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Astaroth

[*screaming into the void intensifies*]
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It varies a lot depending on my schedule, unfortunately.
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  1. Primarily Prefer Male
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Psychological horror
Body horror
Supernatural
Giallo
Splatterpunk
Dark fantasy
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Medieval fantasy
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[btn=#261c10]KNIGHTWATCH[/btn]

After the death of King Barrick, a shadow has fallen on the kingdom of Lywengarth. An usurping regent and a wicked sorcerer have conspired to steal the throne from the rightful heir. Strange creatures walk the woods at night. The soldiers of Lywengarth's armies offer no sanctuary; they take what they wish and give nothing in return. The people's only recourse lies with a group of renegade men and women who have painted themselves outlaws, who have pledged loyalty to the true crown, and who are possessed of extraordinary talents and abilities. They alone help the helpless, patrol the streets, and slay the monsters- human and otherwise- which menace the land.

They are the Knightwatch.

[btn=moda|https://www.iwakuroleplay.com/threads/knightwatch.140036/]CLICK HERE FOR THE IC[/btn]

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  • Welcome to the Info Hub for Knightwatch. You are currently viewing the OOC (Out of Character) thread. Please click each tab and read carefully for info on the roleplay.


  • [btn=#261c10]GENRES: Dark Fantasy, Swords and Sorcery, Superhero[/btn]​

    What is Dark Fantasy?

    A sub-genre that melds themes and common elements of Horror Fiction with Fantasy fiction. It is a fairly broad definition, also encompassing fantasy stories that take on a far more grim, gloomier tone than High or even Low Fantasy. Examples of this sub-genre in fiction include Stephen King's 'The Dark Tower' series and Clive Barker's 'Weaveworld'. Examples in RPGs and video games include 'Dragon Age: Origins' and Dungeons & Dragon's 'Ravenloft' setting.

    -Grumpy


    What is Swords and Sorcery?

    Swords and Sorcery is an action-oriented fantasy subgenre that combines elements of swashbuckling adventure stories with heavy magical themes and usually a bit of romance.

    Examples: Conan the Barbarian, Highlander, The Legend of Zelda, Arthurian legends/adaptations thereof


    What is the Superhero genre?

    With its roots in comic books, this genre focuses on vigilante heroes who usually 1. don recognizable costumes to disguise their identities and 2. possess superhuman abilities. Many stories also involve sidekicks, crime-fighting teams, and particular recurring villains.

    Examples: Most Marvel/DC Universe comics/related media, Heroes, The Incredibles, Sailor Moon


    How do these combine in Knightwatch?

    Lywengarth is a fantasy kingdom currently facing many grim challenges: tyrants in power, monstrous creatures roaming the land, and corrupt men. This RP will involve unpleasant and violent scenarios. However, there will also be plenty of time spent dealing with the lighter elements of adventure and romance. The Knightwatch, obviously, are the superheroes of this tale; due to the setting, any superhuman powers are derived from a magical source.


    Rating: 13+

    What this means:

    This RP is open to all ages. As such, keep in mind that younger players are around and obey the forum-wide policy regarding sexual scenes. In other words, don't do those here. You can always start your own private behind-the-scenes thread in Libertine/Liberteen. (Make sure to be aware of your partners' age group before you get too far.)

    However, be advised that there will be some graphic violence and some non-explicit sexual content. If you can't handle that, scram.


    Posting Expectation Level: ELEMENTARY+

    What this means:

    Elementary-level roleplays are ideal for those who are still learning but are comfortable with roleplay fundamentals and etiquette. An understanding of simple character roles and loose adherence to a basic plot line is expected.


    Basically, newer players are welcome and I won't be hitting anyone with a stick over their posts unless they breach common courtesy (ignoring other players' posts, trying to kill someone without consent, etc.) However, I don't want to see your medieval-fantasy-era character talking into a cell phone and I won't tolerate huge plot derailments. I would like for everyone to put in their best effort.


  • Game Master: @Astaroth
    Assistant GM: @Grumpy

    This game will be in MIXED MEDIA RP format. What this means is that we will have an In Character forum thread for downtime/character interaction/intrigue/slow plot development interspersed with fast-paced, action-oriented Chat RP events.

    red Depending on how much interest this receives, I may cap the game at 8 players OR break the players up into two or more smaller groups. In the event of the latter, I will appoint a co-GM to help run the Chat RP instances.

    We have received more interest than I anticipated, so we WILL be breaking into two groups (mostly for the charp portions, but it will apply to the forum as well; don't worry, there will be crossover and trading of group members later). I will cap accepted characters at 12.


    The chat portions will take place in our very own private chatroom, courtesy of our new chat system. This chat will be password-locked. In order to prevent random passersby to the thread from logging in, the password will be sent to accepted players via Inbox Conversation. We may have an additional OOC chatroom, also password-protected, if it looks like the public OOC box is going to be busy.

    Some chat events may be for a select group of players only, as plot reasons/scheduling conflicts require.

    Chat RP is fast-paced, and that is especially important in groups of four or more so that no one is waiting forever on their turn to post. Chat posts shouldn't take more than 10 minutes to type.

    Forum RP, meanwhile, should NOT be fast. It is okay to take up to a week or so to post a forum reply, though ideally you should post every 2-5 days. Multiple posts per day are okay now and then or for one-on-one interactions, but make sure not to steamroll anyone out of a group scene. Anyone doing this will be beaten with a stick... as will anyone who takes two weeks to post. Please do not nag other players about posting; leave that to me.

    It is not compulsory to participate in both mediums; you may choose to only post in the forum thread or only participate in the chat events. However, this may limit your ability to develop your character or participate in the plot.

    All players may, if they wish, create a sidekick or "Squire". Squires must be attached to a Knight character, whether it be your own or that of another player. Please get consent from the Knight's player before creating a Squire.

    Not every Knight has a Squire, but every Squire has a Knight.

    There is no limit on characters at this time, but please keep in mind that Chat RP is not conducive to playing multiple characters at once. You will only have one login for the chatroom.


    red Warning: My GM style focuses on in-game consequences.


    What does this mean?

    Your In Character conduct will affect your roleplay experience. If your character is a dick, their actions will catch up to them. If you decide to run off and pickpocket poor children instead of stick to the plot and save people, you will likely end up in the stocks or even the gallows. If you want to have super awesome special powers, I very well might let you... but you will get some kind of awful drawback or comeuppance to even it out.

    Your Out of Character conduct may also affect your roleplay experience. If you go too long without posting, your characters will be written out of scenes or NPCed as needed. If you are disruptive to the RP, you will not be given as many opportunities to take the spotlight. If you are enough of a dick to be booted from the game altogether, your character may be killed off, ret-conned, or written into obscurity.


    red Warning #2: Your characters may die.


    What does this mean?

    I almost never guarantee character safety in any of my games. I don't anticipate killing off the whole cast, but if even the possibility that your character will die upsets you... you might want to leave now.

    If your character dies (except in cases where you've been banned from the game), you will be allowed to submit a new character. That new character will still need to be approved before you can play again.

  • Please fill out the relevant form to apply. Accepted characters will be posted below.


