being unfamiliar with the majority of the SPARTANs in his platoon and being somewhat socially awkward (even for a SPARTAN), merely took the salisbury steak meal that the cooks had prepared for the day and walked over to an empty table, sitting down and beginning to eat.

----

The year is 2613, and the United Nations Space Command has just deployed its latest breed of super-soldier: the SPARTAN-V. Born from necessity after a galactic civil war known as the Great Slipspace War, the candidates for the project were taken as children from selected families and replaced with flash clones after the consent of the family has been given (with the swapping date unknown to the parents). The Great Slipspace War was lead by planets in the Outer Colonies who protested the supposed tyranny of the Unified Earth Government (UEG) and was backed by a faction known as the Faithful, who were the organized remnants of those loyal to the ideals of defeated Covenant Empire. The Faithful found itself effectively neutralized, as were those responsible for the rebellion, but tensions still remain not only within the UEG, but among the humans and their alien allies. Currently the UEG is in a period it calls Reclamation, wherein the de-glassing of planets is resumed so as to allow for the expansion of civilization and the planets who were part of the rebellion in the Great Slipspace War are currently under examination and are subject to interim governments until the UEG's requirements for full membership and acknowledgement are met.

To ensure that another of civil war does not occur, the SPARTAN-V project itself has bred forth new SPARTANs with various telekinetic abilities that are still experimental and uncertain, even after twenty years of training. This RP will take place on the UNSC Maelstrom, one of the Fleet's seven Infinity-class warships, which is commanded by Rear Admiral Derrick Thompson. We will focus especially on the newly-formed Spartan Platoon Sigil, led by and composed of a group of SPARTAN-Vs, most of which have never met nor worked together before forming up before the Maelstrom's launch into space, as they work to fulfill the Maelstrom's mission of patrolling and investigating various rumored remnants of the insurrection and of the Faithful in the Outer Colonies while working with Sangheili allies to determine what the occurrences are and whether or not they are connected. With ancient secrets and trillions of lives at stake, it's going to be up to the Maelstrom and her crew to determine what is really happening in the Outer Colonies and, if necessary, launch an offensive to stop it.

A few notes:

-This takes in an alternate timeline where Halo 4 and 5 did not occur and are replaced by the Great Slipspace War.
-Cortana was deactivated, recreated with previous memory banks, and crafted to be a new AI model by the same name.
-The Prometheans are undiscovered, which may or may not be a plot point in the roleplay depending on player opinions.
-Master Chief John-117 is currently in cryosleep aboard the UNSC Infinity.
-Telekinesis and other SPARTAN-V abilities will be limited and will rely on player integrity.
-You can build your own loadout, guided by character classes.
-You are not limited to being a SPARTAN: you can even go so far as to be an Elite!
-I will answer as many questions as possible if you have them.
-This RP will go by a Half/Half posting order system. This means that sometimes we will have a posting order, and sometimes we will not, depending on the situation.
-The expected post length for non-combat scenes is two paragraphs. It is fully understood that this may not always be the case in every situation.
 
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As per the orders of the United Nations Space Command Navy,

You have been assigned to be stationed aboard the UNSC's latest Infinity-class warship, the UNSC Maelstrom. You will be sent to Luna, where the ship was constructed and awaits launch following preliminary testing. You will arrive by 17 November, 2613 for the christening ceremony, boarding, and the beginning of the five-year mission. Further details on your new assignment will be issued to you by your company commander. I bid you congratulations and good luck.

Derrick Thompson,
Rear Admiral Upper Half, UNSC Navy,
Captain of the
UNSC Maelstrom.

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The Maelstrom's primary mission lies with peacekeeping within and exploration beyond the Outer Colonies into uncharted areas. However, with various seemingly unrelated attacks in the Outer Colonies, the Maelstrom and her crew, especially its SPARTAN-V platoon, has been asked to investigate and, if necessary, launch an offensive to subdue any major threats.

The UNSC Maelstrom is the seventh and utmost recent addition to the UNSC's fleet of Infinity-class warships. As such, it is an ideal flagship and long-term exploration vessel as the ship itself is self-sustaining in terms of energy as well as food. The ship has a regular crew of roughly 17,200 personnel that can be divided as follows:

-9,000 naval personnel (including SPARTANs)
-6,000 marines
-1,700 intelligence personnel
-500 civilian/paramilitary personnel.

Otherwise, the Maelstrom can safely accommodate roughly 30,000 people including personnel for various rescue missions and troop transport, though the Maelstrom is not designed for this purpose.

Regardless, the other specifcations, except the massive amount of weaponry, is as follows:

-Length: 5,694.2 meters
-Width: 833.3 meters
-Height: 1,041.2 meters
-Hull Thickness: 490 centimeters of Titanium-A3
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Notable Areas

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The cafeteria seen above is one of many seen throughout the ship. The ship also includes more fancy dining facilities, a bar, and various other entertainment and dining options.​
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The Sojourn's standard crew quarters include basis furniture, a dresser built into the bed, an armor locker and a personal weapons locker, a desk-mounted personal console system with attachments for a personal computer, and an overhead storage rack along, a holoplayer, and various shelves.
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Larger than the standard quarters, an officer's quarters consists of a bedroom merged with a den. These quarters also include the same amenities as the standard quarters, but also feature a miniature refrigerator, pantry, and microwave element.
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Containing all the amenities of standard officer's quarters, these quarters often contain a full bathroom and a front room/office in addition to the bedroom. Quarters such as these are often afforded to Jedi and guests along with the senior officer staff.
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The ship's common areas such the one pictures above contain various means of entertainment as well as a small kitchen and meeting table, the common area itself connecting to a series of quarters and bathrooms to the main ship corridors.
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Multipurpose in nature, the primary room of the medbay can serve as both a general examination room or a surgical center. It immediately connects to the inpatient rooms.
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A brief explanation of rates:

Rates are the combination of a rank and job and are used by the Navy exclusively. An example would be that a navigator with a base rank of Petty Officer Second Class would have the rate of "Navigator Second Class." For SPARTANs, the above rule only applies for E-1 through E-3 rates, as SPARTAN petty officers are referred to by rank and not rate.

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UNSC naval officers do not have rates listed in the way that enlisted personnel do. Instead, all officers are addressed by rank. Warrant officers, however, as differentiated from regular officers by being treated primarily as enlisted personnel, but are specialists and trainers in their specialization. The exception to this unspoken rule is combat medical personnel, who are regarded as officers.

Examples

-A doctor who is W-1 would be "Medical Officer 1"
-An O-1 would be "Ensign"

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Depicted Above: the aforementioned armor in its base form and default color with no attachments.

The Mjolnir Mark VI Power Armor is the utmost advanced of its kind. Capable of housing a top-of-the-line AI that will work with the wearer through the same neural link the armor uses. Increasing the wearer's abilities even further than before, the armor's nanomachines can heal the wearer's injuries and repair the armor itself in most cases. The armor itself also has a replenishing shield that helps prevent damage from enemy attacks.

The Microstorage Supply Pack (MSP for short) is a recent invention meant to aid in storage and reduce strain on soldiers. So far it has only been integrated into a variation of the Mark VII armor known colloquially as the "Mark VII-B," which has been issued to all combat-active Spartans. The MSP allows for Spartans to store their two primary weapons and additional supplies. Magnum, energy weapons, and grenades still remain on the armor's exterior, however. It takes the appearance of a small, grey orb on back of the Mjolnir armor where the sheath for a combat knife rests on the small of the back. Items are brought out and sent back in using the neural interface in the Mark VII-B armor, but the weapons and items that can be used with the MSP are special variations of the standard items. This is due to the fact that, in order to store the items, they are converted to data and inserted into the MSP. The MSP also carries some spare ammunition.
Each suit of Mjolnir armor can accept a special perk referred to as an "Armor Ability." For the purposes of this roleplay, all Armor Abilities from Halo 4 are fair game, though some Abilities will be modified for roleplay purposes. Use the link below to read through applicable Abilities and choose one for your character.

Armor Ability
Part of the SPARTAN-V program involved activating psychokinetic powers in SPARTAN-V candidates via the stimulation certain cortexes in the brain and forcing the activation of a few specific latent genes and alleles. These abilities, which are used at the cost of proportional physical energy, include but are not limited to:

-Telepathy
-Telekinesis
-Telepathy Shielding (preventing a mind from being read via telepathy)
-Psychokinetic Shielding (creating a physical wall that can cover about three people)
Spartans, due to the MSP, can now have varying loadouts depending on their combat role. The basic layout is as follows:

-Assault Rifle
-A Second "Primary" Weapon
-Magnum
-Combat Knife
-Energy Weapon
-2 Fragmentation Grenades
-2 Plasma Grenades
-An Armor Ability

Combat Role specific rules for layouts are as follows:

Demolitions: The second "primary" weapon is a Shotgun, the energy weapon is an Energy Hammer, and grenades are replaced with various explosives such as C4.

Infantry: The second "primary" weapon cannot be a Sniper Rifle or ARC.

Heavy Infantry: The primary weapons must be a Shotgun, SAW, ARC or battle rifles.

Marksman/Sniper: The second "primary" weapon is a Sniper Rifle.

Mechanic: The energy weapon and a set of grenades are replaced with various tools and gadgets, which can be used as melee weapons if necessary.

Medic: The second "primary" weapon and one set of grenades are replaced with various medical tools, supplies, and medicines.

Tactical: The energy weapon must be an Energy Sword or Energy Stave, while the second "primary" weapon cannot be a Sniper Rifle or SAW.
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1. Ammo is not infinite, nor are grenades, nor will energy weapons never need to recharge.
2. Death is possible!
3. Romance is at player discretion.
4. Shields don't last forever, nor do Armor Abilities! Shields need time to recharge as do Armor Abilities.
5. Despite the sci-fi setting, attempt to keep to realism in combat.
6. Violation of the rules will result in character death.
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The elders still fear to tell the tale from their elders and their elders' elders, to tell of the day the Great Eclipse.

It was roughly one thousand years ago, that day when the Moon blocked out the Sun. It was the day that humanity fell, and the Empire of the Night rose into power. As soon as the eclipse reached its apex, all around the human-controlled lands the vampires, united under the banner of Emperor Alexander Thanos, a pureblood vampire from the northern lands. In a matter of hours as vampiric mages and their thralls held the Moon atop of the Sun, and during this hell-wrought eclipse each of the human kingdoms fell and the Vampire High Lords took the place of kings, and various minor Vampire Lords took the placed of human nobles. The world humans knew was already gone as the self-proclaimed Vampire Emperor took command from Castle Vulon on the border to the frigid northern taiga.

From his command, the Emperor issued a proclamation: one member of every human household would be turned and impressed into the service of the Emperor and his vassals and his heirs ( but the Emperor himself would not have an heir yet, for each vampire woman can only bear one child as a vampire). All other humans would be impressed into serfdom to serve the Crown and the noblesse appointed by the Crown to lord over them. This was to corral humanity into a somewhat willing form of submission. It seemed to initially succeed, as for one hundred year humanity heeded the orders of their oppressive overlords.

But the Emperor could not break the human spirit.

This roleplay revolves around the latest human revolt, wherein a member of the senior leadership is captured to let his comrades escape. After a few encounters with the Empress, the human convinces the vampire to leave with him. This can lead to the pair having an adulterous relationship.
Our story begins as the United Kingdom enters into the year 1873 on a snow-filled evening. At Eaton Hall, an estranged noblewoman vying to become head of household when her father passes and an American military officer, a veteran of the recent American Civil War, no less, meet as sparks begin to fly. The pair must come to terms with how they feel for one another as the noblewoman deals with the arranged marriage her parents desire for her with the American must lead his men as the relationship between England and America begins to strain as Reconstruction begins.
In the time before the world began, there was nothing but the Most High God, the Allfather.

The Allfather, alone in the primordial void and looked upon the blank slate before Him, began to speak, and with his words thoughts and being gained substance as energy echoed and bounded throughout the void. And with this energy there came the first stars to line what had, until then, been the void. And from these stars came the worlds and upon the worlds would come forth the designs that the Most High God had in mind for this universe.

But, in time, the Allfather found that one world in particular was perfect to host the life which He had in mind. He named it "Nahl," which means "living" in the First Language. But to create a world of life and guide the rest of the universe, even for a being of great omnipotence such as the Most High God, required a massive amount of power and attention. So the Allfather decided to go forth and create for Himself seven children, seven Lesser Gods subservient to the Creator and Most High.

The Lesser Gods were each given a charge, tied forever with their name. Yol, the God of Fire, was given dominion over the beasts that walked upon the land and the element of fire, with craftsmen dedicating their work to Him. Ven, the Goddess of Wind, was given dominion over all Qo, the God of Storms, was given dominion over the sky and the weather, and the harvests of creation were at at His whim. Lom, the God of Water, held in his domain all the great waters and all animal life within them, and unto him the sailors would give praise. Gol, the Goddess of Earth, created all plant life upon the world, as well as all the mountains and the coves. Krein, the Sun God, was responsible for ensuring that all life grew and thrived upon the earth and the Allfather's teachings were spread across the corners of the globe. And then there was Iilah, the Moon Goddess, who held in her dominion the dreams of the living as well as the caves and tombs, for by Her light living souls would join their Creator.

This roleplay focuses on the fact that the Creator has punished His people, to the point it is believes the gods have abandoned them. Seven colossi take the chance, disguising themselves as the Lesser Gods and reorganizing the religion around themselves. Many sacrifices later, they demand the life of a princess, who- unbeknownst to most- would become a host for their leader, unleashing a great and terrible power should it succeed.

-------------

English Knight x French Maiden
Crusader x Muslim
Master x Servant
Mistress x Servant
Slave x Owner
American Patriot x Loyalist
Human x Monster
Monster x Monster (different species)
Half-breed x human
Elf x Orc
Elf x Human
Human x Orc
Leper x Healer/Nun
Enemy Soldiers
Spanish Inquisitor x Non-Christian
God/Goddess x Priest/Priestess
Pirate x Victim
Raider x Trophy
Knight x Servant
Arranged Marriage
Samurai x Oni
Noble x Noble
Noble x Servant/Slave
Royal x Noble
Royal x Royal
Warlord x Slave
Warlord x Conquered Royal/Noble
Mage x Inquisitor (Magic-Hunter)
Prisoner x Servant/Slave
Prisoner x Knight
 
It had been a year since the war ended.

It was that war that left him with the diagonal scar across his chest, the nightmares that plagued him many nights, the sins he had committed, the status he now lived with.

Hyosuke Keigo was born to a priest and shrine maiden in the western mountains, ones in a temple dedicated to the God of the Moon, Istuko. The eldest of four children, Hyosuke displayed the greatest magical ability of his siblings, taking to his magical studies outside of his education and his chores around the temple. This was the happy repetition until the lord of the province, Lord Isao, came to the temple when Hyosuke was thirteen years old to request that Hyosuke join him as one of his attendants and pupils. Of course, it would be unwise to decline such an offer, so the young man accepted and moved into the lord's manor.

For the next five years, the young main trained with the sons of the other warriors of Quinlong Province, eventually becoming one of the noble samurai of the realm. From that point on he became an advisor to Lord Isao and one of the protectors of the noble family. In this time he also developed his arcane power, earning him the nickname "Hyosuke of the Lightning."

Hyosuke fought as a champion and a scholar. Soon enough, all was well. There was a great peace in the nation, an unparalleled era of prosperity. The elderly King Hiro was soon to pass his crown to his firstborn son, Prince Kei, who was going to continue the ways that had kept their nation strong and peaceful.

But then, in Hyosuke's twenty-second year, war broke out. The Royal Family of Whiteshore was killed in an attack by their western neighbors, and the Great Hisao War began. The thirteen lords who didn't surrender to the invaders formed an alliance, building up an army and navy to repel the invaders and restore peace to their home as King Seto Satoshi led his armies into the mountains and plain while his wife, Queen Amelia, managed the home front. It was in this conflict that Hyosuke shined as a strategist and tactician, incorporating the power of magic into the tide of battle on a scale unlike any other. For some, magic's only use in battle was illusions and survival, but in the hands of a trained sorcerer it would easily be a powerful tool and weapon.

Hyosuke called storms from the sky and lightning from his palms while waves of fire and shields of raw earth began to consume the battlefield as wind magic cut arrows out of the sky. In some cases, one sorcerer fighting another led to great damage and suffering. However, there was a powerful source magic outside the souls of men- their blood. And while those who protected their homeland sword by their own blood that they would not use such magic, no such promise was made by the invaders.

The use of blood magic gave them the upper hand as those who resisted the rule of the invaders were forced into the southern mountain caves. It was that battle- the Battle of the Dragons- that ended the war. Using ancient scrolls and spells of a terrible power, Hyosuke and his peers summoned the Great Spirit Dragon, Suoh, to aid them. But their enemies used the power of blood magic to summon Yamata-no-Orochi, an eight-headed dragon of terrible demonic power to aid them. Before the dragons were called Lord Isao, Lord Nanako, and Lord Fujin- the last remaining free lords- met with King Seto. The invading king implored them to turn themselves in as the Eight High Sorcerers stood behind them before performing their ritual.

It is not a well-known fact that when one summons a dragon, they are bonded to them for the rest of their mortal lives, and from then on only they could summon the dragon. Orochi is the exception, as each of its heads required one sorcerer to summon. Therefore, each sorcerer could summon one eighth of Orochi on their own, and when one was slain the other seven could replace them with a blood offering, whereas a dragon such as Suoh requires the might of all who are still living.

Hyosuke and six other mages called upon the Great Spirit Dragon who had protected their ancestors, the eight mages of the invaders called upon Yamata-no-Orochi. The sorcerers using their blood gained the mark of the respective Head of Orochi on their left forearm. Likewise, those who called upon Suoh gained the seal of the Great Spirit Dragon on their right forearm. As the armies of the last free lords and the invading king met each other on the plateaus by the base of the Dragonclaw Mountains. Fire rained from the heavens as the Great Spirit Dragon- in his white manifested form combating the dark form of Orochi.

In the end, Suoh became bound to Hyosuke alone as the battle ended, the other six sorcerers killed on the battlefield as King Seto lay dead, his blood stained on Lord Isao's blade. Although the king was dead, the last three lords had lost the war. Hysokue's katana blade was shattered and broken, his wakizashi buried in the chest of one of King Seto's guards. With Hyosuke's daisho gone, the lords and their samurai were captured. The three lords and their generals were to commit seppuku. Trusting him with the ending of his life, Lord Isao gave Hyosuke his katana, entrusting him with ending his suffering.

And when the time came, the blood of noble men covered the grounds of the royal palace. Hyosuke and all other survivors of the battle became ronin, the worst possible fate as they became soldiers without masters, people without purpose.

For the next year, Hyosuke traveled across what was now the Kingdom of Whitehaven, travelling from temple to temple as he hoped to find some kind of peace and atonement. As he was bonded to him, the Great Spirit Dragon often visited Hyosuke in his dreams while he slept, becoming a mentor to the torn apart man as he sought a way to procure inner peace. Despite the ronin's willingness to accept the dragon's teachings, peace would not come to him as he travelled across the land.

Now twenty-six years of age, the ronin had spent his time doing good deeds. He fended off monsters from villages, aiding in healing the sick and gathering the harvests, some of which was only possible through his bond with Suoh. By the end of the year, on the anniversary of the Battle of the Dragons, Hyosuke knelt down at his master's grave as he lit a stick of incense at the headstone and left a bottle of sake beside it. For a good amount of time, there was nothing but silence until the rain came.

The ronin cut a somber figure as he walked through the paved paths of the village near the royal palace. His tunic, pants, and boots were all black as the night sky as the katana that once belonged to his fallen lord rested on his hip. A simple rucksack was on his back, mostly containing some preserved food, medicine, and equipment with which to care for his blade. However, there was also a long grey cloth cut and wrapped about his forearm, concealing his mark that he obtained from his bond with the Great Spirit Dragon.

Although at first a light drizzle, a thunderstorm soon began to evolve as the ronin saw a large spire in the distance, following it. Almost nightly Hyosuke exchanged his services for a warm place to sleep and a nice meal, and it seemed this new life wouldn't be any different. As a ronin, it was his fate. He had no place in polite society as many would believe, leaving him to be reliant on the mercy of strangers and any willing to pay him for any work he could possibly do. It was the ultimate punishment, although it was something that, in the end, the swordsman was capable of living with.

