- Invitation Status
- Posting Speed
- Multiple posts per day
- 1-3 posts per day
- One post per day
- 1-3 posts per week
- Writing Levels
- Intermediate
- Adept
- Advanced
- Adaptable
- Preferred Character Gender
- Primarily Prefer Male
- Genres
- High Fantasy (things dealing with magical worlds, often with multiple races think final fantasy and its many varying incarnations), Dark Fantasy (fantasy dealing generally with darker themes such as monsters and demons), Action, Supernatural
IC
Plot
The kingdom of Atlusia is currently besieged by a plague of Hollowmen who are roaming through the countryside destroying every human settlement they come across. This is believed to be an attack from a clan of necromancers originating from the Kingdom of Xine to the south, one of the last kingdoms in the west continent to resist the imperial authority of the Atlusian crown. The 'Hollow Plague' as it has come to be known has proved to be an efficient, undeterred, and incredibly thorough magical force, wiping out several settlements and villages to the south eastern border of the kingdom within little over a week. The first three of these fell without anyone having been able to escape and warn the kingdom of the attackers that laid siege to it at the present. Squads of knights and royal mages were dispatched to deal with the problem, but were somehow overpowered by the powerful necromancers and their horde as scouts report that its movement has been unhindered. As the horde makes its way out of the southern farmlands and through the sliver road (the only passage through the mountain range that separates the southern quarter of the kingdom from the rest of it) it will inevitably find itself at the gates of the fortress town of Namban to the southeast. There, in the small but well defended town, the king's forces have set up fortifications and gathered elite troops and several college mages to stand against the invading necromantic force and put an end to this evil assault on their frontier.
Theirs is a doomed mission. The horde is many times larger than their scouts reported, and among the ranks of the plague are beasts that no man would ever think to face on the field of battle even in his most horrid nightmares. Namban will fall, but it will not see the same fate as the conquered settlements to the south. There will be survivors to tell it's tale, and tell its tale they will have to, for it will be their duty to warn the capital of the Plague's true nature. They will be the only ones left alive to tell of how the plague is truly a congregation of masterless hollowmen who draw power from the earth itself. They will journey across the kingdom, racing against time and the plague itself so that they may war their king of this danger. Warn him so he may muster up his armies and stop the growing horde in its tracks before it becomes a swarm of undead monsters too great for the kingdom to face. The fate of their kingdom will rest upon the shoulders of their ability to survive the journey.
Of these misfits who were never born to be heroes, this gruesome tale will be theirs.
General Description
So, this will be a medieval fantasy zombie apocalypse roleplay. Magic will exist in this world (and its workings are extensively explained) but it won't be anything on the level of what is observed in series such as Final Fantasy and the like. It is meant only to serve as a compensation for the fact that in this world there won;t be any firearms or cars to help our characters out like there would be in a modern zombie setting. Just like having guns and cars won;t guarantee your survival in a modern zombie outbreak though, neither will possessing magic in this.
Beyond being set in a medieval fantasy setting though, this rp has one more major twist
character classes.
In this rp, players will have the ability to choose from one of ten preset character classes each with their own specific advantages, weaknesses, and personality traits. Only one character per class will be accepted, with a maximum of 5 accepted players not counting myself (meaning it will be impossible for one instance of this rp to have all classes present). there will also two extra special classes that are reserved fro the GM. The player's actions throughout the story are what will decide which of these classes my own character will be, and for the beginning of the rp i will not have a character myself and instead only post events that the players will have to react to. Much like a more traditional DM for tabletop rp games.
World Information
Character Classes
LEADERS
Capable all-rounders with diverse skills, Leaders, as their name implies, are at their peak when they can command and guide others. While possessing no great specialty themselves, they possess the skills to rally others together, which is indispensable in times of hardship.
Guard Captain
Adventurer
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CASTERS
Practitioners of the magical arts. Bad to useless in direct combat, but benefit from great versatility and unique capabilities thanks to their craft. Requires time to cast spells but can often be the deciding factor between life and death
Magus Scholar
Sister of Peace
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ROGUES
Specialists by nature, Rogues posses a wide variety of skills that turn their home field into a veritable playground for them. Typically bad in direct combat but usually make up for this with abilities that favor a more skillful and discrete approach.
Huntress of the Wilds
Thief
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WARRIORS
Warriors are classes centered almost exclusively (whether directly or indirectly) on combat, with specialties in either offense or defense that can't be rivaled by any other class. In a time filled with so much death, warriors who ensure it falls on others rather than themselves or their allies are almost indispensable.
Executioner
Imperial Knight
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SPECIAL
Powerful and diverse hybrids with incredible strength but crippling drawbacks. Special classes add a whole new layer to the story and gameplay (GM only)
Shaman
Necromancer
Character Template
Name: (your character's name)
Age: (how old he/she is)
Gender: (male or female, choice only open to classes with the M/F indication)
Class: (what class your character is)
*Appearance: (what your character looks like, picture or description are fine)
Weapon of Choice: (what your character's go-to weapon is, must fit in with their class specialties)
Equipment: (what equipment your character carries, determined by class)
*Possessions: (any extra items your character might carry, such as a ring or memento of some sort, can not be items with a self-evident use in combat or survival that your character's class doesn't have access to like a map or sword)
*Personality: (Important personality traits belonging to your character)
History: (your character's history up to his point. Important events in their lives and how they have crafted your character into who they are today)
Roster
Buio (DiAngelo) as GM
Incubus Prince as Magus Scholar Orin Sylvari
Sir Basil as Guard Captain Rhisiart Aenurin
Vexor as Executioner Skjalar Idasson
Tanstin as Imperial Knight Wallace Daegran
Namora as Huntress of the Wilds Clarice Eryn Deveraux
Plot
The kingdom of Atlusia is currently besieged by a plague of Hollowmen who are roaming through the countryside destroying every human settlement they come across. This is believed to be an attack from a clan of necromancers originating from the Kingdom of Xine to the south, one of the last kingdoms in the west continent to resist the imperial authority of the Atlusian crown. The 'Hollow Plague' as it has come to be known has proved to be an efficient, undeterred, and incredibly thorough magical force, wiping out several settlements and villages to the south eastern border of the kingdom within little over a week. The first three of these fell without anyone having been able to escape and warn the kingdom of the attackers that laid siege to it at the present. Squads of knights and royal mages were dispatched to deal with the problem, but were somehow overpowered by the powerful necromancers and their horde as scouts report that its movement has been unhindered. As the horde makes its way out of the southern farmlands and through the sliver road (the only passage through the mountain range that separates the southern quarter of the kingdom from the rest of it) it will inevitably find itself at the gates of the fortress town of Namban to the southeast. There, in the small but well defended town, the king's forces have set up fortifications and gathered elite troops and several college mages to stand against the invading necromantic force and put an end to this evil assault on their frontier.
Theirs is a doomed mission. The horde is many times larger than their scouts reported, and among the ranks of the plague are beasts that no man would ever think to face on the field of battle even in his most horrid nightmares. Namban will fall, but it will not see the same fate as the conquered settlements to the south. There will be survivors to tell it's tale, and tell its tale they will have to, for it will be their duty to warn the capital of the Plague's true nature. They will be the only ones left alive to tell of how the plague is truly a congregation of masterless hollowmen who draw power from the earth itself. They will journey across the kingdom, racing against time and the plague itself so that they may war their king of this danger. Warn him so he may muster up his armies and stop the growing horde in its tracks before it becomes a swarm of undead monsters too great for the kingdom to face. The fate of their kingdom will rest upon the shoulders of their ability to survive the journey.
Of these misfits who were never born to be heroes, this gruesome tale will be theirs.
General Description
So, this will be a medieval fantasy zombie apocalypse roleplay. Magic will exist in this world (and its workings are extensively explained) but it won't be anything on the level of what is observed in series such as Final Fantasy and the like. It is meant only to serve as a compensation for the fact that in this world there won;t be any firearms or cars to help our characters out like there would be in a modern zombie setting. Just like having guns and cars won;t guarantee your survival in a modern zombie outbreak though, neither will possessing magic in this.
Beyond being set in a medieval fantasy setting though, this rp has one more major twist
character classes.
In this rp, players will have the ability to choose from one of ten preset character classes each with their own specific advantages, weaknesses, and personality traits. Only one character per class will be accepted, with a maximum of 5 accepted players not counting myself (meaning it will be impossible for one instance of this rp to have all classes present). there will also two extra special classes that are reserved fro the GM. The player's actions throughout the story are what will decide which of these classes my own character will be, and for the beginning of the rp i will not have a character myself and instead only post events that the players will have to react to. Much like a more traditional DM for tabletop rp games.
