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Beyond Light's Reach (Fantasy, OOC, Open, Reboot)

PostPosted: Wed May 20, 2020 1:38 pm
by Tomia
Beyond Light's Reach
A Catnip Plantation Production!
The Great Wars

For thousands of years the Elvesh, an ancient race, lived alone on the continent of Eboris. Only conquering and taming the wild landscape for their own benefit. They fought hard to forge a prosperous and peaceful kingdom where they ruled uncontested over the entire continent. However, this reign of dominance would not last, as one day an event known as the Conflict would change the world forever. Simply put, the Conflict was when two different realities collided and merged together. No one has ever known what caused it but the results were immediately apparent. New races of intelligent life suddenly appeared on Eboris, and while none were as advanced or organized as the Elvesh, they had a distinct advantage over their native counterparts: magic. An unknown force that these otherworldly races brought with them, magic proved to be extraordinarily useful and deadly. While there was originally an uneasy peace between the Elvesh and these new races - humans, dwarves, beastfolk, and goliaths - soon war broke out as the new races sought to establish their own territories and empires.

The Elvesh quickly found themselves outmatched by the sheer power and potential held by magic. A human mage could burn down an entire forest or village before the Elvesh were able to stop them. Hopelessly outmatched, the Elvesh turned to prayer. The Elvesh had a history of worshiping the concept of light and purity as something that protects them against the darkness that lay over the untamed world. After centuries of meditation and study Elvesh priests learned to hone their bodies and senses to use the power of the light around them. While this had initially been used exclusively for religious purposes, the emergence of magic necessitated that they seek a counter to this foriegn and destructive force. It is at this time that a Elvesh priest allegedly received a holy vision in which he discovered the ability to purify the space around him with light. This power served to nullify the effects of otherworldly things such as magic. This new found power turned the tide in the war, and while the Elvesh had lost a great deal of territory to the new invading races, they managed to keep their foes at bay and force them to make peace. Thus the First Great War ended, and the mortal races started to build and thrive in co-existence. The humans took much of the land to the south, eventually separating out into multiple different countries and subcultures. The beastfolk spread out across the continent, favoring the lush forests found on the western half, and the goliaths claimed the isolated hills and mountains. Meanwhile the dwarves found comfort in land just below the surface, where they thrived through mining ore and gems. On the other hand, the Elvesh (now known as elves), had retained most of their land to the north, where they tended to take an isolationist stance towards the other races.

This period of relative peace between the surface races lasted for centuries, until the demon race from below began to stir. They noticed the surface races, particularly the dwarves, exploring deeper and deeper below and felt threatened. They had dwelled beneath in silence for too long and could no longer tolerate the abominations that were surface dwellers. The attack came swiftly and the other races were far from prepared. Just as the elves had created a response to magic by utilizing the natural force of light, the demons created a powerful weapon through darkness. While light allowed for purification, darkness created corruption. Demons had learned how to take magic and distort it’s users, turning them into monstrous abominations. Legends say they also managed to corrupt beasts and non-mages, turning them into servants of the demon horde. By the time the surface races noticed the rash of kidnappings of magic users it was already far too late.

The dwarves were the first to be attacked, as hordes of demons rushed through the since forgotten tunnels that connected their world to the surface. The Dwarvish kingdom of Agrosh was all but wiped out, and its survivors forced to flee to the surface world. They spread the word of the coming attack, of the demon army and their hordes of monsters. Thus began a war unlike any other in the history of Eboris. The forces of all the surface races had to unite in order to combat the demon threat. The army that was created as a result of this alliance was referred to as the Hammer of Eboris. Eventually the surface alliance was able to drive back the demon horde as the elves purified the abominations, the beastfolk rushed to battle in beast form alongside the goliaths and humans and dwarves used magic to overwhelm their foes. The demons had no choice but to retreat deep underground, vowing to return. In response, human mages developed a spell to seal the tunnels for good, locking away demons below the surface forever, or so they thought.

Small pockets of demons had remained on the surface, becoming little more than wild animals over time. After a thousand years the idea of a demon empire below the surface faded to legend, but the demons never forgot about the surface.

The World Today

The current year is 1318 and while Eboris has recently seen two decades of relative peace, the last few years have brought turbulence and conflict. This is in large part caused by the recent interest in ancient magical and holy artifacts that are being discovered across the continent. These treasure troves are being discovered in underground chambers and tunnels and hold riches and weapons that could change the balance of power irreparably. This discovery has functionally created a three way war between the nations of Dascus, Athela, and Tashar who over the last year have skirmished over these artifacts wherever they are discovered. For example Athela and Dascus fought a bloody battle at Eckers, a border city between the two countries, when an underground library filled with texts regarding magic was discovered.

As this spills across the continent, smaller countries have taken sides or involved themselves in the fight. The Eshon Confederacy has sided with Dascus in conflicts with Tashar, as the Confederacy fears that new power and magic granted by these artifacts would embolden Tashar to start a new invasion of Eshon; on the other hand, Tashar has called upon the aid of their allies, the Sartharians, to even the odds. Dascus seeks to study the magical potential and origin of these artifacts while Athela seeks to destroy and censor them altogether. Meanwhile the Freelands have mostly stayed out of the conflict, their only involvement being expelling and refusing any parties searching for these artifacts. The Antoran League and Hercynia have likewise opted to remain neutral, with the latter aggressively driving out any attempts by Tashar to search for artifacts in their territory.

Certain factions have found themselves involved with these artifacts as well. The Bank of Ashar and the Street Crawlers have created a black market for these items, and even some religious factions such as the Knights of Shotarr are seeking them out for their own purposes. The Foresters have entered the fray as well, fighting to ensure that the woods and groves of Eboris aren’t destroyed in the fight for the ancient relics.