    Name: Please give your birth name and (if applicable) highest peerage title.
    Knightwatch Byname: This is your alter-ego as a member of the Knightwatch, used to hide your identity from the agents of the Prince Regent.
    Other Titles: Please include any courtesy titles or other nicknames you may hold.
    Appearance: Give a brief description of your appearance and/or include a picture.
    Coat of Arms: Describe your character's signature costume and any symbols/insignias they use to identify as their Byname.
    Heritage: As a Knight, you are likely of noble birth (and possibly a legitimate knight). Give a brief description of your family background. If you are playing a peasant, you will need a good reason for your character to be involved with the Knightwatch.
    Talents/Powers: List any special abilities your character has, magical or mundane. Use common sense and try to stick to a theme. I may tell you that your character needs to be dialed down OR I might just give you terrible in-game consequences.
    Weapons: List any weapons your character routinely carries and all weapons they are proficient with. Don't get greedy.
    Loyalty: Why is your character supporting the Crown? Why are they part of the Knightwatch?


    [btn=#261c10]CHARACTER SHEET: SQUIRE[/btn]​

    Name: Please give your birth name and (if applicable) highest peerage title.
    Knightwatch Byname: This is your alter-ego as a member of the Knightwatch, used to hide your identity from the agents of the Prince Regent.
    Appearance: Give a brief description of your appearance and/or include a picture.
    Coat of Arms: Describe your character's signature costume and any symbols/insignias they use to identify as their Byname.
    Heritage: Give a brief description of your family background. As a Squire, you are not necessarily of noble birth (though it's likely). You are also probably young (13-20) and NOT titled nobility or a proper knight. If your character does not fit this pattern, you will need a good reason for them to be a Squire rather than a Knight.
    Talents/Powers: List any special abilities your character has, magical or mundane. Use common sense and try to stick to a theme. I may tell you that your character needs to be dialed down OR I might just give you terrible in-game consequences.
    Weapons: List any weapons your character routinely carries and all weapons they are proficient with. Don't get greedy.
    Squired To: Which Knight do you aid in protecting Lywengarth?

  • [btn=#261c10]CHOOSING POWERS FOR YOUR HERO[/btn]​

    You are creating a superhero. You have full creative freedom to make the character you want, but generally superheroes follow a few basic templates:


    [btn=#261c10]Thematic[/btn]​

    Thematic powersets are built around a central idea or element. A thematic hero can do just about anything that falls within their sphere of influence. E.g., a fire-themed hero could manipulate fire in whatever way imaginable.

    Examples of Thematic Heroes: The Human Torch, Storm, The Silver Surfer, Sailor Moon, The Beastmaster


    [btn=#261c10]Specialized[/btn]​

    Specialized powersets make characters masters of a particular field, with skillsets that apply only to that field. For example, a super archer would have incredible skill with a bow.

    Examples of Specialized Heroes: Hawkeye, Nightcrawler, The Flash, Rogue, Aquaman


    [btn=#261c10]Borrowed[/btn]​

    Borrowed powers revolve around the source of the power, generally supernatural or mystical in origin. All abilities the character gains are linked to the abilities or inclinations of that source. A character whose power source is demonic, for instance, might have demon-like abilities.

    Examples of Borrowed Heroes: Thor, Ghost Rider, Doctor Strange, Zatanna, The Crow


    [btn=#261c10]Enhanced[/btn]​

    An enhanced hero is simply a regular person amped up to 11. All of their powers are exaggerated physical or mental abilities, like super speed or incredible dexterity of thought.

    Examples of Enhanced Heroes: Daredevil, Captain America, Black Widow, The Hulk, Deadpool


    [btn=#261c10]Anti-Super[/btn]​

    Some heroes earn their superhero status without having any actual superpowers. What makes them super might be their special training, an unusual amount of resources, or an arsenal of gadgets and unique equipment.

    Examples of Anti-Superheroes: Batman, Iron Man, Punisher, Catwoman, Star-Lord


    You may choose any of these templates when creating your hero, or you may ignore them and go with your gut. Keep it consistent and within reason. Remember, overly ambitious powers might get you serious in-game repercussions.
  • The following are various cultural notes to consider when creating your character or interacting with others.


    [btn=#261c10]Gender in Lywengarth[/btn]​

    Women in Lywengarth have legal rights to inherit titles, own land, conduct businesses, attend the Schola, and join the military.

    This is a relatively recent bit of social progress, having been made official during King Barrick's reign. However, Lywengarth has a long history of female mercenary groups, women who one way or another snuck their way into the royal guard, and wives who "helped" run their husband's trades.

    There is some lingering social stigma, particularly in the Schola and among rural commoners, as regards female magic users. Female magicians and sorcerers are subject to prejudice from their male fellows, and "witch" is a thriving epithet.

    Stereotypes as regards gender suggest that women are better with money and matters of the home, while men are better with social graces and physically demanding tasks. Fathers are expected to take an active role in raising children, especially their heirs. Mothers are expected not to work or engage in combat while their children are nursing.

    Deviation from traditional gender roles or sexual orientations are not heavily stigmatized, largely due to widespread ignorance that such things even exist. Female/female mercenary or soldier couples are not uncommon sights, however, and are mainly accepted as a Thing That Military Women Do. Male magicians are sometimes associated with a somewhat flamboyant, gender-fluid stereotype.


    [btn=#261c10]Races of Lywengarth[/btn]​

    Lywengarth is a human nation, inhabited mainly by human folk. There are odd travelers and a few immigrants of other fantasy races such as elves, dwarves, and gnomes, but they are few and generally regarded as outsiders.


    [btn=#261c10]Noble Titles and Precedence[/btn]​

    Although the Lexicon covers these terms in more detail, noble titles are ranked in the following precedence from highest to lowest:

    The Monarch (King/Queen)

    Royals (Princes/Princesses)

    Dukes/Duchesses

    Margraves/Margravines

    Earls/Countesses

    Viscounts/Viscountesses

    Barons/Baronesses

    Knights​

    Commoners include any individuals who hold no noble title, from landowning gentlemen of means all the way down to beggars. Spouses and children of the noble peerage are also factored into precedence despite not having titles in their own right, but that usually only factors into social matters of the royal court.


    [btn=#261c10]Magic in Lywengarth[/btn]​

    Magic in Lywengarth comes from all varieties of sources. There are curses, crude ritual workings, traditional spells from a book, magic native to creatures and magical beings such as fairies and dragons, magic granted by the gods, and some magic which simply can't be explained.

    Magic is fairly common in Lywengarth these days. While centuries ago it was viewed with superstition, these days many noble and wealthy families are happy to send their kids to the Schola. The Schola is a royally-funded magic school that teaches apprentices all the way up to post-graduate students, under the jurisdiction of the Archmage (a magician appointed by his peers to the position, which he holds for life until the next Archmage is chosen). Being a teacher at the Schola is considered a prestigious position. Scholarships are available to magically-talented people of small means. Some lesser nobles who don't qualify for scholarship will nonetheless break their vaults to send their kids off for a magical education at the Schola's exorbitant academic fees.

    Anyone who studies or has studied magic is called a magician. They learn spells, potions, magical theory, etching diagrams on things, artificery, etc.

    There are people who are born with innate talent who don't have to go to school to learn how to summon a fireball or what-have-you; they just can. The term for someone with in-born magical ability is "sorcerer".