World Information
Hollowmen and The Hollow Plague
Normally speaking, a Hollowman, like any magically conjured creature or puppet, requires a constant supply of magical energy from its creator to remain active. Once the necromancer stops supplying his hollowman with the energy it requires, it soon thereafter ceases to function and returns to being a regular corpse. The particular breed of hollowmen that populate the Hollow Plague, however, (hereafter referred to as Plague Hollowmen) seem to act independently from any sort of necromancer, instead drawing energy from the very ground they walk on, as well as their dying victims. As such, the passing of the plague is always marked with a barren, lifeless landscape where all vegetation has died off, it's life energy having been sucked out by the passing horde.
Furthermore, the name 'plague hollowmen' is fitting in more ways than one. The curse that animates these corpses is rooted in a biological virus ingrained in every fibre of their rotting flesh. If any bodily fluid or part of plague hollowman finds it way onto an open wound or into the digestive system, the victim will irreversibly become infected. Once infected, the victim will gradually succumb to the curse, the process varies between subjects as it is both physical and magical in nature. Young and healthy individuals with knowledge on resisting magical effects can delay the effects of the curse for several weeks if they are lucky. Conversely weak and old subject with a poor resistance to magic will be turned within as little as 72 hours. The end result is always the same though, as the virus is incurable and the curse thus unliftable, the infected will eventually lose his sense of self completely and turn into a mindless plague hollowman. Furthermore, if one were to die after becoming infected (say, by the hands of the hollowman who probably infected you in the first place), the victim will be reanimated as a hollowman themselves within a matter of minutes regardless of their physical build or health, or prior resistance to magic.
Plague hollowmen follow a very simple behavioural pattern, while their cognitive capabilities are limited at best, they seem to have the innate ability to sense life energy and death magic on a rudimentary scale. They recognize one another by the death magic that animates them all and group together in hordes, moving as a single unit towards high concentrations of life energy, typically human settlements, and spread the virus by killing and infecting as many humans as possible, turning them into plague hollowmen that will join them in their death march. Hollowmen are also notoriously difficult to kill by regular means. Typically, as with any magically conjured creature, it is advised that one find the source of their power (most often the mage who animated them) and cut it off. In this case, however, the hollowmen are semi-autonomous, meaning they must be dealt with directly. Being already dead, it is remarkably difficult to kill hollowmen, vital organs have, for the most part already fut down, and the large majority of them have already lost all the blood in their bodies from wounds they received that will never heal. Their muscles even provide a mostly secondary role in their animation, the curse taking over when the muscles would be otherwise too damaged or absent to operate the limbs by themselves. They are still, however, reliant on their eyes and ears to move and hunt, and thus on their brains to process that that information. Decapitation or otherwise destroying the brain is typically the only way to 'kill' a hollowman. A decapitated hollowman corpse will keep moving for a while but will most likely fall down comically within a few seconds and once the magic that supports it runs out, trying to animate it all by itself now, the corpse will return to being a normal one.
To add to the variations plague hollowmen have on the typical breed, they possess in their ranks several frightful mutations to their natural state, they are as follow.
Magic
>General Workings
In the world of Atlusia, Magic is essentially the study of the metaphysical laws of cause and effect that govern reality as is understood by the human mind, as well as the science of manipulating these laws as one desires. Every action taken, every word spoken, every noise made, every gesture done has an impact on the forces of reality beyond what can be observed strictly in the physical realm. Through the understanding of what action has what impact on the laws of reality, one can perform a series of actions that have an unexpected impact upon reality that, to the layman, appear to be pure mysticism.
For example, a magical incantation accompanied by hand gestures that result in a magician creating a small flame in his palm, is in fact a series of incredibly specific noises and movements that, taking the laws of reality's cause and effect into account, 'trick' the universe into believing that the 'cause' of a match being lit has occurred. The universe then balances itself out by creating the 'effect' of fire being born, seemingly out of thin air.
Magic, in this world, is generally divided into two major categories. Pure magic and Base magic.
>Magical Terms
Sisterhood of Peace
A religious, non-political, but highly respected organization composed entirely of women that is spread all over the western continent. The sisters of peace offer prayer to one nameless goddess who represents boundless love, kindness, and good will towards mankind, and as her devotees the sisters work to spread these values through their every action. They have churches and temples in nearly every major city across the continent (and in several smaller settlements as well), and work tirelessly as healers, spiritual councillors, caretakers and even occasionally lawyers in order to promote peace of not only body but mind and soul as well. They have all taken vows of celibacy and are forbidden from ever ending a human life, even in self defence.
The difference between a temple and a church in their order is that a temple will hold within a private shrine containing a statue of the goddess in which chosen sisters may meditate in solitude, cutting themselves from the outside world in order to deepen their bond with the goddess. Temples also play home to a Temple Mother, the sister who is of highest authority within the region. Because of these facts a temple is nearly always a grand edifice of beautiful but simplistic and pure architecture. A church, on the other hand, is any edifice overseen by one or more Sisters that is dedicated to the general worship of the goddess, as well as the spread of her kindness in the mortal world. Temples are usually only found in large cities, and only one or two per kingdom generally exist.
When a sister of the peace is found to have great magical potential, she is considered 'blessed' by their goddess, and is instructed in the magical healing arts of miracle casting by other sisters with the same abilities. Once she has mastered these arts, she is granted the title of 'Adept', one held in high reverence by the sister, and makes her authority second only to the temple mother of her region (and is often trained to become the successor to that temple mother, resulting in a high number of temple mothers being capable of casting miracles as well).
The Imperial Kingdom of Atlusia
The imperial kingdom of Atlusia is the bed of a great empire that has reached far and wide across the northern half of the western continent.
The reason it is called an 'imperial kingdom' is steeped deeply into the cultural myths of the kingdom. Legend tells that several thousand years ago, Aetluz Misei the first Atlusian king (and the man after which the kingdom was named) led a mighty campaign of conquest in which he fought all other armies of the western continent (and some stories claim the entire world) and unified their nation under his banner, bringing the world in a golden age of prosperity and peace during his rule.
So mighty was he as a man, that as his body withered and decayed through old age, his spirit remained fierce and untamed, surviving the passing of his mortal coil and continuing to lead his kingdom even after death. The god were angered that a mortal was daring to transcend death, and sent several of their emissaries to strike down the spirit king and send him to teh afterlife, but all challengers could do nothing against the greatness of king Aetluz. Eventually the spirit king challenged the gods themselves to come and take him. Infuriated by his hubris, the gods accepted the challenge and one by one met him in honourable combat. One by one these elder beings fell to his indomitable will. When the last god fell and they knew they had been bested, they relented in their quest to dethrone the spirit king, and instead offered him a new crown. Souls could not remain bound to the mortal realm after passing, this was divine law, however they knew that Aetluz was too great to find peace within the afterlife, and instead offered to take him to their divine realm, where eh woudl reign as god emperor, and watch over not only his kingdom, but all of creation for eternity.
Aetluz accepted the offer, and named his closest still living descendant King of Atlusia by divine providence, mortal vessel of the god emperor's will on earth. The spirit king then left this world in company of teh gods, and ascended to his rightful position as god emperor.
Throughout the ensuing millennia, time marched on, and the once indomitable Atlusian kingdom (refered to as the 'golden kingdom' by historians) became fractured, consumed by political division and the claims to glory of other men wishing to create their own dynasties, and the great empire fell, shttering into dozens and then hundreds of warring independent nations.
Two hundred years ago, however, the fourth king of Atlusia's third imperial dynasty discovered the old texts telling the legend of the kingdom's former glory and set out to rectify its now miserable state. Launching a campaign of conquest with the same goal of unification as his legendary forefather, the king becan invading and annexing neighbouring nations, imposing on them the law of imperial decree. As part of their status as lands within the God emperor's divine empire, they were allowed to retain their independence as autonomous kingdoms, as well as the practice of whatever religion they wished. But they were now to show fealty and pay tribute(taxes) to the Atlusian kingdom, and needed to re-write their scriptures in according to divine mandate, acknowledging that the god emperor Aetluz Misei reigned over any gods or spirits they offered prayer to.
The campaign was highly successful across the north, even as the fourth king did and was succeeded by is son, but Atlusia had a mighty rival to the south. The kingdom of Xine, just across the mighty southern Requas river. For all of Atlusia's military might, their navy was severely lacking (being landlocked in all directions other than south), a stark contrast to Xine's great naval fleet. Through several attempts, Atlusian forces were never capable of successfully crossing the channel and launching a sufccesful invasion of Xine. Going around the long way wasn't an option either, as news of Xine's repeated defence against the expansionist empire rallied teh suthern kingdoms to their cause, birthing a combine known as 'The Southern Black Coalition'. Named in honour of Xine's black and silver flag, the coalition was a union of the southern kingdoms, brought together by their shared refusal to bow down to the empire that had swept across the northern continent.