In about ten minutes or so, the swordsman found himself at a rear entrance that was covered by the eaves of the back structure. If nothing else, he could sleep in the nearby pile of hay. He knocked on the door, standing for a few minutes until an elderly woman in a well-worn yukata opened the door. Offering the woman an origami rose, she let him inside of what was in fact the kitchens as she guided him to a secondary antechamber where she would bring him a warm cup of tea to fight away the cold.

With a kind exchange of words, Hyosuke sat cross-legged until one of the other servants, a much younger individual than before, who took to mistaking the wanderer for a guest as she took him to the side and provided him with a proper formal kimono with getta sandals.His dark brown hair fell from his face as his green-blue eyes shined in the light. His eyes were naturally a very dark green but the blue hues were a side-effect of his involvement with Suoh. His scars, save for one that ran across his left cheek, were all hidden by the robes as he attached his single katana, the ronin's thumb tracing over the dragon patterns on the guard. Standing slightly taller than the average man, he soon made his way into the crowd as his wet clothes and rucksack were taken to a guest room.

He kept himself unnoticeable as he politely took some of the food and drink, eating somewhat swiftly as he satisfied his hunger. It had been ages since he had been able to have a large amount of food such as this. For the first in a while, it was quantity that filled his stomach, not quality. Not that he would complain about that, of course. For the time being he attempted to blend into the crowd, although he did not make himself the most social man.
 



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{slide=About Myself}

{tab=1} Here {/tab}

{tab=2} Expectations {/tab}

{tab=3} Plots & Ideas {/tab}

{tab=4} Pairings {/tab}



Hello!

Thank you for checking out my partner search! Please, call me Ace or whatever name you know me by. I'm a nursing student working on my BSN and on Air Force ROTC in hopes of commissioning. I'm a fairly flexible, and will do my best to match my partner's length, and my posts typically have a minimum of one strong paragraph to a short story.

I do my best to post as often as possible, but given the trappings of real life I will make an effort to post at least once every day or two. I personally prefer to roleplay in PMs as I find it's easier to keep track of messages that way. However, I am more than willing to play in forums as is necessary. My favorite genres are the variou fantasy variants and historical settings. I do not like typical modern settings, although I will give it a try if the idea is good.

Last but not least, please leave me a message in the comments or send me a PM if you have any questions or are interested!
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{tab=3} Plots & Ideas {/tab}

{tab=4} Pairings {/tab}


The main thing I ask is that you be flexible! I'm in the proccess of various job interviews and finishing out the semester and completing my various pre-requisites for nursing. Other than that, I have a Skype and Discord from which I can be reached 24/7 OOC.
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{slide=Plots & Ideas}

{tab=1} About Myself {/tab}

{tab=2} Expectations {/tab}

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PLOTS


The elders still fear to tell the tale from their elders and their elders' elders, to tell of the day the Great Eclipse.

It was roughly one thousand years ago, that day when the Moon blocked out the Sun. It was the day that humanity fell, and the Empire of the Night rose into power. As soon as the eclipse reached its apex, all around the human-controlled lands the vampires, united under the banner of Emperor Alexander Thanos, a pureblood vampire from the northern lands. In a matter of hours as vampiric mages and their thralls held the Moon atop of the Sun, and during this hell-wrought eclipse each of the human kingdoms fell and the Vampire High Lords took the place of kings, and various minor Vampire Lords took the placed of human nobles. The world humans knew was already gone as the self-proclaimed Vampire Emperor took command from Castle Vulon on the border to the frigid northern taiga.

From his command, the Emperor issued a proclamation: one member of every human household would be turned and impressed into the service of the Emperor and his vassals and his heirs ( but the Emperor himself would not have an heir yet, for each vampire woman can only bear one child as a vampire). All other humans would be impressed into serfdom to serve the Crown and the noblesse appointed by the Crown to lord over them. This was to corral humanity into a somewhat willing form of submission. It seemed to initially succeed, as for one hundred year humanity heeded the orders of their oppressive overlords.

But the Emperor could not break the human spirit.

This roleplay revolves around the latest human revolt, wherein a member of the senior leadership is captured to let his comrades escape. After a few encounters with the Empress, the human convinces the vampire to leave with him. This can lead to the pair having an adulterous relationship.
Our story begins as the United Kingdom enters into the year 1873 on a snow-filled evening. At Eaton Hall, an estranged noblewoman vying to become head of household when her father passes and an American military officer, a veteran of the recent American Civil War, no less, meet as sparks begin to fly. The pair must come to terms with how they feel for one another as the noblewoman deals with the arranged marriage her parents desire for her with the American must lead his men as the relationship between England and America begins to strain as Reconstruction begins.
In the time before the world began, there was nothing but the Most High God, the Allfather.

The Allfather, alone in the primordial void and looked upon the blank slate before Him, began to speak, and with his words thoughts and being gained substance as energy echoed and bounded throughout the void. And with this energy there came the first stars to line what had, until then, been the void. And from these stars came the worlds and upon the worlds would come forth the designs that the Most High God had in mind for this universe.

But, in time, the Allfather found that one world in particular was perfect to host the life which He had in mind. He named it "Nahl," which means "living" in the First Language. But to create a world of life and guide the rest of the universe, even for a being of great omnipotence such as the Most High God, required a massive amount of power and attention. So the Allfather decided to go forth and create for Himself seven children, seven Lesser Gods subservient to the Creator and Most High.

The Lesser Gods were each given a charge, tied forever with their name. Yol, the God of Fire, was given dominion over the beasts that walked upon the land and the element of fire, with craftsmen dedicating their work to Him. Ven, the Goddess of Wind, was given dominion over all Qo, the God of Storms, was given dominion over the sky and the weather, and the harvests of creation were at at His whim. Lom, the God of Water, held in his domain all the great waters and all animal life within them, and unto him the sailors would give praise. Gol, the Goddess of Earth, created all plant life upon the world, as well as all the mountains and the coves. Krein, the Sun God, was responsible for ensuring that all life grew and thrived upon the earth and the Allfather's teachings were spread across the corners of the globe. And then there was Iilah, the Moon Goddess, who held in her dominion the dreams of the living as well as the caves and tombs, for by Her light living souls would join their Creator.

This roleplay focuses on the fact that the Creator has punished His people, to the point it is believes the gods have abandoned them. Seven colossi take the chance, disguising themselves as the Lesser Gods and reorganizing the religion around themselves. Many sacrifices later, they demand the life of a princess, who- unbeknownst to most- would become a host for their leader, unleashing a great and terrible power should it succeed.

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IDEAS
Twisted Fairy Tales/Masterwork Myths
Take any fairy tale orfrom anywhere in the world and change it up! Perhaps one inspired by Cinderella that take place in feudal Japan or a version of The Odyssey that takes place in the world of the Aztecs.

Prompts
It's as simple as it sounds- using a piece such as a poem, a song, or an image to devise a world of our own.


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{tab=3} Plots & Ideas {/tab}

{tab=4} Here {/tab}



English Knight x French Maiden
Crusader x Muslim
Master x Servant
Mistress x Servant
Slave x Owner
American Patriot x Loyalist
Human x Monster
Monster x Monster (different species)
Half-breed x human
Elf x Orc
Elf x Human
Human x Orc
Leper x Healer/Nun
Enemy Soldiers
Spanish Inquisitor x Non-Christian
God/Goddess x Priest/Priestess
Pirate x Victim
Raider x Trophy
Knight x Servant
Arranged Marriage
Samurai x Oni
Noble x Noble
Noble x Servant/Slave
Royal x Noble
Royal x Royal
Warlord x Slave
Warlord x Conquered Royal/Noble
Mage x Inquisitor (Magic-Hunter)
Prisoner x Servant/Slave
Prisoner x Knight​
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IC:
Sign-Ups:

"Welcome to Duel Academy, where your dueling career is about to begin!"

The world of Duel Monsters has grown so far as to the establishment of Duel Academy, a place where the future leaders in the Duel Monsters industry receive the best possible education. Among this education includes standard courses while elective spaces are replaced by dueling or duel engineering classes to guarantee success in all aspects of the Pro Circuit! At this time, Duel Academy currently attends to students in grades 11-14, meaning that a student will recieve a high school diploma at the end of their second year and an Associate's Degree after their final year.

However, there is trouble brewing as a force from before time began resurfaces and an ancient threat returns from the realm of the dead. Now it is up to the various students of Duel Academy to find and defeat this ancient foe before the world is plunged into eternal Light...

You are a reincarnated Millennium Priest who served Pharaoh Tutankhamun in your past life. Now that your old Millennium Item is in your hand once again, it is your sworn duty to recover your lost memories and powers in order to team up with the other five Millennium Priests to stop the Cult of Aten from plunging the world into chaos.

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[fieldbox=Duel Academy, blue, dotted, 12, book antiqua]

All Duel Academy students have identical Duel Disks. Students are divided into three ranks, and can change ranks at almost any given time. A map of and more info on Duel Academy is linked below.

Duel Academy Duel Disk:

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Map/Info:
Duel Academy

Slifer Red
Slifer Red students are the lowest-level students on campus. The students who live in the Slifer Red Dorm are either mediocre duelists, choose to live there, or are disliked by senior professors.

Uniform:

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180


Dorm:
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Ra Yellow
Ra Yellow students are above-average students or students without the proper "connections" to join the ranks of the Obelisk Blue students.

Uniform:
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Dorm:
350

Obelisk Blue
Obelisk Blue students are the best duelists on campus and/or have "connections" to important families and individuals.

Uniform:
180

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Dorm:
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[/fieldbox]​
[fieldbox=Ancient Egyptian Influence, gold, solid, 12, book antiqua]
The Cult of Aten

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Formally founded by a mysterious high priest known as Akhet, the Cult of Aten formally rose to power in 1353 BC when the pharaoh Akhenaten assumed the throne of ancient Egypt. Believing in the only sun-disk god, Aten, the Cult of Aten sought to translate the Millennium Spellbook and send the world into eternal Light. The wielders of the Millennium Items, led by Tutankhamen, soon defeated the Cult of Aten. The Cult officially fell from power after Tutankhamen assumed the role of pharaoh and restored the traditional worship of the gods

The Cult of Aten, however, survived to the modern day as it revived the founder of its movement, and has various members across the world as the Cult searches once more for the Millennium Spellbook...
The Eyes
The Eye of Anubis
The Eye of Anubis is a broken version of the Eye of Wdjat. It appears on all the Millennium Items, except the Key and the Puzzle (which has the Eye of Wdjat). The Eye will appear upon the foreheads of Millennium Item users whenever they activate their items.
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The Eye of Horus

The Eye of Horus is a symbol of the ancient Egyptian pharaohs. Tutankhamun used it to mark locations of importance for his Millennium Priests as well as to seal correspondence and sacred/secret treasures and scrolls.

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The Eye of Ra

The Eye of Ra was often tattooed upon ancient Egyptian priests to symbolize their devotion to the gods. Furthermore, it is an ancient Egyptian symbol of protection, royal power and good health. It appears on the body of a Millennium Priest when their destiny is realized.

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The Millennium Items
The seven Millennium Items and their wielders are as follows:

-The Millennium Eye (Available)
-The Millennium Key (Alec Kerrigan)
-The Millennium Necklace (Available)
-The Millennium Puzzle (N/A)
-The Millennium Ring (Available)
-The Millennium Rod (Available)
-The Millennium Scale (Available)

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For information on the Millennium Items, click this link: Millennium Items
The Millennium Spellbook

The Millennium Spellbook is an ancient tome used to create the Millennium Items at the cost of ninety-nine human souls. With various spells yet to be translated, it is believed that the Millennium Spellbook can grant godlike power to whomever can wield it.​

350px-Millennium-Spellbook.jpg
Shadow Charms

Mysterious items originating from Egypt, some believe that the Shadow Charms were originally failed attempts to recreate the Millennium Items, although they lacked the sacrifice of ninety-nine human souls. Shadow Charms have various properties unique to each individual Shadow Charm. However, they do share the universal property of being able to initiate Shadow Games and Shadow Duels. They come in various shapes and sizes, ranging from tomes to rings to masks, but all have the Udjat Eye or the Eye of Anubis on them, as with the Millennium Items. Characters may choose to have a Shadow Charm as opposed to a Millennium Item if they wish.

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[fieldbox=Rules, red, dotted, 12, book antiqua]
General Rules!

1.The minimum for a post will is either two paragraphs or ten well-written sentences, whichever you're more comfortable with.

2. Duels will be on Dueling Network and observed by the GM.

3. These characters are all 16 or 17 years old. Romance is at your discrimination.

4. If you wish to initiate a Shadow Duel or Shadow Game, please check with the GM.

5. None of the "canon" GX students (i.e. Jaden Yuki, Chazz Princeton) will exist in this RP.

6. The Millennium Puzzle and any "special" cards past the GX era are off limits

7. While the character's Decks will conform to the current Forbidden/Limited List, one Forbidden Card will be allowed in each Deck (check in with the GM when you choose).

8. Players will have access to ONE Sacred Card (which include the God Cards, Sacred Beasts, and Dark Gods) later on in the story. However, you may claim one in your character sheet.

9. "Anti Decks" are not allowed. To be clear, an Anti Deck is a deck specifically made to defeat the deck of another character.

10. Have fun!

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Dueling Rules!

1. All of the duels will be conducted over Dueling Network if between OCs and major NPCs.

2. Duels with minor NPCS or duels with little immediate relevance can be summarized in-post, so long as an outcome is agreed on between the parties involved.

3. Decks will be constucted on Dueling Network. Whenever you make modifications to your deck, please update your deck screenshot on your CS.

4. Shadow Duels will primarily be initiated by NPCs, though OCs will sometimes be able to initiate them.

5. Add "AceSorcerer" on Yu-Gi-Oh! The Dawn of a New Era as soon as you join. This is the GM's account.


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Regarding Shadow Duels/Games

1. A Shadow Game is an alternative to a duel. For an example of Shadow Games, use the playlist below.


2. The party that loses a Shadow Game goes through a Punishment Game, which lasts as long as the winner decrees. The Punishment Game is typically a mental illusion, whereas they feel the physical effects but are not inflicted with any injuries.

3. Shadow Games are typically initiated by those who wield Millennium Items, but like with Shadow Duels they can be initiated by a variety of OCs and NPCs.

4. There are no limits as to what can become a Shadow Game. Something as simple as rolling a die to a custom game made on the spot are included in the vast ocean of possibilities.

5. Like with Shadow Duels, Shadow Games will primarily be initiated by NPCs, though OCs will sometimes be able to initiate them.
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Slifer Red Characters

Alec Kerrigan

Ra Yellow Characters

Obelisk Blue Characters


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OOC:
IC:​

Character Sheet Template
Name:

Gender:

Age: (16 or 17)

Appearance: (use Rinmaru Games-Mega Anime Avatar Creator)

Height:

Eye of Ra Location: (Where will the Eye of Ra appear on YC's body?)

Personality: (optional)

Special Items: (Millennium Items, Duel Disks, etc)

Abilities: (Shadow Games, Millennium Item Abilities, Sees Duel Spirits, etc.)

Rank: (Slifer Red, Ra Yellow, Obelisk Blue)

Duel Spirit Familiar:

Reserved Sacred Card: (God Cards, Sacred Beasts [except "Winged Dragon of Ra" for story reasons])

Deck Name:

Deck: (A screenshot of your deck goes here.)

Key Card(s):

Brief Bio:

Name:

Titles:

Brief Bio:

Other:
Other:

[fieldbox=Alec Kerrigan, red, solid, 12, book antiqua]
Name: Alec Kerrigan

Gender: Male

Age: 17

Appearance:

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Height: 5' 8"

Eye of Ra Location: Right forearm

Personality: N/A

Special Items: The Millennium Key, Duel Academy Duel Disk

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Abilities:
-Granted by the Millennium Key: Its primary unique ability is the power to unlock the doors of a person's soul, giving the user access to the "Room of the Soul," where their thoughts can be observed, or the "room" can even be "redecorated", allowing the user to alter a person's personality. The brainwashing process can be undone when the victim touches the Key. Also, the controller can manipulate and destroy the personality. Additionally, it can allow the user make himself/herself (and others) invisible to physical sight, and allows them to sense any disruption of the Millennium Items' mystical energies that would be caused by an item being taken from its rightful owner. The owner of this item may also force images, scenes, or visions into the minds of others, as well as communicate telepathically with others. The Millennium Key also grants the ability to administer Shadow Duels, Shadow Games, and Punishment Games.
-Shade can see and communicate with Duel Spirits.
-When in the Shadow Realm or the Spirit Realm, Shade can channel the powers of his familiar without the need of his Millennium Item.

Rank: Silfer Red

Reserved Sacred Card: Slifer the Sky Dragon

Duel Spirit Familiar: Dark Magician

Deck Name: "Dark Magic Attack!"

Deck:

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Key Card: "Dark Magician"

Brief Bio:
The descendant of a branch of Tomb Keepers, Alec was entrusted with the Millennium Key by his grandfather, Rashad, whose father discovered the tomb of the pharaoh Akhenamkhanen. Introduced to Duel Monsters by his father, Alec developed a love for the game and began seeing Duel Spirits soon after. While he has some idea of what the Millennium Key is capable of and its origins, he has little idea of how to use even a fraction of its power.

Name: Anubeon

Title(s): Priest of Osiris, Acolyte of Anubis, Millennium Priest, Millennium Judge

Brief Bio: Anubeon's father was a scholar and scribe serving the priesthood of Osiris, while his mother was a priestess of Anubis. As her mother was expected to be barren, she named Anubeon after her patron as a sign of worship and thanks, becoming an acolyte of that order as many Millennium Priests would be. Since the family had weight enough to be on good terms with Amenhotep III, Tutankhamun and Anubeon were destined to meet as Anubeon was an acolyte who praticed the worship of Anubis in secret before becoming a Millennium Priest, furthermore given the responsibility of wielding the Millennium Key. As an Acolyte of Anubis, Anubeon took part in embalming Tutankhamun and preparing his mummy for burial.

Other: A "Millennium Judge" is a Millennium Priest who wields either the Millennium Key, Scales, or both, and is given the tasks of judging the souls and/or minds of men without the aid of the other Millennium Priests.

Other:
-Due to years of study, Shade is fluent in ancient Egyptian and is extremely well-versed in Egyptology. Besides dueling, his dream is to become an Egyptologist.
-He has a semi-photographic memory.​
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A long time ago, Egypt was almost destroyed when the pharoah Akhenaten took to the throne, aboloshing the ancient was and demanding the rule of the Aten by persuasion of the mysterious priest Akhet. From here Akhet sought the mysterious Millennium Spellbook, wishing to use it to bring the world under the light of the Aten. It then became the duty of the boy Tutankhamun and the hidden Millennium Priests to defeat Akhet.

After the death of Akhenaten, the newly crowned Tutankhamun and his priests spend the remainder of his life chasing down the Cult of Aten. When they succeeded in capturing their leader, the pharaoh ordered that Akhet be mummified alive and sealed in a tomb protected by powerful and ancient magic. Only the magic of the Book of Dead and the power of ancient duel spirits could break the seals on the tomb.

The fate of many would come when traces of the Cult of Aten managed to survive the sands of time, outside the reach of the Medjai, better known as theTomb Keepers.


Now, in the modern day, the duel spirits have returned in the game of Duel Monsters! With the thefts of many priceless ancient artifacts, the Medjai look for the reincarnations of the six Millennium Priests that served Tutankhamun, arranging for the Millennium Items to come into their possession. And, as fate would have, they were all destined for the same destination- Duel Academy.

In a world of cards, ancient monsters, and forgotten history coming to pass, these six duelists will have to learn of their past lives and learn to harness the power of the Millennium Items, all while they have to make the grade and duel to become best of the best.

It's time to Duel! Yu-Gi-Oh! GX: Wrath of the Light!​
 
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{slide=About Myself}

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{tab=2} ZGMF-X20A {/tab}

{tab=3} Gundam3 {/tab}

{tab=4} Gundam4 {/tab}



2726.jpg

Standard mode (left), and with "Fb" attachments (right).