    Some branches of magic, such as necromancy, are officially condemned by the Schola and excluded from the curriculum. Anyone who practices this sort of banned magic is branded a "warlock".

    There's a social stigma about female magic users, regardless of what sort of magic they use. Until King Barrick's reign, they were not accepted into the Schola. It is considered unladylike- and frankly, kind of slutty- for women to dabble in magic. The term "witch" is used derogatorily to describe female magicians and sorcerers (usually behind their backs) and is extremely inflammatory.

    Since they were so long excluded from standard education, some organizations of female magicians did form over the years and devise their own standards of acceptable magical practices. A few have embraced the term witch, while others still find it offensive. Some of these groups have also rejected invitation into the Schola and carry on their own traditions. There are a lot of rumors and stereotypes about these groups, some so wild as to claim they kidnap children and brainwash or eat them.

    Other nontraditional magical traditions exist, but none are as organized or prominent as the stuff taught by the Schola.
  • This glossary includes setting-specific terms and proper nouns as well as more obscure loanwords from the medieval era. It will be updated periodically as needed.


    ADVISER - A high-ranking official who helps the monarch to make decisions about state business.

    BARON/BARONESS - The lowest noble rank, granted to any landowners of noble blood who cannot claim higher peerage.

    CHIVALRY - A code of conduct associated with knights and the peerage. This includes upholding a high moral standard; exhibiting virtuous behaviors such as dutifulness, honesty, and bravery; being a champion of the innocent and of good against evil; and respecting/being of service to all ladies.

    COAT OF ARMS - A unique design which represents an individual, particularly used in terms of identifying marks on shields or armor. Also refers to the distinctive symbols and costumes borne by members of the Knightwatch.

    COURTESY TITLE - An inherited title that falls in precedence below an individual's substantive, every-day title. For example, a Margrave may inherit a courtesy Viscount title from his mother's side of the family. These titles are not used except in legal terms.

    COURTLY LOVE - The socially acceptable phenomenon wherein lovers are permitted to woo regardless of marital status, so long as that love is not sexually consummated. Wooing, even overt proclamations of love, and becoming a lady's champion are all tolerated (to a degree) even if one or more parties are married to another person. (For example, Lancelot's love for Guinevere in Arthurian legend was well-known and socially acceptable up to and until the point where they did the dirty.)

    DEVICE - A design used in heraldry.

    DIFFERENCE - In heraldric terms, difference refers to alteration of a coat of arms or other heraldric device in order to show relationships between a person and the original bearer. A single undifferenced coat of arms is never born by more than one person at a time.

    DUKE/DUCHESS - The highest noble rank below the crown. They preside over a duchy/dukedom, either a territorial or administrative district of the kingdom respectively.

    EARL/COUNTESS - A noble rank of middling status, generally associated with more urban territories.

    FIDELITAS - Loyalty to the crown.

    FIEFDOM - Property, particularly land, granted to a vassal.

    HEIR APPARENT - The first in line to succeed a birthright. Their claim to succession can't be altered by the birth of another heir.

    HEIR PRESUMPTIVE - The first in line to succeed a birthright, pending the birth of a more eligible heir.

    HERALDRY - The study, language, regulation, and creation of badges, coats of arms, and other devices which are used to represent individuals (particularly on the field of battle).

    KING BARRICK PELINOR MAGNUS SEROTINA - The recently-deceased king of Lywengarth. King Barrick was a popular ruler, with a reputation for charity and an interest in the goings-on of the people.

    KNIGHT - A person granted with a title by the Crown in exchange for distinguished deeds. Also used to refer to a member of the Knightwatch.

    THE KNIGHTWATCH - A group of outlaws who have sworn loyalty to the true crown and oppose the Prince Regent. They have taken it upon themselves to enforce peace in Lewyngarth and protect its people.

    LYWENGARTH - The kingdom which serves as the setting for Knightwatch. All characters should live within the boundaries of Lywengarth.

    MAGICIAN - A person who has learned to use magic through rigorous study and training.

    MARGRAVE/MARGRAVINE - A noble rank associated with military authority, granted to peers who preside over the border provinces.

    THE PEERAGE - Nobles with hereditary titles attached to their family land, such as dukes/counts/etc, and the inheritance thereof.

    PRECEDENCE - The hierarchy of social status attached to peers of the realm. In simplest terms: Royals > Dukes > Margraves > Earls > Viscounts > Barons > Commoners.

    PRINCE REGENT ERRAMUN DILANDAU ARGENTUS SEROTINA - King Barrick's cousin who usurped the throne after Barrick's death. He has begun to insist that he be called "King Erramun" rather than Prince Regent.

    REGENT - An interim ruler, appointed to run a country when monarch and/or heir are unable due to infirmity, age, or absence. This rule is temporary until such time as the true monarch or heir is able to retake the crown.

    THE SCHOLA - The royally-funded magic school of Lywengarth, under the supervision of the Archmage. Admission is expensive, but scholarships are available to special talents.

    SIR - The proper honorific for addressing a knight, male or female. Members of the Knightwatch are given the same courtesy.

    SQUIRE - A knight's attendant, generally in training to become a knight in their own right. Also used to refer to trainees who have attached themselves to a member of the Knightwatch.

    SORCERER - A magic user who channels magic through raw talent.

    TITLE - A hierarchical rank, granted by the crown and typically passed down to descendants. It is used to denote social status and/or to ascribe ownership of land.

    VASSAL - Someone who was sworn their loyalty and service to another in exchange for protection, land, or other privileges.

    VISCOUNT/VISCOUNTESS - A noble rank granted to lower peers who administrate small provinces of the kingdom.

    WARLOCK - A magician, particularly one who deals in necromancy and dark magic.

    WITCH - A slur for a female magic user. The connotations are extremely offensive.

  • [btn=#261c10]A Short Treatise on Designing Heraldric Devices[/btn]​

    The following is a highly simplified introduction to heraldric design and interpretation. It is not meant to be a complete guide and may be selectively cut or altered from historical heraldry to fit the purposes of this roleplay and setting.

    This is optional reading and is simply intended as a resource for those players who want to use real heraldry when devising their character's Coat of Arms or actual heraldric devices.


    [btn=#261c10]Anatomy of a Device[/btn]​

    The background of a device is the FIELD, usually composed of a single color or pattern of alternating colors. Alternating colors on a field are called VARIATION. A device may also have DIVISION which splits the field into contrasting colors.

    The left and right sides of the device are referred to as SINISTER and DEXTER respectively.

    Objects on the field may include CHARGES, ORDINARIES, or SUB-ORDINARIES.


    [btn=#261c10]Simple Shapes (ORDINARIES)[/btn]​

    Ordinaries are simple objects common to devices, including various geometric shapes. Three main ordinaries are used for the shape of the field:

    CARTOUCHE - An oblong, rounded shape; an oval. Associated with priests.

    ESCUTCHEON - A shield. This is particularly popular in coats of arms.

    LOZENGE - A diamond shape. Often used by non-combative bearers of arms.

    Ordinaries can also be used as decorations within the field.


    [btn=#261c10]Background Shapes (SUB-ORDINARIES)[/btn]​

    Sub-ordinaries are simple shapes which act as a background layer behind any in-field ordinaries or charges. Two of the most common include:

    CHIEF - A horizontal bar across the top of the field.