Now is the time of the Seventh King of the Third dynasty in atlusia. The western continent is evenly divided between the empire to the north, and the coalition to the south. For the last thirty years a tenuous peace has reigned between the great superpowers, both realizing that they were incapable of mounting a crushing enough offence that would turn the centuries-long stalemate to their favour. Tension, however, are always high, and skirmishes between kingdoms of the empire and kingdoms of the coalition are frequent. As each super power continuously looks for chinks in their enemy's armor and for new weaposn to use against them, it is only a matter of time before all out war breaks out again.
Hollowmen are, in essence, the living dead. They are a product of necromancy, otherwise known as 'death magic', in which a mage or 'necromancer' reanimates a corpse. Take note that this is in no way cheating the rules of life and death, a soul that has been liberated from this world can not be brought back into its mortal coil. The animation of a corpse through necromancy makes hollowmen no more 'people' than a geomancer's animated golem is likely to become an accountant. Hollowmen are mindless creatures bound to the will of the mage who summoned them, nothing more.Normally speaking, a Hollowman, like any magically conjured creature or puppet, requires a constant supply of magical energy from its creator to remain active. Once the necromancer stops supplying his hollowman with the energy it requires, it soon thereafter ceases to function and returns to being a regular corpse. The particular breed of hollowmen that populate the Hollow Plague, however, (hereafter referred to as Plague Hollowmen) seem to act independently from any sort of necromancer, instead drawing energy from the very ground they walk on, as well as their dying victims. As such, the passing of the plague is always marked with a barren, lifeless landscape where all vegetation has died off, it's life energy having been sucked out by the passing horde.
Furthermore, the name 'plague hollowmen' is fitting in more ways than one. The curse that animates these corpses is rooted in a biological virus ingrained in every fibre of their rotting flesh. If any bodily fluid or part of plague hollowman finds it way onto an open wound or into the digestive system, the victim will irreversibly become infected. Once infected, the victim will gradually succumb to the curse, the process varies between subjects as it is both physical and magical in nature. Young and healthy individuals with knowledge on resisting magical effects can delay the effects of the curse for several weeks if they are lucky. Conversely weak and old subject with a poor resistance to magic will be turned within as little as 72 hours. The end result is always the same though, as the virus is incurable and the curse thus unliftable, the infected will eventually lose his sense of self completely and turn into a mindless plague hollowman. Furthermore, if one were to die after becoming infected (say, by the hands of the hollowman who probably infected you in the first place), the victim will be reanimated as a hollowman themselves within a matter of minutes regardless of their physical build or health, or prior resistance to magic.
Plague hollowmen follow a very simple behavioural pattern, while their cognitive capabilities are limited at best, they seem to have the innate ability to sense life energy and death magic on a rudimentary scale. They recognize one another by the death magic that animates them all and group together in hordes, moving as a single unit towards high concentrations of life energy, typically human settlements, and spread the virus by killing and infecting as many humans as possible, turning them into plague hollowmen that will join them in their death march. Hollowmen are also notoriously difficult to kill by regular means. Typically, as with any magically conjured creature, it is advised that one find the source of their power (most often the mage who animated them) and cut it off. In this case, however, the hollowmen are semi-autonomous, meaning they must be dealt with directly. Being already dead, it is remarkably difficult to kill hollowmen, vital organs have, for the most part already fut down, and the large majority of them have already lost all the blood in their bodies from wounds they received that will never heal. Their muscles even provide a mostly secondary role in their animation, the curse taking over when the muscles would be otherwise too damaged or absent to operate the limbs by themselves. They are still, however, reliant on their eyes and ears to move and hunt, and thus on their brains to process that that information. Decapitation or otherwise destroying the brain is typically the only way to 'kill' a hollowman. A decapitated hollowman corpse will keep moving for a while but will most likely fall down comically within a few seconds and once the magic that supports it runs out, trying to animate it all by itself now, the corpse will return to being a normal one.
To add to the variations plague hollowmen have on the typical breed, they possess in their ranks several frightful mutations to their natural state, they are as follow.
Plaguebearers are at times resulted from a mage or person with strong magical potential becoming a plague hollowman. Plaguebearers, while being physically no different from a regular plague hollowman, constantly produce an evil miasma from their pores that is filled with the same dark magic that animates them. This makes them quite dangerous because even being in the vicinity of one, or worse, several, can infect you with the plague virus without you ever having come in physical contact with a hollowman. It is theorized that plaguebearers are what form the core of an Abomination, but his is yet unconfirmed.
Banshees are a rare mutation that only occurs in women turned into hollowmen. As their name implies, banshee a capable of giving of a powerful and sustained scream when faced with danger. This scream, on top of being at a volume great enough to sometimes cause permanent hearing damage to anyone too close to the banshee when she starts and forced to endure it for any extended period of time, will summon any hollowman within miles to converge on her location, often flash-swarming whatever humans the screamer may have found herself confronted by.
Orphans are, quite horrifyingly, one of the most common mutations. Only occurring in children under the age of 15, Orphans present the possibly most physically drastic mutation outside of the unholy amalgam that is the Abomination. Orphans' skin becomes ashen gray and their very bone structure chances to permit fluid movement on all 4 limbs. Their nails grow into claws and their teeth become fangs. Orphans typically move in groups of 3-5 to make hunting prey easier. Orphans are nimble and incredibly agile when compared to other hollowmen, chasing down prey at shocking speeds. They will typically attempt to swarm a single target at a time from various angles at a time, attacking together after one of their kind has managed to blind the target with a jet of sticky bile. They show significantly more cognitive ability than the regular hunters not only in the way the gang up on prey, but in how they can lay rudimentary traps. If they notice an unwary human coming their way, they will roll up around themselves, looking like rough boulders thanks to their ashen skin and deformed physiology to anyone not paying attention and will uncoil themselves and attack all at once when their target is situated between them. the smaller build of orphans lets them economize on magical energy, but their fast movement and higher thinking makes them use up more energy than normal hollowmen nonetheless, so when they kill a prey their tend to voraciously feed on its flesh, draining every ounce of life energy from it that they can to fuel themselves, as a result, there is rarely enough left over afterwards to create a new hollowman from the remains.
their modified physiology is not without weakness however, their bones are now quite brittle and it does not take much force to break them. Their higher cognitive ability has also made them capable of recognizing danger on some primal level, which has made them into rather cowardly hunters who only attack when they believe they have the upper hand. killing one or two is usually enough to scare the rest off, and attacking a group before they realize your presence will send them into a disorganized panic.
Because they use up so much energy in moving and hunting, they will typically ride on the backs of abominations, hooking onto their flesh with with their sharp claws when the horde is moving from one settlement to another. This both saves them from using energy to walk, and allows them to draw on power generated from the abomination's core. Once an attack on a settlement has begun, Orphans who are low on energy will typically converge on the nearest plaguebearer to absorb the magical energy found in his dark miasma before returning to the hunt. For some reason, Orphans are extremely protective of Banshee and hearing one's scream will send them into a killing frenzy where they will not rest until whatever threatens her is dead, regardless of how many of their own fall.
their modified physiology is not without weakness however, their bones are now quite brittle and it does not take much force to break them. Their higher cognitive ability has also made them capable of recognizing danger on some primal level, which has made them into rather cowardly hunters who only attack when they believe they have the upper hand. killing one or two is usually enough to scare the rest off, and attacking a group before they realize your presence will send them into a disorganized panic.
Because they use up so much energy in moving and hunting, they will typically ride on the backs of abominations, hooking onto their flesh with with their sharp claws when the horde is moving from one settlement to another. This both saves them from using energy to walk, and allows them to draw on power generated from the abomination's core. Once an attack on a settlement has begun, Orphans who are low on energy will typically converge on the nearest plaguebearer to absorb the magical energy found in his dark miasma before returning to the hunt. For some reason, Orphans are extremely protective of Banshee and hearing one's scream will send them into a killing frenzy where they will not rest until whatever threatens her is dead, regardless of how many of their own fall.
It is still unsure how these hellish creatures are created, some theorize that the black, death-magic filled miasma of plaguebearers has something to do with it, but these speculations have not yet been confirmed. What is known about abominations, however, is that they are thankfully the rarest occurrence of mutated hollowmancreature. They are towering giants, standing at approximately 20 feet tall and seemingly composed of dozens of other hollowmen plus various detached limbs whose flesh have fused together to create one hulking, bipedal monstrosity. They are especially hard to kill because they have no proper 'head' as it were, being a collection of corpses piled together to vaguely resemble a humanoid shape. They instead have a core or 'heart' within their chest that acts as the central generator of the immense amount of death magic that is required for their sustained existence, this is where the theory that one or more plaguebearers is involved in the creation of said core comes from, since the miasma they give off is full of potent death magic. Destroying the core is the only recorded way to kill an abomination, but little other than a well-placed ballista bolt has the potential to even reach the core past the thick layer of flesh and bone, much less damage it beyond use.