Classification
Prototype General-Purpose Ground/Space Mobile Suit
Model Number
RX78-GP01
Model Name
Gundam "Zephyranthes"
Head Height
18.0 m
Overall Height
18.5 m (19.5m with Fb atachments)
Base Weight
39.7 t
Full Weight
65.0 t
Power Source
2x Ahab Reactors
Armor Material
X-Nanolaminate Armor
Man-Machine Interface
Alaya-Vijana Syatem
Crew
Pilot: AceSorcerer's character
Armaments
Fixed
  • 2 x 60mm Vulcan Gun
  • 2 x A.E.Blash·XBR-L-83d/Du.02 Beam Saber
Handheld
  • BOWA XBR-M-82-05H Beam Rifle
    • Jutte/Bayonette
  • RX·VSh-023F/S-04712 Shield
Bried Description
The Zephyrantes model mobile suit is a prototype, general purpose mobile suit designed to be able to exit and enter planetary atmospheres utilizing the "Fb" or "Full-burnern" attachments as opposed to being transported in a spaceship. At the cost of removing any remote weapons and limiting the amount of weapons carried, the Zephyrantes has a stronger version of the standard nanolaminate armor, allowing the suit to withstand atmospheric exit and reentry without compromising mobility.
{/slide}
{slide=Expectations}

{tab=1} RX78-GP01 {/tab}

{tab=2} ZGMF-X20A {/tab}

{tab=3} Gundam3 {/tab}

{tab=4} Gundam4 {/tab}


310


Classification
Long-Range Assault Mobile Suit
Model Number
ZGMF-X20A
Model Name
Gundam "Strike Freedom"
Head Height
18.0 m
Overall Height
18.88 m
Base Weight
39.7 t
Full Weight
80.1 t
Power Source
2x Ahab Reactors
Armor Material
Nanolaminate Armor
Man-Machine Interface
Alaya-Vijana Syatem
Crew
Pilot: Arwen's character
Armaments
Fixed
  • A.E.Blash·XBR-L-83d/Du.02 Beam Saber
  • MGX-2235 "Calidus" Multi-phase Beam Cannon
  • 2 × MMI-GAU27D 31mm CIWS
  • MMI-M15E "Xiphias 3" Railgun
  • 2 × MX2200 Beam Shield
Handheld
  • 2 × MA-M21KF High-energy Beam Rifle
Remote
  • 8 × EQFU-3X Super DRAGOON Mobile Weapon Wing
  • 8 × MA-80V Beam Assault Cannon (1 per pod)
Bried Description
The Strike Freedom Gundam was created with the intent of controlling the battle from the rear lines and supporting their comrades using remote and long-range weaponry. As such, this model of Gundum possesses the DRAGOON weapons system to allow the pilot optimal control of their remote weaponry. However, as it is primarily designed for range combat, this model may have difficulty maneuvering around in close-clombat engagements. It takes a vast amount of multitasking skill to effectively control the attached remote weapons.
{/slide}
{slide=Plots & Ideas}

{tab=1} RX78-GP01 {/tab}

{tab=2} ZGMF-X20A {/tab}

{tab=3} Gundam3 {/tab}

{tab=4} Gundam4 {/tab}





Classification
Prototype General-Purpose Ground/Space Mobile Suit
Model Number
RX78-GP01
Model Name
Gundam "Zephyranthes"
Head Height
18.0 m
Overall Height
18.5 m (19.5m with Fb atachments)
Base Weight
39.7 t
Full Weight
65.0 t
Power Source
2x Ahab Reactors
Armor Material
X-Nanolaminate Armor
Man-Machine Interface
Alaya-Vijana Syatem
Crew
Pilot:
Armaments
Fixed
  • 2 x 60mm Vulcan Gun
  • 2 x A.E.Blash·XBR-L-83d/Du.02 Beam Saber
Handheld
  • BOWA XBR-M-82-05H Beam Rifle
  • -Jutte
  • RX·VSh-023F/S-04712 Shield
Bried Description

{/slide}
{slide=Pairings}

{tab=1} RX78-GP01 {/tab}

{tab=2} ZGMF-X20A {/tab}

{tab=3} Gundam3 {/tab}

{tab=4} Gundam4 {/tab}




Classification
Prototype General-Purpose Ground/Space Mobile Suit
Model Number
RX78-GP01
Model Name
Gundam "Zephyranthes"
Head Height
18.0 m
Overall Height
18.5 m (19.5m with Fb atachments)
Base Weight
39.7 t
Full Weight
65.0 t
Power Source
2x Ahab Reactors
Armor Material
X-Nanolaminate Armor
Man-Machine Interface
Alaya-Vijana Syatem
Crew
Pilot:
Armaments
Fixed
  • 2 x 60mm Vulcan Gun
  • 2 x A.E.Blash·XBR-L-83d/Du.02 Beam Saber
Handheld
  • BOWA XBR-M-82-05H Beam Rifle
  • -Jutte
  • RX·VSh-023F/S-04712 Shield
Bried Description
{/slide}
[/stabs]


-------




[stabs=bcenter | 500x500]
{slide=About Myself}

{tab=1} EB-06 {/tab}

{tab=2} EB-06j {/tab}

{tab=3} EB-06q {/tab}

{tab=4} EB-06s {/tab}





Classification
Mass Production General-Purpose Mobile Suit
Model Number
EB-06
Model Name
Graze
Overall Height
17.8 m
Base Weight
30.2 t
Full Weight
55.0 t
Power Source
Ahab Reactor
Armor Material
Nanolaminate Armor
Control Interface
Pleiades Operating System
Crew
-Pilot
Armaments
Fixed
  • GR-W02 320mm Bazooka
  • A.E.Blash·XBR-L-83d/Du.02 Beam Saber
Handheld
  • GR-W01 120mm Rifle
  • Short Beam Rifle
  • GR-H01 9.8m Battle Axe
  • EB Shield
Brief Description
With its predecessors initially developed by the former United States and United Kingdom as an answer to the unique Gundam series mobile suits, the Graze-series became the defacto mobile suit series for the Earth Federation and for various private security and escort companies. The standard model comes in ground and space variants, with the latter having additional thrusters for additional maneuverability in outer space.
{/slide}
{slide=Expectations}

{tab=1} EB-06 {/tab}

{tab=2} EB-06j {/tab}

{tab=3} EB-06q {/tab}

{tab=4} EB-06s {/tab}


latest


Classification
Mass Production General-Purpose Ground Mobile Suit
Model Number
EB-06j
Model Name
Graze Ground Type
Overall Height
17.8 m
Base Weight
30.2 t
Full Weight
55.0 t
Power Source
Ahab Reactor
Armor Material
Nanolaminate Armor
Control Interface
Pleiades Operating System
Crew
-Pilot
Armaments
Fixed
  • GR-W02 320mm Bazooka
  • A.E.Blash·XBR-L-83d/Du.02 Beam Saber
Handheld
  • GR-W01 120mm Rifle
  • Short Beam Rifle
  • GR-H01 9.8m Battle Axe
  • GR-H02 Battle Blade
  • EB Shield
Brief Description
With its predecessors initially developed by the former United States and United Kingdom as an answer to the unique Gundam series mobile suits, the Graze-series became the defacto mobile suit series for the Earth Federation and for various private security and escort companies. The ground model possess additional close-combat equipment that is more resistant to beam weapons and designed for direct combat with other mobile suits.
{/slide}
{slide=Plots & Ideas}

{tab=1} EB-06 {/tab}

{tab=2} EB-06j {/tab}

{tab=3} EB-06q {/tab}

{tab=4} EB-06s {/tab}



latest



Classification
Close-Quarters Combat Limited Production Mobile Suit
Model Number
EB-06q
Model Name
Graze Schild
Overall Height
17.8 m
Base Weight
30.2 t
Full Weight
45.0 t
Power Source
Ahab Reactor
Armor Material
Nanolaminate Armor
Control Interface
Pleiades Operating System
Crew
-Pilot
Armaments
Fixed
  • GR-W02 320mm Bazooka
  • A.E.Blash·XBR-L-83d/Du.02 Beam Saber
Handheld
  • GR-H03 Haliberd
  • EB Shield
Brief Description
With its predecessors initially developed by the former United States and United Kingdom as an answer to the unique Gundam series mobile suits, the Graze-series became the defacto mobile suit series for the Earth Federation and for various private security and escort companies. The Schild model is designed solely for close-quarters combat, and is often only found in the hands of elite mobile suit pilots.
{/slide}
{slide=Pairings}

{tab=1} EB-06 {/tab}

{tab=2} EB-06j {/tab}

{tab=3} EB-06q {/tab}

{tab=4} EB-06s {/tab}



latest


Classification
Mass Production Commander-use General-Purpose Mobile Suit
Model Number
EB-06s
Model Name
Graze Commander Type
Overall Height
17.8 m
Base Weight
30.2 t
Full Weight
55.0 t
Power Source
Ahab Reactor
Armor Material
Nanolaminate Armor
Control Interface
Pleiades Operating System
Crew
-Pilot
Armaments
Fixed
  • GR-W02 320mm Bazooka
  • A.E.Blash·XBR-L-83d/Du.02 Beam Saber
Handheld
  • GR-W01 120mm Rifle
  • Short Beam Rifle
  • GR-H01 9.8m Battle Axe
  • EB Shield
Brief Description
With its predecessors initially developed by the former United States and United Kingdom as an answer to the unique Gundam series mobile suits, the Graze-series became the defacto mobile suit series for the Earth Federation and for various private security and escort companies. The command model posses long-range communications technology and has superior abilities compared to basic, uncustomized Graze models.
{/slide}
[/stabs]
 
Last edited:
[fieldbox=Felucia, blue, solid, 6, book antiqua]
latest

Allegiance: Enlightenment
Type: Jungle, Fungal Forest
Region: Outer Rim
Native Species: Felucians, Jungle Felucians
Immigrated Species: Humans, Ithorians, Twi'leks
Government: Shamanistic Tribes (local), Shamanistic Oligarchy (native/global), Confederate City-States
Although a tactical foothold in its sector of the Outer Rim, Felucia is a largely wild planet. Its native Felucians are ruled by the greater shamans of tribal nations who gather in the Great Temple of Kway Teow. However, immigrated species have formed various city-states across the planet that come together in loose confederation for global issues. The leaders of these city-states and the tradtional shamanistic leadership form a collection of representatives for governing global affairs.
Capital: Kway Teow
Suns: 1
Moons: 2
Points of Interest:
-The Fungal Forest
-The Great Temple of Kway Teow
[/fieldbox]
[fieldbox=Korriban, red, solid, 6, book antiqua]
latest

Allegiance: Sith Confederation
Planet Type: Barren
Region: Outer Rim
Native Species: True Sith (Formerly), Humans (Immigrated)
Government: Traditional Sith Hierarchy
The word of the Dark Lord is absolute as Korriban serves as the secondary capital of the Confederation. The Dark Lord personally rules over Korriban while the Lord of the Academy, the Sith Lord Darth Korik, rules in his absence and tends to the Sith Academy.
Capital: The Great Sith Temple, Kissia'dar
Suns: 1
Moons: 7
Points of Interest:
-The Eternal Pyre
-The Shyrack Caves
-The Sith Academy
-The Valley of the Dark Lords/Star Map
[/fieldbox]
[fieldbox=Mandalore, blue, solid, 6, book antiqua]
latest

Allegiance: Enlightenment
Type: Jungle, Desert
Region: Outer Rim
Native Species: Mandalorians (Humans)
Government: Mandalorian Clan Rule/Democracy
After the fall of its previous government after the planetwide bombing by the Confederation, Mandalore the Objector rules over Mandalore as its leader. The various Mandalorian Chieftains act as governors over the various planetary regions. Mandalorian rule is a demoncractic one, as a planetary republic still governs the planet, although the Mandalore, a ceremonial head of government, must rule in emergency as it required. Mandalore also houses the base of operations for the Enlightenment in its capital city, Sundari.
Capital: Sundari
Suns: 1
Moon: Concordia
Points of Interest:
-Hall of the Mandalores
-Sundari Royal Palace
[/fieldbox]
[fieldbox=Naboo, blue, solid, 6, book antiqua]
latest

Allegiance: Enlightenment
Type: Terra
Region: Middle Rim
Native Species: Elders, Humans, Gungans
Government: Elective Monarchy
Capital: Theed
Suns: 1
Moons: 2
Points of Interest:
-Gallo Mountains
-Lake Country
-Lake Paonga
-Solleu River
-Theed Royal Palace
-Varykino
[/fieldbox]
[fieldbox=Tatooine, red, solid, 6, book antiqua]
latest
Allegiance: Sith Confederation
Type: Desert
Region: Outer Rim
Native Species: Jawa, Tusken Raisers
Government: Confederation Domion, local law
Capital: Mos Espa
Suns: 2
Moons: 3
Points of Interest:
-Anchorhead Spaceport
-Beggar's Canyon
-Dune Sea
-Great Pit of Carkoon
-Hutt Palace
-Krayt Dragon Cave/Star Map
-Mos Eisley Spaceport
[/fieldbox]
 
Last edited:
[fieldbox=A long time ago in a galaxy far far away…, aqua, solid, 12, book antiqua]
share-1-png.126658

More than fifty years after the defeat of the FIRST ORDER, the NEW REPUBLIC began to argue amongst itself regarding the role of the JEDI ORDER founded by LUKE SKYWALKER. Divided amongst itself and turning against the Jedi, the REPUBLIC removed the authority of the Order.

However, a new threat soon emerged from the edge of the galaxy as the mysterious DARTH MAGNUS emerged with a powerful fleet of starships and an army of SITH SOLDIERS and a battalion of SITH LORDS.

Weakened without the help of the Jedi, the Republic soon fell as the SITH CONFEDERATION soon rose to power, with the DARK LORD reigning as the PRIMA DOMINUS, beginning a reign that has lasted almost two hundred years. Now few Jedi remain, and with a great discovery they can begin to challenge the Confederation...
[/fieldbox]
[fieldbox=The Jedi and the Enlightenment, blue, solid, 6, book antiqua]
obi-wan-kenobi-alec-guinness-lightsaber-wallpaper-3.jpg

Jedi are the guardians of peace in the galaxy.
Jedi use their powers to defend and to protect.
Jedi respect all life, in any form.
Jedi serve others rather than ruling over them, for the good of the galaxy.
Jedi seek to improve themselves through knowledge and training.


Although not the original Jedi Code- which led to various issues and corruption among the previous Jedi Order- the Jedi Code written by Grand Master Luke Skywalker serves as moral guidelines for the modern Jedi Order. This code also grants Jedi more personal freedom than its predecessor in hopes of avoiding what tore the previous Order apart.
Classes:
Jedi Guardian- A master of lightsaber combat, a Guardian often prefers action and movement to staying put and waiting. Such Jedi are often found in the front line with soldiers fighting for the good of the galaxy.
Jedi Sentinel- Sentinels practice a balance between the Force and combat. This class of Jedi often serve as agents and investigators for the Order and their allies.
Jedi Consular- Focused on a mastery of and connection to the Force, the ultimate goal of a Consular is to seek peaceful and diplomatic solutions, often relying on more improvised and experimental fighting styles such as Form VI.

Ranks:
Grand Master
Jedi Master
Jedi Knights
Jedi Padawan
Jedi Initiate
latest


The soldiers of the Enlightenment wear the combat uniform variants seen above as well as a dress uniform usually worn on bases and to meetings. The combat vest is capable of softening the blow from blaster bolts, although it is not nearly as effective as Clone Trooper or Sith Trooper armor.
latest


A standard-issue service rifle, the A280C Blaster Rifle possess a high rate of fire and a decent amount of damage, capable of semiautomatic, three-round burst, and automatic fire. It can also be modified with attachments to serve as a sniper rifle.
[/fieldbox]​
[fieldbox=The Sith and the Confederation, red, dotted, 6, book antiqua]
darth-Vader.jpg

Peace is lie, there is only passion.
Through passion I gain strength.
Through strength I gain power.
Through power I gain victory.
Through victory, my chains are broken.
The Force shall set me free.

Originally penned by the Dark Lord Darth Bane before he instituted the Rule of Two. This dogma serves as the basis for all Sith teachings and the establishment of the Sith hierarchy. It also serves as a baseline moral code for all of the Confederation's laws and is taught in schools all across the galaxy.
Classes:
Sith Juggernaut- The Sith equivalent of a Jedi Guardian.
Sith Warrior- The Sith equivalent of a Jedi Sentinel.
Sith Inquisitor- The Sith equivalent of a Jedi Consular.

Ranks:
Dark Lord
Sith Lord
Sith Master
Sith Marauder
Sith
Sith Apprentice
Sith Acolyte
latest


Sith Troopers wear armor made from the same material as the Stormtroopers of the Galactic Empire, and as such can easily absorb blasters bolts fired at lower settings. The style of their armor, however, is taken directly from the Sith soldiers who served the Dark Lord Malak during the Jedi Civil War.
H3257-L96343160.jpg


Made popular during the time of the Galactic Empire where it became standard issue to Stormtroopers, the E-11 is a direct successor to the DC-15s Blaster Rifle used during the Clone Wars. More powerful than its predecessor, the E-11 is more prone to overheating and has a smaller clip size. It is capable of semiautomatic, three-round burst, and automatic fire.
[/fieldbox]


[fieldbox=The Clone Troopers, white, solid, 6, book antiqua]
4e29c4933cb9e75118282b4430383824.jpg

The Phase I Clone Armor, although weaker than its successors, can still absorb low-grade blaster bolts without its wearer receiving fatal damage. The armor can be outfitted with various attachments varying from assignment and mission.
62b926f1a2ecb0966983944bc1df823b.jpg
The Phase II Clone Armor can absorb mid-grade blaster bolts without its wearer receiving fatal damage and is highly resistant to acid and fire damage. The armor can be outfitted with various attachments varying from assignment and mission, although the upgrades to the armor system allow for unique, job-specific sets of armor to be created, as seen above.
dc_15a_blaster_rifle_v2_0_by_ironkovacs-d2milss.jpg


The DC-15a is standard issue to Clone Troopers as their primary service rifle. With three times the range of the E-11 and the DC-15s and even more firepower, the DC-15a is considered one of the most innovative rifles in its class with various attachments. It is capable of semiautomatic, three-round burst, and automatic fire.
e11-blaster-collector-edition-[4]-167-p.jpg


Standard issue to all Clone Troopers as their secondary rifle, the DC-15s is more suited for short-range and close quarters combat than its sister rifle, the DC-15a. It is capable of semiautomatic, three-round burst, and automatic fire.
1797184452_141c038cab.jpg


The DC-17 was given as standard issue to all Clone Troopers as well as all Republic personnel during the Clone Wars, even the Jedi if they requested one. This model is notable for being one of the first blaster pistols to abandon a clip for rechargeable plasma chamber. It is capable of semiautomatic fire.
336471240.jpg


Also known as a thermal grenade, thermal detonators are popular among military personnel, bounty hunters, mercenaries, and criminals alike.
1f3b12d69803ac600670459c4e41713696f90c84_hq.jpg


The electromagnetic pulse grenade (EMP grenade for short), is often used to disable enemy droids and computer systems alike, but will also affect friendly technology caught in its range.


latest


The Katarn-class commando armor is still considered top of the line, even when compared to the armor of advanced Sith Troopers. Although the details of its construction was lost with the fall of the Republic, the Katarn-class armor is as strong as a Stormtrooper's yet with far more attachments, including a small vibroblade hidden in the knuckle plate.
00db8c001cb313379d56f470a76602e5.jpg


The DC-17m Rifle System was specifically designed to be compatible with the Katarn-class commando armor as its parts could be optimally stored on the exterior of the armor or in its facets along with the pack. It features a standard blaster attachment, anti-armor attachment, and a sniper rifle attachment. It is capable of semiautomatic and automatic fire, depending on the attachment
1797184452_141c038cab.jpg


The DC-17 was given as standard issue to all Clone Troopers as well as all Republic personnel during the Clone Wars, even the Jedi if they requested one. This model is notable for being one of the first blaster pistols to abandon a clip for rechargeable plasma chamber. The variant issued to commandos had a faster recharge rate and delivered more damage with each shot. It is capable of semiautomatic fire.
336471240.jpg


Also known as a thermal grenade, thermal detonators are popular among military personnel, bounty hunters, mercenaries, and criminals alike.
1f3b12d69803ac600670459c4e41713696f90c84_hq.jpg


