Heroes At War - Battlefield Glory [8/8 Spots]

Status
Not open for further replies.
R

Rion

Guest
Original poster
BattlesWesteros980-Banner.jpg

Heroes Wanted!

Our great and merciful King Rolf The Second is recruiting any strong-willed Heroes looking for Honor and Fame! Join the Army to take part in our noble quest to push back the evil invaders! The corrupt Kingdom of Almoth have long been wanting our fertile land for themselves, but we will not give in to their demands! Raise Heroes of Tarabon, and gain fame on the battlefield! Do justice, and help save our loyal citizens against these villains!

To join our cause, simply fill out the questions on this paper and deliver it to a recruiter in the capital!

((Please write your app after you have read all the information.))


Application
(IC)

Picture or description (Realistic art only) goes here.

Race:
Gender:
Age:
Place of birth:


Hero Class:
Weapon(s) of choice:
Armor type (Light, medium or heavy):
Skills (Max. 5.):


(OOC)
Weaknesses(Min. 3):
Reason character joined army/goal(s):
Personality:
Short bio:


Signature(IC name): _________________

_________________________________________________________________________________________________


OOC Information Panel
Dalenaia is a large fantasy world at war. It's history resemble our own Middle Ages greatly, yet in this world you can encounter magic, real heroes and monsters. Mankind quickly dominated the landscape by dividing it into Kingdoms. While other races exist as well, such as Elf, Dwarf or Orc they did never reach the large scale humans managed. However, humans being humans peace didn't last long. War and skirmishes between the different Kingdoms soon became commonplace, but now years later Kings have started paying 'Heroes' to aid their armies!

How does this RP work?
You will take the role of a Hero. Any 'non hostile' race is accepted, as well as custom classes. Perhaps you want to be a Orc Healer? You can do that. Most races have peacefully been integrated into each Kingdom, allowing even a Orc to become a Hero.

Your character is loyal to the King, a once great Hero himself. But you also have a goal of your own. With fame to be gained, and villains to be slain your character join the army gathering at the Capital. Look forward to a deeper plot, for war always comes at a price!


Guide on Classes:
Warrior:
The first Heroes were Warriors at heart. With great skill and a sword in hand, the warrior continue to save people from all kind of monsters.

Berserker:
The Berseker is the open class that can carry a heavy two handed weapons. Known for their great strength, they will cut through any soldier standing in their way.

Mage:
Only few gifted can study and use Magic. However, with a single spell the Mage can take out several enemies, making them a great assist in any army.

Ranger:
Master of ranged weapons. The Ranger can hit target spot on from afar, and support fellow Heroes against daring enemies.



28aa2d3ae53070299da8baaff6cb354b.jpg
9096831729cb61515cd19be6413c91c0.png

_________________________________________________________________________________________________

Lore
A Kingdom of history, and the birthplace of Heroes.
Tarabon flag is red with a black cross. Painted in is a human standing atop a slain Dragon. The symbol of Heroism.

The Kingdom of Tarabon enjoys a lot of fertile plains, making it capable of supporting many dozen settlements and larger town. The river Andahar divide the land in many places, but one may pass over using one of the several newly built stone bridges. Tarabon also put claim on a handful of rich mountains in the east, providing the nation with both coal and iron. In the west lies the large port city Tanchico providing access to the sea.

The Capital Elmora is located by the river, and overlook the vast plain that is Tarabon. It became a natural trading center as merchant from Tarabon's eastern neighbors came to buy large stock of wheat and animals. The recent wars and diplomatic tensions may have hurt its economy, but thanks to Tarabon's many fields and iron deports they remain self sufficient.

Towns and cities dot the map, like Alcruna north, Maracru west and Serana and Nassad further east. However, the human invasion and settlement of the land lead to its own share of consequences. Dragons became a major problem in the early years of Tarabon's founding, often leading to mass migrations as people would leave their homes to find safety. The mountains in the east made for perfect nests, while the plains of the lowland provided a easy hunting ground.

It would thus be in Tarabon that the first true Hero was born. Godly intervention or not, one human was born with a rare gift. Stronger and faster than the avenge man, the Hero of the legends would use his skill to be the first to slay a Dragon in the history of Dalenaia. From then on, more Heroes came to the world across the entire continent. Soon Dwarf, Elf, Orc and other races would also join the ranks of Heroes, defeating the evil that threatened the innocent.

Tarabon is now a place of freedom, and no single religion dominate. Many humans within the land are also welcoming of other races, making it a popular Kingdom for many to call home. The Capital City itself is now a giant hub due to this, filled with small shops behind the huge grey stonewalls. Walking along its tightly packed streets, you will quickly spot stores run by races other than human. This have in turn created a city life not all humans are happy with. Just outside the high grey walls slums have started to be a problem. The City Guard, made up of humans only, have thus far managed to take down any trouble maker though. But while the slums are dirty, is the city itself clean as any highly populated city now can be. Once past the first grey walls and further in, you will stumble across another high grey wall before you finally will be in the castle yard. The money made from trade have eagerly been used to build the home for the ruling King. Again tight packed grey stones have been used to make a castle capable of standing for decades.