    QUARTER - A square taking up one-fourth of the field.


    [btn=#261c10]Foreground Shapes (CHARGES)[/btn]​

    A charge is a (usually more complex) shape or symbol decorating the foreground of the field. These may include animals (real or mythical), flowers, and everyday objects or particular symbols. Humanoid figures are rarely used.


    [btn=#261c10]Colors (TINCTURES)[/btn]​

    Colors that do not follow under the five standard tinctures (azure, gules, purpure, sable, and vert) or the two metals (silver and gold) are called STAINS.

    White is considered synonymous with silver in terms of heraldry.

    PROPER means that the color is applied in a way that is true to life (e.g. a "raven in sable proper" could also be called a "raven proper" and would be understood to be black).

    Some common heraldric color terms include:

    ARGENT = silver/white
    AZURE = blue
    CELESTE = sky-blue
    GULES = red
    MURREY = maroon
    OR = gold
    PURPURE = purple
    SABLE = black
    SANGUINE = blood-red
    TAWNY = orange/orange-brown
    VERT = green


    [btn=#261c10]Patterns (FURS)[/btn]​

    Furs are patterns that cover the entire field.

    A variegated pattern with two alternating colors is called VAIR.

    A white and black pattern is called ERMINE.

    These are the two most common furs in heraldry.


    [btn=#261c10]Crests[/btn]​

    CRESTS are decorations at the peak of a device, resting atop the field. These are used to denote rank and commonly include a helmet, crown, or coronet.


    [btn=#261c10]Mottoes[/btn]​

    Some devices and coats of arms bear a MOTTO, a proverb or phrase which is used to describe the motivation or key ideals of a person, family, or group. These words are most often displayed on a scroll to the top or bottom of the field.


    [btn=#261c10]Supporters[/btn]​

    SUPPORTERS frame the field to either side and are typically human or animal figures which appear to hold up the field. Only peers of the realm are permitted to use supporters in devices.


    [btn=#261c10]Cadence and Difference[/btn]​

    Cadence and difference are used in the context of borrowing a relative's device- or elements of their device- in one's own heraldric design.

    CADENCY is the system used to implement pieces of the original design.

    DIFFERENCE is the system used to protect individual undifferenced arms. For more on difference, see the Lexicon entry.


    If you would like to do further research into heraldric design, this site is a good place to start.

    You can also use this generator to create simple heraldric designs.
  • [btn=#261c10]THE ARMSMASTER[/btn]

    imgpsh_fullsize-2-e1456978190797.jpg


    The master of arms and armory for the Knightwatch. If you need a weapon or supplies, you go to the Armsmaster. He also helps to train Squires in basic martial techniques and proper care of steel.


    [btn=#261c10]THE GENTLEMAN[/btn]

    03d268e1a9d70eb4b9dc44021fc25ce6c02143cb-e1456978106426.jpg


    "The Gentleman" is the Knightwatch Byname of none other than Sir Guy Fedoric de Bontemps. He is notorious for his overly chivalrous attitude towards the ladies of the realm and his love of gaudy hats. More than once, he's come perilously close to having his identity discovered by an agent of the Prince Regent. His power, supposedly, lies in his superhuman charisma... and his magic sword.

  • [question]Do I have to put "Lord" or "Lady" in my Knightwatch Byname?[/question]

    Nope. That's just a part of the name of certain Knights, kind of like Captain America or Captain Marvel.

    [question]Do I have to make official heraldry for my character, like the shield you have in Lord Lionheart's bio?[/question]

    No. Everything under the Heraldry tab is optional. "Coat of Arms" in the character application is a play on words referring to your character's costume disguise. A description of your costume is what's required.

    Also, keep in mind that using your character's REAL coat of arms in their "Coat of Arms" is a dead-giveaway to their identity and could alert agents of the Prince Regent.

    [question]What ranks are available?[/question]

    Anything, but keep in mind that the higher you go, the fewer people there should be holding that rank. Dukes or Margraves are going to number less than ten in the entire country, for example.

    Margraves/Margravines are actually a special case where there are even less of them than Dukes/Duchesses, because it's a specially-awarded title only earned through military heroics (unlike other titles, which can be won that way OR in other ways) and restricted to the country's border regions only. (Countries only have so many borders.) There are probably 4-6 households which claim this title MAX in all of Lywengarth.

    [question]Is my character too powerful/not balanced enough?[/question]

    I'll accept anything that makes sense and fits the setting. But bear this in mind:

    With great power comes great amounts of fresh hell from the GM via in-character consequences. I will make you earn it, basically.
  • 03/19

    Gentle reminder to get intro posts in by Tuesday. If y'all are stuck, let me know.


    03/15

    IC is posted (a bit late, sorry). I'd like everyone to at least introduce their character by next week.

    I would also like for everyone to include a location header (as per my example in the OP) at the top of all of their forum posts to avoid confusion.

    If you aren't sure about any of the terms I've used, just ask and I'll add them to the lexicon.


    03/11

    So we're actually going to have our numbers be a little off, because Red Velvet's character is going to frequently swap groups (I planned on an odd number, dammit!). But here's how we're starting off:

    Group A
    Lord Lionheart (Othaniel Lavarene) - @Astaroth
    Little Cat (Catzia) - @Diana
    Lord Arcana (Lady Jocelyn Fullbright) - @Seiji
    Tidemaster (Aaron Reignhold) - @QuakeUPSB
    Sir Tempest (Sir Eirichal Naesin the Fourth) - @Moonlit Blade
    Arken Gold (Jericho Swain) - @Tyrannosaurus Rekt

    Group B
    The Prince of Smoke and Mirrors (Justinian de Lanier) - @Grumpy
    Lotus (Ayshira Siangh) - @Red Velvet
    The Royal Analyst (Connor Jon Isra) - @Jakers
    Archangel (Antain Osterwick) - @Dullahan
    Spoken (Nivrant Pniac) - @Cerulean
    Deathwatch (Kachimaj Vath Rheanrad) - @Rain of the Night

    Remember, we're not going to be confined JUST to these groups. There will be times when everyone is involved in a scene/event and times when characters switch places or tag along with the other team or when we do something with just Squires or just Knights, etc.


    03/10

    You guys have until midnight US Central to get your sheets done. At that point, no dice. I need to be able to write IC intro with an idea of who is playing and be able to divvy up the groups.

    IC itself (forum thread) will be up by Monday.


    03/08

    We are now at 11/12 (I'm not counting myself) but I'm giving preference to @Crow or @Auntie Phaz for the 12th spot. Get it in by Thursday.

    Signups are closed to anyone else unless those two back out.


    03/06

    @Grumpy will be my lovely assistant, which should surprise approximately no one.

    He'll help with coordinating our chat events and keeping everyone wrangled in the forum thread.

    ---

    Some housekeeping notes:

    My answer to @Kooriryu about magic has been added to Cultural Notes (actually did this yesterday).

    The Cast List has been updated with all accepted characters.

    I have added a few FAQs.

    I would like all character applications to be finished by Thursday the 10th at the latest.

    We have received more interest than I anticipated, so we WILL be breaking into two groups (mostly for the charp portions, but it will apply to the forum as well; don't worry, there will be crossover and trading of group members later). I will cap accepted characters at 12 (we currently have 7).
 