>General Workings
In the world of Atlusia, Magic is essentially the study of the metaphysical laws of cause and effect that govern reality as is understood by the human mind, as well as the science of manipulating these laws as one desires. Every action taken, every word spoken, every noise made, every gesture done has an impact on the forces of reality beyond what can be observed strictly in the physical realm. Through the understanding of what action has what impact on the laws of reality, one can perform a series of actions that have an unexpected impact upon reality that, to the layman, appear to be pure mysticism.
For example, a magical incantation accompanied by hand gestures that result in a magician creating a small flame in his palm, is in fact a series of incredibly specific noises and movements that, taking the laws of reality's cause and effect into account, 'trick' the universe into believing that the 'cause' of a match being lit has occurred. The universe then balances itself out by creating the 'effect' of fire being born, seemingly out of thin air.
>Magic TypesMagic, in this world, is generally divided into two major categories. Pure magic and Base magic.
Pure Magic is magic that creates an effect (a flame being created) to which there is no physically observable cause (a match meeting the friction required to light it). Because one is effectively creating something out of nothing pure magic is incredibly complex and difficult to master. It would take a mage decades of study and a considerable amount of talent to cast even the most basic 'pure magic' spells. The above example of a mage creating a small candle flame in their hands from nothing is such an example of pure magic.
Base Magic comprises the majority of magic that has so far been observed and developed in the world. It is magic that has root in the physical world but bends (rather than breaks) its laws to the magician's benefit. If creating the flame of a lit match without actually lighting one is an example of pure magic, then lighting a match and in following casting a spell that makes its flame burn as brightly or as intensely as a torch is an example of 'base' magic. One takes a 'cause' that is already present (the match being lit and creating fire) and, through the manipulation of the laws of reality by use of chants/gestures/symbols/what have you, changes it into a similar 'cause' (a torch being lit and creating fire) in order to obtain a new effect from the universe (the match giving off as much light/fire as a torch).
Base Magic comprises the majority of magic that has so far been observed and developed in the world. It is magic that has root in the physical world but bends (rather than breaks) its laws to the magician's benefit. If creating the flame of a lit match without actually lighting one is an example of pure magic, then lighting a match and in following casting a spell that makes its flame burn as brightly or as intensely as a torch is an example of 'base' magic. One takes a 'cause' that is already present (the match being lit and creating fire) and, through the manipulation of the laws of reality by use of chants/gestures/symbols/what have you, changes it into a similar 'cause' (a torch being lit and creating fire) in order to obtain a new effect from the universe (the match giving off as much light/fire as a torch).
'Magical Potential' is described as a person or creature's natural affinity at understanding the laws of reality and altering them through magic. Contrary to popular belief, someone with higher magical potential does not generate a greater amount of magical energy, instead they are simply more inclined to the laws of magic and can do more within the limitations of the magical energy around them than others could. it shoudl also be noted that while magical potential remains constant throughout ones life, potential alone does not denote the capabilities of a mage. It is entirely possible for a mage of lesser potential to surpass another simply by studying harder and becoming more intimately acquainted with magical theory and laws.
'Magical Energy' is the objective potential of reality-distortion through magic in a certain point in space, time, and reality. this term exists because reality in a certain area can only be bent so much by magic, the universe 'tricked' so many times, before reality begins unravelling itself. Once the breaking point is reached, the universe will cease to create desired 'effects' for a magician's created 'causes' so as to prevent a tear in reality from occurring. This phenomena is refereed to as depleting an object or area's magical energy.
As time passes, the universe will gradually distance itself from this 'breaking point', resulting in that object/area's magical energy being restored.
Certain objects, materials, shapes, creatures, and (rarely) people are natural propagators of magical energy, this is to say that their very presence in a certain space will increase the objective potential of reality distortion within that space, allowing for more magic to be cast around them before the universe reaches breaking point. A Mage's staff and the crystals they tend to carry around are both examples of such items.
Contrary to popular belief, it is very rare (if not completely unheard of) for a mage's spell tome to be one such conduit of magical energy. Usually speaking, spell tomes are more akin to scientific textbooks, containing within them the names and descriptions of several spells, as well as instruction on how to cast them as well as defend against them. The few tomes that have successfully been converted into conduits of magical energy are referred to as grimoires, and are typically only seen in the hands of Master Magi.
As time passes, the universe will gradually distance itself from this 'breaking point', resulting in that object/area's magical energy being restored.
Certain objects, materials, shapes, creatures, and (rarely) people are natural propagators of magical energy, this is to say that their very presence in a certain space will increase the objective potential of reality distortion within that space, allowing for more magic to be cast around them before the universe reaches breaking point. A Mage's staff and the crystals they tend to carry around are both examples of such items.
Contrary to popular belief, it is very rare (if not completely unheard of) for a mage's spell tome to be one such conduit of magical energy. Usually speaking, spell tomes are more akin to scientific textbooks, containing within them the names and descriptions of several spells, as well as instruction on how to cast them as well as defend against them. The few tomes that have successfully been converted into conduits of magical energy are referred to as grimoires, and are typically only seen in the hands of Master Magi.
The 'miracles' performed by adepts in the Sisterhood of Peace are technically holy magic. This is magic centring around the restoration and preservation of the body and mind. However, for religious reasons, the sisterhood does not officially recognize this fact, keeping to their tenets that their miracles are a gift from their Goddess bestowed upon chosen disciples. Unlike a studied mage casting a spell, sisters will preform the rites required to cast miracles without understanding the effects of their action on the laws of reality. This has led to some head butting between the Mages and Sisters due to the differences in their interpretations of the fundamentals behind the craft that they both master.
Magician - a general term for a practitioner of magic, usually reserved for someone who is 'self taught' or otherwise not officialy trained with any discernible sect.
Mage Apprentice - the title give to students studying in an official magical institution (such as the college in Codai). sometimes referred to as 'magelings' by those outside the magical community.
Mage - A title used to refer to a mage who has earned official certification by graduating from a state-recognized magical institution. The plural of Mage is Mages
Magus - A title given to mages who have become proficient enough in their craft that they are allowed to teach at a magical institution. Those who are noted for their remarkable intelect, or have positions as teachers at particularly prestigious institutions (such as the college in Codai) are sometimes referred to as Magus Scholars. the plural of Magus is Magi (pronounced mage-eye, not mag-ee).
Master Magus - A title given to a magus that has completely mastered at least one school of magical study. Magical institutions are generally overseen by a board of Master Magi, how many are on the board usually increases with the size and prestige of the particular institution (Codai's college, for example, has a board of 7).
Mage Apprentice - the title give to students studying in an official magical institution (such as the college in Codai). sometimes referred to as 'magelings' by those outside the magical community.
Mage - A title used to refer to a mage who has earned official certification by graduating from a state-recognized magical institution. The plural of Mage is Mages
Magus - A title given to mages who have become proficient enough in their craft that they are allowed to teach at a magical institution. Those who are noted for their remarkable intelect, or have positions as teachers at particularly prestigious institutions (such as the college in Codai) are sometimes referred to as Magus Scholars. the plural of Magus is Magi (pronounced mage-eye, not mag-ee).
Master Magus - A title given to a magus that has completely mastered at least one school of magical study. Magical institutions are generally overseen by a board of Master Magi, how many are on the board usually increases with the size and prestige of the particular institution (Codai's college, for example, has a board of 7).
A religious, non-political, but highly respected organization composed entirely of women that is spread all over the western continent. The sisters of peace offer prayer to one nameless goddess who represents boundless love, kindness, and good will towards mankind, and as her devotees the sisters work to spread these values through their every action. They have churches and temples in nearly every major city across the continent (and in several smaller settlements as well), and work tirelessly as healers, spiritual councillors, caretakers and even occasionally lawyers in order to promote peace of not only body but mind and soul as well. They have all taken vows of celibacy and are forbidden from ever ending a human life, even in self defence.
The difference between a temple and a church in their order is that a temple will hold within a private shrine containing a statue of the goddess in which chosen sisters may meditate in solitude, cutting themselves from the outside world in order to deepen their bond with the goddess. Temples also play home to a Temple Mother, the sister who is of highest authority within the region. Because of these facts a temple is nearly always a grand edifice of beautiful but simplistic and pure architecture. A church, on the other hand, is any edifice overseen by one or more Sisters that is dedicated to the general worship of the goddess, as well as the spread of her kindness in the mortal world. Temples are usually only found in large cities, and only one or two per kingdom generally exist.
When a sister of the peace is found to have great magical potential, she is considered 'blessed' by their goddess, and is instructed in the magical healing arts of miracle casting by other sisters with the same abilities. Once she has mastered these arts, she is granted the title of 'Adept', one held in high reverence by the sister, and makes her authority second only to the temple mother of her region (and is often trained to become the successor to that temple mother, resulting in a high number of temple mothers being capable of casting miracles as well).