Tarabon also have another major city, or rather it once had. Tanchico is no longer the beautiful port city it once was. Sitting next to the sea, Tanchico lies just where the river reach the ocean. Back when peace was still a thing, a lot of trade ran through this very city and into the country. Now it only manage to run by thanks to the money flow from the Capital City and all kind of shady people who now control the city. The black and dirty city now house many of the worlds more darker races. Several attempts have been made to clean up the city, but due to lack of funds it never manage to rid the city entirely.

Military wise Tarabon have always been seen as serious threat to its neighbors up north. Heroes of all classes can be found in Tarabon, and many of its former Kings as well as the current one hold the title Hero along with the crown. There have already been a few skirmishes between Almoth and Tarabon, but so far they stand equal.
Credits to Azaryin
The mining town Cudsul is a valuable asset to Tarabon, and has been since before tensions grew between Almoth and Tarabon. Being on the northwestern border and tucked in the coastal hills, it is unfortunately contested territory and covered with forests, so it has suffered raids from militant groups to the north, as well as banditry lying along the borderlands. The skirmishes and banditry don't take too much of a toll on the town, and Cudsul never stopped being an asset to Tarabon. Disputes over the territory or goods in Cudsul have been met with solid opposition by their own present militia, and the hills outside of Cudsul's limits are prohibitively dangerous to even its own inhabitants. Strange beasts dwell in the fog, and the nights are no time to be outside alone.

Cudsul looks like a quaint, misty town on the surface, but it is beneath the surface where most of the action happens. While the surface is populated mostly by humans, the underground is owned by the subterrain dwelling dwarves who mined out the tunnels many years ago to begin the settlement of Cudsul. Being the furthest away from the main dragon threat, it was a prime choice for mountain dwelling dwarves to immigrate, and secured a place within a country they were familiar with. Although the subterrain and the surface in the forests is technically all one integrated town of primarily dwarves and humans, the two races tend to stick to their own favored sections.

Besides the mines and dwarven subterrain, the town of Cudsul is also home to a cult that strangely -worships- dragons. Not dragons in general, but of a particular dragon that was said to reside within the hills long ago. Azerlanael was seen as a guide by the humans and dwarves who first founded the religion. Though accounts of Mezhon's presence within the community are vague at best, their influence was not forgotten. Azerlanael was said to greatly influence the study of the arcane arts within Cudsul, and this led to the founding of the Cudsul Mage's College within the dwarven halls. It is members only, however, so even among those with magical aptitude, only followers of Azerlanael are permitted entry. Those who do enter gain the benefits of many shared resources and the opportunity to learn very powerful and useful magic, provided they put in the time and work to and understand and harness it.

Azerlanael is known by name to few outside of Cudsul, and evidence that there was ever a benevolent dragon within Cudsul's hills is sparse, but its followers carry on the memory and the studies to meet greater ends.

Almoth:
A Kingdom of Diversity and Nobility.
The flag of Almoth is blue with a yellow pattern. Upon it is a rich decorated red coloured crown. The symbol of heritage.

The Kingdom of Almoth re-sample Tarabon in many aspect. Both contain a lot of plain land that support its many towns and cities spread across the land. But there are some key differences. For one, instead of many rivers Almoth have a large lake. Almoth also contain a lot of forest, where Tarabon have little to none. To the southeast lies the the only major mountain range in the Kingdom, while large hills shape the country in the west. With great access to the sea, and lot of wood to use it is only natural that Almoth hold one of the biggest fleet.

Its Capital Bairfon lie deeper in land though, as far as it eastern to its eastern borders. Just east of the large lake, in between two mountains valleys. The mountain side make for a great natural defense against invading forces. However, that hasn't prevented the Almoth from building large fortification. But the Human Kings of Almoth got another race to thank for that; The Dwarves. Almoth have for centuries enjoyed a partnership with a local group of Dwarf builders and warriors. The Castle of Almoth, the place from which its High King rule has many tunnels linked right into the mountain. For gold and beer, the Dwarves has helped built a city that has yet to be breached.

That isn't the only race Almoth can boast of having among it allies; A minor tribe of Elves also live within its land, or rather its forest. They are a long line of noble High Elves, who came to terms with the Human King's rule. But it is far from all who agree to that friendship. Thus Almoth armies include Elven and Dwarven warriors, fighting either for fame or for the protection of their home.

