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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
Historical
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Magipunk
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Noir
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Southern Gothic
Gaslamp fantasy
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Modern fantasy
Dieselpunk
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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-a-dark-fantasy-superhero-roleplay.139021/]CLICK HERE FOR THE OOC[/btn]

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  • Welcome to the Info Hub for Knightwatch. You are currently viewing the IC (In 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.
  • 03/11

    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).
 
The Armsmaster is one of the greatest enigmas of the Knightwatch.

And for an organisation made up of masked rebels battling against a usurper, that's no small feat.

I've heard my cohorts discussing him in passing on many occasions; who he might be, what his motives are, whether he exists outside of the order or is instead solely dedicated to his role within it. Whatever the answers to these questions may be, it seems the Armsmaster is not telling. Neither is his curious Squire, the one known as Lotus. As for me, it is not my place to pry or speculate. We are an order founded on secrets: it does us no good to try and reveal those of our fellows.

Around the circular table that dominates the courtyard we have gathered, to hear what the Armsmaster has summoned us for. More tidings from that accursed mirror, it seems. Obfuscated half-truths and brief glimpses seem to be all it has to offer, but in the past such paltry offerings have aided us greatly so we have little choice but to take the thing seriously. My fellow Knights are already leaping to conclusions based on the Armsmaster's words; the word 'monster' is already flying around, though the one known as Deathwatch at least is showing some restraint.
“Wild speculation without first knowing the facts won't help,” I observe, staring across at the Armsmaster, “I would like to hear more of what you glimpsed in that... mirror as well.”
 
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[fieldbox=Lotus - The Great Hall, Gold, Solid]

Ayshira saw almost immediate relaxation settle upon her master’s face and a fleeting moment of subtle, familiar understanding passed between them.

It took only a moment for The Armsmaster to come forward with his problems and no less time for speculation to arise, packed with theories of monstrosity, conspiracy and a need for information. There were a few however who chose to remain more discreet about their opinions and one who even asked into it further.

With the slow raise of her hand Lotus called for brief silence and smiled to the shadowed stranger whom she only recognised by description “He's right, the explanation requiring the fewest assumptions is likely to be correct and the mirror has its limits there may be little else we can discern,” she said, slowly running her deadpan gaze along the assortment of strangers as she waited for the idea to sink in.

“Give me the rest of the evening and I will be able to ascertain some of your desired information,” she finished, staying her composed hazel eyes on the silver lined face of her knight with faint sense of inquiry, exclusively obvious to him.[/fieldbox]
 

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LOCATION: MARKWOOD FOREST -> STILL IN A CRAZY LADY TREE

Crazy Tree Witch gave Jericho a rather telling look. Oh, right, because my credibility is lost due to a few words. Let’s just ignore the fact that I’m surrounded by oddly dressed people in a tree. In. A. Gods. Forsaken. Tree. Then the woman prattled on a bit about hearts. Jericho may not be the swiftest horse in the barn, but she knew a veiled insult when she heard it. I will ‘rub’ your face in shit. Her eyes narrowed behind her sloped golden mask when she thought that.

Jericho sighed. That wasn’t very noble of her. While she’d spent most of her childhood in manor surrounded by the teachings of great scholars and prophets, the rest of her years had been spent amongst a crowd of rowdy mercenaries. It was easier to default to that mindset than the one of a little girl with manners strapped into fancy dresses. Ugh. Dresses. How was one supposed to kick someone else in the face when they couldn’t get their leg halfway up their body? Of course, one could just take to needling shins and privates, but what sort of reputation would that give you? Groin Kicker was not the most valiant of titles.

The witch, healer to be entirely correct, offered to join them. Oh, good, I had worried that the quest was not complicated enough. Jericho turned her head towards Lionheart. He had a similar opinion, but the healer drew his squire into things and he relented. Jericho frowned and tried to not make her objection audible. She had an unfortunate guess as to who the young healer’s human shield would be.

Lord Lionheart asked politely for some privacy, which the woman gave them begrudgingly. He pushed the bottom of his mask up to reveal his jaw. Why, hello. She just crossed her arms, though. Body language was everything, and her gawking would be made more evident with her acting like a dead fish.

Tidemaster agreed about tomorrow and slipped out like odd duck he was. Jericho made a noise behind her mask. She didn’t know what to expect of the obviously seafaring Knightwatch member, but now she wondered if there were rocks in his head instead of saltwater.

Lord Arcana—Tincana—offered some tactical advice. Jericho looked him over. She wondered what he looked like underneath all that armor. Was it solely for protection or was there some sort of abomination underneath it? While Jericho hadn’t seen anyone here without their masks, she could still gather a slight few things from their body shape, their stance, and the way they moved. Watching Lord Arcana was like watching someone try to play marionette with a suit of armor. It was rigid, it was distant, it was cold, and it was very intriguing. Jericho was insanely curious about him, but she was never given an opening to pry further. Hah. Pry. He was in a suit of armor

Jericho cleared her throat. She’d ran a mission in Markwood a while before she joined the Knightwatch. It hadn’t been anything significant. Someone had taken something of interest from someone with more money than sense. She’d been hired along with a small company to track them down. It’d been quick, it’d been easy, and it had been an ambush. That was why Jericho was here. Doing that sort of work just left you with a sleazy reputation and no money, and without both she wouldn’t be any closer to ramming her foot right up her uncle’s ass… politically… and maybe literally.

“Yes,” she replied to Lord Lionheart. “It’s been some time, but I have been there before. It was a rescue mission, of sorts.” Heavy on the of sorts. It probably wouldn’t do well for her reputation inside the Knightwatch to reveal that she was—well still is to some degree—a mercenary. “There are some landmarks there that we can use to coordinate our positions. Perhaps I can go with Lord,” don’t say Tincana, “Arcana to help scout and locate them.” She felt like adding an “I can be discreet,” to the end of that sentence. But she feared it would come off too much as child declaring that they would never piss in their bed again after having wetted it thoroughly.
 
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