The Imperial Kingdom of Atlusia
The imperial kingdom of Atlusia is the bed of a great empire that has reached far and wide across the northern half of the western continent.
The reason it is called an 'imperial kingdom' is steeped deeply into the cultural myths of the kingdom. Legend tells that several thousand years ago, Aetluz Misei the first Atlusian king (and the man after which the kingdom was named) led a mighty campaign of conquest in which he fought all other armies of the western continent (and some stories claim the entire world) and unified their nation under his banner, bringing the world in a golden age of prosperity and peace during his rule.
So mighty was he as a man, that as his body withered and decayed through old age, his spirit remained fierce and untamed, surviving the passing of his mortal coil and continuing to lead his kingdom even after death. The god were angered that a mortal was daring to transcend death, and sent several of their emissaries to strike down the spirit king and send him to teh afterlife, but all challengers could do nothing against the greatness of king Aetluz. Eventually the spirit king challenged the gods themselves to come and take him. Infuriated by his hubris, the gods accepted the challenge and one by one met him in honourable combat. One by one these elder beings fell to his indomitable will. When the last god fell and they knew they had been bested, they relented in their quest to dethrone the spirit king, and instead offered him a new crown. Souls could not remain bound to the mortal realm after passing, this was divine law, however they knew that Aetluz was too great to find peace within the afterlife, and instead offered to take him to their divine realm, where eh woudl reign as god emperor, and watch over not only his kingdom, but all of creation for eternity.
Aetluz accepted the offer, and named his closest still living descendant King of Atlusia by divine providence, mortal vessel of the god emperor's will on earth. The spirit king then left this world in company of teh gods, and ascended to his rightful position as god emperor.
Throughout the ensuing millennia, time marched on, and the once indomitable Atlusian kingdom (refered to as the 'golden kingdom' by historians) became fractured, consumed by political division and the claims to glory of other men wishing to create their own dynasties, and the great empire fell, shttering into dozens and then hundreds of warring independent nations.
Two hundred years ago, however, the fourth king of Atlusia's third imperial dynasty discovered the old texts telling the legend of the kingdom's former glory and set out to rectify its now miserable state. Launching a campaign of conquest with the same goal of unification as his legendary forefather, the king becan invading and annexing neighbouring nations, imposing on them the law of imperial decree. As part of their status as lands within the God emperor's divine empire, they were allowed to retain their independence as autonomous kingdoms, as well as the practice of whatever religion they wished. But they were now to show fealty and pay tribute(taxes) to the Atlusian kingdom, and needed to re-write their scriptures in according to divine mandate, acknowledging that the god emperor Aetluz Misei reigned over any gods or spirits they offered prayer to.
The campaign was highly successful across the north, even as the fourth king did and was succeeded by is son, but Atlusia had a mighty rival to the south. The kingdom of Xine, just across the mighty southern Requas river. For all of Atlusia's military might, their navy was severely lacking (being landlocked in all directions other than south), a stark contrast to Xine's great naval fleet. Through several attempts, Atlusian forces were never capable of successfully crossing the channel and launching a sufccesful invasion of Xine. Going around the long way wasn't an option either, as news of Xine's repeated defence against the expansionist empire rallied teh suthern kingdoms to their cause, birthing a combine known as 'The Southern Black Coalition'. Named in honour of Xine's black and silver flag, the coalition was a union of the southern kingdoms, brought together by their shared refusal to bow down to the empire that had swept across the northern continent.
Now is the time of the Seventh King of the Third dynasty in atlusia. The western continent is evenly divided between the empire to the north, and the coalition to the south. For the last thirty years a tenuous peace has reigned between the great superpowers, both realizing that they were incapable of mounting a crushing enough offence that would turn the centuries-long stalemate to their favour. Tension, however, are always high, and skirmishes between kingdoms of the empire and kingdoms of the coalition are frequent. As each super power continuously looks for chinks in their enemy's armor and for new weaposn to use against them, it is only a matter of time before all out war breaks out again.
Character Classes
LEADERS
Capable all-rounders with diverse skills, Leaders, as their name implies, are at their peak when they can command and guide others. While possessing no great specialty themselves, they possess the skills to rally others together, which is indispensable in times of hardship.
Guard Captain
Gender: M
Alignment: Neutral
Skills: Extensive Weapon's Training, Tactical Training,
Equipment: Sword, Shield, Crossbow, Light armor
Pros: Short and long range, Can command/inspire units in battle, harder to infect
Cons: few useful skills outside of combat
Class Description: An officer of the law that has lived in Namban for his whole life. A family man, he is the captain of the guard like his father before him, and his father's father before him, but cares more about keeping the fortress town peaceful and generally happy than ensuring that all crime be put to a halt. As such he's turned a blind eye to more than one pauper boy stealing bread from a fat, happy merchant's stall. He stays out of politics for the most part, neither pandering to the rich or busying himself helping the poor, content to simply do his job, lead his men, and provide for his family as best he can. He is skilled with a sword and buckler and is decently accurate with a crossbow, but has never had his skills tested in actual combat by anything more than (mostly drunken) untrained ruffians. Ever since the Imperial knights showed up to help prepare for the invasion he has been extremely busy helping them manage resources, mobilize his men, run training drills, plan out for possible eventualities, build defences and do more general preparation for the attack. He doesn't challenge their authority as envoys of the king, but is quick to subtly remind them that no one knows his men and his town better than he does, and that they are infinitely better off respecting his position as captain of the guard and taking his advice into consideration if they wish to mount a defence with as little casualties as possible.
Alignment: Neutral
Skills: Extensive Weapon's Training, Tactical Training,
Equipment: Sword, Shield, Crossbow, Light armor
Pros: Short and long range, Can command/inspire units in battle, harder to infect
Cons: few useful skills outside of combat
Class Description: An officer of the law that has lived in Namban for his whole life. A family man, he is the captain of the guard like his father before him, and his father's father before him, but cares more about keeping the fortress town peaceful and generally happy than ensuring that all crime be put to a halt. As such he's turned a blind eye to more than one pauper boy stealing bread from a fat, happy merchant's stall. He stays out of politics for the most part, neither pandering to the rich or busying himself helping the poor, content to simply do his job, lead his men, and provide for his family as best he can. He is skilled with a sword and buckler and is decently accurate with a crossbow, but has never had his skills tested in actual combat by anything more than (mostly drunken) untrained ruffians. Ever since the Imperial knights showed up to help prepare for the invasion he has been extremely busy helping them manage resources, mobilize his men, run training drills, plan out for possible eventualities, build defences and do more general preparation for the attack. He doesn't challenge their authority as envoys of the king, but is quick to subtly remind them that no one knows his men and his town better than he does, and that they are infinitely better off respecting his position as captain of the guard and taking his advice into consideration if they wish to mount a defence with as little casualties as possible.
Adventurer
Gender: M/F
Alignment: Neutral
Skills: Basic Weapon's training, Charisma, Journeyman's knowledge, Basic food preparation/preservation.
Equipment: Sword, Map&Compass, Provisions, spyglass
Pros: Can get along well and inspire loyalty from anyone, Knows the roads and terrain of the kingdom well
Cons: not as useful in combat or intimidating to highwaymen as the Guard Captain
Class Description: A free-spirited journeyman who goes wherever their feet takes them. Seeks the thrill of adventure and discovery wherever they go and are always sure to collect as many good tales and stories as possible during their travels so they may share it later with whomever they may meet around a campfire or mug of ale. Bard at occasions, merchant at others, the adventurer knows many tongues and, more importantly, how to use them to leave a good impression on nearly anyone, be they king or be they peasant, be they scum or be they scholar. Exuding an air of confidence from their rich and varied experiences, they always seem to know what they are doing or what should be done. They are handy with a blade when it is needed, no one would brave the wilds ad all the beasts and rogues that it brings if they were not, but prefer to avoid trouble altogether if possible, as long as it doesn't put an end to their adventures that is. As chance would have it, they were already in Namban when the procession of Imperial Knights and their Magus associates made its way into the town and news of the impending attack made its way through the populace. It was after sharing some ale with one of said knights that the adventurer learned that the supposed 'battle' was by all means going to be glorious massacre and that the Knights were more than ready to put a definitive end to the Necromancers and their undead 'plague, which was why they hadn't bothered to issue an order to evacuate the towns people. Considering that, if this information was true, they would run little risk of encountering danger in Namban during the battle, the adventurer decided to stay within the city as it would unfold and observe the events firsthand. Doubtless, the tales of 'the battle of Namban' in which many stalwart knights cut through swathes of undead abominations and struck down their necromantic masters would serve for great inspiration for some new songs to sing around the campfire or at the pub.
Alignment: Neutral
Skills: Basic Weapon's training, Charisma, Journeyman's knowledge, Basic food preparation/preservation.