The electromagnetic pulse grenade (EMP grenade for short), is often used to disable enemy droids and computer systems alike, but will also affect friendly technology caught in its range.
rendition1-img-png.126660


The smoke grenade is most commonly used to relay signals in combat or disorient enemy soldiers. The color of the smoke is changed by the position of the gear before it's pulled upon activation.
Officers:
-Marshal Commander (equivalent to Major General)
-Senior Commander (equivalent to Brigadier General)
-Regimental Commander (equivalent to Colonel)
-Battalion Commander (equivalent to Lieutenant Colonel)
-Major
-Captain
-First Lieutenant
-Second Lieutenant

Enlisted:
-Sergeant Major
-Master Sergeant
-Sergeant First Class
-Staff Sergeant
-Sergeant
-Corporal
-Specialist
-Trooper First Class
-Trooper
[/fieldbox]
[fieldbox=The 22nd Task Squadron; "Clone Squadron", aqua, solid, 8, book antiqua]
[fieldbox=The Revenant, gray, solid, 8, book antiqua]
upload_2017-5-11_12-38-29-png.136409

Starship Classification: Nebula-class Star Destroyer
Length (Bow-to-Stern): 1040m
Minimum Crew: 2265
Maximum Capacity: 7100 passengers & crew
Compliment: 72 Starships
-60 Starfighters
-12 Transports
Armaments:
-40 Heavy Turbolaser Batteries
-40 Turbolaser Batteries
-8 Assault Concussion Missile Tubes
-8 Tractor Beam Batteries
Commanding Officer: Jedi General Ishua Ken
Executive Officer: Regimental Commander Thrice
Second Officer: Major Strafe
Chief Engineer: Jedi Commander Kuno "Gearhead" Delrah
Vice Chief Engineer: Captain Kip
Chief Medical Officer: Captain Patch
Ambassador/Diplomatic Officer: Princess Adahla Pha
Weapons Officer: Jedi Commander Kana Acula
NCOIC Combat Logistics: Master Sergeant Deadbolt

Strafe - Overly enthusiastic Major, likes crashing stuff. Strategic mastermind. Probably Thrice's best friend or something.
100199-product-silo.png
Kip - Engineer. Fixes stuff. Does things.
th
Patch - CMO. Respected, feared, and loved all simultaneously because he's the medic.
th
Storm - LAAT/i pilot. The best pilot. Earned a medal once, definitely.
Clone_Pilot_by_Daennika.jpg
Match - LAAT/i pilot. Hangs out with Auto a lot to paint.
warthog.png
Auto - LAAT/i pilot. Hangs out with Match a lot to decide on paint colors.
th
Archer - Regular pilot because he's not special enough. Good sport, though. Great pilot.
th
Deadbolt - Mr. Always Happy Sergeant. Laughs too much.
generic_2.jpg
Twitch - Asshole. Never smiles. Too serious. Dislikes (not hates) Strafe for some reason.
1710082aa9ba34b3f15ca9891b360294.jpg
[fieldbox=Accompaniment, aqua, solid, 6, book antiqua]
Starfighers
latest

Crew: 1 Pilot, 1 Gunner
Passengers: N/A
Astromech Droid Capability: No
Hyperdrive: Yes
Emergency Supplies: 2 days per person (air and food)

Although a symbol of fear in the hands of the Confederation, the TIE/sf is a versatile and powerful starfighter.
latest

Crew: 1 Pilot, 1 Bomber
Passengers: Up to 6
Astromech Droid Capability: Yes
Hyperdrive: No
Emergency Supplies: 2 days per person (air and food)

The TIE/sa Bomber is a powerful attack craft. Although slow and incapable of hyperspace, the TIE/sa makes up for it with its ability to act as an improvised troop transport and rescue vehicle.
latest

Crew: 1 Pilot
Passengers: N/A
Astromech Droid Capability: N/A
Hyperdrive: Yes
Emergency Supplies: 2 days (air and food)

One of the fastest starfighters in the galaxy, this model has the longest hyperspace jump range out of mass-produced starfighters.
5587daaa90af674e21c52040dd37cffa55370835fe4364eecf-pimgpsh_fullsize_distr-jpg.127658

Crew: 1 Pilot
Passengers: 1 (can also serve as a gunner or copilot)
Astromech Droid Capability: Yes
Hyperdrive: Yes
Emergency Supplies: 2 days per person (air and food)

The almost unholy result of Kuno's gearhead, the TIE/inx is the fastest starfighter in the Enlightenment fleet.
latest

Crew: 1 Pilot
Passengers: N/A
Astromech Droid Capability: N/A
Hyperdrive: Yes
Emergency Supplies: 3 days

It is equivalent to the TIE/in Interceptor in speed, making it one of the fastest starfighter models.
latest

Crew: 1 Pilot, 1 Astromech Droid
Passengers: 1 (can also serve as a gunner or copilot)
Astromech Droid Capability: Yes
Hyperdrive: Yes
Emergency Supplies: 3 days per person (air and food)

A recent model of A-Wing based upon the trainer model using during the war against the First Order, the RZ-1X is built to accommodate for an astromech droid co-pilot. What was once a teacher's seat can also be utilized as a gunner's seat or a standard passenger's seat. It is equivalent to the TIE/in Interceptor in speed, making it one of the fastest starfighter models.
latest

Crew: 1 Pilot, 1 Bombadier, 2 Gunners
Passengers: N/A
Astromech Droid Capability: Yes
Hyperdrive: No
Emergency Supplies: 2 days


The successor to the Y-Wing bomber, the recently introduced K-Wing features a detachable cockpit as an emergency escape pod.
latest


Length (Bow-to-Stern): 314m
Minimum Crew: 2
Maximum Capacity: 8


Often employed by commando squadrons, the U-Wing also serves as a low-altitude troop transport.
1000

Crew: 1 Pilot
Passengers: N/A
Astromech Droid Capability: Yes
Hyperdrive: Yes
Emergency Supplies: 2 days

An icon of starfighter superiority, the X-Wing is one of the most powerful versatile attack craft in the Allied Fleet.
latest


Crew: 1 Pilot, 1 Co-Pilot/Gunner
Passengers: Up to 3
Astromech Droid Capability: Yes
Hyperdrive: No
Emergency Supplies: 2 days

An powerful bomber that can bring down whole battalions.

Transports
latest

Crew: 1 Pilot, 1 Co-Pilot, 1 Navigator, 1 Gunner
Passengers: 40
Astromech Droid Capability: Yes
Hyperdrive: Yes
latest

Crew: 1 Pilot, 1 Co-Pilot, 1 Navigator, 1 Gunner
Passengers: 160
Astromech Droid Capability: Yes
Hyperdrive: Yes
latest

Length (Bow-to-Stern): 18m
Minimum Crew: 4
Maximum Capacity: 30

Affectionately called a "larty" by Clone Troopers, the LAAT/i serves as a powerful tool for ship-to-ship boarding and quick control of a battlefield.
star_wars_ship_by_samize-d5mmlkc9669216.jpg


Length (Bow-to-Stern): 21m
Minimum Crew: 1
Maximum Capacity: 8


Popular among smugglers, the YT-2660 is an effective means to quickly transport precious cargo. It is also a favorite among small parties of Jedi wishing to go undetected. The Orion Pax is a heavily modified model that was specifically designed to slip past Sith blockades and transport and analyze Jedi relics without detection.
[/fieldbox]
1z18zuf.png


The Sojourn's standard crew quarters include basis furniture, a dresser built into the bed, an armor locker and a personal weapons locker, a desk-mounted personal console system with attachments for a personal computer, and an overhead storage rack along, a holoplayer, and various shelves.
22a4fdef22447f92d4585cecee970614.jpg


Larger than the standard quarters, an officer's quarters consists of a bedroom merged with a den. These quarters also include the same amenities as the standard quarters, but also feature a miniature refrigerator, pantry, and microwave element.
1b0c1885818db63d0b846d9f360ed02c.jpg

Containing all the amenities of standard officer's quarters, these quarters often contain a full bathroom and a front room/office in addition to the bedroom. Quarters such as these are often afforded to Jedi and guests along with the senior officer staff.
Dormitory 1 (Senior Officer Quarters)
Common Area "A"
Room 1: Ishua Ken & Rusty
Room 2: Thrice
Room 3: Kana Acula
Room 4: Kuno Delrah
Room 5: Adaha Pha
Room 6: Strafe
---
Dormitory 3 (Officer Quarters)
Common Area "B"
Room 1: Denis Celwik
Room 2: Erisi Fengris
Room 3: Kip
Room 4: Arvana Tarron
Room 5: Patch
Room 6: Storm
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The ship's common areas such the one pictures above contain various means of entertainment as well as a small kitchen and meeting table, the common area itself connecting to a series of quarters and bathrooms to the main ship corridors.
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The cafeteria seen above is one of many seen throughout the ship. The ship also includes more fancy dining facilities, a bar, and various other entertainment and dining options.
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The most popular eatery on the ship, the Nebula Diner features a restaurant and bar featuring drinks and cuisine from across the galaxy.
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Multipurpose in nature, the primary room of the medbay can serve as both a general examination room and treatment center. It immediately connects to the inpatient rooms.
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The bacta tanks are utilized to aid in the healing process, the solution capable of healing most non-lethal ailments in a period than can last as little as four hours.
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The bridge, like on any starship, is the nerve-center of operations, hosting the primary navigation functions and bordering the war room and the main board room.
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[fieldbox=Endurance-class Fleet Carrier, gray, solid, 8, book antiqua]
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Length (Bow-to-Stern): 1040m
Minimum Crew: 2265
Maximum Capacity: 10000 crew & compliment
Starfighter Compliment: Two wings (1000+ personnel)
Ground Compliment: 1600+
In the 22nd Squadron:
-The Liberator
-The Objector


The most iconic member of the New Republic's New Class Program, the Endurance-class Fleet Carrier was designed to provide suitable troop transport for both space-side and planet-side campaigns. However, the model did not come into mass-production, along with most New Class ships, until after the Enlightenment's formation in the Outer Rim.
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[fieldbox=Hammerhead Corvette, gray, solid, 8, book antiqua]
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Length (Bow-to-Stern): 314m
Minimum Crew: 2 (when in emergency mode)
Maximum Capacity: 700
In the 22nd Squadron:
-The Dauntless
-The Progenitor
-The Winds of Telos


Inspired by the Hammerhead-class cruiser used by the Old Republic during the Mandalorian Wars and Jedi Civil War, this corvette also serves as a large troop transport.
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[fieldbox=Marauder II Corvette, gray, solid, 8, book antiqua]
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Length (Bow-to-Stern): 195m
Minimum Crew: 32
Maximum Capacity: 650 crew & passengers
In the 22nd Squadron:
-The Interceptor
-The Blue Ghost
-The Red Baron
-The Skystalker


A variant of the Marauder-class cruiser introduced before the Clone Wars. The first installation of the New Republic's New Class Program, it was also the only starship to be mass-produced before the end of the New Republic due to the fact it wasn't a completely new design.
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[fieldbox=Felucia, blue, solid, 6, book antiqua]
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Allegiance: Enlightenment
Type: Jungle, Fungal Forest
Region: Outer Rim
Native Species: Felucians, Jungle Felucians
Immigrated Species: Humans, Ithorians, Twi'leks
Government: Shamanistic Tribes (local), Shamanistic Oligarchy (native/global), Confederate City-States
Although a tactical foothold in its sector of the Outer Rim, Felucia is a largely wild planet. Its native Felucians are ruled by the greater shamans of tribal nations who gather in the Great Temple of Kway Teow. However, immigrated species have formed various city-states across the planet that come together in loose confederation for global issues. The leaders of these city-states and the tradtional shamanistic leadership form a collection of representatives for governing global affairs.
Capital: Kway Teow
Suns: 1
Moons: 2
Points of Interest:
-The Fungal Forest
-The Great Temple of Kway Teow
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[fieldbox=Ishua Ken, green, solid, 8, book antiqua]
The human soon rose, walking with the Mirialan into his quarters, which were- of course- identical to hers. Passing from the small office in the front where Rusty was recharging and resting, the Jedi Master soon winced as there was an audible pop as he rolled his neck, the droid whirring to life before the Jedi sighed, tapping his dome to tell him to go back to sleep. With the door closed behind him, Ishua removed his lightsaber from his belt, placing it next to his comlink and datapad on his bedside table before turning around and looking at Kana. "Well... I suppose what's mine is yours, for lack of a better term."

Kana nodded absentmindedly, her eyes scanning every detail in the room. Although it truly was identical to hers, it was hard not to stare. Really, she was embarrassed, but she'd be damned if she admitted THAT. Finally, after a brief moment of silence, she unhooked her two light sabers and placed them next to Ishua's. "Crazy day," she muttered under her breath with a sigh. Crazy was more than an understatement.

"You're telling me. It hasn't even been two standard days since we left Ossus for Ithal and suddenly I'm on the Jedi Council, we have a Clone Army, we have a Sith defect, and Force knows what else. The only thing that's stayed constant is Kuno's obsession with machinery." He then began to stretch, yawning loudly as a few tired joints popped before he looked back at the green-skinned woman. "Still, I suppose there have been crazier days in the history of the galaxy."

Kana chuckled at the mention of Kuno. It had taken her many months to trust the ex-Sith. Now, she was glad to have him around, along with his padawan. She shook her head when she saw Ishua yawn, followed by the loud pops of his joints. "You look exhausted," she said quietly, sitting on his bed before her legs gave out.

"Well, it's not like fighting a bunch of Sith and Black Knights is easy, especially since I doubt this lightsaber scar is ever going away." Ishua pointed at his chest, where he still had a multitude of bandages wrapped about his torso. "Besides, I always feel super stiff whenever I come out of a bacta tube. Sure, it's a nice place to take a nap but that doesn't mean the harness doesn't keep you stiff as starch." The Jedi then removed his boots, setting them next to his tan cloak that he had made with the new robes he was wearing.

Kana bit her lip when he mentioned his wounds. She had almost forgotten about them, between her master's funeral and everything else. Guilt twisted inside her, wishing she could have been there. She might have been able to help. "Does it hurt?" she asked quietly, her fingers working at the bed sheet's loose threads. It was a nervous gesture, but she couldn't help it. So much had happened in the past two days, her mind couldn't process it. She still had yet to fully realize that she had confessed her feelings to the man standing only a few feet away.

"Not really- although I will need to keep some bandages on it for a while. Other than that, given that lightsabers cauterize what they cut, the pain could've been way worse if I didn't black out." He then removed his socks and his top, exposing his black undershirt as he folded the top and set it aside where it could quickly be cleaned in the scrubber later. Either way, the Jedi yawned once more, grabbing his datapad and turning it on as he sat next to his new significant other, browsing casually through various documents while his focus was kept primarily on Kana.

"You still got injured," Kana mumbled, trying not to focus on the fact that Ishua was just in his undershirt. "I should have been there." She was nothing if not protective, especially over the people she cared about. Letting out a breath, she untied her own boots, her body catching up with the exertion of the past two days. She was sore and exhausted; but, at the same time, adrenaline was keeping her wide awake. She didn't know how she was going to sleep being in the same room as him. The whole thing had yet to catch up with her, and she had a fleeting premonition that she would very much regret her decision in the morning. Still, in that moment, she could barely keep her breaths steady. Damn it all.

"You were doing your job and I was doing mine- you were exactly where you needed to be." Ishua yawned once more, standing up again and excusing himself, going into his bathroom, coming out wearing some pajama bottoms and a fresh set of bandages wrapped around his chest, sliding into the bed and picking up his datapad once more, rolling his shoulders before speaking up again. "Feel free to shower or do what have you- like I said earlier, what's mine is yours."

Kana pursed her lips but refrained from saying anything else. Ishua was nothing if not stubborn about his philosophies, and the same could be said of her. The important part was that he was alive and breathing. At the mention of a shower, she suddenly realized that she must look an absolute mess. She'd been in the training hall for at least a few hours, even though it had felt shorter than that. Her cheeks flushed in embarrassment, but she simply nodded and disappeared inside the bathroom.

She was right; she looked like shit. The circles under her eyes were so dark they looked like new tattoos, and she probably looked ten years older. Turning on the faucet, Kana peeled off her sweaty robes and stepped under the hot water with a sigh. Damn, she had needed this.

By the time she was done, she felt a bit of the weight lifted off her shoulders--along with all the dirt and grime from the past two days. She even looked more like her age again, though there was still an undeniable weariness to her features. The dark circles seemed even more prominent without dirt to blend them in, and she knew it wasn't just caused by sleep deprivation.

Kana put enough clothes on to be decent, trying to ignore the fact that she had never been so exposed with someone in her life. She slipped under the sheets of Ishua's bed without a word, both embarrassed and exhausted. Kana could only mumble a few parting words before she was fast asleep.

Ishua, having already fallen asleep when she entered the bed, was the first to awake. Finding that his arm was laid across the woman, he slowly slid out of the bed, dressing in his now clean clothes and attaching his lightsaber to his belt before putting on a tan, traditionally-styled Jedi cloak atop of his new robes. He soon slipped his datapad in a pocket inside his cloak before strapping his comlink to his wrist powering it on. Seeing that he had everything he needed, he near-tiptoed his way out of the room, gently kissing Kana's cheeck before he did so.

Entering his office, he tapped on Rusty's dome, the droid complaining about having to wake up as they subsequently made their way to the bridge.

As soon as all the Jedi and some of the senior staff personnel (including the Queen of Naboo) were gathered by the briefing console on the bridge, with Rusty connecting his scomp link to the console in order to access the secure line where the Galactic Command would be conversing. Which in a few clicks and rotations, a handful of hologarms soon appeared around the console, including Mandalore and Ishua's former master. Mandalore started the conversation.

"Looks like everyone's here- we'd best get started and keep it brief, then.

"Since we've stirred up the mynock's nest yesterday and blew half of their ships out of orbit, we'd be foolish to think that the Sith aren't going to mobilize as soon as possible. Right now, the Sith currently have seven active numbered fleets. There are also the eigth and ninth that are comprised of reserve soldiers, but it is highly unlikely that these won't be an issue until the Sith see us as more of a threat, as a military as opposed to a bunch of terrorist cells.

"For now, it's obvious that Naboo is going to take some heat. In order to make up for this...."

This continued on fo some time as the various individuals debated multiple strategic and tactical options, but after a good half hour of discussion, Mandalore spoke after concluding their business.

"Very well, you know what to do. Contact us as soon as you touch down on Felucia and we'll send what other ships we could assemble your way."

"I understand. However, how certain are we that the government is going to trust us? Given how fast they could scramble all of those Victory-class Star Destroyers, we could be in trouble if there are Confederate sympathizers."

"We've got you covered, General Ken." The miraluka delegate spoke up, his vesitgial eyesockets covered by a mask for Alpheridies' planetary military officers. "We have some sabateours in the Kessel System ready to detonate mass charges in the mining asteroids."

"Wait a minute!"
The shrill soprano of the ambassador from New Alderaan was audible, the planetary government putting on the facade of being a neutral world in the conflict for the time being. "Are you sure that is a good idea? If we detonate those asteroids it could be a duplicate of what happened at Peragus II at the beginning of the Dark Wars."

The miraluka was silent for a moment, then spoke up as he shared information on the explosives. "We've taken that into account ambassador- the placement of these will cripple Kessel's mining capabilities, forcing them to limit their starfighter and weapons operations. After all, since most commercial starships don't need the mixture of solid and liquid fuel like shuttles and starfighters, they wouldn't consider it. However, the current models in the Victory-class ships require large amounts of Kesselian fuel for the maxium efficiency of their hyperdrives. As such, the enemy's ship will only be able to a small hop in hyperspace, nothing hat should let them get to Felucia without giving us time to get you out of there."

With that, the hologram of Mandalore looked about, popping his neck before speaking up. "Very well. However, despite it being of use to the enemy, we also have allied systems who rely on that fuel. If we end up relying on Hutt fuel we could cripple what resources we have, ourselves. Be careful. Other than that, we need to get on our respective missions. May the Force be with us all."

And with thal,

"General, the Confederacy is sending out a galaxy-wide message. Do you want to view it?"

The Jedi looked to the clone who was manning the primary communication console, nodding as he spoke up. "Put it on the main viewing screen, trooper."