Almoth is generally a bit of a old fashioned Kingdom, who are big on traditions. Everything needs to follow a certain procedure, from diplomatic meetings to royal parties. Perhaps this sense of heritage helped Almoth keep it good terms with the High Elves, as both people seek the highest respect. But this sense of glory have also lead to a very expensive army. In these time of changes, such ideas tend to end badly. It does not help that Heroes born in Almoth attempt to dessert south, where Heroes tend to be more appreciated. Less and less gold is bought up from the mountain, and the continuous wars is starting to hurt the populace.

Yet the High King continue to live only the finest life behind his high walls. And for him there is only one solution that could finally bring peace.

Altara(Credits to Spectre):


A Kingdom of Shining Cities and Shadowy Forests
Their Nation flag is a green field with gold Diagonal Line from top left to bottom right.

This kingdom is nestled between two rivers, has a thick forested center, and is bordered to the south by the Sea of Storms. The river Eldar to the east, and the river Manetherendrelle to the west. The southern border of this nation is guarded by a mountain range with high cliffs that look over the sea, and greatly limit the maritime entrances to the nation.

The nations geography is mostly forest and mountains, with some plains and hilly areas. The economy is mostly held up by agriculture, and mercantile in the southern port cities. In the North it's farming, and in the mountain ranges there are metal mines, as well as quarries. The city is quite able to stand on their own, but find it hard to stay isolationist when they share strong ties with other Kingdoms nearby.

This nation's capital sits on the tip of the southern peninsula. This is a port city that is nestled between the Venir mountain range to the east, and the sea to the west. The River Eldar separates the city into two halves, as well. This bright shining city is called Ebou Dar.

Ebou Dar is the center of mercantile for the nation, as well as the crown seat of their King: His Grace, King Trellion Arconi- The White Keep. Named aptly- like most buildings in this city, they are a white color with lots of arches and spires among the many canals. The city is divided by the Eldar river, and also divides the 'classes' of the people who reside here. On the west, with the White Keep, is the half most people call the Shining City, and the eastern half- separated by several bridges, is called 'The Alleys'. Aptly named here, as well, as this is an overcrowded area where crime is high, and the buildings are build near on top of each other. The people here are generally slightly xenophobic- as they are a nationalistic people. Family is big, and religion is, as well.

The main religion here is one of a small polytheistic panthenon [Weather, Sun, Moon, Fortune, Love, Protection, Justice, etc]. There are specific gods for different aspects of life. They are all celebrated under one Temple, and often have murals and statues depicting the gods in rows and on the walls.

Other cities in the south are similar, but not as big and grandiose. Shining white buildings with beautiful architecture of arches, buttresses, and spires.

The other major city in this kingdom is Salidar. It's more of a sprawling village, than what one would think of as a 'city'. It's heart is at the western half of the central forest- that has many names. The inhabitants here are environmentally conscious, and tend to live among the wilderness, using the natural valleys, and enormous trees as part of their dwellings. The architecture here is very organic, and rounded, with a lot of knot-work type designs. They are a very free-spirited people, but hold a lot of pride in who they are, and what they stand for. Many tunnels, and wooden rop-bridges between trees and cliffs spiderweb throughout the quadrant of the forested area, linking the smaller units of villages together to form the 'city' here.

There are several farming villages around the plains and hilly areas, as well as peppered with small trade towns and hunting lodges and inns.


To the north there aren't many major settlements among the hills and valleys. Though to the north east, there is a large ridgeline called Garen's wall. This serves as another natural barrier, and boundary line to Altara. A few smaller castles and fortresses lie close to the openings of this ridgeline built back during wars from years ago.

The Kingdom is no stranger to war, and the military is considered an honorable position within the nation. They aren't naturally aggressive people, but they are fierce in defense, and dispensing their versions of justice. Their stance is normally neutral, and slightly isolationist, but they aren't so stubborn to not assist allies in need. They have a very strong army, able to field mixed units and have an acceptable naval force since they do sit on a coastline. They have moderate cavalry, very good light and heavy infantry units, and excellent bowmen that normally come from the center of the nation from the wooded area. Their weapons and armament are well balanced, some light infantry and cavalry units make use of slightly curved swords- akin to a mix of a saber or katana and a longsword. Other standard military armaments apply. Their navy is built for- and holds a reputation for being a strong defense, but not much for an attacking force. Magic in this country is an intense rarity. People are fascinated by it when they see it, but are almost just as fearful of it- and don't generally trust people who can use it.

The Monarch of this nation also traditionally serve in the military, though take a more learned approach- and are well known for their grasp on strategy. The country is not the most rich- but they are by no means poor. They can provide for their own, and have enough to export food goods to nearby Kingdoms, and have rare strong woods that come from the thick forests from the center of the Kingdom.