Equipment: Sword, Map&Compass, Provisions, spyglass
Pros: Can get along well and inspire loyalty from anyone, Knows the roads and terrain of the kingdom well
Cons: not as useful in combat or intimidating to highwaymen as the Guard Captain
Class Description: A free-spirited journeyman who goes wherever their feet takes them. Seeks the thrill of adventure and discovery wherever they go and are always sure to collect as many good tales and stories as possible during their travels so they may share it later with whomever they may meet around a campfire or mug of ale. Bard at occasions, merchant at others, the adventurer knows many tongues and, more importantly, how to use them to leave a good impression on nearly anyone, be they king or be they peasant, be they scum or be they scholar. Exuding an air of confidence from their rich and varied experiences, they always seem to know what they are doing or what should be done. They are handy with a blade when it is needed, no one would brave the wilds ad all the beasts and rogues that it brings if they were not, but prefer to avoid trouble altogether if possible, as long as it doesn't put an end to their adventures that is. As chance would have it, they were already in Namban when the procession of Imperial Knights and their Magus associates made its way into the town and news of the impending attack made its way through the populace. It was after sharing some ale with one of said knights that the adventurer learned that the supposed 'battle' was by all means going to be glorious massacre and that the Knights were more than ready to put a definitive end to the Necromancers and their undead 'plague, which was why they hadn't bothered to issue an order to evacuate the towns people. Considering that, if this information was true, they would run little risk of encountering danger in Namban during the battle, the adventurer decided to stay within the city as it would unfold and observe the events firsthand. Doubtless, the tales of 'the battle of Namban' in which many stalwart knights cut through swathes of undead abominations and struck down their necromantic masters would serve for great inspiration for some new songs to sing around the campfire or at the pub.
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CASTERS
Practitioners of the magical arts. Bad to useless in direct combat, but benefit from great versatility and unique capabilities thanks to their craft. Requires time to cast spells but can often be the deciding factor between life and death
Magus Scholar
Gender: M/F
Alignment: Dark
Skills: Magic, Great intellect
Equipment: Staff, Magical crystals, Magic Tome,
Pros: Fastest cast time, Versatile through knowledge of several spells, Knowledgeable on several diverse subjects
Cons: Weak physique, Impatient with others (especially the slow of wit), Rude
Class Description: One of the Mages from the Arcane College in the central Atlusian city of Codai that has joined the procession of knights that have come to put an end to the Hollow Plague. Having Achieved the rank of Magus, this scholar is a well-respected professor who has become proficient in several schools of magical theory and practice and is the leading authority on magecraft in Namban at the moment, brought in for their expertise on various types of magic so as to help identify the source of the Hollow Plague's magical energy and eliminate it. While the Magus scholar is well respected amongst mages of the scholar, well liked is another matter entirely. They are strict, serious and cynical. Observing everything from a purely realistic and scientific approach, sparing no tolerance for baseless optimism or folkloric mysticism. while they are fascinated by all manner of intellectual pursuits, which has contributed to their vast knowledge on magic, they see no point in base interests such as drunken revelry or contests of brute strength and have little love for those who overindulge in such activities, making little effort to hide this fact to boot. The magus wastes no time on those who are too intellectually impaired to hold an interesting conversation with them and are quickly frustrated when they are forced explain something to someone that is beyond their understanding and requires the magus to 'dumb it down' for them. While the magus doesn't necessarily 'look down' on those less intelligent than themselves, realizing that society would not function if it were populated solely by intellectuals who loathe physical labor, and that those with 'different' strength and capabilities are important to the functioning of society, they make it quite apparent that they wish to spend as little time in the company of these people, 'essential' as they may be.
Alignment: Dark
Skills: Magic, Great intellect
Equipment: Staff, Magical crystals, Magic Tome,
Pros: Fastest cast time, Versatile through knowledge of several spells, Knowledgeable on several diverse subjects
Cons: Weak physique, Impatient with others (especially the slow of wit), Rude
Class Description: One of the Mages from the Arcane College in the central Atlusian city of Codai that has joined the procession of knights that have come to put an end to the Hollow Plague. Having Achieved the rank of Magus, this scholar is a well-respected professor who has become proficient in several schools of magical theory and practice and is the leading authority on magecraft in Namban at the moment, brought in for their expertise on various types of magic so as to help identify the source of the Hollow Plague's magical energy and eliminate it. While the Magus scholar is well respected amongst mages of the scholar, well liked is another matter entirely. They are strict, serious and cynical. Observing everything from a purely realistic and scientific approach, sparing no tolerance for baseless optimism or folkloric mysticism. while they are fascinated by all manner of intellectual pursuits, which has contributed to their vast knowledge on magic, they see no point in base interests such as drunken revelry or contests of brute strength and have little love for those who overindulge in such activities, making little effort to hide this fact to boot. The magus wastes no time on those who are too intellectually impaired to hold an interesting conversation with them and are quickly frustrated when they are forced explain something to someone that is beyond their understanding and requires the magus to 'dumb it down' for them. While the magus doesn't necessarily 'look down' on those less intelligent than themselves, realizing that society would not function if it were populated solely by intellectuals who loathe physical labor, and that those with 'different' strength and capabilities are important to the functioning of society, they make it quite apparent that they wish to spend as little time in the company of these people, 'essential' as they may be.
Sister of Peace
Gender: F
Alignment: Lawful Light
Skills: Can cast miracles, advanced medical training, advanced food preparation
Equipment: Holy Rosary
Pros: Can heal and treat wounds better than anyone(includes healing fatigue), can boost morale and mood by performing blessings on party members (neutral and light characters only) and cooking good food
Cons: Essentially useless in combat outside of support role (poor physique and refuses to harm or kill anyone), can irritate chaotic or dark allies through preaching
Class Description: A devout adept in the Sisterhood of Peace, a religious organization of nuns and priestesses who teach the word of unity, peace and love for one's fellow man that was brought down to them by their goddess. The religious group and its temples and churches pledge allegiance to no single crown or kingdom and can be found all throughout the western continent, rejecting none from receiving the blessings of their goddess, though only accepting women into service in the name of the goddess. The sister is a kind and gentle soul who is devout in her service both to the goddess and to the people of Namban, being the right hand maid of the Temple Mother there and the only adept capable of performing miracles. In keeping with the teachings of her order she is a vessel of chastity and love for all things living, having taken vows to never take a husband or a human life for as long as she is to remain in the service of the goddess. While she possesses a love for all peoples, she is especially fond of young children and loves to watch them at play when she is not busy with her work as a Sister. Her only great fault would be that she is too devout to the goddess and will often preach her teachings even when it isn't called for. Despite her generally mild nature, she has little tolerance for those who would speak ill of her order or its teachings and will defend them both steadfastly. With the approaching battle, the sister has been hard at work providing blessings to those who came to visit the temple and making preparations for the wounded they would doubtlessly have to tend to, and the dead they would have to bury after the battle.
Alignment: Lawful Light
Skills: Can cast miracles, advanced medical training, advanced food preparation
Equipment: Holy Rosary
Pros: Can heal and treat wounds better than anyone(includes healing fatigue), can boost morale and mood by performing blessings on party members (neutral and light characters only) and cooking good food
Cons: Essentially useless in combat outside of support role (poor physique and refuses to harm or kill anyone), can irritate chaotic or dark allies through preaching
Class Description: A devout adept in the Sisterhood of Peace, a religious organization of nuns and priestesses who teach the word of unity, peace and love for one's fellow man that was brought down to them by their goddess. The religious group and its temples and churches pledge allegiance to no single crown or kingdom and can be found all throughout the western continent, rejecting none from receiving the blessings of their goddess, though only accepting women into service in the name of the goddess. The sister is a kind and gentle soul who is devout in her service both to the goddess and to the people of Namban, being the right hand maid of the Temple Mother there and the only adept capable of performing miracles. In keeping with the teachings of her order she is a vessel of chastity and love for all things living, having taken vows to never take a husband or a human life for as long as she is to remain in the service of the goddess. While she possesses a love for all peoples, she is especially fond of young children and loves to watch them at play when she is not busy with her work as a Sister. Her only great fault would be that she is too devout to the goddess and will often preach her teachings even when it isn't called for. Despite her generally mild nature, she has little tolerance for those who would speak ill of her order or its teachings and will defend them both steadfastly. With the approaching battle, the sister has been hard at work providing blessings to those who came to visit the temple and making preparations for the wounded they would doubtlessly have to tend to, and the dead they would have to bury after the battle.
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ROGUES
Specialists by nature, Rogues posses a wide variety of skills that turn their home field into a veritable playground for them. Typically bad in direct combat but usually make up for this with abilities that favor a more skillful and discrete approach.