Soon enough, on the main screen, an image of a well-dressed, red-skinned Twi'lek appeared. Sitting at a news desk, many could recognize the woman as Janna Untro, one of the vice ministers of information that was responsible for both propaganda and statistics. The audio was a bit on the static side, but the message was clear as the sultry alto played through thr bridge's speakers. "Good morning, citizens of the Confederacy. It is with great sadness that I must profess that a rogue cell of intergalactic terrorists calling themselves 'The Enlightenment' have teamed with the remnants of the the evil Jedi that His Excellence, Master Magus, worked so hard to clear to rid from our galaxy. Any citizen of the Confederacy who comes forward with information ro help expose the enemies of the Confederacy will be rewarded with a minimum five thousand credits. His Excellence has also instated an open bounty on all Jedi, requiring that a Jedi's robe, lightsaber, and a blood sample be brought as truth. Each bountry collected on Jedi will be a minimum of ten million credits. For the safety of our citizens, many non-government transports to the Outer Rim have been banned by an emergency act passed by the emergency Assembly session late last night. In accordance with this act, all transports and traders will need for file for special temporary permits to operate in the Outer Rim until further notice. Begininng tomorrow, some planets will be subject to a blockade as top military officials have reported that they will be adding additional checkpoints in planetary orbits and on the ground until further notice and assures us that the inconvenience will only be temporary. Remember, the Jedi are a threat to our way of life and our security. They are dangerous and should not be taken lightly. All of the Domini have been given special instruction, so it is unlikely that each planet will be subject to the same effects. I am Janna Untro, Vice Minister of the Information Bureau, wishing you a wonderful day. All hail the Sith."

As soon as the transmission was over, the Jedi Master couldn't help but stifle a chuckle. "Well, that's one thing to feed to the masses, downplaying us already." After chuckling openly for a moment, the Jedi Master regained his composure, looking to the bridge officers. "Are we prepared for the hyperspace jump to Felucia?"

"Just say the word, General."

The Jedi nodded, walking forward and looking out of the main window. "Jump when ready."

"Aye, General! Beginning the jump now..."

The ship lurched forward, the Soujorn jumping to the next available hyperspace lane that wasn't actively monitored by Sith patrol friagates. As the stars jumped by in white streaks as the ship came to a calm, Ishua exhaled loudly, popping his neck as he turned back to the other Jedi and officers. "According to the navicomputer, we should be in hyperspace for roughly three hours until we reach Felucia. When all is said and done, I'd like to see you all back here when we exit hyperspace so we can go over the particulars."
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The Chantry teaches us that it is the hubris of men that first brought the darkspawn into our world...

Nearly thirty years ago, the darkspawn- foul creatures from beneath the earth- revaged the southern continent of Thedas in a great Blight lead by the Archdemon Urthemiel. The Warden-Commander of Ferelden, a Grey Warden by the name of Duncan, along with the Warden Alistair, recruited the daughter of Teryn Bryce Cousland- Alessia- to combat the threat of the darkspawn. She would soon lead the Grey Wardens upon the deaths of King Cailan Theirin and Duncan, eventually avenging them after betrayal by Loghain Mac Tir, who was executed by Alistair- who, in reality, was the bastard son of Cailan's father Maric- before being named King of Ferelden. Eventually Alistair and the Hero of Ferelden married, Thedas began to move on.

And, as it had happened before, the people of Thedas forgot about the power of the Blight and failed to ignore the warnings of the Grey Wardens as the latter became forgotten.

Now, thirty years have passed.

Forgotten and receeding, the great nations of Thedas realize too late that the Grey Wardens have dissappeared, causing the Empire of Orlais to go so far and proclaim that the ancient order is dead. In time, only Nevarra, Ferelden, and the Qunari openly believe that Grey Wardens remain. As such, Queen Alexandria of Ferelden announces that a small party of volunteers to cross from Ferelden into Orlais, the Free Marches, and Nevarra before approaching the fortress of Weisshaupt in the Anderfels, the ancient headquarters of the Grey Wardens.

However, as then party leaves for Orlais, it is discovered that one Grey Warden lives among the Dalish in the Brecilian Forest. Heading south, the fate of this small party and this unknown Grey Warden will determine the fate of all Thedas...

Some remarks:

This RP takes place in an AU where the events of Inquisition don't occur. Otherwise, the original concept this is based on was originally crafted by myself and @Bears . All characters in the RP will have the oppotunity to undergo the Joining and become Grey Wardens, or to just be awesome badasses. Some characters, such as Fergus Theirin will available to be taken by players.

TIMELINE OF EVENTS

9:30 DRAGON
-
The Fifth Blight Begins.
- Warden-Commander Duncan inducts Alessia Cousland into the Grey Wardens.
- After being named king of Orzammar, Bhelen Aeducan annuls the Assembly.
- The werewolf plague ceases after the Lady and Zathrian accept peace.
9:31 DRAGON
- The Fifth Blight ends when King Alistair Therin kills the Archdemon.
- Kieran, the son of Alistair and the witch Morrigan, is born.
- Princess Alexandria Eleanor Therin is born to King Alistair and Queen Alessia.
- Arrahel the White is found at the doorstep of the Circle of Ferelden.
- Shale becomes the royal protector of Princess Alexandria.
9:32 DRAGON
- Nathaniel Howe, Anders, Oghren, Velanna, Sigrun, and Justice join the Grey Wardens.
- The Warden-Commander spares the Architect.
- The Messenger is allowed to wander the surface of Thedas.
- Construction of the Low Road, which connects Orzammar and Kal-Sharok, begins.
9:33 DRAGON
- Alessia leaves the Grey Wardens to fulfill her role as Queen of Ferelden, Nathaniel Howe is named Warden-Commander.
- Prince Fergus Therin is born.
- Justice merges with Anders.
- Archon Radonis of Tevinter is assassinated, and his son Cassian succeeds him as the new Archon.
9:34 DRAGON
- Hawke is crowned Champion of Kirkwall.
- The Qunari Sten, a former companion of the Hero, is made Arishok.
9:35 DRAGON
- Wynne dies.
- King Aeducan reinstitutes the Assembly, remodeling some features after the Aseembly of Kal-Sharok and instituing the Rule of Sal-Deshyr- making room for elected members of the Assembly from the non-noble castes as opposed to only the hereditary, noble deshyrs.The first act by the new Assembly is to construct the Warden's Way, a mortuary hall honoring Grey Wardens who met their end answering the Calling in the Deep Roads. It also serves as lodging for Grey Wardens travelling in Orzammar.
9:36 DRAGON
- Construction of the Low Road is complete after taking measures to ensure it is inaccessible by Darkspawn.
9:37 DRAGON
- Anders destroys a Chantry and flees with Hawke.
- The First Mage-Templar War begins.
- A Conclave is called by Divine Justinia V.
- Originally a representative of the Dalish at the Conclave, the mage Galen Lavallan emerges as a hero of the Chantry after preventing the destruction of the Conclave by rogue Templars.
9:38 DRAGON
- Lavellan is accused of being an inside agent for the Dalish and the rebel mages with the purpose manipulating Chantry politics in their favor. Although an asset in bringing the rebel mages to reason and discussion, all accusations are found to be groundless.
9:39 DRAGON
- Duke Gaspard de Chalons initiates the War of the Lions against Empress Celene.
9:40 DRAGON
- Empress Celene sends her son and heir, Ezekiel du Lyons, to live with allies in Nevarra to prevent his assassination.
9:41 DRAGON
- Seheron is completely conquered by the Qunari after expelling Tevinter forces once more.
- The Arishok opens limited trade with various nations, inviting the royal family of Ferelden to the city of Seheron itself as he reuintes with his old friends and companions.

9:42 DRAGON
- Emperor Gaspard successfully seizes the Orlesian throne and Celene is publicly executed after the Seige of Jader after allying with the elven spymaster Briala, publically vowing to improve the elves' quality-of-living.
9:43 DRAGON
- Lavellan is given the title "Arbiter" in respect to his diplomatic prowess. He is sent to Seheron on behalf of the Chantry to form an alliance.
- The ancient Grey Warden Avernus dies, but not before his research is secretly taken to and then hidden by King Alistair and Queen Alessia.

9:44 DRAGON
- Emperor Gaspard of Orlais dies due to disease, possibly poison.
- Emperor Philip de Chalons succeeds his father and reigns for four months before dying.
- Empress Viktoria takes her throne after her brother's death. Ezekiel du Lyons gains support quietly for his claim upon returning to Orlais.
- The Triumvirate does not permit a full alliance with the Chantry, but does permit use of Qunari sea routes.
9:45 DRAGON
- King Alistair and Queen Alessia of Ferelden depart with their longtime friends, Oghren and Sigrun, to answer the Calling. Their weapons are given places of honor in the Warden's Way.
- Grey Wardens begin to disappear across Thedas, beginning in Orlais.
- Princess Alexandria assumes the throne at just 14 but receives advice from Arl Teagan.
9:46 DRAGON
- Divine Justinia dies, her Right Hand Cassandra Pentaghast is crowned Divine Victoria with assistance from her lover, Arbiter Lavellan.
- The Sixth Blight begins as Darkspawn surface in the Free Marches, although unnoticed due to the violence of the Mage-Templar War.
9:47 DRAGON
- Nathaniel Howe and Velanna are called to address the possible darkspawn threat in the Free Marchs, but Howe is killed and Velanna is crippled. Rumors circulate that Anders himself killed his former friend.
9:48 DRAGON
- The Divine officially ends the war. She reforms the Circle and Templar order.
- Arrahel the White passes the Harrowing, becoming a full member of the Ferelden Circle.
9:49 DRAGON
- The Divine begins reforming the Seekers, rooting out the corruption and abuse of power of her former order.
9:50 DRAGON
- Arrahel the White undergoes the Joining and becomes a Grey Warden.
- The Second Mage-Templar War begins after Divine Victoria is almost killed in a Darkspawn raid at the Val Foret chantry.
9:51 DRAGON
- The rogue Zevran is called upon by Leliana, the Left Hand of the Divine, to begin searching for clues regarding the dissappearing Grey Wardens.
9:52 DRAGON
- Having lost faith, Empress Viktoria and the Council of Heralds proclaim the Grey Wardens are "dead" and that they will have to combat the blight themselves. Tevinter, Rivain, Antiva, and the Free Marches issue similar statements.
- Ferelden and Nevarra, along with the Divine and the Chantry, keep hope that Wardens still remain. The Arishok publicly states that "Wardens do not die easily- only a fool would believe they are truly gone," referencing his experiences during the Fifth Blight.

9:53 DRAGON
- Orzammar throws its weight into combating the darkspawn, using an ancient explosive known as Emerald Fire to seal off the main entrances to the Deep Roads while further reinforcing the Low Road. Some side-entrances remain open for scouting purposes, but are heavily guarded and reinforced.
9:54 DRAGON
- The nations of Ferelden, Orlais, Orzammar, and Nevarra establish a military coalition to prevent the darkspawn from going into the hearts of their lands. The Free Marches remains in disarray due to he Second Mage-Templar War, while Tevinter defends itself. Rivain and Antiva form a similar alliance while the Qunari focus on searching for the Grey Wardens.
9:55 DRAGON
- The Grey Warden Arrahel is found by the Dalish after going comatose at Ostagar.
- Ferelden mourns as Arl Teegan dies after protecting the Frostback Mountains from the darkspawn.
9:56 DRAGON
- Emerald Fire is used to seal off various locations across Thedas, while some employ dwarven-designed Great Barrier Doors instead, a means of further preventing the darkspawn from accessing the surface in crowded areas.
9:57 DRAGON
-The Arishok sends a small division of warriors to Ferelden to aid in fighting the Blight.
-Kal-Hirol gives legions to fight the darkspawn upon finally entering diplomatic discussions with Orlais.

9:58 DRAGON
- Present
- Arrahel awakens and assumes the role of Warden-Commander of Ferelden upon learning he is the last known Warden.
- Queen Alexandria and Prince Fergus marshal an expedition to search for the Grey Wardens.

thedasmap1600x1200.jpg

  • The land where the Fifth Blight rose and fell nearly thirty years ago, until recently the land was ruled by King Alistair Therin and Queen Alessia Cousland, the former Grey Wardens who ended the Blight. Their eldest child, Queen Alexandria, now rules undisputed while her brother Prince Fergus (who, by birthright, is also the Teryn of Highever) handles Ferelden's military affairs. The Queen of Ferelden is subject to the Landsmeet- the legislative body comprised of Ferelden's nobles, Chantry officials, and even representatives from the Ferelden Circle.

  • -

  • Perhaps the strongest human nation and the home of the Chantry, Orlais is an absolute monarchy. Unlike Ferelden and Orzammar where there are bodies that can challenge the actions of the monarch, the emperor or empress of Orlais has the final say in all legal affairs. Although it is not said publicly, one look at Orlesian society tells one that humans are enforced as the dominant race while elves and qunari are seen as serfs and servants. Dwarves aren't treated as well as humans, but are treeated far better than elves and qunari.

  • Perhaps the utmost ancient society in Thedas, Orzammar was once the heartbeat of a great dwarven empire that spanned throughout the thaigs of the Deep Roads. However, when the First Blight attacked the dwarven empire, only two great thaigs- Orzammar and Kal-Sharok- survived, the latter closing itself off from the world. Orzammar itself is ruled by its king, Bhelen Aeducan, who approves laws made by the Assembly, the legislative body of Orzammar. While most believe Orzammar's holdings are naught but the thaig itself, many subterranean dwarven cities now connected by the Low Road and those in the Frostback Mountains give their allegiance to the King of Orzammar.

  • Once called the land of dragon-slayers, the Nevarrans are ruled by a monarchy, who is advised by a Grand Council, a small legislative branch that also act as the council to the king. They often track their dynasties extensively, making Nevarran politics all the more intrinsic and exhausting. However, the fact that Nevarra possess the best-trained and best-equiped soldiers is uncontested as not even Orlais will willing attempt a border skirmish against Nevarra.

  • One of the islands controlled by the Qunari, Seheron is the home of the Triumvirate, the three individuals who govern the Qunari. They are comprised of the Arishok (the supreme military commander), the Arigena (the greatest industrial, agricultural, and trade official), and the Ariqun (the great high priest), who represent the body, mind, and soul of Qunari society, respectively. This is, in part, because the Quanari believe their society to be a living thing, wherein each individual Qunari- in their following of the Qun- are duty-bound to do what is best for the society as they are akin to drops of blood in a single body.

  • The oldest existing country in Thedas, the Tevinter Imperium is a powerful magocracy led by the Imperial Archon. The title of Archon is typically passed from father to son, although Archons may be elected if there are no clear successors. Like Orlais, the population of Tevinter believes in the supremacy of humanity. It has mostly closed itself off from the rest of Thedas since the Sixth Blight has continued to spread.


HUMANS
Humans are the most numerous and most powerful race in Thedas. All The leading kingdoms explored in the Dragon Age universe are human – Orlais, Ferelden, as well as others. Compared to the other races of Thedas, Humans are recognized for their adaptability, ingenuity and flexibility in terms of morals and beliefs. They are capable of being rogues, warriors and mages.

Long ago humans worshipped a draconic pantheon of Old Gods which it is considered that they now slumber beneath the earth. The magister rulers of the ancient Tevinter Imperium who regularly talked to the Old Gods, engaged a series of invasions in which they defeated the elven kingdom of Elvhenan and enslaved the race. Boosted by the sheer number of slaves, the Imperium conquered almost the entirety of Thedas in the next centuries.

Eventually, the Imperium was challenged from the south by a barbarian uprising, the armies led by Maferath and his wife, the prophet Andraste.

Andraste brought the teachings of a new god, the Maker, and her word spread quickly. The oppressed masses of the Imperium rose up in rebellion to support the invading barbarians and eventually most of the south fell to their might. Andraste was not stopped in her Exalted March until she was betrayed by her husband: jealous of her power, Maferath turned Andraste over to the Tevinter archon and she was burned at the stake. The Chant of Light would say that the Maker turned his back on humanity when she died. He would only return and make the world into a paradise when the Chant of Light was sung from all corners of the world, and so the Chantry began to spread. In modern times, the Chantry has spread throughout the known world, its power unquestioned even as it begins to give way to internal strife.

ELVES
The elves are a physically-weaker version of humans with a slender build, pointed ears and astronger affinity for nature and magic. Long ago, the elves were the dominant race on Thedas, and their advanced civilization was based on nature, the Fade and magic. After the fall of their great city of Arlathan, and its following plunder by the human mages of the Tevinter Imperium and the subsequent generations of slavery that followed, the elves lost most of their cultural heritage and identity.

Since then, their few numbers have been scattered all over Thedas in either forests as illusive but dangerous nomads known as the Dalish, or as "city elves": impoverished outcasts, the lowest of the low in human society with little hope of recovery for their culture or their race. They're now a people associated with poverty, crime, barbarism, and are often used as scapegoats for humanity's difficulties.

DWARVES
Dwarves are a short, stocky, and physically-strong race. The dwarves are skilled builders and boast a long tradition of courage and martial skill that has served them well in their millennia-long battle against the darkspawn. They are a race in decline, once developed a huge, great empire which spread across vast underground networks of twelve great thaigs (or underground cities) that spanned the breadth of Thedas. However, their world was all but destroyed during the First Blight.

In addition to the loss of nearly all thaigs and the majority of the Deep Roads to darkspawn, dwarves are known to be increasingly infertile due to their proximity to the darkspawn taint, a situation which has given rise to anxiety for the future of the race, as well as the invention of noble hunters to bolster the children born to noble houses.

Unlike elves and humans, dwarves do not naturally enter the Fade, as they do not dream. Dwarves who spend too much time above ground are labeled as Surfacers and are shunned as well as prevented entry into the few remaining Thaigs.
QUNARI
Qunari - The Qunari is the name most commonly known for the mysterious, illusive and gigantic race that governs the island nations of Par Vollen and Seheron. Qunari are taller and considered to be more physically robust than humans. They have skin of varying metallic colors (such as gold, bronze, and silver), white hair, pointed ears, and vivid eyes with colors like violet, red, silver, or yellow. They follow a harsh but respectable code of honor known as the Qun.

Any Qunari whoare not born in the Qun are known as Vashoth and are somewhat shunned by the Qunari, to the point that some consider Vashoth a race entirely different from theirs. They tower over the other races, averaging seven feet and are incredibly physically capable. Qunari born with magic are called Sarebaas and are bound, with their lips stitched together in order to keep them from inflicting chaos on the people of the Qun.

DARKSPAWN

The darkspawn, are a race of humanoid tainted creatures that mostly dwell in the underground of Thedas. When the darkspawn uncover one of the Old Gods rumored to be asleep deep underground, they expose it to the taint, changing it into an Archdemon, which then leads them in an attack against the surface world called a Blight. The darkspawn are perhaps the greatest single threat to all of Thedas; they are bloodthirsty, exceptionally numerous and willing to indiscriminately kill or corrupt all in their path.

Darkspawn exist solely for one purpose - war against all sentient beings in Thedas. As a rule, they are completely hostile to outsiders. Anyone caught venturing underground will be attacked, and anything caught in their path during a raid or a Blight will be mercilessly slaughtered. Surrendering to darkspawn is generally foolish; even if they spare a prisoner's life, they will still drag them back to the Deep Roads.

Males are devoured and tortured for entertainment once their effective labor is used up, while females are turned into broodmothers, disgusting abominations used to birth more and more darkspawn in order to fill their armies.

CLASSES

WARRIORS

Warriors are the front-line fighters and the backbone of any party under assault. They rely on melee weapons, as well as heavy armor and must pull from deep reserves of stamina to function. The warriors of Thedas come in two different varieties - two handed and sword and board.

Two handed warriors are a wave of destruction in the battlefield, either wielding broadswords or giant axes, they are more offensive form of warriors. Sword and shield warriors are the epitome of defense, they can withstand a great deal of punishment. Both varieties usually have a strong understanding of tactics. All races can be warriors, though Qunari and Dwarven warriors are usually a cut above the rest.

Specializations: Reaver, Templar, Berserker, Champion, Guardian

ROGUES
Rogues are crafty combatants who succeed in battle by combining speed, subterfuge, and a wide range of abilities to bring their opponents down in unexpected ways, sometimes before the enemy even perceives danger. Rogues can pick locks with great skill, incapacitate enemies with ease, or sneak up on targets to deliver a devious and crippling backstab. They usually wear light armor and skirt around the outskirts of a fight, looking for the opportune moment to strike.