The inhabitants of this Kingdom are about 60% human, 20% of all different breed of Elves, and 20% other races. They have a moderate sized, but very well trained military. Heroes from here are likely to be Fighters, or Rangers, and the skilled Rogue from the large city here aren't unheard of. The people here are generally accepting of all races. The large amounts of trade in the southern part of the Kingdom brings in all kinds of people, so their population is pretty diverse. Most humans and elves share a fairly isolationist stance in foreign affairs- but the more liberal of them will always pledge for moving with the times and being more open minded like the rest of the minority races that are slowly growing here.

Ghealdan(Credits to Mite):

“Might from Ingenuity”
A Kingdom of Artisans and Enchanters
The Ghealdan flag is a royal purple gonfalon with a white triangle at the top. The Ghealdan emblem, an ornate upside-down hammer within an equally embellished heater shield, is in the center of the banner.


The Kingdom of Ghealdan is a small, landlocked realm surrounded by natural borders. Mountains and foothills guard the kingdom’s west while a substantial ridgeline known as Garen’s Wall protects Ghealdan’s north and east borders, making Ghealdan’s location a natural fortress. Unfortunately, its small size has limited its resources and its armies; it has few viable farmlands, and the mountains to the west that are not dominated by Tarabon’s mines are devoid of anything valuable.

The capital is Jehannah, located in central Ghealdan at a prime location with mountains and hills to the west, plains to the south, and forests and rivers to the north and east. It is considered an important trade center for much of southern Dalenaia as other more prosperous nations—such as Tarabon and Altara—may indirectly trade with one another without worry of other nations interfering, thanks to Ghealdan’s neutral policy.

Jehannah is Ghealdan’s only city, though smaller towns and villages are often found along the rivers. The few roads that exist in Ghealdan lead either to Jehannah or a neighboring kingdom, and hardly ever branch out. Not unlike Tarabon’s days of old, dragons and their ilk often preyed on Ghealdan’s populace and reduced their already tiny numbers. Ghealdan was nearly considered a lost kingdom when the first Hero of Tarabon arrived and slayed the dragons tormenting them. The Ghealdan populace rejoiced, and celebrated whenever a new Hero was discovered. Ghealdan never was able to produce its own Hero, but its support for them was second to none.

Ghealdan instead focused on supporting Heroes instead of producing them. Spending their kingdom’s funds on purchases materials and resources they themselves could not produce, Ghealdan’s leaders turned their minds to creating new devices and magics for the support of the Heroes. Their most famous creation is their Magic-imbuned weaponry and armor, tools proper for a Hero. A fair share of historical Heroes used powerful weapons made from Ghealdan, though Ghealdan itself was never in the spotlight.

Ghealdan’s military might is extremely limited and specialized. Though their soldiers are trained hard and given the same weapons and armor designed for Heroes, their miniscule numbers makes them more of a powerful police force than a standing army. Its independence is instead protected by Heroes (who do not want their number one supplier of heroic artifacts to become a political tool), and in turn allied nations (who do not want their Heroes to abandon them for heroic artifacts).

Ghealdan has a unique tradition of its rulers being chosen through merit rather than bloodline. Thus, while other more conventional kingdoms may look down on Ghealdan’s lack of noble blood on the throne, their kings have yet to fail the kingdom or her people. It is notable that Heroes are forbidden from taking the throne, one of the few things Heroes are not allowed in Ghealdan.

Ghealdan laws are quite strict, and its police force “army” is more than capable of meting out justice. It’s craft secrets and research are what keep Ghealdan an independant nation, as its army is ill prepared to hold off a full-scale invasion. It should be noted that it is far more lenient on its laws when it concerns Heroes, though it also has laws specifically targeting the larger-than-life Heroes.

Ghealdan’s policy is to be neutral and support Heroes regardless of nationality or conflict. This policy requires Ghealdan to be extremely tolerant—heroes come from many races—and extremely selective on its populace. Only those who meet the King and are deemed trustworthy may find a home in Ghealdan, and all others who seek refuge are considered pilgrims and wanderers destined to soon leave, willingly or by swordpoint. Though the villages of Ghealdan are far more understanding, they still abide by Ghealdan’s laws: villages discovered to be refuges for the people not allowed by the king are abandoned by the military and left to the numerous beasts that wander Ghealdan’s lands.





_________________________________________________________________________________________________


war%20black%20army%20flags%20fantasy%20art%20horses%20artwork%20mongols%201920x1061%20wallpaper_wallpaperswa.com_25.jpg

F.A.Q.
Question: How big is a army?
Answer: A decent army will consist of 600 archers, 400 knights and 1600 trained soldiers (Total of 2600 men). Kingdoms can have one to three armies of this size.


Question: Are we allowed to take control of soldiers?
Answer: Yes! You may rally friendly soldiers to help you out. Your interactions with soldiers will actually be noted down, and can affect you later. If you act harshly around friendly soldiers, then they will be less willing to aid you later.