This conflict has recently taken a turn after an ancient temple of unknown origins was discovered on the border of Dascus and Tashar. However rather than fighting, the opposing factions have agreed to a temporary peace in an attempt to avoid more bloodshed. A research team has now been put together made of a variety of different representatives. This team is also accompanied by a small fighting force for protection.

Your characters, for whatever reason, find themselves a part of this group. However the expedition will not go as planned and Eboris will soon be thrown into conflict and turmoil like it has never seen before. This begins an epic adventure where players join forces to rebuild the legendary army, the Hammer of Eboris, to unite the warring nations and preserve a future for all mortal kind.

Rules & Applications

  1. Respect the OP and his Co-OPs (Zarkenis Ultima, Absolon-7, Finland SSR) we’re here to make the game run smoothly and be the best it can for everyone.
  2. Please read the whole OP, it provides all necessary info to make characters with rich backstories and personalities so we will be keeping in mind how well an app takes that into account in the review process.
  3. Follow all of the site’s rules, keep things PG-13 and be as kind to others as possible.
  4. Follow standard RP etiquette (no godmodding, metagaming, etc).
  5. Make sure to keep your grammar, writing quality, and effort up to par, if you need help with ideas or writing tips ask any of the Co-ops and they will be more than happy to help.
  6. Five line minimum (from a desktop view); this can be bent in situations where there is little to respond to but try your best to adhere to it.
  7. Stay as active as you can and try not to leave anyone hanging. If you’re going to be gone for a period of time and we can accommodate/work around the issue, as long as we’re informed beforehand.
  8. Obligatory “have fun” rule.
  9. Remove ALL parentheses from your apps, please.
Code: Select all
[b][u]Appearance (pics if possible):[/u][/b]
[b][u]Bio (Please treat this as a replacement for a writing sample. No more than a few paragraphs is necessary but it should be well written):[/u][/b]
[b][u]Fighting Style (Warrior, Mage, Archer, etc):[/u][/b]
[box][list][*][b][Insert Ability Here]:[/b] (Insert description of ability here)
[*][b][Insert Ability Here]:[/b] (Insert description of ability here)
(Note, you do not have a maximum or minimum of 2 abilities. Include both your character’s mundane abilities and any magic they have. If you don’t need all those, delete them. If you need more, copy and paste.)[/list][/box]
[b][u]Limitations (Reasons why your char can’t singlehandedly conquer a kingdom):[/u][/b]
[box][list][*] (Insert Limitation)
[*] (Insert Limitation)
(Note, you do not have a maximum or minimum of 2 limitations. If you don’t need all those, delete them. If you need more, copy and paste.)[/box]
[box][list][*][b][Insert Equipment][/b]
[*][b][Insert Equipment][/b]
(Note, you do not have a maximum or minimum of 2 equipment. If you don’t need all those, delete them. If you need more, copy and paste. If it is a special piece of equipment please include a description. Also keep in mind your character’s background and what sort of wealth they would have as this greatly influences your starting equipment)[/list][/list][/box]

[size=150]Optional Questionnaire[/size]
[b][u]Personal Quest:[/u][/b]
[b][u]Favorite Factions:[/u][/b]
[b][u]Least Favorite Factions:[/u][/b]
[b][u]Favorite Memory:[/u][/b]
[b][u]Greatest Fear:[/u][/b]

PostPosted: Wed May 20, 2020 1:38 pm
by Tomia
The World of Eboris

The most populous race on Eboris, humans are average in most respects. A male human’s average height is 5’9 and neither their senses nor their reflexes are particularly refined. However humans have proven very adept at magic and are the most common race to be a mage. Humans have proved adept at political maneuvering and kingdom making, and often organize themselves through social hierarchies of nobility.

The only race of Eboris that is unable to use magic, the elves are an ancient race that believe themselves to be the only native race of this world. They are on average a little taller than humans, with Elvish males averaging around 5’11 in height. Elves are mostly a modern race by Eboris’ standard, particularly in Athela. There are some elves such as in the Freelands who prefer the wilderness as their home, but most dwell in cities and towns. In religious terms elves primarily follow the Path of Light and their beliefs steer them to be against magic and its uses. Elves are fairly similar to humans in appearance, the biggest difference being that elves have paler skin, pointed ears, and sharper narrower faces. While elves are unable to use magic, their culture has a history of studying and mastering the art of purification, which nullifies magical properties around the user.

Dwarves more than any race are spread out and decentralized. While they have the city of Ashar, they have no real country to call their own. The Dwarves are also the smallest race on Eboris, in terms of size.The average dwarf stands at 4’7 and it very common for male dwarves to have beards. The dwarves once had a mighty empire deep below the surface but legends say that they lost it to demons during the Demon War. Many believe this to be a myth however, and the Dwarven nations below the surface simply fell because of the common causes of infighting, corruption or famine. Despite losing their empires most dwarves have made good lives for themselves in the various nations. They are sometimes referred to as the peacekeeping race because of their lack of ties or allegiance to any particular factions.

The Thalari, commonly referred to as beastfolk, are creatures with an anthropoid shape who possess features in common with the winged, terrestrial, marine and amphibian beasts of Eboris. Beastfolk are the second most populous race on the continent and can be found virtually anywhere. They come in two varieties, thal’gol or ‘lifeblood-kin’ and thal’kal or ‘soulfire-kin’; the latter possess only a handful of superficial features in common with beasts, such as horns, claws, wings, pupil shape and patches of fur or scales, while the former retain their anthropoid shape but are far more animalistic, often fully covered in scales, fur, or bristles and with more drastic features such as nose and limb shapes. Both types in general share the same abilities and treat each other the same. Thalari are further divided into tribes depending on the animal they resemble, and their physique can vary quite a bit: Mu’el or ‘rodentfolk’ are barely taller than Dwarves, while Ga’el or ‘lionfolk’ often tower over Elves and Ko’el or ‘dragonfolk’ can easily reach 8 feet.