Rogues usually dual wield daggers or practice archery. All races can be rogues, but Dalish archers are a renowned hunting force and city elves are usually comfortable with daggers considering their upbringing.

Specializations: Bard, Duelist, Ranger, Assassin, Shadow, Artificer, Tempest

MAGES
In Thedas, magic is a natural physical phenomenon such as gravity or magnetism. Some people are born with the ability to interact with, control, and shape it, these people are Mages. Conventional magic originates from the Fade, the realm where spirits dwell and humans, qunari, and elves visit when they dream. Mana is a measurement of one's ability to channel energy from the Fade, and this energy is expended in the practice of magic. Just as the Fade can be reshaped by those who have grasped its nature, so can the world of Thedas be manipulated by magic via willing things into being. In combat, mages utilize staffs from a safe distance if they aren't casting spells to wreak havoc on the battlefield.

Specializations: Arcane Warrior, Shapeshifter, Spirit Healer, Blood Mage, Battlemage, Keeper, Mortalitasi, Knight Enchanter

FACTIONS

The Chantry

The Chantry, as a whole, has remained mostly the same. However, the Conclave and the actions of Divine Victoria have lead to the Chantry taking a different outlook on mages and allowing human woman who are mages to becoming priestesses. Otherwise, the Chantry now asserts itself as more of a political entity given the tighter leash on the templars, as well as the actions of the Divine that have given a certain political power to Chantry members.

Circle of Magi
After the end of the First Mage-Templar War, Divine Victoria permitted the First Enchanters and Grand Enchanter to write of a document known as the Declaration of Magi Rights. This document set minimum standards of treatment for mages by members of the Templar Order, the Chantry, and by military personnel. Although the Circles still stand, their residents are now considerably more free and can even receive permission to marry outside of the Circle and live in a nearby village.

The rebels in the Free Marches consider these changes nothing better than band-aid fixes, believing that the Divine is ignoring the flaws still present in the system.

The Templar Order
The Templar Order is a military order of the Chantry that hunts apostates and maleficar and watches over the mages from the Circle of Magi. While templars are officially deemed a force of defenders by the Chantry, established to protect the communities of the faithful from magical threats, they are in fact an army unto themselves; well-equipped, highly disciplined and devoted to their duties.

No longer a public force following Divine Victoria's election, the Templar Order has been relegated to being the Divine's personal army. Although many protest the move, the Templars are restricted in their authority as the Divine will only give them more authority when she deems it necessary.

Grey Wardens
The Grey Wardens are an order of various races and nationalities all of which possess exceptional ability as well as a dedication to fighting darkspawn throughout Thedas. With the right to conscript anyone to their order, regardless of rank or reputation as well as their history of saving Thedas during all five Blights, they are a renowned group of mages, rogues and warriors.

Little has changed amongst the Grey Wardens, they were primarily focused on the redistribution of available forces and clarification of duties during ages of peace before they slowly began to disappear as a whole.

RULES

I. A minimum of a post per week is required if you want your character to jeep breathing.

II. 1-2 paragraphs per post is an appreciated average.

III. As of right now each writer is allowed one character, although some exception may be made for NPCs.

IV. Inform the GM ahead of time about prolong absences and such.

V. If you have any questions or concerns, feel free to ask here or in a PM.

VI. Romance is allowed! Any smut should be kept in private.

VII. All of Iwaku's general forum rules apply.​
 
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IC:
Sign-Ups:
[fieldbox=Rules, red, solid, 8, book antiqua]
1. You shall abide by the tenets of the Order.
2. You shall not kill another player's character spontaneously.
3. Your character is not omniscient.
4. Relationships are encouraged, but keep it clean in the IC.
5. Obey the GM at all times.
6. The Assassins do not have access to Templar intelligence unless stated by the GM.
7. No one is to interfere with the actions of a character in an Animus, except for pulling them out or emergency actions
8. Quality > Quantity. While one strong paragraph or two paragraphs is the encouraged minimum for scenes that aren't combat or dialogue happy, writer's block is horrible and it happens.
[/fieldbox]
The Story
Long ago, in the time of gods and men, there existed powerful artifacts known as the Pieces of Eden. Some of these artifacts could control human behavior while others could perform actions that bordered on magic. These artifacts were crafted by a race of ancient beings known as the Isu, or the Precursors.

Either way, these Pieces of Eden began to influence men since before recorded history, and with these Pieces power's exposed two groups began to form.

The first were the Templars, a group of people who believed that the Pieces of Eden were the key to human perfection. A perfect world, cleaned of all sin as free will would be completely eliminated from humanity, allowing for the Templars to mold the world in their image as all would obey they the dogma they set forth for them. To obtain the Pieces, the Templars formed a military-like organization, eventually assimilating themselves into the Roman Catholic Church for a long period of time. In the end, the Templars became a massively wealthy, multinational corporation known as Abstero Industries.

However, were it not for their rivals, the Templars would have succeeded long ago.

Born from outcasts, the Assassins rose in various forms before truly organizing into their modern strata in the 12th Century. They are driven by a series of three tenets, called the "Assassin's Creed." The tenets state that a member of the Assassins shall "stay their blade from the flesh of an innocent," "hide in plain sight, be one with the crowd," and "never compromise the Brotherhood." The Assassins sought to protect the free will of humanity, their mission continually to prevent the Templars from using the Pieces of Eden to enact their plans. As such, the Assassins became self-appointed protectors of the Pieces of Eden, doing their best to ensure that the Templars would never rise to realize their plans.

But the Templars are still adamant in their pursuit, refusing to give up even in the modern day as many locations of the Pieces have been lost to the sands of time. However, there lies one solution.

Blood holds the key.

Thus one encounters an age-old question- how does every living being on Earth share their species' instincts, a mysterious collection of primal knowledge and urges without ever have undergone such experiences themselves. So why does instinct exist? How can people know what they've never experienced?

The solution is in a person's blood, specifically their DNA. Instinct is derived from a principle known as genetic memory, where an ancestor passes on their memories to their descendants, with the latent access to these preserved memories constituting an individual's instinct.

It was thus that the Templars began to invest in researching genetic memory, eventually creating a device known as the Animus (plural Animi) that would permit any user to access the memories of their ancestors. By tracking down the living descendents of various Assassins, the Templars utilized the Animus to locate various artifacts and learn about the inner workings of their enemies. As such, the Templars began to track down other Assassins through genealogies, as the only ways to enter the Assassins Order is to be born into it or to be inducted into it be another Assassin. Many of those who were born into the Order resisted captured by the Templars, although this led to their own demise and the removal of their blood from their corpses. While the Templars could have others experience the memories of ancestors through the Animus Omega, such a process was highly unreliable unless an extremely versatile mind took to the chair. The Templars found it imperative to take any and all measures to ensure their success.

But, as the Templars adapted, so did the Assassins.

The followers of the Creed followed their tenet of hiding in plain sight, disguising various bunkers and meeting-places in commonly accessible buildings. Assassins themselves also began to take on an alias to protect the truth of their true name and family, to keep the innocent safe. Assassins took what they needed and mastered their skills not only with the blade and body, but with technology, learning to engineer massive cyber attacks and hack into even the most secure servers to gain information that their Order needed. Most importantly, they took this tenet and infiltrated Abstergo Industries, with agents ready to kill those who suspected them and learn of the Templars' plans, as well as "lose" an Animus or two here-and-there.

The Templars, however, responded in kind. Using their agents, the Templar Order sought to kill the Master Assassins and the Mentors- those who lead the Order and trained others, presented with the twin hidden blades as a symbol of their ability and strength. Without the experience and wisdom of these leaders, the Templars believed the remaining Assassins would falter under the weight of grief and their lack of understanding in their Creed. As such, some of the few remaining Mentors went into hiding in a hidden bunker only a few select Masters and apprentices knew of. The only viable solution was to permit younger and younger Assassins rise to the rank of Master and induct others into the Brotherhood.

It is now January 12, 2021 and the century old war rages on. With a new objective in sight, the battle has grown even fiercer as a Piece of Eden that may hold the power to end the conflict between the Assassins and Templars is discovered.


[fieldbox=The Creed, white, solid, 8, book antiqua]
-The Three Tenets-
I. Stay your blade from the flesh of the innocent.
II. Hide in plain sight, be one with the crowd.
III. Do not compromise the Brotherhood.

-Ranks-
I. Keeper of the Order
II. Mentor
III. Master Assassin
IV. Assassin
V. Veteran
VI. Warrior
VII. Mercenary
VIII. Disciple
IX. Footpad
X. Novice
XI. Apprentice
XII. Initiate
XIII. Recruit

-Training Ranks-
Ranks XIII-X: The Novices
Assassins in the earliest stages of their training, they are instructed in the ways of the hidden blade and in the tenets and beliefs of the Brotherhood and their history. All Assassins of the Novice tiers partake in group missions, supervised by senior Assassins and supervised experiences in the Animus.
Ranks IX-VII: The Disciples
The second stage of training, Assassins in the Disciple tier will begin to have open access to the Animus to begin training through the memories of their ancestors. It is often in this tier that Assassins pick up their ancestor's languages through the sessions, although it is not known if it is part of the Bleeding Effect. In this tier, Assassins will begin group missions without the supervision of senior Assassins.
Ranks VI-V: The Veterans
Assassin pupils in the final stages of training, they begin executing solo mission in preparation for their full initiaton into the Assassins Brotherhood. After performing a solo assassination, they will be fully inducted into the Brotherhood.​
[/fieldbox]
-Equipment-

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    A simple hidden blade that is given to Assassins while they are apprentices.
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    A traditional hidden blade given to an Assassin at their Initiation. It is extremely modifiable to reflect the skills of its owner.
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    A variant of the hidden blade developed by early Chinese and Japanese Assassins, it is unwise to attempt to wield multiple. The chain blade is based on an ancient weapon known as a manriki that was utilitzed by early martial artists and, later on, Japanese ninja.
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    A hidden blade variant developed by the Byzantine Assassins, it can be activated like a regular hidden blade by raising the head of the hook from the blade. The head took the shape of an eagle in early models, but now appears like a collapsible hook.
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    A variant of the hidden blade invented by the Assassins of colonial America some time before the French & Indian War, it also is useful for skinning game and as a multitool. Like the chain blade, it is considered unwise even to wield multiple pivot blades.
    640


    A recently developed variant of the hidden blade invented by the Brotherhood historian Shaun Hastings. Based on designs of a two-pronged hidden blade from the Spanish Brotherhood of the 15th Century, it can also be used to incapacitate some opponents and bystanders without killing them.

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    Collapsible for use at three different lengths, most Assassins first learn weapon combat using these staves.
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    Operating on a principle similar to the hidden blade, the shortsword is about 30 inches in length when fully extended.
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    Separating into the hilt and blade, the modular longsword is deadly and effective with different blade types.
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    Smaller than the average axe, this tactical tomahawk can serve as a one- or two-handed weapon. It also serves as an excellent wilderness survival tool, climbing tool, and a light ice pick/pickaxe.

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    Small and easy to conceal, it's also nice for those days when you need to grab your pocketwatch, light a cigarette, and spy on your enemies.
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    The classic small blade- a nice weapon and tool good to keep at your side.
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    A weapon innovation from the modern English Assassins, the knife has a small battery to release a quick discharge to stun or kill an opponent.
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    Hartier than a dart, and easier to throw and aim with less alcohol in your system.

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    A favorite of the Brotherhood since its formation, there are darts that can enrage or incapacitate their opponents.
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    A good, classic, short-range option when firearms are out of the picture.
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    This may not be the zombie apocalypse, but the crossbow will always be an effective and silent long-range option.

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    It's a sniper rifle in a briefcase, what more do you want?
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    From submachine gun to grenade launcher, the K-Series has seven different configurations.
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    Regular bullets not enough for you? The Nagrant revolver can also handle 12-gauge shotgun shells!

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    With EMP grenades in grey casing and flash grenades in white casing, the grenades come with adjustable timers.
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    With frag grenades in black casing and smoke grenades in grey casing, the grenades have an average five-second delay.

  • Ninja_grappling_hook_open__63515.1323782179.480.480.jpg


    Regardless of whether you're pretending to be Batman, Spiderman, or Nathan Drake, the ever-useful grappling hook is wonderful for scaling high buildings or crossing rough terrain.
    latest


    Embrace your inner archaeologist with this tool and unconventional weapon.
 
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Modelled after her former master's lightsaber, the blade is powered by a green kyber crystal. The ornate etchings are said to have some significance in Miralann culture.
Species: Miralann
Age: 34
Class: Jedi Consular (Jedi Master)
Lightsaber Forms: III, V
Eye Color: Dark Grey
Hair Color: Black
Height: 5' 8"
Bio:
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Simple designed,
Species: Human
Age: 72
Class: Jedi Consular (Jedi Master)
Lightsaber Forms:
Eye Color: Dark Brown
Hair Color: Grey
Height: 5' 8"
Bio:
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Designed for more aggresive combat, the lightsaber is powered by a purple kyber crystal and features heavy grip grooves to ensure optimal performance.
Species: Twi'lek
Age:
Class: Jedi Guardian (Jedi Master)
Lightsaber Forms: IV, V, VII
Eye Color: Dark Brown
Hair Color: Black Eyebrows
Height: 5' 7"
Bio:
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Species: Kel Dor
Age: 44
Class: Jedi Sentinel (Jedi Master/Historian)
Lightsaber Forms: V
Eye Color: Silver
Hair Color: None
Height: 6'3"
Bio:
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Like many other members of her species who become Jedi, Eluhani wields a saberstaff, reflecting the ancient combat style taught to the Cathar on their homeworld. It is powered by a synthetic green kyber crystal.
Species: Cathar
Age: 46
Class: Jedi Consular (Grandmaster)
Lightsaber Forms: IV, VI
Eye Color: Orange
Hair Color: Shades of Brown
Height: 5'8"
Bio:
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Inspired by the elegant design used by the late Count Dooku, these twin lightsabers are designed with a more elegenat fighting style in mind and are powered by two blue kyber crystals.
Species: Nautilan
Age: 33
Class: Jedi Sentinel (Jedi Master)
Lightsaber Forms: I, II, IV (Jar'kai variants)
Eye Color: Black
Hair Color: N/A
Height: 5' 8"
Bio:
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Designed witrh classical Makashi dueling in mind, the blade is powered by a yellow kyber crystal and features a curved hilt with a hand-and-a-half grip for engaging in Form III.
Species: Human
Age: 62
Class: Jedi Sentinel (Jedi Master)
Lightsaber Forms: II, III
Eye Color: Blue
Hair Color: White
Height: 5' 11"
Bio:
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Ko's lightsaber is simple in design, powered by a yellow kyber crystal.
Role: Former Grandmaster
Species: Human
Age: Deceased (was 67)
Eye Color: Green
Hair Color: White
Height: 5' 11"
Bio:
One of the wisest Jedi, Grand Master Ko Orson was the leading member of the Jedi Order. He became one with the Force after the Battle of Naboo.
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Designed with leather and wood around the metal shaft, this lightsaber is designed to honor Kaleesh culture and is powered by a yellow crystal found on the Kaleesh homeworld.
Species: Kaleesh
Age: 43
Class: Jedi Guardian (Jedi Master)
Lightsaber Forms: III, V, VII
Eye Color: Light Yellow
Hair Color: N/A
Height: 6'1"
Bio:
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Powered by a green kyber crystal, this lightsaber pike was constructed so that the user could utilize trantional tribal Nelvaanian spear combat while disguising the weapon as a metal staff.
Species: Nelvaanian
Age: 33
Class: Jedi Guardian (Jedi Master)
Lightsaber Forms:
Eye Color: Black
Hair Color: Dark Blue
Height:

Bio:
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Powered by purple and blue kyber crystals, these lightsabers were constructed with a focus on simplicity and quick adaptability in mind.
Species: Miraluka
Age: 29
Class: Jedi Sentinel (Jedi Master)
Lightsaber Forms: III, IV, V (Jar'kai variants)
Eye Color: N/A
Hair Color: Black
Height: 5' 7"

Bio:
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Powered by a blue kyber crystal, this lightsaber was inspired by simpler designs from the old Jedi Order.
Species: Zabrak (Iridonian)
Age: 38
Class: Jedi Guardian (Jedi Master)
Lightsaber Forms: IV, V, VII
Eye Color: Light Blue
Hair Color: Brown Eyebrows
Height: 6'
Bio:
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Strafe - Overly enthusiastic Major, likes crashing stuff. Strategic mastermind. Probably Thrice's best friend or something.
latest


Kip - Engineer. Fixes stuff. Does things.
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Patch - CMO. Respected, feared, and loved all simultaneously because he's the medic.
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Storm - LAAT/i pilot. The best pilot. Earned a medal once, definitely.
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Match - LAAT/i pilot. Hangs out with Auto a lot to paint.
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Auto - LAAT/i pilot. Hangs out with Match a lot to decide on paint colors.
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Archer - Regular pilot because he's not special enough. Good sport, though. Great pilot.
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Deadbolt - Mr. Always Happy Sergeant. Laughs too much.
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Twitch - Asshole. Never smiles. Too serious. Dislikes (not hates) Strafe for some reason.
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His name comes from his personal number 9993. Always seems to have a good intuition for current situations and is one of the few clones that doesn't mind standing next to Demo.
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One tough son of a bitch. Some would swear they've seen the trooper take a point blank blaster bolt to the chest from a battle droid and then proceeded to beat it into scrap metal with his rifle.
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For a demolitions expert Demo comes off as a very calculative individual as opposed to what others would expect. Also kind of a stick in the mud even when he doesn't need to be.
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Was one of the fastest running troopers in his graduating class. Probably still holds a decent record or two somewhere; least that's what he says. Acts as the team medic,
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Winner of the most likely to get himself killed award. Is always at if not near the front of a charge but he's certainly a dependable fellow.
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Clone trooper's got the a hell of a mouth; probably curses more than most of the sergeants put together.
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Is known to show his gratitude in creative ways. You don't want to know.
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These two must have shared a tank or something when they were born. The two regularly finished each other's sentences. Though Dytto typically follows Oddey in most circumstances.
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Varr always seems to have a chip on his shoulder. Interestingly enough, not even Nines knows exactly why.
 
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IC:
Interest Check:
Sign-Ups:​

The Earth was in ruins.

Due to centuries of human recklessness and overpopulation, the humanity was forced to begin large cylindrical habitats known as "exohabitats," which are referred to as "colonies" when in groups five of which were placed around the five Lagrangian points, wherein the experienced gravitational force is identical to that on Earth's surface. The first ten exohabitats, known as the "Pioneers" or "Alpha Series" exohabitats, were designed primarily as command/communication (or "CC") centers, acting as governments, a central transport hub, and architects for the later exohabitats.
And how did they build these? By using the powerful mobile suits and mobile workers.


In time, scientists discovered the power of terraforming, eventually terraforming Mars and the dwarf planet Ceres on the edge of the habitable zone. Human colonies were established, ruled by the same United Earth Federation that governed the remainder of the Earth's population as well as the population of the Colonies. Mars and Ceres remained sparsely populated until the fateful day almost two hundred years later when their atmospheres were capable of supporting human life- the day when scientist on Earth discovered a process they called "paidoterraforming"- the ability to return an industrialized and/or urbanized area back to how it was before human interference. With this technique, the Earth was revitalized as it became the center of all humanity one more, with four great superpowers coming into being- the American Union, the African Federation, the Eurasian Empire, and the Oceanic Confederation.


With the Colonies swearing allegiance to one of the four nations, the Ten Years War began and almost destroyed the various Colonies along with the destruction of various Exohabitats. Only with the invention of the Gundam mobile suit did the war come to an end. The great and vast destruction brought about the creation of the Earth Federation, a galactic government to govern all of humanity. While the four nations were given their sovereignty, they soon carved up Mars, Ceres, and the Colonies into quadrants, a solution that worked for the time as a hundred years passed.
Now, in the Imperial Quadrant of Mars, the Sirius Star Security Corporation hosts the Second Security Squadron, which is split into four divisions. In the Fourth Division, one finds child slaves- many oh whom are implanted with various pieces of biotechnology- that work with Mobile Workers as well as individual security. Not a single one is past age twenty-two, and when this Fourth Division is hired to escort a princess of the Eurasian Empire, all bets are off as nothing seems as meets eye...