Name: Othaniel Lavarene, Margrave of Solveria

Knightwatch Byname: Lord Lionheart

Other Titles: "Thane", amongst close friends and kinsmen.

Appearance: Sandy-blond hair, a neatly-trimmed goatee, and blue-green eyes. Looks to be in his mid-to-late twenties.

thane-e1456972221932.jpg

Coat of Arms: Lord Lionheart wears a tawny cloak over his gilt-inlaid armor and a helm shaped like a lion's head.

coat_of_arms.png

Heritage: Othaniel is the latest Margrave and firstborn of the Lavarene line. The Lavarene family is an old family in Lywengarth, one that dates back to the days when the Schola was not yet formed and magic was treated with near-universal suspicion. As such, the family's supernatural talents have long been a close-guarded secret.

In each generation, the Lavarene heir inherits the ability to change form to that of an animal. Which animal they become is unique to the heir in question and depends on some core trait or childhood experience. The heir comes into their powers around their thirteenth year. Certain aspects of their chosen animal will also affect their abilities when in human form.

Talents/Powers:

Strength of the Lion - Superhuman strength and physical power. He can lift objects over twice his size, punch holes in solid steel, and endure heavy blows without a scratch. He has to constantly rein in his strength lest he accidentally break objects or injure people around him, however.

The Lion in His Heart - At will, he can take on the form of a golden lion, with all the physical attributes of a real lion. This is a family gift from the Lavarene line. He will lose the ability when it passes to his firstborn heir.

Weapons: Lord Lionheart's favored weapon is his oversized greatsword, taken from the family armory. It is too heavy for the average man to wield, originally having been forged as a decorative (though functional) piece.

Loyalty: Othaniel's father was a boyhood friend of King Barrick, and the king visited the family home in the border province of Solveria on more than one occasion. Othaniel has no love or trust for the Prince Regent, and is unhappy with the current plight of his people (the woods of Solveria are filled to the brim with monsters, and soldiers have begun to raid the towns in the name of "tithes" for the crown).
 
Name: Lady Jocelyn Gwendolyn Fullbright, Heir Presumptive of the Earldom of Scarborough

Knightwatch Byname: Lord Arcana

Other Titles: "The Witch" from her peers-- all behind her back, of course.

Appearance: A tall woman, pale of skin and delicate in features. Blonde hair falls in natural curls, with inquisitive green eyes under expressive eye-brows.

j1ZaKQx.png

Coat of Arms:

lMeBA18.png

Heritage: The Fullbrights own a large land estate dedicated primarily to animal husbandry, with a number of poor, but happy, peasants tending these fields and animals.

Jocelyn is the only child of the Fullbright family, her mother having died in childbirth and her father refusing to remarry after. Her father is Lord Carter Fullbright, Earl of Scarborough. Considering the social progressiveness of Lywengarth, it has never been a doubt of her both inheriting her father's estate and title--but others have questioned it, with suitors pursuing her with varying degrees of aggressiveness. Her stay at the Schola has done little to put any kind of stop to this.

Talents/Powers:

Go ahead and call me a Witch - Jocelyn is a magician of incredible talent and power. She can wield a bolt of lightning and immolating flame as easily as one practices their daily trade. Additionally, she knows everything the Schola can teach on potions, alchemy, enchantments, magical herbalism and medicine, and any number of spell and spell-like effects-- and excels at them, particularly enchantments.

Enchanted Armour (ver. II) - Using knowledge of enchantments, runes, and creating foci, wands and other arcane tools and trinkets, Jocelyn has spent months of non-stop work in creating a magical suit of armour that, to her knowledge, is the greatest weapon devised by man. As the piece de resistance of artificing, within the chest lies the core of it all: a focus gem the size of a fist that acts as a near-to never ending power supply to the armour.

Indestructible - The steel has been reinforced to withstand the force of a ballistae bolt and the shock-wave of a war mallet, and is layered with enough magical shields to take multiple magical missiles and more than a single fireball dead-on.​
Focus Fire - In either gauntlet are amplifying foci to whatever spell she might want to cast, with gems within the palm for easy bursts of amplified, raw arcane energy.​
Overcharge - Within the vambraces are stored energy runes in the case of magical exhaustion and emergencies.​
Flight - Etched into the greaves and sabatons lie a number of spells and enchantments to allow the suit flight.​
Modular Artillery - On the pauldrons both front and back are several slots for wands of varying enchantments, usually acting as backup weapons or distracting spells.​
Heads-Up Display - Finally, behind the 'eyes' of the visor are lenses that see through darkness and magnifies distance, and within the helmet is a voice amplifier and modulator, changing her voice to that of a man's.​

Weapons: A knife hidden under her dress, otherwise she goes completely unarmed. Jocelyn has very little martial training aside from very simple self-defense techniques picked up from her youth.

Loyalty: Publicly she and her family supported the Regent on his rise to power. Her father was terrified of the kind of man the Regent was and, worrying about his daughter and her future, did what he had to do: publicly supported him. In doing so, he was given the land of a neighbor and once-ally and friend who had openly opposed the Regent, and his own title and rank was increased.

Openly, Jocelyn is the dutiful daughter who supports her father. Secretly, she abhors him for not taking a stand for justice and for betraying those around him. Additionally, she hates the Regent for his string of barbarism and injustice, and has taken it upon herself to set out and do what is right for the people and her kingdom.




EDIT 3/9: Added a few minor things, formatted a few things.
 
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-FLAILS-

Name: Catzia

Knightwatch Byname: Little Cat

Appearance: Strawberry-blonde hair with dark roots, cut a bit short in the back than it is in the front. Light blue eyes. A small stature and frame. Somewhere between 18-21. Refuses to wear anything but black.

sansa_stark_by_charlottetwidale-d8tcobr-1080x675.jpg

Coat of Arms: A side profile of a cat in silver with an added golden mane around it's head is hand embroidered in to her vest and in to her cloak, right over her heart.[/b]

Heritage: Adorable Little Sister to Othaniel Lavarene and at the perfect age to get married. Something she enjoys bringing up to make people uncomfortable.

Talents/Powers:

Catseye - It's not a Bullseye when you're a cat. Her aim is uncanny. In the dark, in the sun, tiny things, big things. She's an excellent marksman.

Where the fuck did that cat go?! - She's small, she's quiet, she can hide really, really fast and squeeze in to tiny places. It's almost like she popped in to that annoying cat dimension. (She swears she didn't, and then she'll laugh making you swear otherwise.)

Weapons: Bow & a quill of arrows. The bow itself is a gift from her brother and well crafted. As for the arrows - she'll use anything handy if she runs out. And be happy to prove to you that she CAN use anything.

Squired To: Othaniel Lavarene. It's unclear if it was Othaniel that didn't have the choice, or Cat.
 
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An odd mix. I will consider.

And I will decide between characters based on this question - am I allowed to be a non-human species? My character plans involve a Faerie of sorts. Two, to be exact.
 
@Crow

Non-human characters are allowed, but they're rare in Lywengarth and so I'd expect a good reason for a Faerie to get involved in what boils down to human affairs/politics.
 