Beastfolk have a dual culture, greatly valuing strength but also wisdom - their differences are offset by the Thalai. The Thalai is an innate spiritual bond with nature, which they revere religiously - some identify it as an aspect of Qrodia, while others worship it in a religion exclusive to the beastfolk - and which grants them an empathic bond with other members of their tribes and with the beasts they resemble, as well as heightened instincts. Those who cultivate the Thalai possess the ability to adopt powerful beast forms while retaining much of their lucidity, though novice shapeshifters often find themselves carried away by their instincts. On the other side of the spectrum, there are those who reject the Thalai and sever themselves from it, an act considered sacrilegious by the rest of the Thalari. These ser’ana’thal or ‘kin-no-more’ no longer have the heightened, sometimes overpowering instincts their brethren have, and some of them can learn the ability to control the beasts they resemble completely.

As a rule of thumb, it is very rare for Thalari to be born with the gift of magic. Their profound connection with nature makes them largely ineffective at manipulating it by force, though they often find ways to harness its power when necessary. Ser’ana’thal can be far more talented mages than their counterparts.

Commonly known as hillfolk or the tribesmen, Goliaths are a large race that is closely related to humans.Goliathsare a tribal and isolated race that primarily reside in mountainous and forested areas primarily in Dascus, the Hurelan Freelands and Antora. Many across the continent see them as savages who pillage and kill for sport. It is true, the Goliath take pride in their martial prowess and often raid other civilizations for plunder, however they are far less primitive than many assume. Goliath settlements are often prosperous places, with bustling agriculture and trade. Goliaths may care little for things such as literature and politics, but they have a great appreciation for nature and art. While each Goliath settlement has its own unique attributes, they all follow a set of cultural and religious beliefs called the Harutan. The Harutan can best be understood as a strict code of conduct that governs the Goliath way of life. Generally it manifests in a society that believes strength and honor are life’s purpose. Goliaths have also developed a general disdain for magic, and it is not uncommon for tribes to exile those who show magical potential.
The Path of Light
The Followers of the Path, as they are known, worship light as a purifying force of nature, brought forth by the Great Creator as a means to purge the world of its unnatural elements. The Path prioritizes values such as temperance, discipline, and faith as its core beliefs.The religion is led by the High Seeker, who is supposedly chosen by the Creator through a secretive process, but the faith is most commonly represented by the priests and priestesses of the Path, who dedicate their lives to meditation, prayer, and study, in order to further develop the powers that the light is able to bestow upon it’s faithful. The Path also has a military wing called the Guardians of the Light, most commonly known as the Guardians. These elite knights specialize in magic nullification and dealing with feral demons and rogue mages. The Guardians are known to be a bit aggressive in their desire to protect and it is no secret that they hold prejudices against mages and mage bearing races. While the Path is predominated followed by elves it sometimes attracts the non-mage members of other races as well.

The Pantheon
The Pantheon is the most popular religion on the continent and is common among all races. The Pantheon is diverse and diffuse in its beliefs but at its core it preaches that the world was created by powerful gods and goddess’ who merged their own world of spirits and magic with the mortal world to create the world that is known today. The Pantheon is made up of eleven deities, all of which have their own priesthoods and holy orders. The Pantheon is also known for its granting of boons to its followers that range from abilities in combat to enchanted items and even increased skills such as smithing. Skeptics claim that these gifts are simply crafted by the priesthoods but the faithful believe these are gifts granted to them by their benevolent creators.

Deities of the Pantheon
Imera, Goddess of Truth
Imera represents honesty and genuineness. Though she is not necessarily the most prominently worshipped deity, she is well respected among the mortal races. Merchants in particular often hold Imera in high regard and seek the favor of her priests to better their reputation. Imera’s sacred image is a golden mirror and her sacred animal is the cat.

Datune, Goddess of Penance
Datune is a somewhat controversial goddess because while her domain is a noble one the people that make her followers are far from high standing citizens. Instead the Goddess of Penance is popular among reformed criminals and the poor. She is seen as one of the more merciful and caring gods, and is associated with concepts of rebirth and second chances. Followers of Datune believe their good deeds in life will be rewarded in their next lives. Her sacred image is a blooming flower and her sacred animal is the butterfly.

Sualdir, God of Time
A secretive and elusive god, Sualdir is said to have had a hand in the making of the world itself. His followers believe that all of time is recorded in Sualdir’s hourglass and that the world will end when the last grain of sand falls to the bottom. Sualdir is rarely prayed to by your average citizen but when he is it is usually regarding questions of fate, or for the quick passing of bad times. His sacred image is the hour glass and his sacred animal is the phoenix.

Zoros, God of The Hunt
While representing the literal act of hunting, Zoros also embodies values of competition, strength, and instinct. Zoros is commonly revered and his most famous followers are a group of skilled dragon hunters who fight in his name. His sacred symbol is the bow and his sacred animal is the wolf.

Benthoral, God of Prosperity
A popular and well liked deity that represents celebrations, good luck, and fortune. His name is cast during parties, and festivals in hopes of great abundance and merriment coming forth to the faithful. He is depicted as a jolly man in a flowing robe with a smiling porcelain mask and a giant vase in his hands. His sacred symbol is the grape vine and his sacred animal is the frog.

Chtholes, God of Judgement
A mysterious and feared deity, spoken of in hushed voices, that judges the souls of the departed based on their sin. He stands apart from the rest of the gods ruling the underworld as the ultimate judge and arbiter. He is mostly invoked during funerals, times of mourning, or after great disasters. He is often depicted as an armored knight whose armor resembles a skeleton. His sacred symbol is the skull and his sacred animal is the centipede.