[stabs=bcenter | 500x500]
{slide=RX78-GP01}

{tab=1} RX78-GP01 {/tab}

{tab=2} ZGMF-X20A {/tab}

{tab=3} GNT0-000Q {/tab}

{tab=4} ---- {/tab}



2726.jpg

Standard mode (left), and with "Fb" attachments (right).
Classification
Prototype General-Purpose Ground/Space Mobile Suit
Model Number
RX78-GP01
Model Name
Gundam "Zephyranthes"
Head Height
18.0 m
Overall Height
18.5 m (19.5m with Fb atachments)
Base Weight
39.7 t
Full Weight
65.0 t
Power Source
2x Ahab Reactors
Armor Material
X-Nanolaminate Armor
Man-Machine Interface
Alaya-Vijana System
Crew
Pilot: Auric Ulises
Armaments
Fixed
  • 2 x 60mm Vulcan Gun
  • 2 x A.E.Blash·XBR-L-83d/Du.02 Beam Saber
Handheld
  • BOWA XBR-M-82-05H Beam Rifle
    • Jutte/Bayonette
  • RX·VSh-023F/S-04712 Shield
Bried Description
The Zephyrantes model mobile suit is a prototype, general purpose mobile suit designed to be able to exit and enter planetary atmospheres utilizing the "Fb" or "Full-burnern" attachments as opposed to being transported in a spaceship. At the cost of removing any remote weapons and limiting the amount of weapons carried, the Zephyrantes has a stronger version of the standard nanolaminate armor, allowing the suit to withstand atmospheric exit and reentry without compromising mobility.
{/slide}
{slide=ZGMF-X20A}

{tab=1} RX78-GP01 {/tab}

{tab=2} ZGMF-X20A {/tab}

{tab=3} GNT0-000Q {/tab}

{tab=4} ---- {/tab}



310

Classification
Assault Mobile Suit
Model Number
ZGMF-X20A
Model Name
Gundam "Strike Freedom"
Head Height
18.0 m
Overall Height
18.88 m
Base Weight
39.7 t
Full Weight
80.1 t
Power Source
2x Ahab Reactors
Armor Material
Nanolaminate Armor
Man-Machine Interface
Alaya-Vijana Syatem
Crew
Pilot: Aki Tempura
Armaments
Fixed
  • 2x A.E.Blash·XBR-L-83d/Du.02 Beam Saber
  • MGX-2235 "Calidus" Multi-phase Beam Cannon
  • 2 × MMI-GAU27D 31mm CIWS
  • MMI-M15E "Xiphias 3" Railgun
  • 2 × MX2200 Beam Shield
Handheld
  • 2 × MA-M21KF High-energy Beam Rifle
Remote
  • 8 × EQFU-3X Super DRAGOON Mobile Weapon Wing
  • 8 × MA-80V Beam Assault Cannon (1 per pod)
Bried Description
The Strike Freedom Gundam was created with the intent of controlling the battle from the rear lines and supporting their comrades using remote and long-range weaponry. As such, this model of Gundam possesses the DRAGOON weapons system to allow the pilot optimal control of their remote weaponry. However, as it is primarily designed for range combat, this model may have difficulty maneuvering around to engage close-clombat engagements. It takes a vast amount of multitasking skill to effectively control the attached remote weapons.
{/slide}
{slide=GNT0-000Q}

{tab=1} RX78-GP01 {/tab}

{tab=2} ZGMF-X20A {/tab}

{tab=3} GNT0-000Q {/tab}

{tab=4} ---- {/tab}



img_0393-jpg.138386

Classification
Close Quarters Combat Mobile Suit
Model Number
GNT0-000Q
Model Name
Gundam "Quanta"
Head Height
18.3 m
Overall Height
18.8 m
Base Weight
63. t
Full Weight
75.0 t
Power Source
2x Ahab Reactors
Armor Material
Nanolaminate Armor
Man-Machine Interface
Alaya-Vijana Syatem
Crew
Pilot: Mikazuki Atland
Armaments
Fixed
  • 2 x GN Sword Bit A
  • 2 x GN Sword Bit B
  • 2 x GN Sword Bit C
  • GN Shield & Beam Gun
  • 2 x A.E.Blash·XBR-L-83d/Du.02 Beam Saber
Handheld
  • GN Sword
Bried Description
Designed for close quarters combat, the shield used by Gundam "Quanta" is unique in that is also serves as a beam rifle and compact storage for the six fragments of the GN Sword, which is powerful enough to resist to beam blades and can assemble by mental command. Exceedinly fast, it can outrun bullets when put into overdrive and and attack an opponent quicker than one can blink. Although its high speed can be costly to its energy reserves, its speed makes it a formidable enemy.
{/slide}
{slide=----}

{tab=1} RX78-GP01 {/tab}

{tab=2} ZGMF-X20A {/tab}

{tab=3} GNT0-000Q{/tab}

{tab=4} ---- {/tab}



Classification
---
Model Number
---
Model Name
---
Head Height
---
Overall Height
---
Base Weight
---
Full Weight
---
Power Source
2x Ahab Reactors
Armor Material
Nanolaminate Armor
Man-Machine Interface
Alaya-Vijana Syatem
Crew
Pilot:
Armaments
Fixed
  • 2 x A.E.Blash·XBR-L-83d/Du.02 Beam Saber
Handheld
  • ---
Bried Description
---
{/slide}
[/stabs]





[stabs=bcenter | 500x500]
{slide=EB-06}

{tab=1} EB-06 {/tab}

{tab=2} EB-06j {/tab}

{tab=3} EB-06q {/tab}

{tab=4} EB-06s {/tab}




Classification
Mass Production General-Purpose Mobile Suit
Model Number
EB-06
Model Name
Graze
Overall Height
17.8 m
Base Weight
30.2 t
Full Weight
55.0 t
Power Source
Ahab Reactor
Armor Material
Nanolaminate Armor
Control Interface
Pleiades Operating System
Crew
-Pilot
Armaments
Fixed
  • GR-W02 320mm Bazooka
  • A.E.Blash·XBR-L-83d/Du.02 Beam Saber
Handheld
  • GR-W01 120mm Rifle
  • Short Beam Rifle
  • GR-H01 9.8m Battle Axe
  • EB Shield
Brief Description
With its predecessors initially developed by the former United States and United Kingdom as an answer to the unique Gundam series mobile suits, the Graze-series became the defacto mobile suit series for the Earth Federation and for various private security and escort companies. The standard model comes in ground and space variants, with the latter having additional thrusters for additional maneuverability in outer space.
{/slide}
{slide=EB-06j}

{tab=1} EB-06 {/tab}

{tab=2} EB-06j {/tab}

{tab=3} EB-06q {/tab}

{tab=4} EB-06s {/tab}



latest

Classification
Mass Production General-Purpose Ground Mobile Suit
Model Number
EB-06j
Model Name
Graze Ground Type
Overall Height
17.8 m
Base Weight
30.2 t
Full Weight
55.0 t
Power Source
Ahab Reactor
Armor Material
Nanolaminate Armor
Control Interface
Pleiades Operating System
Crew
-Pilot
Armaments
Fixed
  • GR-W02 320mm Bazooka
  • A.E.Blash·XBR-L-83d/Du.02 Beam Saber
Handheld
  • GR-W01 120mm Rifle
  • Short Beam Rifle
  • GR-H01 9.8m Battle Axe
  • GR-H02 Battle Blade
  • EB Shield
Brief Description
With its predecessors initially developed by the former United States and United Kingdom as an answer to the unique Gundam series mobile suits, the Graze-series became the defacto mobile suit series for the Earth Federation and for various private security and escort companies. The ground model possess additional close-combat equipment that is more resistant to beam weapons and designed for direct combat with other mobile suits.
{/slide}
{slide=EB-06q}

{tab=1} EB-06 {/tab}

{tab=2} EB-06j {/tab}

{tab=3} EB-06q {/tab}

{tab=4} EB-06s {/tab}



latest

Classification
Close-Quarters Combat Limited Production Mobile Suit
Model Number
EB-06q
Model Name
Graze Schild
Overall Height
17.8 m
Base Weight
30.2 t
Full Weight
45.0 t
Power Source
Ahab Reactor
Armor Material
Nanolaminate Armor
Control Interface
Pleiades Operating System
Crew
-Pilot
Armaments
Fixed
  • GR-W02 320mm Bazooka
  • A.E.Blash·XBR-L-83d/Du.02 Beam Saber
Handheld
  • GR-H03 Haliberd
  • EB Shield
Brief Description
With its predecessors initially developed by the former United States and United Kingdom as an answer to the unique Gundam series mobile suits, the Graze-series became the defacto mobile suit series for the Earth Federation and for various private security and escort companies. The Schild model is designed solely for close-quarters combat, and is often only found in the hands of elite mobile suit pilots.
{/slide}
{slide=EB-06s}

{tab=1} EB-06 {/tab}

{tab=2} EB-06j {/tab}

{tab=3} EB-06q {/tab}

{tab=4} EB-06s {/tab}



latest

Classification
Mass Production Commander-use General-Purpose Mobile Suit
Model Number
EB-06s
Model Name
Graze Commander Type
Overall Height
17.8 m
Base Weight
30.2 t
Full Weight
55.0 t
Power Source
Ahab Reactor
Armor Material
Nanolaminate Armor
Control Interface
Pleiades Operating System
Crew
-Pilot
Armaments
Fixed
  • GR-W02 320mm Bazooka
  • A.E.Blash·XBR-L-83d/Du.02 Beam Saber
Handheld
  • GR-W01 120mm Rifle
  • Short Beam Rifle
  • GR-H01 9.8m Battle Axe
  • EB Shield
Brief Description
With its predecessors initially developed by the former United States and United Kingdom as an answer to the unique Gundam series mobile suits, the Graze-series became the defacto mobile suit series for the Earth Federation and for various private security and escort companies. The command model posses long-range communications technology and has superior abilities compared to basic, uncustomized Graze models.
{/slide}
[/stabs]





[stabs=bcenter | 500x500]
{slide=TK-53}

{tab=1} TK-53 {/tab}

{tab=2} TK-53/c {/tab}

{tab=3} TK-53/s {/tab}

{tab=4} TK-56 {/tab}




Classification
Mass Production General-Purpose Ground Mobile Worker
Model Number
TK-53
Model Name
SSSC Ground Mobile Worker
Overall Height
3.5 m
Base Weight
2.2 t
Power Source
Hydrogen Engine
Armor Material
Nanolaminate Armor
Man-Machine Interface
Alaya-Vijana System
Crew
-Pilot
Armaments
Fixed
  • 2 x 30mm Machine Gun OR
  • 2x Missle Pod
Optional
  • Grenade Launcher
  • Flatbed
Brief Description
A variant on a popular ground mobile worker manufactured by the Sirius Star Security Corporation to be used by workers implanted with the Alaya-Vijana System.
{/slide}
{slide=TK-53/c}

{tab=1} TK-53 {/tab}

{tab=2} TK-53/c {/tab}

{tab=3} TK-53/s {/tab}

{tab=4} TK-56 {/tab}



latest

Classification
Mass Production Commander-use Ground Mobile Worker
Model Number
TK-53/c
Model Name
SSSC Command Mobile Worker
Overall Height
3.5 m
Base Weight
2.2 t
Power Source
Hydrogen Engine
Armor Material
Nanolaminate Armor
Man-Machine Interface
Alaya-Vijana System
Crew
-Pilot
-Commander
Armaments
Fixed
  • 2 x 30mm Machine Gun OR
  • 2x Missle Pod
Optional
  • Grenade Launcher
  • Flatbed
Brief Description
A variant on a popular ground command mobile worker manufactured by the Sirius Star Security Corporation to be used by workers implanted with the Alaya-Vijana System. It has a much more power communications relay and stronger sensor systems than other models.
{/slide}
{slide=TK-53/s}

{tab=1} TK-53 {/tab}

{tab=2} TK-53/c {/tab}

{tab=3} TK-53/s {/tab}

{tab=4} TK-56 {/tab}



latest

Classification
Mass Production General-Purpose Space Mobile Worker
Model Number
TK-53/s
Model Name
SSSC Space Mobile Worker
Overall Height
3.5 m
Base Weight
2.2 t
Power Source
Hydrogen Engine
Armor Material
Nanolaminate Armor
Man-Machine Interface
Alaya-Vijana System
Crew
-Pilot
Armaments
Fixed
  • 2 x 30mm Machine Gun OR
  • 2x Missle Pod
Optional
  • Grenade Launcher
Brief Description
A variant on a popular space-use mobile worker manufactured by the Sirius Star Security Corporation to be used by workers implanted with the Alaya-Vijana System.
{/slide}
{slide=TK-56}

{tab=1} TK-53 {/tab}

{tab=2} TK-53/c {/tab}

{tab=3} TK-53/s {/tab}

{tab=4} TK-56 {/tab}



latest

Classification
Mass Production General-Purpose Ground Assault Mobile Worker
Model Number
TK-56
Model Name
SSSC Assault Mobile Worker
Overall Height
3.9 m
Base Weight
2.8 t
Power Source
Hydrogen Engine
Armor Material
Nanolaminate Armor
Man-Machine Interface
Alaya-Vijana System
Crew
-Pilot
-Gunner
Armaments
Fixed
  • 2 x Cannon
  • Anti-personnel machine gun
  • 2 x 6-tube Missile Pod
Optional
  • Grenade Launcher
  • Flatbed
Brief Description
A variant on a popular heavy ground mobile worker manufactured by the Sirius Star Security Corporation to be used by workers implanted with the Alaya-Vijana System.
{/slide}
[/stabs]


To come- Spaceships, and more basic information.


The Earth was in ruins.

Due to centuries of human recklessness and overpopulation, the humanity was forced to begin large cylindrical habitats known as "exohabitats," which are referred to as "colonies" when in groups five of which were placed around the five Lagrangian points, wherein the experienced gravitational force is identical to that on Earth's surface. The first ten exohabitats, known as the "Pioneers" or "Alpha Series" exohabitats, were designed primarily as command/communication (or "CC") centers, acting as governments, a central transport hub, and architects for the later exohabitats.
And how did they build these? By using the powerful mobile suits and mobile workers.


In time, scientists discovered the power of terraforming, eventually terraforming Mars and the dwarf planet Ceres on the edge of the habitable zone. Human colonies were established, ruled by the same United Earth Federation that governed the remainder of the Earth's population as well as the population of the Colonies. Mars and Ceres remained sparsely populated until the fateful day almost two hundred years later when their atmospheres were capable of supporting human life- the day when scientist on Earth discovered a process they called "paidoterraforming"- the ability to return an industrialized and/or urbanized area back to how it was before human interference. With this technique, the Earth was revitalized as it became the center of all humanity one more, with four great superpowers coming into being- the American Union, the African Federation, the Eurasian Empire, and the Oceanic Confederation.


With the Colonies swearing allegiance to one of the four nations, the Ten Years War began and almost destroyed the various Colonies along with the destruction of various Exohabitats. Only with the invention of the Gundam mobile suit did the war come to an end. The great and vast destruction brought about the creation of the Earth Federation, a galactic government to govern all of humanity. While the four nations were given their sovereignty, they soon carved up Mars, Ceres, and the Colonies into quadrants, a solution that worked for the time as a hundred years passed.

The Empire rules its territory with an iron first- a strong shadow supporter of the use of child labor in interplanetary industry. The strongest of the four supernations, many believe that the ruler of the Eurasian Empire- Emperor Vladimir Rebani- is the only one that could threaten the governance of the United Federation and succeed- the man having outspoken multiple times against the galactic government, outside of an intergalactic supreme court system. In fact, many believed that the Emperor was planning to declare war one the Earth Federation and- utilizing the near-zealot level of loyalty and patriotism to the Empire.

However, the four supernations were not the only players in play. Some civilizations had continued to survive- namely the United Kingdom, France, Japan, Israel, and China among less than ten others (the former United States existed as a primary state of the American Union, and Russia the heart of the Empire)- that controlled their ancient territory on Earth although their population was mostly settled in Colonies. These were simply referred to as the "colonial nations." And, for reasons simple, the Vatican was allowed to remain as an independent micronation, serving primarily as an arbitrator between other nations.

Now, in the Imperial Quadrant of Mars, the Sirius Star Security Corporation hosts the Second Security Squadron, which is split into four divisions. In the Fourth Division, one finds child slaves- many of whom are implanted with various pieces of biotechnology- that work with Mobile Workers as well as individual security.

To survive in the Fourth Division, most of the children- many of whom are orphans "rescued" by the company- were required to undergo an operation to have a series of microchips and devices known as the Alaya-Vijnana System implanted into their spinal column. The operation only succeeded between fifty and seventy-five percent of the time, and could only be performed on prepubescent children. If the operation was successful, the Alaya-Vijnana System would create a pseudo-brain lobe in the pilot's body using nanomachines, allowing the pilot's brain to directly process mobile suit data fed through the physical connection. As the pseudo-brain lobe also governs spatial awareness, the pilot's spatial awareness is enhanced. The system also allowed pilot (even illiterate ones) to operate a mobile weapon without requiring instructions or reading a manual. Those who successfully underwent the operation would be whisked away to be trained in using mobile weapons.

However, failure lead to a few different failures. If the operation failed, the subject could request the operation done a second time depending on why it failed. Those who were found incompatible with the Alaya-Vijana System were split between doing utility services (farming, janitorial, manufacturing, etc), and mechanical services (mobile weapon repair, security, facility maintenance, etc). This was also the case for those who failed and suffered no serious side-effects. However, the most common side-effects was that individuals would become paralyzed in at least one limb, which would be amputated and replaced with a prosthetic before adding them to the individuals running utility services.

Those who had any worse side-effects that they couldn't recover from were silently euthanized by order of the company's administrators.

One of those who managed to survive the procedure was Auric Ulises, one of the older members of the Fourth Division and one of the team leaders for the mobile weapons. Auric was one of the first to be implanted with the new model of Alaya-Vijana System wherein the "Whiskers" were no more than upraised bumps on the spinal column- visible but not as drastic as the older model's. With these, the control attachments could be magnetically attached outside of the clothes and thin coveralls the pilots were given as opposed to having to strip down to attach their whiskers to the cockpit. Although it seemed less harmful than its predecessor post-surgery, there were no true studies performed regarding the effects had on those subject to the new system after the surgery, aside from the fact that many of the same surgical side-effects continued despite the fact that this new system had a notably higher success rate than it's predecessor, meaning that- regardless of the surgery's outcome- the patient had a much better chance of surviving.

Auric Ulises was found an orphan, surviving on the street of some small town in the Imperial Quadrant of Mars. He was- as far as the members of the Fourth Division were concerned- well-educated, having attended a public school in that small town where he had survived. He was literate, which was a scarce skill given that, most of the time, the members of the Fourth Division were taken before they learn such and taught to work the fields before the time came to be operated on. Snatched from the streets when he was nine or so years old, he had already discovered a penchant for reading and learning, which the officials among the Fourth Division had always considered a threat to their chokehold on the illiterate and seemingly unknowing workers of the Fourth Division- their free labor.

On multiple occasions, Auric- by now known as "Professor" in manners both of adoration and scorn- attempted to smuggle in books and supplies with which to teach and better their possibilities. And, despite the varying degrees attempt each success brought, every attempt was found out and ended with Auric being beaten by members of the other divisions, who saw the children as less-than-human anyway. The worst of these beating ended with a knife cutting his lip and the side of his face, leaving a long scar.

At the age of twenty, just a few days after his birthday, he and his troops were told to use their mobile workers- which were equipped with flatbeds as opposed to their usually 30mm guns as they departed with a exploratory party to tap some areas for mining potential. They were supposed to get this done quickly since they needed to appear nice and good for some sort of high-class client that was going to see about hiring them as an escort service. At the moment, they weren't too far from the main instillation, which had been built over an old Earth Federation facility from the Ten Year's War. It was thought that most of the facility that had been destroyed, the remainder being what was reclaimed by the Sirius Star Security Corporation.

Well, it turned out that they were wrong.