Question: How does battling work, and what about enemy Heroes?
Answer: Each player will write out their individual fighting with the enemy soldiers around them. Larger events, such as ambushes and enemy Heroes will be controlled by the GM. Location of enemy Heroes will be determined by a dice. You will be informed if the enemy army start retreating, or assaulting.


Question: Are there any military ranks I should know?
Answer: Kings usually take personal command of their army. If not, then a General will be in charge. Knights are ranked higher than trained soldiers, while arches lie bottom in terms of rank.


Question: How old do the different races get?
Answer: Humans 60 to 80 while Human Heroes usually live longer. Dwarf 2-300 years while Elves cannot die of age. Orcs 60-100 years.


Question: How OP are Heroes? Are they really famous?
Answer: You can't take out a army yourself, that's for sure. Enjoy writing out a epic battle, one where you don't handle everything on your own and with a single strike. Take your time. That's my advice. You are still playing a Hero though, so don't hesitate to play with the muscles. You are gifted, one way or another. You are likely known by some people, but not yet famous cross the entire Kingdom.


Rules

1. Standard Iwaku rules apply.
2. No God modding or powerplay.
3. Only 1 Hero character per player. trained soldier/knight/archer characters are allowed.
4. A maximum of 3 days inactive is allowed.
5. Romance is encouraged.
6. Minimum of 1 paragraph is required per post. Collab between characters is a good idea if you plan to have a long conversation in the roleplay.
7. Put "Tarabon" by the 'Place of Birth' field so I know you have read the rules. (So "Tarabon, town/city name")
8. Have fun!

Important Characters & NPCs

7ea83adf442effb71b9b32170877a23f.png

King Rolf II of Tarabon
-The current ruler of Tarabon.



Race: Human
Gender: Male
Age: 80
Place of birth: Tarabon, Elmora


Hero Class: Warrior
Weapon(s) of choice: Great sword. Specially gifted warrior.
Armor type: Heavy.

Skills (Max. 5.):
Arch Attack: Rolf swings his great sword in one perfect arch, sending out a powerful shock wave.
Cleansing Flame: Burning hot flames engulf his Great Sword, sitting enemies ablaze.
Fortress: Rolf bunker down, allowing him to take a greater number of hits.

Blinding Light: Rolf's Great Sword lights up, blinding everyone nearby.
Thousand Cuts: Legendary skill only a true Hero can use. Rolf summons 1,000 magical swords to his aid.


(OOC)
Weaknesses(Min. 3):
A King's Arrogance: Even a Hero likes to brag of his skills.
The older you get: Rolf is no longer the young Hero he once was.
Thirst for blood: The Heretics shall pay.
Goal: Unknown.


Personality: Unknown.
Short bio:

Tarabon have a long history of Heroic Kings and Rulers. Some earned half the Kingdom, while others simply took down evil but brief ruling monarchs. As for King Rolf II... It is still clouded in a bit of mystery. Born in the Capital City of Tarabon, Rolf was a single son to a wealthy family. The family was rich enough to have close connection to the old King of Tarabon. However, Rolf was sent to military training already at a young age, and forced to learn the tactics of the family weapon: The Great Sword. This training unlocked his Heroic powers, making him the first warrior to wield a Great Sword with ease. With the right connections, Rolf quickly grew in the ranks.

But there was something missing in his life. Yet he never got married. He joined the Elite Circle of Heroes at an age of 35. From then on, he would serve the Kingdom for several years, slowly building up his fame even further. Until one chaotic day of the Old Kings deathbed. The Generals of Tarabon raised against the Circle of Heroes, hoping to overtake the government by having the weak King sign a new declaration transferring power to them. When the smoke settled in the castle, Rolf was the only one standing. Both the Elite Heroes and the military leaders laid dead, and the King had breathed his last breath. Rolf crowned himself the new Ruler, declaring it the wish of the Old King. From then on, he would be known as King Rolf II.


1146930bf65398eb5f06977a46ab217a.png

General Oswald Krona
-Army organizer and the main tactician.



Race: Human
Gender: Male
Age: 68
Place of birth: Tarabon, Tanchico.


Hero Class: Warrior
Weapon(s) of choice: Single sword user.
Armor type: Heavy.
Skills (Max. 5.):
Rush: Oswald's movement is tripled, allowing great speed for a few moments.
For Victory!: He can boost the morale of the friendly units around him, making them fight harder.
Block: Using his sword and power, Oswald is capable of blocking critical enemy attacks.
Slash: One swing of his sword cuts through metal and skin.


(OOC)
Weaknesses(Min. 3):
Everybody must live: Nobody will be left behind.
Loyalty: Loyalty have blinded this man.
Simple personality: He is easy to figure out.
Reason character joined army: To protect the people/Justice.