Oadot, Goddess Of the Moon
Oadot is a very popular goddess who symbolizes hope, perseverance, and strength against evil. Oadot is seen as a protector against demons and beasts, and myth says that she once walked among mortals on Eboris before sacrificing her material form to create the moon to protect mortals from the dark. Her sacred symbol is the moon and her sacred animal is the white owl.

Qrodia, Goddess of the Sun
Since farming is so pivotal to society’s prosperity, Qrodia is often associated with crops and fertility. She is prayed to both by farmers hoping for a plentiful harvests and those hoping to start families. She is often thought of as a benevolent yet unpredictable goddess. Her sacred symbol is a crowned sun and her sacred animal is the rooster.

Faenar, Goddess Of Shadows
A feared Goddess, Faenar stands for all that lurks in the dark. While she is often thought of negatively to represent danger and beasts, she is revered by spies and assassins as a champion of the underdog and a goddess who humbles mortal ambition. Her sacred symbol is a well and her sacred animal is a bat.

Shotarr, God of War
A fierce and somewhat unforgiving deity, Shotarr is perhaps the most well-known of the Pantheon. Said to have been forged in a volcano as a weapon of destiny by Sualdir and Chtholes, Shotarr is depicted as a giant made of metal swinging a massive greataxe at his foes. While he is often seen as a savage warrior, he also represents honor in battle and the bravery and sacrifice needed to serve the gods. His sacred symbol is a golden axe and his sacred animal is the lion.go

Qhelaos, God Of Storms
Of the gods whose name is most often cursed, Qhelaos ranks high among them. He is depicted as angry and somewhat spiteful, and certainly temperamental. However he is very respected, especially among sailors who believe that to disrespect Qhelaos is to face certain death on the high seas. His sacred symbol is the tidal wave and his sacred animal is the white whale.

Magika is the third most common religion in Eboris, and rather than worship a god or a divine being, the practicers of Magika believe that magic itself is a divine force of nature worthy of worship and study. Magika is a decentralized and informal religion that is most prominently practiced by human mages, though it is not an uncommon belief system for mages of all races.

Thalai worship is a religion unique to the beastfolk, as they are the only ones that possess such a connection. In general, Thalai worshipers believe themselves to be a part of nature, which they consider a divine entity. Their method of worship varies from individual to individual, with meditation regarding one’s place in nature being as valid as fully surrendering to one’s instincts during a hunt or other similar activity, which can induce a sort of religious ecstasy in some. However, all Thalai worshipers have in common a profound respect and a desire to protect the wild.

The Harutan is a religious code developed by the Goliath Prophet named Haruza the Unbroken. Haruza was a Goliath who was born a slave to humans but persevered through those horrible circumstances to gain his freedom. Once free, Haruza dedicated his life to teaching his people. At this point Goliaths were little more than nomadic woodsmen who had little sense of comradery or culture. Haruza gathered his people and preached about honor and pride in one’s home. He taught that their ancestors’ spirits were driving them towards their destinies, building a strong society in which all Goliath are free. The Harutan preaches the Ten Principles of Life which any Goliath can name by heart. They read as follows:
  1. Worship the Spirits of Nature, they give us the world
  2. Honor the Ancestors who came before, their wisdom is your greatest weapon
  3. If your opponent fights with courage, treat them with respect and grant an honorable death
  4. The weak should not be pitied, instead they must rise up against their misfortune
  5. Your Clan is your family, blood is meaningless, your clan is all
  6. Without a Clan you are nothing, the Clanless have no honor
  7. Never surrender on the field of battle, join the ancestors with dignity
  8. No blood shall be spilled on sacred ground, polluting nature with battle is a great sin
  9. There is no honor in killing the unarmed
  10. Only the strong shall rule
The Goliath believe that by following these principles they will join their ancestors in the afterlife.
Magic is a mysterious and hotly debated topic on Eboris. Why only certain people can use magic, what exactly is the source of magic, and are there limits to what can be done with magic are all questions that mortal scholars and mages have long tried to answer.

There are things that are commonly observed or agreed upon, however. All races besides elves can use magic. Magic is something a person is born with; while the reason for this is not known, it is clear that some natural component is required for magic. Magic specifically refers to the ability to manipulate the energy and life force of the things around you in order to produce a new energy force known as magika. In order to cast magic, a mage must have a source of energy they are drawing from. This can range from environmental sources such as fire, the sun, the moon, running water to things like the energy of living things. A caster can even draw energy from their own life force in order to produce magika. The source of magika heavily influences what type of spell is cast. If a caster is drawing from the sun, light or fire magic is most likely to be produced. Drawing from the life force of one’s self or another living creature allows for significantly more versatility in terms of the type of magic that is produced, but drawing away too much of a being’s life force results in death.

Despite their natural abilities, mages are not the only ones who can master the use of supernatural power. Alchemy, while similar to magic, works instead to unlock the power held within natural minerals and plants. While mages use natural sources to create magika, alchemists instead use the magika that already exists in nature. Minerals such as gratium and wraithstone, when exposed to the proper treatment, release magika. Alchemists then mix this with different ingredients in order to produce potions of various types. Healing potions, as well as elemental attacks can be produced by alchemy. Alchemy is also able to produce effects that casting has been unable to achieve, such as temporary invisibility, increased strength, and heightened reflexes.

A valuable skill that allows magika to be infused into material weapons. This a rare and dangerous form of smithing and if not handled properly can result in deadly explosions. Still many see the art as worth the risk as master rune smiths have managed to create incredibly powerful weapons through their craft. Runesmithing is done by all races but dwarves in particular have honed the ability over generations and are generally regarded as the masters of the craft.