Huntress of the Wilds
Gender: F
Alignment: Chaos
Skills: Advanced Archery, Tracking, Advanced food preservation, expert wilderness navigation, Flora and Fauna Knowledge, Trapping
Equipment: Bow and Arrows, skinning knife, Snares
Pros: can hunt game and identify edible plants in the wild, can navigate party through densely forested areas, can pick off targets silently and accurately at the longest distance, can skin pelts for trade and clothing
Cons: Does not get along well with men or enjoy human interaction, hates being in urban areas for an extended period of time
Class Description: A wild, independent woman who makes her home in the Fami woods to the north west of Namban. Without family and with few friends in the town, what the huntress values more than anything is her own freedom. She has been living i the woods for years and hunting in them for longer, they are where she feels most at home and she prefers running with the wolves over talking with other people. While she will occasionally make trips to the fortress town to sell animal skins she has collected, and use the coin to buy whatever materials or tools she may be in need of in the wild, she greatly dislikes being in the town for too long, becoming claustrophobic when surrounded by other people for too long, and as such rarely stays longer than a day or two in the own before heading back out for her home in the woods. She especially hates men of all ages and is just as likely to gut any one foolish enough to try and 'court' her. Despite her infrequent interactions with other humans, knowledge of her skill with a bow being unparalleled is common in Namban, earning her the title 'witch of the wilds' to many too cowardly to call her this to her face. It was for this reason that she was approached by the captain of the guard, a man whom she owed a favor, and asked to lend her bow to the defence of Namban during the ensuing battle, for adequate compensation of her choice of course. Typically the huntress would have refused, but being in the debt of a man was a state she was all too eager to get out of, and so she accepted to be part of the all but assured victory, if only to ensure he wouldn't request an even more bothersome favor at a later date.
Alignment: Chaos
Skills: Advanced Archery, Tracking, Advanced food preservation, expert wilderness navigation, Flora and Fauna Knowledge, Trapping
Equipment: Bow and Arrows, skinning knife, Snares
Pros: can hunt game and identify edible plants in the wild, can navigate party through densely forested areas, can pick off targets silently and accurately at the longest distance, can skin pelts for trade and clothing
Cons: Does not get along well with men or enjoy human interaction, hates being in urban areas for an extended period of time
Class Description: A wild, independent woman who makes her home in the Fami woods to the north west of Namban. Without family and with few friends in the town, what the huntress values more than anything is her own freedom. She has been living i the woods for years and hunting in them for longer, they are where she feels most at home and she prefers running with the wolves over talking with other people. While she will occasionally make trips to the fortress town to sell animal skins she has collected, and use the coin to buy whatever materials or tools she may be in need of in the wild, she greatly dislikes being in the town for too long, becoming claustrophobic when surrounded by other people for too long, and as such rarely stays longer than a day or two in the own before heading back out for her home in the woods. She especially hates men of all ages and is just as likely to gut any one foolish enough to try and 'court' her. Despite her infrequent interactions with other humans, knowledge of her skill with a bow being unparalleled is common in Namban, earning her the title 'witch of the wilds' to many too cowardly to call her this to her face. It was for this reason that she was approached by the captain of the guard, a man whom she owed a favor, and asked to lend her bow to the defence of Namban during the ensuing battle, for adequate compensation of her choice of course. Typically the huntress would have refused, but being in the debt of a man was a state she was all too eager to get out of, and so she accepted to be part of the all but assured victory, if only to ensure he wouldn't request an even more bothersome favor at a later date.
Thief
Gender: M
Alignment: Chaotic Dark
Skills: Lock-picking, Stealth, pickpocketing, expert urban exploration, persuasion
Equipment: Pair of steel daggers
Pros: Can move quietly and without drawing attention to himself, Can gather information through the merchant's guild quickly, Can acquire funds through thievery easily, can navigate secret passages and sewers in urban locales, Silver tongued: can get his way through smooth talking, trickery, and negotiation most of the time
Cons: Selfish and disloyal, Misogynistic, Not very useful in direct combat (relies primarily on stealth and getting the first strike in)
Class Description: A silver-tongued trickster who makes a habit of looking out only for himself and has even less respect for women than he typically does everyone else. Not much is said of this cooked thief, he remorselessly scams and pickpockets his way into a life of relative comfort and his quick wits and quick feet give him a valid exit strategy virtually ay time karma comes knocking. He always keeps a pair of nice daggers concealed on his person for when his luck does run out and more direct methods are needed. He is a respected enough member of the "Codai Merchant's Guild", a semi-legitimate but ultimately thinly veiled criminal organization for thieves, fences, brothel kings and assassins everywhere; with guild houses all over the empire, as such there are very few things of interest that happen in his neck of the woods that he is not aware of. He was planing on skipping town before the arrival of the oh so righteous knights that would have complicated his 'dealings', but was betrayed by one of his 'associates' from the guild who managed to pin several murders in the kingdom (assassination contracts, as they were) on him. It was one sticky situation he wasn't capable of slithering out of and he was apprehended by the town guard and thrown in prison. His execution is set for a few days after the battle, but he is unworried. He has cheated those who would see him dead many times before and in far worse situations, for the moment he is simply biding his time and waiting for opportunity to present itself.
Alignment: Chaotic Dark
Skills: Lock-picking, Stealth, pickpocketing, expert urban exploration, persuasion
Equipment: Pair of steel daggers
Pros: Can move quietly and without drawing attention to himself, Can gather information through the merchant's guild quickly, Can acquire funds through thievery easily, can navigate secret passages and sewers in urban locales, Silver tongued: can get his way through smooth talking, trickery, and negotiation most of the time
Cons: Selfish and disloyal, Misogynistic, Not very useful in direct combat (relies primarily on stealth and getting the first strike in)
Class Description: A silver-tongued trickster who makes a habit of looking out only for himself and has even less respect for women than he typically does everyone else. Not much is said of this cooked thief, he remorselessly scams and pickpockets his way into a life of relative comfort and his quick wits and quick feet give him a valid exit strategy virtually ay time karma comes knocking. He always keeps a pair of nice daggers concealed on his person for when his luck does run out and more direct methods are needed. He is a respected enough member of the "Codai Merchant's Guild", a semi-legitimate but ultimately thinly veiled criminal organization for thieves, fences, brothel kings and assassins everywhere; with guild houses all over the empire, as such there are very few things of interest that happen in his neck of the woods that he is not aware of. He was planing on skipping town before the arrival of the oh so righteous knights that would have complicated his 'dealings', but was betrayed by one of his 'associates' from the guild who managed to pin several murders in the kingdom (assassination contracts, as they were) on him. It was one sticky situation he wasn't capable of slithering out of and he was apprehended by the town guard and thrown in prison. His execution is set for a few days after the battle, but he is unworried. He has cheated those who would see him dead many times before and in far worse situations, for the moment he is simply biding his time and waiting for opportunity to present itself.
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WARRIORS
Warriors are classes centered almost exclusively (whether directly or indirectly) on combat, with specialties in either offense or defense that can't be rivaled by any other class. In a time filled with so much death, warriors who ensure it falls on others rather than themselves or their allies are almost indispensable.
Executioner
Gender: M
Alignment: Lawful Dark
Skills: Smithing, Heavy Weapons Training
Equipment: Battle axe, Smith's kit
Pros: Can wield the heaviest weapons, Can carry more equipment than anyone else, Can repair and maintain the party's equipment with his smith's tools, Can create new items in towns with a forge
Cons: Stern and unsociable, Unintelligent, doesn't have the skill or training to wield lighter weapons or pole-arms efficiently, very lightly armored despite ability to deal great damage.
Class Description: The executioner is a man of few words who does his job diligently with no visible passion nor remorse. When he is not wearing the cowl or sharpening his axe he is actually the town's blacksmith, and while he does the regular work of smiths, fixing horseshoes and fences and pots ad other common things for those who will pay him the coin, his true specialty lies in weapon crafting. he has a patient, dedicated, almost artistic approach to fashioning blades and hammers and maces of all kinds. he is very proud of his work and after crafting simple-looking but expertly made weapons with the patience and attention to fine detail of a skilled artisan, will then spend hours testing out each weapon by swinging them repetitively to ensure their balance and feel. He has a preference for large, heavy weapons most men could not handle. War hammers, battle axes, claymores, he will stay in his shop, diligently swinging away with these heavy weapons as if they were the lightest of things for whole nights at times. There is a certain peace of mind that is granted when one simply does the same action over and over again, and the practice shows when he dons his cowl and takes up the role of the executioner, cutting through heads with his great axe as if they weren't even there, following through in a single clean movement that meets no resistance as it cleaves through flesh and bone. He knows that his work, however forgiven by the state, is a murderer's work. He routinely puts an end to lives, cutting them short with a single motion. It is grim work, but it is necessary, and fate simply chose that he would be the one called upon to complete it, as with many things, he simply decides not to think on it any further than that.