Personality: A people's man. Oswald live to serve his country, fighting for those who cannot. He appreciate his soldiers and see them his equal. Something few high ranked men would ever think of.
Short bio:
General Oswald's track record match that of Rolf, if not perhaps bigger. However, in Oswald's case he had no family connections to help his promotions. Every rank came from hard work and loyalty to the crown. Born into a humble fisher family, Oswald always dreamed of the day he too could serve in the army. He would be the only Hero to stay in the military when he discovered his powers, living on the few gold coins in pay. But he loved the life with his soldiers, and that too soon had him jump from rank to rank. He was clever, and knew how to use his troops right. He was also loyal, and was therefore not involved in the military coup. It would be under King Rolf II that Oswald received the rank of General but he has still not forgotten the men he command.

_____________________________________________________________________________

Heroes
efba144327c00e85a9bd42f145331c97.png

Bjarke
Human Berzerker



7da465ac80701f70232e95546c0b58f4.png

Torena Cresna
Human Mage



541d8cbe2a5b4159f4980dee51f3c2a9.png

Dawn Sage Everest
Elf Ranger


62033f9c6a79d2418c1f6a27cdc028f4.png


Kascarde
Human Warrior


35hhjzb.png

Eriya Chase
Humanoid Mage

image-jpg.89989

Finariel Greenleaf
Elf Warrior

bb349ee4e734c771abda01033151c69a.png

Glenn Maerson
Human (Werewolf) Healer


 
Last edited by a moderator:
I presume I can make my own races?
 
I'm going to see what a couple others apply with first before I post up anything. Hope that's alright.
 
  • Like
Reactions: Rion
I think I would rather rather watch this rp instead of getting involved.
 
Human:
images.jpeg
Armor:
dark armor.jpg
Leonin:
gado-br3.jpg


Race: Leonin shifter
Gender: male
Age: unknown (300 Leonin live nine times longer than any human.)
Place of birth: unknown (Tarabon)

Hero Class: warrior/berserker
Weapon(s) of choice: fangs of Fenrir
Armor type (Light, medium or heavy): heavy
Skills (Max. 5.): Leonin form: able to assume to assume the form of a Leonin. Leon can even do partial transformations. Leonin are also very resilient and can take a great deal of punishment before falling in battle.

Innate combat proficiency: able to wield most weapons and fight without a weapon.

Strength of Leo: able to lift up to two tons if not more.

Agility of Leo: able to run as fast as a full grown lion.

Leonin senses: able to see in the dark, pick up feint scents, hear things from a league away and feel even the slightest vibration.

(OOC)
Weaknesses(Min. 3): diplomacy, navigation, remembering names, large quantities of alcohol.
Reason character joined army/goal(s): to find a worthy opponent....and to avenge his family.
Personality: courageous, ferocious in battle, brutally honest, somewhat when fighting others often favoring breaking his opponents before dispatching them in the most horrible of ways.
Short bio: Leon son of Lucian, son of Craven, the heir of Leo the lion, has always been a wandering warrior. Never one to settle down, but always one to wander and fight. Until one day he received word that his family had been slaughtered by an unknown enemy. One who knew how to kill a Leonin, which very few people knew how to do. A foreign invader who studied those like him. A mercenary from another kingdom who killed for sport. He heard the call to join the army in this time of crisis. Never one to run from a fight, Leon rushed right to the camp to fight off the enemy. Fueled by not only his hunger for an exciting fight but also the thirst for vengeance, Leon set out on a hunt for the one responsible for his family's murder. He was then known as Leo's raven in addition to the various other titles he held. Rumors had spread like wildfire about him and his enchanted weapons. Some called him a monster, others a demon. But they all agreed that he wasn't human. But there were other rumors flying about Leon. Like why he was always on the move. Some think he's simply a wandering warrior, others believe he's running from something. Both are true. He wanders to flee from the memories that haunt him and to fight so he could be too busy to think about the memories that make sleep neigh impossible. He feels this war will help ease the pain of losing everyone he cared about.

Signature(IC name): Leon Corvinus

(W.I.P.)
 
Last edited:
There's something I find a bit wrong with the "ranking" of the armies. Archers would usually be considered far more important than foot soldiers and would be respected as such. Bows take a LOT more work to even be half competent in. Footsoldiers were more often than not just peasants given a 3 day education and a spear. They were considered pretty lucky if they were given armor.
 
There's something I find a bit wrong with the "ranking" of the armies. Archers would usually be considered far more important than foot soldiers and would be respected as such. Bows take a LOT more work to even be half competent in. Footsoldiers were more often than not just peasants given a 3 day education and a spear. They were considered pretty lucky if they were given armor.


You're partly right, and I have now edited the overview. The bow is usually seen as 'low class' weapon, and thus rank lower. (Few selected Kingdoms will have longbows, a weapon that do takes years of training to use)
 
So the people view it as a cowardly weapon or something? I think that'd work.
 