Purification is the art of nullifying magical abilities as well as removing the influence of demonic corruption. Purification is achieved by years of study and meditation that allow an individual to create enough internal tranquility to access the power. This is a technique almost exclusively used by elves but it is available to all non-mages with enough practice. For example, the Enchanters Order keeps around practicers of Purification in case their younger mages lose control of their abilities.
Eboris is a large continent with jagged coastlines and a somewhat rectangular shape. The western half of the continent tends to have a warmer climate and flatter terrain, with the continent’s sole desert in the south, while the eastern half is filled with mountain ranges and hilly terrain. There are scattered islands around the continent but Treodor in the Southwest represents the only populated islands. A large mountain range spreads east to west across the continent known as the Dracian Mountains that cross over into both Dascus and Tashar. The mountains gained their name due to being a habitat favored by dragons.

The Theocracy of Athela
The ancestral home of the Elven race, Athela was once an empire that spanned most of the continent. However after centuries of warring with the foreign races of man, dwarf, and even beastfolk, Athela is seen by many as having fallen from glory. It now occupies the northernmost part of Eboris and despite being weakened still holds a great deal of land and power. Athela is a theocracy whose laws strictly follow those set by the Path of Light. The High Seeker is the highest authority in Athela and just below him is the Council of Chancellors, which is made up of high ranking members of the church. Chancellorship is not hereditary but rather earned. After ten years of service to the church a citizen of Athela is eligible to seek a chancellorship which must be approved by a majority of the council. Because the Path controls the country’s laws this expectedly means that use of magical abilities without the approval of the High Seeker or Council of Chancellors is strictly forbidden. The very few mages that are allowed to exist in Athela are watched with suspicion. Non-elves are not granted citizenship and therefore are ineligible to join the council. Athelaian society functions very differently than others, as it has little in the way of private property and no sense of nobility outside of the council. The path is responsible with educating children who are then assigned careers based on their teachers' recommendations. All resources, housing, and other needs are provided by the government, though citizens have far more privileges than non-citizens. Therefore for elvish members of the Path life is quite peaceful but for those outside this favored group life in Athela can be quite difficult, and most non-elves lives as servants or criminals.

The Hurelan Freelands
Despite elves largely being associated with Athela, not all elves live within its borders and follow the Path, in fact the Freelands were founded over a hundred years ago by elves who had forsaken the traditions of their homeland. The Freelands were founded after a bloody civil war between Athela and the separatists known as the Hurelan which in elvish means rebels. This war came to be known as the War of the Marshes, as the Freelands are mostly made up of marshlands as well as a river valley. Once having gained their hard fought freedom from the Theocracy they went about establishing independent communities based on the principles of religious freedom and racial equality. Since then the Freelands have had mixed success. Some cities such Durnhal have grown to be successful and well managed while others like Southrun are riddled with crime and corruption. The Freelands occasionally war among themselves as well as skirmish with the Athelaian Guardians who attempt to enforce the Path outside the Theocracy.

The Kingdom of Dascus
Dascus is a large nation in the southwest of the continent. It is a human kingdom that has strong ties to magic. Many of the world’s most powerful mages come from Dascus and it is known for studying and experimenting with magic. As can be expected this creates tensions between Dascus and Athela and it is not uncommon for the two of them to be fighting. Dascus is a wondrous but somewhat elitist society. Power is consolidated amongst the king, the noble class and the mage Guild. As such the royal court in Halsha, the country’s capital, is notorious for being a political viper’s den. Dascus is seen as a wondrous place of possibility but it is also rife with corruption and danger.

The Kingdom of Treodor
Treodor is an island chain kingdom off of the southwest coast of the Eboris. As expected it is a seafaring nation with a powerful navy. It has conquered all of the known islands in the Sea of Quar and is a formidable if slightly isolated power. Most Treodors look down on the mainlanders as soft, but others see potential in the mainland. It is also very common for Treodors to join the Storm Chasers, as much as it so for them to be the pirates and bandits that are being chased.

The Confederacy of Eshon
A tribal-like human country that lives in the tundra like conditions of the northeast. The different tribes are united by a council that represents them all equally. The Eshoni are mostly modern despite their tribal nature, few are nomadic given the harsh realities of their environment. The Eshoni mostly try to keep to themselves but have had to fend off invasions from the south by Tashar, though there are some tribes that chose to return the hostilities. The Eshoni population is small but their warriors are fierce. They are especially feared for the cataphract moose cavalry that they employ. A Tasharen general once said that no one has felt greater fear than staring down an armored Eshonie moose.

The Empire of Tashar
The human realm that makes up the southeast. It by far has the most warlike tendencies, as its emperor is often looking to expand into new territories to make wealth and reputation. Tashar is less industrial and urban than their northern rivals Dascus. While there are a few cities like the capital, Varum, most of the country is farmland or wilderness. Tashar is not as magic oriented as Dascus, but is heavily influenced by the holy orders such as the Knights of Shotarr. One of Tashar’s most notable traits is its large dwarf population. It in fact holds the last great dwarven city of Ashar. The dwarves and the humans have a mutually beneficial relationship where the humans allow the dwarves political autonomy and the dwarves provide them with weapons and trade.