[fieldbox= Ayshira Siangh, gold, solid]


Name: Ayshira Siangh
Knightwatch Byname: Lotus

Coat of Arms: A long black flowing, eastern styled dress embroidered with golden lotus patterns and small amethyst gemstones. Accompanied by flower like jewellery (As seen in Image) Her symbol itself is a Golden lotus on a black lillipad with a purple outline.

Heritage: Born among Ishani Tribe in the high mountains to the East, Ayshira was raised among the healers of her tribe and taught natural medicine. At a young age the tribe discovered that she had ancient healing powers that were revered among her people. A beacon of hope among her people Ayshira became the head healer of Tribe until finally she had a vision, that lead her upon a new path to become a Knight.

Talents/Power:

  • Drawback: Ayshira has to be in a state of Zen in order to use her powers, in situations of strong personal calamity or when under the influence of dark energies that alter her emotions Ayshira is unable to use any of her powers until she returns to her normal Zen self. In times of dire situation this will sometimes prove to be difficult to keep up, meaning unless meditation is constant her powers may fade after a short or lengthy period of time.
  • Third Eye: If Ayshira does not attune herself to her spiritual abilities over extensive periods of time, her Third Eye will close and she will become weakened and unable to use some of her abilities until the Third eye is attuned, and opened again through weeks of meditation.
  • Concentration: When using spells with the third eye, or channelling if Ayshira is interrupted the spell ends. In the case of Tai chi if she becomes distracted and lose focus the spell ends.
Third Eye/Focus: Is able to use her third eye to enhance her spiritual abilities, enables her to see auras.

(Third Eye) Mantra: Ayshira seeks in enlightenment and casts away the dark energies of fear, malice, vengeance, wrath, envy, greed and pride etc; clearing her concious and bringing positive, serene energy to her being. During her Mantra Ayshira is able to have visions of what was, what is and what might come to pass.

(Third Eye) Aura Empathy: Ayshira is able to discern the emotions and intent of an individual based upon their spiritual aura.

Reiki: Using the power of her spiritual energy Ayshira is able to calm the emotions of the person she is treating to cleanse them of negative emotions and fear.


Spiritual Healing/(Third Eye): Ayshira is able to channel streams of positive energy that flows into her desired target and heals their wounds. In order to cast this on more than one individual she has to focus upon her third eye.

(Third Eye) Crystal Cleansing: Cleanses crystals from any previous energy that they may have held.

Crystal Healing: Ayshira is able to store positive energy inside of crystals that activate healing properties from within them that the user is able to heal themselves with. Dependant upon the size of the crystal is how much energy will be released.

Spiritual Barrier/(Third Eye): Summons a spiritual barrier around the target that prevents mind effects such as illusions, mind reading, enchantment ect. With the third eye she is able to nullify magical attacks that are made against the target.

Tai Chi: Trained in martial combat Ayshira practices the ways of her ancestors as self defence against dangers the might threaten her.

(Third Eye) Tai Chi: When focusing on her surroundings, using the power of channelling Ayshira is able to predict what is about to happen by a couple of seconds and is able to respond accordingly to the attack.

Chanting: Calms emotions and grants clarity to the people who can hear it.

Scrying (Third Eye): Using the power of her third eye Ayshira is able to locate any living thing as long as she has seen them or has a material component that belongs to them.

Astral Projection (Third Eye): Is able to project herself over short distances. With the third eye she is able to project herself further.

Spiritual Vibrations: By playing certain notes upon her instrument Ayshira uses her energy to perform songs that send off vibrations that help to assist allies.

  • Focus: Encourages her allies to focus on the task at hand.
  • Healing: Slowly and very gradually heals those around her.
  • Desires: Entices people to follow their desires.
  • Opening the Third Eye: Is able to help other individuals open their third eye.
  • Astral Projection: Is able to help others Astral Project.
  • Relaxation: Helps people Relax.
  • Vision Quest: Is able to send people of visions quests.
  • Deep Sleep: When people are trying to rest, sends them into a deep slumber.
Squire to: The Armsmaster
[/fieldbox]
 
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I'm interested; will try to come up with something this weekend.
 
WIP

black_knight_by_hamsterfly.jpg

"Your time is up."


Name:
Erwich sin Alptraum

Knightwatch Byname:
Gan Ceann

Appearance:
Gan Ceann does not like to reveal his true identity to anyone, really, to the extent that his black armour is his casual outfit. He is two whole metres tall in his armour.

Coat of Arms:
It resembles the above stated picture as displayed. For the chest emblem, a yellow Escutcheon with two silver blades crossing each other below is seen. On this Escutcheon is what appears to be the frontal view of a horse's head.

Heritage:
Erwich and his sister Pook were born to the Puca Alptraum and the Dullahan Fabre in a forested region inhabited by Fae of all varieties. Alptraum was effectively king of these Fae.

Talents/Powers:
Via magic-based means, Gan Ceann is capable of seperating his limbs and head, and allowing them to hover freely while he does so.

Weapons:
His primary weapons are four horn lances and his armour.

Not really a weapon, but his sister Pook, while capable of taking various animalistic forms, prefers the form of a pitch-black, red-eyed horse. Since Erwich is terrible at horseriding, his sister is the only steed that responds to him. Her other noteworthy forms include rabbit, hawk, hound, cat, goat, and others. In some forms, she is capable of combining with Erwich to grant him more powerful forms.

Squired To:
Up for grabs~​
 
Well, here's something. Please let me know if I need to change or clarify anything. I thought about doing the coat of arms in Latin, but the translation was all funky. Anyways, Thanks!


______________________________________________________________________________________

Name: Aaron Reignhold, Third Son of the Margravine of Dorus.

Knightwatch Byname: Tidemaster

Other Titles: The Fury of the Sea

Appearance:
img-thing
Coat of Arms: Tidemaster's coat of arms is a navy blue cloak with black steel tips and a white anchor embroidered on the back. His face is covered with a deep navy blue face mask that shields his nose and mouth without restricting his vision.

render.php

Heritage: Aaron Reignhold is the third son of the Margravine of Dorus, a province of Lywengarth that encompasses the majority of the sea border, and is home to many of the ports and trading docks of Lywengarth. Along with that, Reignhold is also a port for where a portion of Lywengarth's naval forces are located.

Talents/Powers: Tidemaster alone does not have any special abilities or supernatural powers. However, he is capable of wielding his late father's weapon, a magical chained anchor known as Nerthus.

Weapons: Nerthus, The Warrior's Anchor
The Warrior's Anchor is a magical weapon/anchor that was pulled out of the depths of the ocean by the late Margrave of Dorus while on a whaling trip. Capable of shapeshifting into any weapon or object it's wielder is able to think of, The Warrior's Anchor was given to Aaron by his late father on the boy's 15th birthday. This caused much unrest among the Reignholds, as it had been assumed that the weapon would go the firstborn son, not the third. However the Margrave stood strong in his decision, stating that the "Spirit of the Sea" had told him Nerthus would only be wielded by those who could tame it's righteous fury.

Facts About Nerthus:
-Despite it's feminine name, Nerthus cannot be wielded by a woman, nor by anyone outside of the Reignhold family. As such, the current Margravine of Dorus cannot wield it.
-Nerthus can take the form of any weapon or object; however it cannot take the form of any living creature.
-Despite it's excessive size, Nerthus is technically made of water, making it much lighter than it would appear.
-Because of it's obvious appearance as an extremely large anchor, Aaron wears Nerthus around his neck as a smaller anchor necklace instead.