STILL WILL~


indigo_by_denahelmi-d8r5jst.jpg11_zpse1occqqk.jpg

My name is Dawn Sage Everest or Angeni (meaning: spirit)
Race: I'm a Elf
Gender: Of course, I'm a female
Age: At the age of 298 years old
Place of birth: Tarabon, Eswal

Hero Class: Range
Weapon(s) of choice: The bow in my armor link as well as two black-silver daggers on the back
Armor type (Light, medium or heavy): I prefer light armor (what she has on)
Skills (Max. 5.):
Herbalist- Dawn is a professional when it comes to plants which gives her an extensive knowledge on poisons as well as herbs that are good.
Cooking- An amazing cook, Dawn finds cooking to be a good way to distract herself from other things. She's learned knowledge about the plants that are both edible and poisonous.
Archery- Its very rare to see Dawn miss a target that wasn't on purpose. Through years of training as well as having a natural talent for it, Angeni always carries her bow and arrows around.
Combat- Even though she might be an expert with archery it doesn't mean that Angeni has neglected how to protect herself without the bow or dagger.
Hunting/tracking: Its not surprising that Angeni is an excellent huntress. Only hunting when food is needed though.

Arrow differences:

Poisoned arrows- The poisoned arrows within her quiver are the slightly thick arrows made of a maple tree. The most deadly of all the other arrows within her quiver, only Dawn and the elves of Eswal understood the poisons used. They are soaked in poison all night and dried during the morning, neatly placed within its own section of the quiver.

Paralyzing arrows- Made from the inside of a mystical tree within the forest of Eswal, inside of the tree is a strange purple color that Dawn has carved into several different bows. These arrows are thinner than the poisoned ones, the arrowhead smaller but still deadly sharp.

Explosive arrows- Made with nothing but silver, on the inside of is nothing but magic energy made to explode the moment it touches anything.



(OOC)
Weaknesses(Min. 3): Doesn't understand certain emotions, brute strength, magic
Reason character joined army/goal(s): Refuses to allow greedy idiots to take her home
Personality: Dawn is a quick witted woman with very observant eyes, always taking in the things people said or did. Somehow storing it in a memory bank that seemed to be able to hold a lot of memories. When it comes to guys flirting with her she'll get shy, not use to the attention and will more then likely keep her mouth shut. Scared she'll say something sarcastic or weird. When it comes to people thinking that Angeni has no bite or bark, its always a bad thing to assume. When Angeni is angry she'll bluntly tell you how she feels and if things somehow escalate, Dawn is always ready for a good fight.

With age comes experience and wisdom. While Angeni does certainly have her own sort of wisdom, its rare that she'll say it out loud. Instead, the elf prefers that people make their own mistakes and learn from it. There's a time when everyone walks around the world blind until they grow older and more knowledgeable from age and experience. Dawn has a big soft spot for children with natural motherly instincts that even she doesn't notice.




Short bio: Dawn was born and raised as a royal elf within the forests of Tarabon, Eswal. A forest that attracts wanderers because of the rumors of elves. The 3rd child of leaders, Onlaet and Alrain, Dawn was practically raised in the shadow of her two eldest brothers. Because of this her parents didn't quite care what she did as long as she didn't taint the royal family or betraying the forest spirits. Even with only the role of a princess, Dawn's job was to protect their home; like everyone else. For over 100 years she's trained with a bow, her hand to hand fighting as well as the two daggers she keeps attached to the back of her armor. Within her training, Dawn gained a friend from the forest (Ciar) that many of her fellow elves believed to be a creature of night because of its dark form, in both its small form and bigger form. At the age of 113 years old Dawn gave birth to a baby girl that she named Onyx, inspired by Ciar's color. Sadly, 10 years later her daughter's curiosity cost the life of herself as well as her father's to the beasts of the forest. It isn't unheard of for an elf of Eswal forest to lose a loved one to the forest.

While Dawn grieved, her parents began mentioning the war between King Rolf the Second and King Almoth. During the moments that Dawn wasn't stuck in her mind she would hear them mentioning how King Almoth wanted to take Tarabon. It gave her a reason to leave Eswal, a place she felt she could no longer stay. Dawn ended up leaving Eswal 5 years later.



Signature(IC name): _______Vasilisa Sage Everest____
 
Last edited:
(Changed looks of King & General)


7ea83adf442effb71b9b32170877a23f.png


Application

Race: Human
Gender: Male
Age: 80
Place of birth: Tarabon, Elmora


Hero Class: Warrior
Weapon(s) of choice: Great sword. Specially gifted warrior.
Armor type: Heavy.

Skills (Max. 5.):
Arch Attack: Rolf swings his great sword in one perfect arch, sending out a powerful shock wave.
Cleansing Flame: Burning hot flames engulf his Great Sword, sitting enemies ablaze.
Fortress: Rolf bunker down, allowing him to take a greater number of hits.