The Antoran League
The largest and most well-known beastfolk nation, the Antoran League is named after the legendary Gryphon King, Antores, who rallied the scattered Thalari tribes in the western and central regions of Eboris under a single banner in order to fight back the tides of the demon invasion. The Antoran League occupies a large territory in southwestern Eboris which encompasses many different biomes: the Anthas mountain range to the north, the Copper Grove and the Great Swamp to the west, the Wastes to the southeast, the massive Gules Desert to the south and the Great Plains in the heart of the League. It is composed of dozens of separate Thalari tribes that remain largely autonomous, but have pledged to come together and act as one in times of war or tribulation. A central council, made up of representatives chosen by the tribes’ rulers, oversees various matters in the capital city of Argrand in the Great Plains. Though in theory every tribe is equal under the League, the Wolf tribe of Amarkar, the Gryphon tribe of Skygard and the Turtle tribe of Amunda hold most of the political power, though the Shark tribe of Lubago, an underwater city that controls some territory on the western edges of the swamp and desert, is starting to gain prominence. In general, the inhabitants of the Antoran League are friendly, if temperamental, and welcome outsiders as long as they can keep the pace. The Thalari population is evenly split between worshipers of the Pantheon and those who follow the Thalai itself; both groups have managed to co-exist peacefully thus far, though tension between them is not unknown.

The Ouranocracy of Hercynia
Though the majority of beastfolk in Eboris are a part of the League, there are those who exist outside their rule. One such nation is the kingdom of Hercynia, formed three hundred years ago by the Dragon Lord Zahhak, who believed in the superiority of winged Thalari over all else, and attracted many of them to his cause. Thus the kingdom was founded on a massive forest by the eastern coast of Eboris. True to their founder’s creed, Hercynians believe themselves to be superior to the rest of the beastfolk and all the other land-dwelling races of Eboris and are fiercely territorial, allowing no outsiders into their territory except for fellow winged Thalari. Hercynians live in the treetops and in massive stone spires erected both within the forest and on its borders, where they also serve as watchtowers to ward against any invasion attempt. There is only one city within the forest, the capital, which shares its name with the kingdom and rises above the treeline, serving as a hub of trade and socialization for the normally aloof Hercynians. Due to their proximity and their territorial nature, the winged Thalari often find themselves at odds with the Tasharen, and border skirmishes are far from uncommon. Hercynians exclusively worship the Thalai, believing all other religions to be the invention of lesser people. Originally ruled by Zahhak’s dynasty, a recent coup has placed the throne in the hands of the Eagle tribe.

The Kritarchy of Sarthares
The Kritarchy is another Thalari state that exists outside of the League. Sartheres was created just over a hundred years ago by a group of beastfolk that no longer wished to be subject to the precepts of the Thalai and the ‘law of strength’ that was pervasive among the many tribes of the League. Formed to the southeast of Antora with a vision of answering to more rational precepts, Sarthares is ruled by a group of Judges, who are elected every five years and are in charge of establishing, maintaining and enforcing the law within Sartherian territory, aided by numerous well-trained city guards. Their lifestyle is more akin to that of other modern states than that of their Antoran and Hercynian counterparts, and they readily allow outsiders to settle within their borders. Given the diminished prevalence of Thalai worship in Sartharian society, the Kritarchy has a large population of ser’ana’thal, which is often the cause of tensions between them and the League, though relations between the two Thalari states are otherwise cordial, and Sarthares remains a part of the mutual protection pledge between the tribes despite being otherwise separate from the League. After being protected against a Treodor invasion by Tasharen coastal guards, Sarthares has become a military ally of the empire.
The Honor Guild
A holy order of Imera that seeks to uphold the principles of truth and honesty. The Guild is mostly made up of priests who spread her teachings however it also has a more militant and somewhat extreme wing of warriors. These warriors exist to enforce the Holy Oath, which is a binding contract made between parties. If you can present the Guild with evidence of a broken Holy Oath the punishment is death, and the warriors of Guild are duty bound to enforce it. For this reason the Guild is simultaneously respected and feared by the people.

The Repentant
The Repentant are an order of knights that serve the goddess Datune. Some balk at calling them knights, seeing them as nothing more than wandering vigilantes and outcasts. The knights are, in fact, traveling warriors who have given up rights to wealth, land, and possessions in order to redeem themselves for their past crimes. The Repentant are mostly seen as equivalent to town guards, however amongst the order there are a handful of powerful warriors who are able to access the blessing of Datune. This blessing is an old and mystical power that grants those chosen Repentant the ability to give life back to the dead. However this can not be done lightly nor often, as each time the Repentant uses the ability they risk their life being taken as payment.

Keepers of the Glass
A secretive organization of mages, charged with enforcing the prophecies and will of Sualdir. It is claimed that members of the organization experience visions and dreams that share these prophecies with them. These Keepers are then tasked with ensuring no outside forces prevent these events from occurring. In addition to being powerful mages, the Keepers are granted the unique ability to slow down time, through spells passed down through generations.

The Order of Evrouin
Commonly known as the Dragon Killers, the Order of Evrouin is among the most popular and glamorous of the holy orders, and it isn’t uncommon for younger sons of lords or common children to dream of finding glory in their ranks. Simply put the Dragon Killers are monster hunters, an organization tasked with dealing with the most dangerous beasts across the continent. The Dragon Killers are an elite order, but in recent years corruption and hubris has damaged their reputation. Rumors claim that one member let a dragon burn a village to the ground before slaying it because they refused to offer tribute. Beyond that the life of a Dragon Killer is far from all glamour and glory. It is a dangerous job, and it is said the initiation process can be perilous at best. Each initiate class is required to kill a dragon by any means necessary. They must then harvest the dragon’s blood and return it to the order. When initiated however, the Dragon Killers are granted a powerful boon. Not only can they grant themselves temporary immunity to fire, but they can coat themselves in holy flames that are extremely deadly to beasts and demons alike. While there is no requirement on what type of dragon the initiates must kill the stronger the dragon the greater the boon that is received.