Nerthus in Anchor Form:
images

Nerthus in Necklace Form:
images


Loyalty: Upon turning twenty, Aaron was no longer a child. But he was not yet considered a man in the household either. Much time had passed for him to master Nerthus, and now it was time for him to embark on a mission to discover his destiny and who he was meant to be. Upon leaving home, the boy traveled to the capital of Lywengarth, where he witnessed just how badly the kingdom had fallen. He feared for the future of his family and the people of Dorus, and vowed to do whatever he could to help Lywengarth return to it's former glory. However, Aaron knew he could do nothing alone, so he sought out help from the people, but none would give him any aid. It wasn't until much later that he met those that called themselves the Knightwatch and came to the realization that they were the type of people he'd been searching for the whole time.

Not long after, a new member of Knightwatch immerged.

Tidemaster.
 
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Name:
Connor Jon Isra, Baron of Tennura
Knightwatch Byname: The Royal Analyst
Other Titles: 'The Shapeshifter', 'The Siphon', 'Freak'.
<========================>
Appearance: (Shown on the right, but if you can't see it:) A calm and collected man that looks to be in his late thirties, with a slightly tanned complexion. His hair is done up in a simple black ponytail. Every part of body apart from his head and neck seems to be coated in various scars, some more severe than others. Two particularly nasty scars rest on his shoulderblades, though most of the scars are usually hidden, thanks to clothes being a thing.

Coat of Arms: Connor commonly wears simple yet high-quality clothing (usually of a purple colour) under a suit of light decorated leather armour, along with a short purple cloak. He's known for dressing pretty casually compared to most, making his battle armour as light and breathable as possible. Attached to him is a pin that displays the crest of the Isra family, showing that he belongs to the family of exceedingly intelligent and creative magicians.
[spoili]
thvInQ8.jpg

Like this, but with a more simple design and gold-trimmed edges.[/spoili]
<========================>
Heritage:
The Isra family mostly consists of Royal Magicians - talented (but by far not the most powerful magic family) mages that use their power to focus on the production of magical products. Such as scrolls, potions, and the like. The Isra family own an expanse of land relatively near a forest, where rare plants, beasts, and other magical objects can be harvested effectively.

The Isra family are responsible for owning a variety of famed and once-prized wizard towers (where folk can pay a large amount of money for education in magical arts), libraries, and research towers where new magical heights are set to be achieved daily. Most people in Isra estates are peasants with magical capabilities, or talents for brewing.

When King Barrick died and forests once enchanted with mystical properties were swarmed by undead horrors, the Isra Estate didn't have much use anymore, as magical items weren't able to be retrieved anymore without danger. Most of the estate is now abandoned, though Connor strives to keep it functional by performing magical research on monsters, and storing it in the library: where he can put his knowledge to power. His old father, Dominic Isra, once the owner of the Isra estate, has recently passed away. Connor's two Sisters, Emily and Rhia Isra, are still alive and doing their best to survive.

In short, recent events have screwed the Isra family over pretty bad, and they've clearly lost importance and significance nowadays.
<========================>
Talents/Powers

>Combat Mutations: After continuous studies of beasts he's encountered in the past, Connor has developed spells/scrolls that can be used to give him beastlike mutations that can give him the edge in combat - such as claws, thick hide/carapaces on parts of his body, and even pairs of wings that can allow him to glide (but certainly not fly) for short distances. Getting rid of these mutations takes a long amount of time out of combat, and is a long and usually painful process. He isn't able to perform quick, complete transformations like the Lavarene line - moreso little features for certain situations.

Any mutations near the head are highly avoided, and any major mutations are avoided as the change may be irrevesible and have severe consequences. He plans to develop new mutations from monsters - an idea that has been frowned upon by many, and given him a nickname of 'Freak'.

>Power Absorption: Within Connor's staff is a Rhyzcrystal - a rare and powerful gem that has the ability to draw in the power from other living things. By using this, Connor can 'steal' something such as strength, speed, etc - depending on the enemy. Stealing power isn't permanent, and can only be used in short bursts. Stealing too much power is too much for Connor's body to handle, and despite how much power he stole, he will suffer consequences, usually pain and nausea - but much worse in more elevated cases.

>Magical Inventions: Connor, if given enough free time, is able to bring things such as potions and scrolls to the field for use in combat. If allowed to study on monsters, he may be able to make some powerful new creations inspired by their functions/unique capabilities. It should be noted that enchanting objects or making powerful magical gear isn't one of Connor's specialities, or even something he dabbles in. He focuses on pure magical products rather than bringing magic to metal.

>Field Research: Connor has specialised in the past on the anatomy and nature of magical and rare animals - but he plans on doing the same to the various monsters on the field. If given enough time and experimenting, Connor can figure out the weaknesses of monsters, their habits, and even develop new mutations from them if given enough time and resources.

>Simple Cantrips: Connor can do little wizardy tricks, such as making a spark from thin air, making an illusion of a coin, levitating a small object for a small amount of time, etc. They don't have any functionality in combat.

It should be noted that, without any stolen power or mutations, Connor is likely the most physically weak member of the Knightwatch, possessing barely any training with weaponry, and having only good reflexes in terms of natural bodily talent.

<========================>
Weapons:
Two little daggers - one stored on his side, and one strapped to his right foot. They're nothing special at all, and will probably be used more to cut potatoes rather than fight with. His staff isn't designed for combat, and will likely break before it actually hurts a monster.

Loyalty: Connor supports the Knightwatch so he can bring back the lands of Lywengarth to what they used to be. Whilst he's known for being an extremely relaxed and carefree seeming man, he knows many livelihoods that can be restored to what they used to be and improved. With research, he hopes to find some way to eradicate the monster threat as soon as possible, and free common folk from a life of fear and darkness. Whilst most wouldn't expect it from one of the most laid-back members of the Knightwatch, he's willing to put himself through many things to satisfy the people and give peace to lands like the woods once more. He doesn't care much for the political conflict going on, moreso about the monster threat.
 
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Alright, home from work. Let's review apps.

@Diana @Seiji @Red Velvet

Y'all are accepted. I've already given Seiji and Ai/Velvet some feedback and considerations regarding their characters, but I'll repeat for the sake of other players' reference:

Seiji: Your character is super powerful, which is fine and makes sense, but I am going to give you so much hell IC. Congrats on the target on your back.

Red Velvet: You've gone above and beyond with the powerset and all those drawbacks. It's fine but that's all your own doing. :P Also, I'm sure you read the Cultural Notes about foreigners and how they're viewed in Lywengarth, so just keep those in mind.

Also, I probably won't accept more than two foreign or non-human characters total.


@Crow

I like your brother and sister Fae concept a lot. But I have two concerns:

1. I know you're still working on it, but I don't yet see a reason for your characters to be involved with human affairs in Lywengarth.

2. Given that Alptraum is not only powerful but was effectively king of his people, I'm not sure why he would only be a Squire. He seems like Knight material to me.


@QuakeUPSB

A few things:

1. First of all, I just want to make sure you know that just because Lord Lionheart and Lord Arcana use "Lord" in their name, you're not required to. I think "The Tidemaster" sounds better if you'd rather go with that.