Alignment: Lawful Dark
Skills: Smithing, Heavy Weapons Training
Equipment: Battle axe, Smith's kit
Pros: Can wield the heaviest weapons, Can carry more equipment than anyone else, Can repair and maintain the party's equipment with his smith's tools, Can create new items in towns with a forge
Cons: Stern and unsociable, Unintelligent, doesn't have the skill or training to wield lighter weapons or pole-arms efficiently, very lightly armored despite ability to deal great damage.
Class Description: The executioner is a man of few words who does his job diligently with no visible passion nor remorse. When he is not wearing the cowl or sharpening his axe he is actually the town's blacksmith, and while he does the regular work of smiths, fixing horseshoes and fences and pots ad other common things for those who will pay him the coin, his true specialty lies in weapon crafting. he has a patient, dedicated, almost artistic approach to fashioning blades and hammers and maces of all kinds. he is very proud of his work and after crafting simple-looking but expertly made weapons with the patience and attention to fine detail of a skilled artisan, will then spend hours testing out each weapon by swinging them repetitively to ensure their balance and feel. He has a preference for large, heavy weapons most men could not handle. War hammers, battle axes, claymores, he will stay in his shop, diligently swinging away with these heavy weapons as if they were the lightest of things for whole nights at times. There is a certain peace of mind that is granted when one simply does the same action over and over again, and the practice shows when he dons his cowl and takes up the role of the executioner, cutting through heads with his great axe as if they weren't even there, following through in a single clean movement that meets no resistance as it cleaves through flesh and bone. He knows that his work, however forgiven by the state, is a murderer's work. He routinely puts an end to lives, cutting them short with a single motion. It is grim work, but it is necessary, and fate simply chose that he would be the one called upon to complete it, as with many things, he simply decides not to think on it any further than that.
Imperial Knight
Gender: M
Alignment: Law
Skills: Advanced weapons training, Equestrian training, Extensive tactical training
Equipment: Plate-mail armor, longsword, Kite shield, Spear, Imperial Seal
Pros: can wield every kind of melee weapon proficiently, can use polearms, can fight on horseback better than anyone, more heavily armored than anyone else, The imperial seal he carries commands the authority of the king
Cons: has little to no patience for any acts that go against the laws of the king regardless of circumstance, expects to be served and waited on as is befitting of a knight of his stature, does not take well to having his authority or request rejected.
Class Description: One of the Imperial Knights who rode to the defense of the kingdom at Namban. Son of the king's cousin, a duke of the court, the knight was born into nobility and has been raised to be a leader of men. Served on hand and foot for the entirety of his life by maids and servants, he naturally places himself above the common folk, seeing them as vessels for his will and the will of all nobles. In his mind it is a simple give and take relationship, they submit to being ruled by the higher classes and in return those higher classes ensure the well-being and government of the kingdom. A chess game can only be won if the pawns submit to being moved according to the will of the king and, at times, sacrificed to protect said king. to him, the word of the king is absolute across the land and overrides any feeble sense of morality or selfish instinct of self-preservation. Because of this outlook, he hardly tolerates even the pettiest crime and does not stand having his position as a noble overlooked, especially by mere peasants. The knight was taught how to wield weapons from a very young age as his position as a future knight was essentially decided from birth. He is skilled in all types of melee weaponry, having a distinct preference for the particularly hard to master pole arms, being proficient in the use of everything from lances to spears to voulges, to even the odd slashing spear-weapons of the eastern continent: the naginata. While his time with the knights has taught him basic marksmanship, he has no great love for ranged weaponry. His armour will prevent anything short of a ballista bolt from reaching his flesh and his steed can simply ride him within swinging distance of the cowards and their longbows. For the battle he will serve as second-in-command to Captain-Commander Gismere, though he has been left tasked with the defence of the town itself should anything go wrong. This is mostly an honorary position since the battle is an all-but-assured crushing victory. Due to his direct lineage to the king, and the specialized imperial seal he carries that proves this, he often is given low-risk, low-danger tasks on the field of battle. A fact that annoys him but that he accepts as the will of his superiors.
Alignment: Law
Skills: Advanced weapons training, Equestrian training, Extensive tactical training
Equipment: Plate-mail armor, longsword, Kite shield, Spear, Imperial Seal
Pros: can wield every kind of melee weapon proficiently, can use polearms, can fight on horseback better than anyone, more heavily armored than anyone else, The imperial seal he carries commands the authority of the king
Cons: has little to no patience for any acts that go against the laws of the king regardless of circumstance, expects to be served and waited on as is befitting of a knight of his stature, does not take well to having his authority or request rejected.
Class Description: One of the Imperial Knights who rode to the defense of the kingdom at Namban. Son of the king's cousin, a duke of the court, the knight was born into nobility and has been raised to be a leader of men. Served on hand and foot for the entirety of his life by maids and servants, he naturally places himself above the common folk, seeing them as vessels for his will and the will of all nobles. In his mind it is a simple give and take relationship, they submit to being ruled by the higher classes and in return those higher classes ensure the well-being and government of the kingdom. A chess game can only be won if the pawns submit to being moved according to the will of the king and, at times, sacrificed to protect said king. to him, the word of the king is absolute across the land and overrides any feeble sense of morality or selfish instinct of self-preservation. Because of this outlook, he hardly tolerates even the pettiest crime and does not stand having his position as a noble overlooked, especially by mere peasants. The knight was taught how to wield weapons from a very young age as his position as a future knight was essentially decided from birth. He is skilled in all types of melee weaponry, having a distinct preference for the particularly hard to master pole arms, being proficient in the use of everything from lances to spears to voulges, to even the odd slashing spear-weapons of the eastern continent: the naginata. While his time with the knights has taught him basic marksmanship, he has no great love for ranged weaponry. His armour will prevent anything short of a ballista bolt from reaching his flesh and his steed can simply ride him within swinging distance of the cowards and their longbows. For the battle he will serve as second-in-command to Captain-Commander Gismere, though he has been left tasked with the defence of the town itself should anything go wrong. This is mostly an honorary position since the battle is an all-but-assured crushing victory. Due to his direct lineage to the king, and the specialized imperial seal he carries that proves this, he often is given low-risk, low-danger tasks on the field of battle. A fact that annoys him but that he accepts as the will of his superiors.
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SPECIAL
Powerful and diverse hybrids with incredible strength but crippling drawbacks. Special classes add a whole new layer to the story and gameplay (GM only)
Shaman
Gender: M
Alignment: Light
Skills: Astral Projection, Animal control
Equipment: war hatchet
Pros: Can control animals to do his bidding, can astrally project into the mind of other creatures and people to see the world from their eyes, only magic user who can participate in melee combat, Can get along with anyone, Can sense when hollowmen are nearby
Cons: Starts the RP already infected
Class Description: To be revealed in RP
Alignment: Light
Skills: Astral Projection, Animal control
Equipment: war hatchet
Pros: Can control animals to do his bidding, can astrally project into the mind of other creatures and people to see the world from their eyes, only magic user who can participate in melee combat, Can get along with anyone, Can sense when hollowmen are nearby
Cons: Starts the RP already infected
Class Description: To be revealed in RP
Necromancer
Gender: Indeterminable
Alignment: Chaotic Light
Skills: Necromancy
Equipment: Ceremonial Dagger
Pros: Can turn hollowmen to his control, Can turn dead party members into controlled hollowmen, immune to the plague, can sense hollowmen better than the shaman
Cons: fits of psychopathic insanity, longest casting time, feared and hated by society
Class Description: To be revealed in RP
Alignment: Chaotic Light
Skills: Necromancy
Equipment: Ceremonial Dagger
Pros: Can turn hollowmen to his control, Can turn dead party members into controlled hollowmen, immune to the plague, can sense hollowmen better than the shaman
Cons: fits of psychopathic insanity, longest casting time, feared and hated by society
Class Description: To be revealed in RP
Character Template
Name: (your character's name)
Age: (how old he/she is)
Gender: (male or female, choice only open to classes with the M/F indication)
Class: (what class your character is)
*Appearance: (what your character looks like, picture or description are fine)
Weapon of Choice: (what your character's go-to weapon is, must fit in with their class specialties)
Equipment: (what equipment your character carries, determined by class)
*Possessions: (any extra items your character might carry, such as a ring or memento of some sort, can not be items with a self-evident use in combat or survival that your character's class doesn't have access to like a map or sword)
*Personality: (Important personality traits belonging to your character)
History: (your character's history up to his point. Important events in their lives and how they have crafted your character into who they are today)
Roster
Buio (DiAngelo) as GM
Incubus Prince as Magus Scholar Orin Sylvari
Sir Basil as Guard Captain Rhisiart Aenurin
Vexor as Executioner Skjalar Idasson
Tanstin as Imperial Knight Wallace Daegran
Namora as Huntress of the Wilds Clarice Eryn Deveraux
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