The Merry Men of the Vine
A monastic organization dedicated to Benthoral that does double duty as a holy order of monks and a thriving business that distributes wine and all manner of alcoholic beverages to the faithful. Dedicated to fulfilling their god’s wishes to their very limit they donate and manufacture wine from the vast orchards they own in multiple countries. They wish to spread Benthoral’s chosen drink to every celebration or event thus they have a vast information network so they are up to date on every festival and fair hosted by the Pantheon’s faithful. Most monks of the order are excellent public speakers so as to better share in the festivities when distributing wine and seem to be supernaturally adept at persuasion. They are a fairly small organization whose members usually live in abbeys surrounded by orchards.

The Slayers of the Crypt
A secretive military organization dedicated to the eradication and purification of necromancers and undead wherever they may be to protect the living. They see necromancy as an insult to Chtholes’ creed and purpose and do all in their power to let the dead rest. They have secret bases scattered throughout Eboris that act as safe havens for members in between missions, which is especially helpful as the Slayers’ numbers are in the low hundreds. In order to become a Slayer one must be scouted by a recruiter and from then on they are assigned to one of the organization’s seven schools in which they are taught the Slayers’ combat arts and equipped for duty. All Slayers are given a weapon crafted from a special metal that is especially damaging to the undead and assigned a magical crow that can relay messages. A holy boon given to exceptional members is the ability to come back to life exactly once a few moments after death.

Oadot's Chosen
The priests and priestesses of Oadot are well liked and respected across the continent. The Chosen are a devout and pious group, who dedicated their lives to serving their goddess. That service primarily comes in the form of healing, which the Chosen are extremely adept at. Using what is called Oadot’s blessing, her followers are able to heal most wounds depending on their experience and skills. The Chosen have sanctuaries that dot the landscape, which often serve as the primary places of healing for poorer villages and towns. While the Chosen swear off violence, it is not uncommon for them to use the blessing for offensive purposes if their sanctuaries are attacked by feral demons or unholy beasts.

The Holy Order of Fire
The sacred followers of Qrodia are a powerful but feared holy order whose history and inner works are shrouded in mystery and unsettling rumors. The Holy Order of the Fire believes that the element of fire is the greatest gift given to the mortal kind, and that harnessing it is key to bringing about prosperity for all people. Many see the members of the Order as fanatics who have twisted Qrodia’s meaning, but few would speak out against them. This is because the Order of Fire is granted very powerful magical control over the element of fire, that far surpasses any normal mage’s mastery over the element. For non-mages, the order grants rune’s that are powered by the sun in order to produce fire and light magic. These runes are powerful but can only be used during the day. Despite their seemingly dangerous nature, the Order of Fire mostly keep to themselves, their primary function being to search the continent for clues to unleashing and harnessing the true power of the sun. Still, every few decades or so a rogue follower will attack a village or burn down a forest, and this trend makes it so that they are rarely welcomed in civilized settlements.

Faenar's Faithful
One of the more controversial holy orders, the Faithful serve more as a loose band of rebels than a traditional holy order. The Faithful are united by the belief that human ambition and its capacity for cruelty and destruction must be kept in check. For this reason, they serve as a sort of rebel organization that seeks to thwart political intrigue and help the common people. They have been responsible for many revolutions and rebellions across history and actively strike out against slavery and oppression. However many, particularly those of noble birth, view them as extremists and murders. This view has been furthered by the fact that there are those among the faithful that adopt an ends justify the means attitude in achieving their goals. It is not known outside the order if the faithful have a holy boon, as they are naturally very good at keeping secrets. In reality their boon is able to make others forget they had ever seen them. This can only be used on an individual once, but proves incredibly useful in the faithful’s line of work.

The Knights of Shotarr
In keeping with his nature as a war god, Shotarr’s holy order is an army in simplest terms. This army is particularly concerned with keeping the peace across the continent and protecting it from rogue magic. The knights are a large and proud organization and serve many purposes across Eboris. Some knights are assigned as city guards, or members of royal guards during particularly tumultuous times. Others represent the order within royal militaries to ensure righteousness and honor is being upheld by its soldiers. However the Knights are always prepared for a declaration of a holy war, which can only be declared by the High Master and his advisory council. Holy wars are serious matters and are often declared by the Knights against country’s who attempt to engage in dark magic, or other vile acts. Because of this the Knights are probably the most powerful Holy Order but also the most susceptible to political corruption. In combat they are famous for using enchanted weapons, forged by their legendary blacksmiths.

The Storm Chasers
A holy order that most never interact with but whose purpose is universally seen as noble. The Storm Chasers serve Qhelaos by protecting those who respectfully navigate the sea and punishing those who do so dishonorably. This means while shipwrecked sailors can hope to see the Chasers coming to their aid, poachers and pirates dread to see a ship flying the tidal wave flag coming in their direction. Befitting Qhelaos’ temperamental nature, the boon granted to Storm Chasers is often random and sometimes more of a curse than a blessing.

The Guardians
An elvish order of knights, the Guardians are trained warriors who master the art of purification and serve as the military wing of the Path of Light. The Guardians are primarily a domestic peace keeping force, whose purpose is to root out magical threats as well as feral demons and beasts that stray into Athela. They are skilled soldiers and generally feared by mages for their ability to nullify magic.

The Magi Consortium
One of the most influential organizations in Dascus and possibly all of Eboris, the Consortium is the ruling body for magic in the Kingdom of Dascus. The Consortium organizes itself through colleges that are spread across the country, each dedicated to a different magical disciplines. Each college is run by a Grand Mage who together make up a ruling council overseen by the Arch Mage. The Consortium is very much in favor of magical experimentation and is often out in front of ground breaking magical discoveries. However some, particularly the more conservative nobles of Dascus, question the ethicality and safety of their practices. However the Consortium is generally popular and holds a great deal of influence. Mages from the Consortium are more likely to be academics or political advisors than they are to be warriors but of course there are plenty of warriors in their ranks.