2. Your "Coat of Arms" is actually a clever way of referring to your superhero costume. I need you to give a description. Your character's actual heraldric coat of arms is an optional bonus. Sorry if that was confusing.

3. You have an interesting concept in a general sense and I like some of the worldbuilding you've done, but a lot of little details in your sheet strike me as very similar to Lord Lionheart. If you're having trouble with character ideas, I'd be happy to help out.


@Kooriryu

Finish sheet plox.


@Jakers

Connor looks good. As soon as you decide whether to go Knight or Squire, I'll accept him.
 
Sssssso what's up with these witchcraft & wizardry people? Is it like Gandalf or like Merlin? Like the Sanderson Sisters or like Glinda?
 
Name: Sir Eirichal "Eirich" Naesin the Fourth, Son of Duke Eirichal Naesin the Third, of Mt. Praecep (and its noble lands)
Knightwatch Byname: Sir Tempest
Other Titles: Sir Eirich the First Drunkard (behind his and his family's back).

Appearance: Eirich stands at average height, with average build. He has gray hair (has since he was a child) and stunning electric blue eyes, with which he uses to woo fair maidens. He dresses in the most fashionable clothes, often delegating his servants to keep an ear to the ground for the latest trends. Sapphires are his best friend, as they, in his own words, "bring out my stunning charm." He has light skin, mostly due to his night life.

Coat of Arms: A checkered back of alternating light and dark shades of gray. The foreground consists of a forking, electric blue bolt of lightning, splitting at the tip of a curved, silver glaive. Tempest dresses in similar colors, wearing an overall black set of armor (a barbute, brigandine, gauntlets) that, while not offering the best protection, offers him the most maneuverability. The armor is trimmed with vibrant blue and silver decorations, in a lightning motif.

Heritage: Eirichal the Fourth has no true accomplishments himself (discounting his near-legendary drinking), but his great grandfather led the Crown's soldiers on what was considered a suicidal effort to protect the land. Taking the soldiers to Mt. Praecep, which was not within the borders of the kingdom at the time, Eirichal the First miraculously pulled a slim victory amidst terrible terrain, an enemy that outnumbered his men three-to-one, and a mighty storm that appeared seemingly from nowhere. A modest man, Eirichal the First claimed it was the storm that helped cut the numbers of his enemy down, causing them to slip from sheer clifftops and blind them with flashes of lightning, whilst the storm seemingly did not affect his men. Nevertheless, the King awarded him title and land, the very land he had expanded the kingdom into, Mt. Praecep. The lineage continued to be respectable and well regarded with the crown until the birth of Eirich the Fourth, who grew up spoiled, much to his father's dismay.

Talents/Powers: Mastery of Wind and Lightning. The Tempest draws his power from a source unknown to him, to allow him to bring forth lightning from his very fingertips. He is versatile in this regard, able to push back several metallic-armored soldiers away, or electrocute them through their conductive armor. Wind he uses to simply maneuver, often allowing him to jump to rooftops and land from great heights with relative safety. He is not one for stealth, and, as such, his arrival is always telegraphed well beforehand.

Weapons: The glaive his great grandfather used in battle, though the metal was reforged with his magic imbued. While wielding this glaive, Silsilat, he is able to augment his power and better control what would be otherwise nearly uncontrolled lightning.

Loyalty: Eirich feels he owes the late King Barrick, or rather, the crown, everything for giving his family nobility and land. While he realizes he is seen as a misfit as Eirich (though he wouldn't fix his vices for the world), he feels he could better serve the crown as The Tempest, using his Eirich identity as a scapegoat to explain his many disappearances.
 
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@Kooriryu

I've already gone over a few highlights in the Lexicon/Cultural Notes, but let me collect all that in one place and elaborate a bit.

Magic in Lywengarth comes from all varieties of sources. There are curses, crude ritual workings, traditional spells from a book, magic native to creatures and magical beings such as fairies and dragons, magic granted by the gods, and some magic which simply can't be explained.

Magic is fairly common in Lywengarth these days. While centuries ago it was viewed with superstition, these days many noble and wealthy families are happy to send their kids to the Schola. The Schola is a royally-funded magic school that teaches apprentices all the way up to post-graduate students, under the jurisdiction of the Archmage (a magician appointed by his peers to the position, which he holds for life until the next Archmage is chosen). Being a teacher at the Schola is considered a prestigious position. Scholarships are available to magically-talented people of small means. Some lesser nobles who don't qualify for scholarship will nonetheless break their vaults to send their kids off for a magical education at the Schola's exorbitant academic fees.

Anyone who studies or has studied magic is called a magician. They learn spells, potions, magical theory, etching diagrams on things, artificery, etc.

There are people who are born with innate talent who don't have to go to school to learn how to summon a fireball or what-have-you; they just can. The term for someone with in-born magical ability is "sorcerer".

Some branches of magic, such as necromancy, are officially condemned by the Schola and excluded from the curriculum. Anyone who practices this sort of banned magic is branded a "warlock".

There's a social stigma about female magic users, regardless of what sort of magic they use. Until King Barrick's reign, they were not accepted into the Schola. It is considered unladylike- and frankly, kind of slutty- for women to dabble in magic. The term "witch" is used derogatorily to describe female magicians and sorcerers (usually behind their backs) and is extremely inflammatory.

Since they were so long excluded from standard education, some organizations of female magicians did form over the years and devise their own standards of acceptable magical practices. A few have embraced the term witch, while others still find it offensive. Some of these groups have also rejected invitation into the Schola and carry on their own traditions. There are a lot of rumors and stereotypes about these groups, some so wild as to claim they kidnap children and brainwash or eat them.

Other nontraditional magical traditions exist, but none are as organized or prominent as the stuff taught by the Schola.
 
Also @Moonlit Blade

Yeah you're good. I'll take one of those yes.
 
A few things:

1. First of all, I just want to make sure you know that just because Lord Lionheart and Lord Arcana use "Lord" in their name, you're not required to. I think "The Tidemaster" sounds better if you'd rather go with that.

2. Your "Coat of Arms" is actually a clever way of referring to your superhero costume. I need you to give a description. Your character's actual heraldric coat of arms is an optional bonus. Sorry if that was confusing.

3. You have an interesting concept in a general sense and I like some of the worldbuilding you've done, but a lot of little details in your sheet strike me as very similar to Lord Lionheart. If you're having trouble with character ideas, I'd be happy to help out.
Alright. Not going to lie, the whole Lord thing confused me a bit. Thanks for clarifying.

EDITS:
#1. Lord Tidemaster ----> Tidemaster.
#2. Added a description for Tidemaster's Coat of Arms.
#3. I could actually use some ideas. I'm running on empty in terms of creative juices, so any ideas you'd have are very much welcome! Thanks!

EDIT:

So I ended up redoing a portion of the Weapon category and the Loyalty category, switching up the story a bit without completely scratching it out. Let me know if I still need to do anything else. Thanks!

@Astaroth
 
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@Jakers

Connor looks good. As soon as you decide whether to go Knight or Squire, I'll accept him.
Noice. I'll go for Knight, as there aren't really any people he'd have a good reason to be a squire for; his motives are a lot different to the other Knights'. Looking forward to getting started!
 
hnnnnggggggggggg
 
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