As the mining team attempted to extract core samples, a large thud was heard, the drill having reached some kind of refined metal they couldn't pierce through with a light core extractor. Being the seniormost member there, Auric decided that should use their tools to try and clear away some of the rock and dirt to see if they could find an entrance. Half an hour later, two of the children found what appeared to be a service entrance, the group grabbing their flashlights as a few remained to watch the area in the mobile workers. Auric, descending the stairway first looked around. It was a large maintenance shaft- with enough room to bring down some supplies.

When he gained some solid footing, he looked around- it appeared as if her was on some kind of catwalk. Heading one way and walking through a door, as it appeared that the maintenance hatch exited through some form of observation deck before reaching the main catwalk, the boy almost fell backwards as he saw what were undeniably mobile suits of some sort, although they didn't look like any kind of mobile suit that he had ever heard of. He asked the others to try and find a way to restore power to the facility, walking over to the terminal of the nearest one, the small label on the console reading, in faded text, "Bay I- Gundam 'Zephyrantes,' RX78-GP01." Instantly, Auric felt some sort of connection with the suit.

As the lights and power flashed on, he had a feeling that they had found the means to their freedom- it was time to keep a secret that could be their salvation.
 
Last edited:

"We will turn this corrupt land into ash so that it will be born new, by whatever means we must take! With your might and my sorceries, all shall kneel and swear loyalty to their Overlord and Emperor!"

RideragainstRotath.jpg


In an age long past in the world of Aklavion, a people known as the Vraenor discovered the power of magic. Feared by their rivals, the other ancients banded together and banished the people from their homeland, only to take their arcane research and better their own societies as the lost Vraenor braved the frozen northwestern regions. There they built a society out of the shadows, wherein they began to delve further into the darker magics after they learned their works brought about a golden age to the east, all while they were bound to the very will of nature amidst great storms and mountains. But, in time, the great mage Gareth established Netherium, a citadel of mages and the capital of what soon became the Vraenor Empire. Generations later and Gareth's descendant, the dark mage Kieran Gareth Throauldr, is crowned the new Emperor and Overlord of Vraenor. With many ambitions beneath his belt, he and his childhood friend and general Sir Arterion Landrak with aid from the mysterious spymaster Lucretia le Torneau set out to reclaim the ancient homeland of their peoples, beginning with the conquest of the city-state Ildir.

g-liulian-.png


Expectations/Rules:

-This RP is going to have a "lawful evil" focus, filled to the brim with revenge, dark magic, and conquest.
-As with everything else, all Iwaku rules will apply.
-The initial player cap will be eight individuals (five of which are open), with an aim for each member to post at least once a week either using a posting order or a courtesy system voted on by the accepted players.
-The minimum post we hope to see is a single strong paragraph or two average ones for scenes that aren't very action or dialogue heavy.
-I will be playing the role of the Emperor while @Dipper and @Starlighter will be acting as the General and Spymaster as well as Co-GMs, respectively.
-There are some suggested roles, but everyone will be free to do as they please, within reason.
-All fantasy races are available, even some monstrous races may be used depending on approval, but humans are the most common.
-There will be a Discord chat for accepted players in addition to the regular OOC.
-The RP itself will begin with the conquest of Ildir

Suggested Roles:
-Scholar
-Imprisoned/Conquered Noble
-Fallen/Captured "Hero"
-Imperial Guard
-Army/Guard Captains/Soldiers
-Imperial Assassin

Please don't hesitate to leave a comment or shoot me a PM if you have any questions!



4/4 SLOTS AVAILABLE FOR NEW CHARACTERS

In Character: CLOSED SIGNUPS - The Vraenor Empire
Sign Ups: OPEN SIGNUPS - CHARACTER INDEX - The Vreanor Empire Sign-Ups

In an age long past in the world of Aklavion, a people known as the Vraenor discovered the power of magic. Feared by their rivals, the other ancients banded together and banished the people from their homeland, only to take their arcane research and better their own societies as the lost Vraenor braved the frozen northwestern regions. There they built a society out of the shadows, wherein they began to delve further into the darker magics after they learned their works brought about a golden age to the east, all while they were bound to the very will of nature amidst great storms and mountains. But, in time, the great mage Gareth established Netherium, a citadel of mages and the capital of what soon became the Vraenor Empire. Generations later and Gareth's descendant, the dark mage Kieran Gareth Throauldr, is crowned the new Emperor and Overlord of Vraenor. With many ambitions beneath his belt, he and his childhood friend and general Sir Arterion Landrak with aid from the mysterious spymaster Lucretia le Torneau set out to reclaim the ancient homeland of their peoples, beginning with the conquest of the city-state Ildir...




Timeline

The Age of Ancients
-Small nations and city states began to form amidst semi-nomadic tribes and clans, one of which is the Vraenor.
-The city of Beo is founded, where the Vraenor devote themselves to the study of the stars in addition to a general search for knowledge.
-The Vraenor are the first to discover magic, doing so by accident. They begin devoting their resources to study magic and understand its origins. As a result the first magic society- the Oraculum- is founded.
-Upon hearing of the discovery of magic and the formation of the Oraculum, the other nations become fearful and decide it must be destroyed. Thus many of the early clans and nation form the Alliance.
-The Alliance sacks and razes Beo, executing all but three members of the Oraculum who manage to escape copy in order to copy and preserve most of their magical and scientific knowledge.
-The remnants of the Vraenor flee in exile northwest, following the Great River into the mountains.
-The Great Wall is built.

The Age of Frost
-The First Crusade occurs, unifying the two major faiths. A new Golden Age occurs in the East as magic is practiced unfettered.
-The Vraenor splinter into various grousp after hearing of the East's golden age, diving into magical and military research.
-The Sects begin to form.
-The mage Gareth is born.
-After discovering dark magic, Gareth establishes the Glimrel Sect.
-After defeating his rivals, Gareth becomes Overlord.
-Gareth establishes the citadel of Netherium to manage his holdings.
-The Empire is founded and Gareth is proclaimed the first emperor. Netherium is proclaimed the imperial capital. The nation is build from the ground-up.
-The White Palace, Arcanum Magnus, and Assembly are constructed in Netherium.
-An invasion across the rive from an unknown source attempts to end the fledgeling empire and fails, leading to further militarization and the establishment of a regular military force.
-Generations pass, Vraenor is all but forgotton and only two nations continue to man the Great Wall.

The Age of Dawn
-Gunpowder and cannons are invented in the East, with the Vraenor quickly creating their own versions and adapting them for naval use.
-The Emperor Uther and his wife Isolde have their first child, naming him Kieran Gareth Throauldr. Three others follow.
-The emperor and the three youngest children are poisoned, and the empress dies of plague years later.
-Kieran ascends to the imperial throne and appoints Arterion Landrak, a childhood friend and military officer, as the Lord High General. They begin planning an invasion of the East to reclaim their ancestral homelands.
-With a strong enough variant to create dynamite, the Vraenor blow down the Great Wall.
-After the Imperial Spymaster, Lucretia le Torneau, extends her spy network, the imperial forces march past the captured wall and invade the city-state of Ildir.


The Nations

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  • Seemingly incapable of holding onto a ruler for any meaningful amount of time, the Estean Dominion has struggled to maintain its status among its neighbors. Once a nation of wise scholars, the Dominion fell to civil war and rose again instead as a strict theocracy, then once more as a totalitarian state under the command of a Sovereign. Its people are resilient, but distrusting of magic or anything connected to the old religions.

  • The City-State of Ildir was once a military stronghold of Naskus, the soldiers stationed in Ildir were abandoned long ago in favor of a more strategically sound location. To this day, the descendants of those soldiers are antagonistic toward the Empire and its allies, though they hold no love for the illusaory Vraenor. Its people value military service and function-over-form. Ildir and its inhabitants live up to legacy of those ancient soldiers, being one of the few peoples who continually manned the wall before its destruction.

  • The Kopakonua is a confederation of islands in the western sea, past Vraenor and Naskus. A fairly isolationist state, the people of the land produce various exotic goods and serve as traders between the contintent and the other islands, as well as a major naval force. Despite not practicing the faith preached by those on the mainland, the Kopakonua are generally left alone by missionaries and Naskan authorities for the sake of trade. Each island has a tribal leadership, with a king ruling over the chieftains.

  • The Empire of Naskus dates back to the Great War, the biproduct of dead and reforged alliances that took to absorbing smaller powers to assert its power. It is currently the mightiest and largest nation in Aklavion. Under its current Emperor, the people are free to do as they please, and often engage in military service or international trade. They are known for their stern, almost humorless demeanors.

  • Some say the Principality of Ocril came to be ruled by a long-lost prince of Shaodor when the King cast his son out after a botched assassination attempt. Its main exports are said to be poison, as Ocril and its people are best known for its assassins and spies. Individually, they are hardly a match. As one, they can be a force to be reckoned with.

  • The City-State of Pheros is a large, colorful state of artisans and merchants. Its first inhabitants were a freedom-seekers and those too eccentric to fit in elsewhere. Many of its funds, gathered from the higher classes through culturally-pressured charity, are used to maintain the city's appearance. It stands on its own and mainly interacts with other nations through trade alliances.

  • The Kingdom of Shaodor is a heavily fortified kingdom steeped in history. Following a great plague that swept the nation over two centuries ago, Shaodor closed itself off to the wider world and heavily restricted trade. The result was a xenophobic people who valued family ties, personal responsibility, and old legends hailing from a forgotten time. Its royal line has remained on the throne since its inception.

  • The Vraenor Empire is the utmost advanced in arcane research and military technology. Their purpose for destroying that which held them back is simple- to reclaim their lost homeland and impart vengeance on those who wronged their ancestors.


On Vraenor

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    Most commonfolk own small plots and holdings and possess a hereditary trade, with young men often serving a small stint in the military as a form of tradition before returning home to pursue a trade or take up the family profession. The highest honors usually awarded to commonfolk who do not become mages are appointments by the emperor to lower nobility, typically to a heraldic knighthood or a barony.

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    Above: the stately manor of a Count. Below: the manor of a heraldric knight.


    The nobility are responsible for governing local regions of the empire, with some nobles governing over others with lower titles. The home of a noble- regardless of a rank- is referred to as a "manor." Vreanoran noble titles are as follows, in descending order:

    -Duke/Duchess
    -Count/Countess
    -Marquis/Marquess
    -Baron/Baroness
    -Heraldic (Hereditary) Knighthoods

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    The Imperial Court is the gathering of officials and notable individuals across the Empire to speak with and bring issues before the Emperor. Any commoner can raise issue or seek guidance from the court. Regular members of the Court (aside from the Imperial Family) can include:

    -Government Ministers
    -Guild Representatives
    -Imperial Advisors
    -Individuals of Merit
    -Military Chiefs and Enlisted Advisors
    -Nobles
    -Sect Grandmasters

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    The great university of Vraenor, many mages and scientific thinkers alike spend some time studying and sharing research within the Arcanum's walls. It is home to the Great Library, an archive of all known historical and scientific texts, various laboraties, and a small learning hospital. It is maintained and run by the Filsiin Sect of mages.

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    Any citizen of the Empire has the right to attend the Assembly, although most of the voting and deliberations are performed by lords and representatives of the people. The Assembly serves to advise the emperor, bringing any and all pertinent information to the attention of the Imperial Court and the Emperor. The Assembly itself has the right to settle disputes involving inheritance of land and titles and act in some judiciary capacities.

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    The Imperial Army- commanded by the Lord High General and advised by the Imperial Command Sergeant of the Army- is Vraenor's largest military force. Some orphans are raised into the army by birth, while others begin training as young as fourteen. It is represented by a solid red flag and is organized into squads, platoons, companies, battalions, and brigades.

    Enlisted: Recruit, Private, Corporal, Sergeant, Staff Sergeant, Master Sergeant, Command Sergeant
    Officers: Second Lieutenant, First Lieutenant, Captain, Major, Colonel, Brigadier General, High General

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    Staffed by able men and mountain with the newest inventions in sail (including a more compact naval cannon), the Imperial Navy is a smaller force, but its brutal strength and efficienty is nothing to be looked down upon. The Imperial Navy also include the Imperial Marines, who are among the most deadly members of the empire's military. Some orphans are raised into the navy by birth, while others begin training as young as fourteen. In the Imperial Court, they are represented by the Lord High Admiral, Command General of the Marines, and their Enlisted Advisors. It is represented by a red and purple ensign.

    Navy
    Enlisted: Sailor, Sailor First Class, Petty Officer, Senior Petty Officer, Chief Petty Officer, Senior Chief Petty Officer, Master Chief Petty Officer
    Officers: Midshipman, Ensign, Lieutenant, Commander, Captain, Vice Admiral, High Admiral

    Marines
    Enlisted: Recruit, Private, Corporal, Sergeant, Staff Sergeant, Gunnery Sergeant, Command Sergeant
    Officers: Second Lieutenant, First Lieutenant, Captain, Major, Colonel, Brigadier General

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    While many Vraenoran women choose to remain in the home, men and women are mostly equal. Women have the right to buy property and divorce, as well as to practice their husband's trade should they be widowed. Women are only outright prevented from joining the regular military, though they are allowed to serve as military doctors, alchemists, mages, and other support personnel. Marriage cermonies are more private in larger towns and cities, and are more public in smaller towns and villages. These ceremonies are usually a religious affair.

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    As their situation occurred due to rather zealous religious beliefs, the Vraenor do not endorse any particular religion. Individuals are free to practice whatever religion they choose and religious institutions are exempt from taxation provided they meet various requirements.

  • Vraenoran currency is divided into gold, silver, and copper coins. These coins are often accompanied by gold and silver half-coins and quarter-coins, originally made from an error in the minting process.

    1 Gold Piece= 100 Silver = 10000 Copper
    1 Gold Half-Piece = 50 Silver = 5000 Copper
    1 Gold Quarter-Piece = 25 Silver = 2500 Copper
    1 Silver Piece = 100 Copper =1/100 Gold
    1 Silver Half-Piece = 50 Copper = 1/200 Gold
    1 Silver Quarter-Piece = 25 Copper = 1/400 Gold
    1 Copper = 1/100 Silver = 1/10000 Gold

    In short, a copper coin is a cent, a silver coin is a dollar, and a gold coin is one hundred dollars.

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    Vraenor, but nature of its development, is very self-sustaining. There are some groups and guilds who monitor and report on the economy as well as regulate some aspects of trade, but the markets are largely untouched except for basic regulation and taxation. Of the taxes taken from an average business or household (which usually averages between ten and fifteen percent), about one third will go to the Imperial government, while the remaining half is split between the local governments and the ruling lordships in addition to any military garrisons or other public institutions. All citizens except the Imperial Family and most government employees (including military personnel) must pay taxes on their earnings once a month while keeping their own record in addition to the local government's own record.

    Most wealth can be found in land holding, but those aren't quite liquid assets. Commonly, tradesmen are some of the wealthiest individuals in a village, behind the local lord and any magical or knowledge-based trades. The average mage can make a comfortable living for themselves, as can most citizens of the empire. Mages who are skilled and respectable enough can even match a lord in their wealth, as can people of many other professions including guild leaders and architects. Although social standing may be a bit rigid, commoners can accrue massive wealth in the right situations and wield as much social influence as the lords they live under.
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    The Vraenorans celebrate the lunar new year, as well as the solstices and equinoxes. They also celebrated "Founding Day," the official day on which the empire was brought into reality. The calendary consists of 365 five days, with one additional day every fourth year. Most odd months have thirty days (except Moristar, which has 31) and most even months have 31 days (except Illia and Frital, which have 30).

    Months:
    1. Moristar
    2. Illia
    3. Griern
    4. Ranor
    5. Newat
    6. Clains
    7. Casoth
    8. Auoth
    9. Shonol
    10. Frital
    11. Retios
    12. Frosal

    Holidays:
    Calendar New Year/New Year's Feast: 1 Mortstar
    Lunar New Year: 14 Illia (celebrated for two weeks)
    Spring Equinox: 20 Griern
    Summer Solstice: 21 Clains
    Founding Day: 13 Auoth
    Autumn Equinox: 22 Shonol
    Day of All Souls: 1 Retios
    Winter Solstice: 21 Frosal
    Relations between the various races that inhabit Vraenor has never been much of an issue- as exiles or descendants of the same, what usually matters is the weight on pulls. Of course, prejudices do still exist among certain people and within certain groups, but such is rarely of interest to the public since there is no true division between any of the races.
    Though once legal, slavery (hereditary or otherwise) as well as well as serfdom have been long abolished. Indentured servitude, however, does exist as a means to repay debt that the debtor cannot repay with coin. There are various laws ensure the practice is not performed unjustly, including a provision on how much debt is to be wiped away if the debtor should die and pass along that debt to their spouse or children.



The Sects

The Sects are groups of Vraenoran mages who study similar research and schools of magic. Each Sect is led by a Grandmaster, all of whom report directly of the Emperor. They are represented in the Imperial Court have voice in various matters.

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  • Known as "conjurors," members of the Belvut learn how to summon and bind familiars as well as create golems and illusions. As such, some of the most talented members of the Belvut can sustain a small fighting force in an emergency, although it requires a tremendous amount of will and focus.

    Schools: Conjuration, the School of Illusions

  • Perhaps the most distinguished of these groups, the Filsiin is a sect of scientists and historians who can trace the beginnings of their research to the research of the scientists of Beo and the ancient Oraculum. They are responsible for the care and mangement of the Arcanum Magnus, and dedicate themselves to the study of the sciences and the betterment of Vraenoran life. Many members of the Filsiin are addressed by the discipline they study. They do not follow ranks or schools in the conventional sense, and most become full members after an apprenticeship and presenting original research to a board of senior members.

  • The sect of alchemists, the Galgur research the nature of matrices of potions and how magic is channeled through them. A large amount of Vraenoran pharmacists belong to this sect, and possess no formal rank as the only true training is through an apprenticeship. Many alchemists are judged through their research, with some of the most notable researchers made to be the leaders of the organization.

    School: The School of Alchemy

  • Founded by the First Emperor, Gareth, who truly discovered dark magic, the members of Glimrel are simply called "dark mages." The Glimrel teaches the strengthing of the body and mind in order to strengthen the will, allowing for one to cast even greater spells. As such, many members of the Glimrel partake in intense physical regimens and deep meditation in order to strengthen themselves. Dark magic requires the strongest of wills as it taps into raw arcane energy with little change in form.

    Ranks: Dark Novice, Dark Apprentice, Dark Mage, Sorcerer, Grand Sorcerer
    Schools: Dark Magic

  • A military fraternity as much as it is a sect proper, all battlemages are part of the Kendov. Established by the First Emperor, Gareth, the Kendov research and study the proper use and role of magic in battle and war, as well as develop new evocations with which they can buff the soliders that they serve with, as well as increase their own abilities.

    Ranks: Recuit Battlemage, Apprentice Battlemage, Battlemage, Senior Battlemage, Knight-Battlemage
    Schools: the School of Defense, the School of Battle

  • Dedicated to healing magic and the study of medicine, members of the Stiildus sect make up the majority of Vraenor's doctors and students of the natural world, as seen though the practice of botanomancy (magic involving plants and calling on great beasts for aid). There are no true ranks, although full members are given the title of "doctor." Their learning is a combination of research and lecture combined with an apprenticeship.

    Schools: Botanomancy, the School of Healing, the School of Medicine

  • The eldest of the Sects, the Toor first banded together to study the simplest magic, mainfesting magic through the elements of nature. Members of the Toor are referred to as "elementalists," although those who seek mastery of a certain element are referred to by their arcane school.

    Ranks: Novice Elementalist, Apprentice Elementalist, Elementalist, Senior Elementalist, Master Elementalist
    Schools: Aeromancy, Astramancy, Cryomancy, Geomancy, Pyromancy


[fieldbox=Rules, red, solid, 8, book antiqua]
I. The Co-GMs are @Dipper and @Starlighter. They have full control in the GM's absence.
II. A minimum of a post per week is required.
III. The minimum post is a single strong paragraph or two average ones for scenes that aren't very action or dialogue heavy.
IV. The current player cap is eight individuals (five of which are open)
V. As of right now each writer is allowed one character, although some exception may be made for NPCs.
VI. Inform one of the GMs ahead of time about prolonged absences and such.
VII. If you have any questions or concerns, feel free to ask here or in a PM.
VIII. Romance is allowed, but any smut should be kept in private messages.
IX. All of Iwaku's general forum rules apply.
[/fieldbox]
 
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