Blinding Light: Rolf's Great Sword lights up, blinding everyone nearby.
Thousand Cuts: Legendary skill only a true Hero can use. Rolf summons 1,000 magical swords to his aid.



(OOC)
Weaknesses(Min. 3):
A King's Arrogance: Even a Hero likes to brag of his skills.
The older you get: Rolf is no longer the young Hero he once was.
Thirst for blood: The Heretics shall pay.
Goal: Unknown.
Personality: Unknown.

Short bio:
Tarabon have a long history of Heroic Kings and Rulers. Some earned half the Kingdom, while others simply took down evil but brief ruling monarchs. As for King Rolf II... It is still clouded in a bit of mystery. Born in the Capital City of Tarabon, Rolf was a single son to a wealthy family. The family was rich enough to have close connection to the old King of Tarabon. However, Rolf was sent to military training already at a young age, and forced to learn the tactics of the family weapon: The Great Sword. This training unlocked his Heroic powers, making him the first warrior to wield a Great Sword with ease. With the right connections, Rolf quickly grew in the ranks.

But there was something missing in his life. Yet he never got married. He joined the Elite Circle of Heroes at an age of 35. From then on, he would serve the Kingdom for several years, slowly building up his fame even further. Until one chaotic day of the Old Kings deathbed. The Generals of Tarabon raised against the Circle of Heroes, hoping to overtake the government by having the weak King sign a new declaration transferring power to them. When the smoke settled in the castle, Rolf was the only one standing. Both the Elite Heroes and the military leaders laid dead, and the King had breathed his last breath. Rolf crowned himself the new Ruler, declaring it the wish of the Old King. From then on, he would be known as Rolf II.

Signature: King Rolf The Second of Tarabon.

1146930bf65398eb5f06977a46ab217a.png

Application

Race: Human
Gender: Male
Age: 68
Place of birth: Tarabon, Tanchico.


Hero Class: Warrior
Weapon(s) of choice: Single sword user.
Armor type: Heavy.
Skills (Max. 5.):
Rush: Oswald's movement is tripled, allowing great speed for a few moments.
For Victory!: He can boost the morale of the friendly units around him, making them fight harder.
Block: Using his sword and power, Oswald is capable of blocking critical enemy attacks.
Slash: One swing of his sword cuts through metal and skin.


(OOC)
Weaknesses(Min. 3):
Everybody must live: Nobody will be left behind.
Loyalty: Loyalty have blinded this man.
Simple personality: He is easy to figure out.
Reason character joined army: To protect the people/Justice.
Personality: A people's man. Oswald live to serve his country, fighting for those who cannot. He appreciate his soldiers and see them his equal. Something few high ranked men would ever think of.

Short bio:
General Oswald's track record match that of Rolf, if not perhaps bigger. However, in Oswald's case he had no family connections to help his promotions. Every rank came from hard work and loyalty to the crown. Born into a humble fisher family, Oswald always dreamed of the day he too could serve in the army. He would be the only Hero to stay in the military when he discovered his powers, living on the few gold coins in pay. But he loved the life with his soldiers, and that too soon had him jump from rank to rank. He was clever, and knew how to use his troops right. He was also loyal, and was therefore not involved in the military coup. It would be under King Rolf II that Oswald received the rank of General but he has still not forgotten the men he command.

Signature: General Oswald Krona
 
Last edited by a moderator:
Can I get information about Tarchico?
 
Can I get information about Tarchico?


More details have been added.
Quote:
Tarabon also have another major city, or rather it once had. Tanchico is no longer the beautiful port city it once was. Sitting next to the sea, Tanchico lies just where the river reach the ocean. Back when peace was still a thing, a lot of trade ran through this very city and into the country. Now it only manage to run by thanks to the money flow from the Capital City and all kind of shady people who now control the city. The black city and dirty seaside city now house many of the worlds more darker races. Several attempts have been made to clean up the city, but due to lack of funds it never manage to rid the city entirely.
 
Well, you are welcome to make up your own hometown. As long as it is located within Tarabon, you should be good.
 
  • Like
Reactions: Karma200
Would you like me to make a description for it?
 
I made a mining town with a cult in the northern borderlands of Tarabon. Does that sound chill?
 
Would you like me to make a description for it?

You don't need to. But if you do then I'll gladly add it to the lore.
Also, please include examples of magic spells that your character can use.


I made a mining town with a cult in the northern borderlands of Tarabon. Does that sound chill?

Sounds good. I love cults.
 
@Rion It's in your inbox. Let me know what you think of it, and then I'll elaborate on it a little more if you dig it and then post my character shortly after.

@Victor Markov Still working on your character sheet? I'd like to see what everyone else is going for first before I lock in my Mage.
 
Status
Not open for further replies.