The Enchanter Order
Unlike Dascus, Tashar has more strict regulation and control over its mages. In Tashar the Enchanter Order is under direct control of the emperor who oversees the teaching and policing of magical arts. The Order regularly searches the country for those with magical abilities, bringing them into the Order by force if necessary. While not having produced as many new ideas or skills as the Consortium, the Order has produced many powerful mages in its own right. These mages tend to be trained as battle mages and are feared when seen on the battlefield.

The Foresters
An order of Thalari who have abandoned their duties to their respective nations and pledged to serve Eboris itself, the Foresters, or yal’ahar as they call themselves, are warriors who dwell in the forests and jungles of the continent, seeking to protect them from greedy kingdoms, callous invaders and uncontrolled mages alike. Far from being hostile to anyone who sets foot in the territories they claim, however, they also aid those who lose themselves in the wilderness, provide safe passage to travelers and protect nearby ranches and farmsteads from predator attacks. Though they have their roots in the Thalai, the Foresters accept outsiders into their ranks as long as they show the proper devotion to their cause. The most distinguished among these outsiders are taught how to change into the form of a beast of the wild, albeit in a form far more limited than what the Thalai bestows upon its children.

The Bank of Ashar
The most powerful merchants guild and bank in Eboris bases its strength in Dwarven city. It is a very influential organization and while it is officially a lawful organization it has ties to criminal organizations that are far from secret. Much of the Bank’s trade is legitimate and most of their value to foriegn powers comes in the form of their mining and forging of rare and useful metals such as Damirite and Eruvien. Damirite is often used for weapons because of malleability and staffs because of its conduciveness to magical activity whereas Eruvien is used for shields and armor because of its natural hardness and durability.

The Street Crawlers
A loosely organized thieves guild that has sects scattered across the continent, though they are most common in the Freelands and Dascus. The tactics and goals of each sect change based on their location and leadership however they are all criminal organizations that focus on developing networks of agents, particularly among the lower class. Some sects are simply in it for the money while others have larger political desires in mind.

The Wanderers
A strange organization by all accounts, the Wanderers are best described as a group of knights errant. They are soldiers who have lost allegiance with their past armies, or factions. They now follow a simple code, protect the innocent, punish the wicked. Because of this the Wanderers are very much vigilantes, who travel the continent seeking to enforce their own personal sense of justice. Mostly Wanderers work alone but sometimes they have been known to work in groups. Nothing is known about the group’s structure, whether they are just strangers who use the same creed, or are actually bound together. The strongest piece of evidence of actual organizational structure is that each Wanderer will leave a sign of their presence when they enforce justice, and it is not unheard of for a Wanderer to show up dead at the hands of another of their creed.

Haruza’s Horde
A nomadic band of Goliath warriors that believe Goliaths grow weak in their settlements and dedicate themselves to conquering the most powerful among the other races. The Horde also embraces magic users, and so most that are exiled from their tribes often join the horde. The Horde understandably produces a negative view of the Goliath among other races, and many Goliath outside the Horde find them to be heretical and dishonorable.

The Order of the Fading Butterfly
One of the most well-known secret necromantic orders, the Order of the Fading Butterfly stands out as, unlike many of its peers, it worships Datune as their deity of choice instead of Chthones. Believing that death is an aberration of the natural order and that their Goddess blesses those who seek second chances for the deceased, the Fading Butterfly pursues necromancy as a way to put an end to the cycle of life and death. While some of its members are idealistic, others are villainous and pursue the creation of monstrous abominations, but all of them are shunned by society and have to retreat to the underground to practice their necromantic arts.
  • Elves from Athela and Mages have a strained history for obvious reasons. These elves blame mages for the fall of their past empire while Mages see Elves as tyrannical elitists.
  • Members of the Magi Consortium and the Enchanter’s Order have a fierce rivalry, where the Magi often view Enchanters as boring novices without imagination while Enchanters think of the Magi as thoughtless academics.
  • The Wanderers tend to be a controversial subject, some see them as murders, others as good people forced to the extreme by societal neglect.
  • The Slayers of the Crypt are not popular among the Magi Consortium because of their tendency to target necromancers, but are viewed favorably by the Enchanters.
  • Feanar’s Faithful have a longstanding conflict with Dascus, as they view the country’s court culture as everything wrong with nobility. They are known to rob Dascus’ nobles, expose their crimes, and even assassinated the more corrupt among them.
  • The Holy Order of Fire are sometimes revered by mages who see them as dedicated to magic, while others see them as dangerous fanatics.
  • While the Knights of Shotarr are generally controversial, their fiercest critics tend to be the Repentant, who believe that the core purpose of knighthood is service and sacrifice and dislike how self servicing the knights of Shotarr tend to be.
  • The Merry Men of the Vine are very popular among commoners and nobles alike. Their only critics tend to be members of other holy orders who feel that the Merry Men make a mockery of faith.
  • Beastfolk, especially those from Antora and Hercynia, are often looked down upon by the humans of Dascus for their lack of proficiency in magic.
  • Zoros and the Order of Evrouin are generally disliked by beastfolk in general, who see their creed as a glorification of nature’s destruction - they often find themselves at odds with the Foresters.
  • The Foresters often come into conflict with the nations of the world due to their reluctance to allow them to overexploit Eboris’ natural resources.
  • The Goliath are not what you would call a popular race, but they have a particularly bitter rivalry with Dascus who are often victims of the Horde. This is similar to the Antoran League who some settlements are in a constant state of warfare with.
  • Goliath settlements sometimes quarrel with the foresters but generally the two try to keep away from each other as best as possible.
  • One particularly reviled figure in Athelaian history is the old king Hanikor, now known as Hanikor the weak. He ruled during the days of the Conflict and had thought to negotiate with the foriegn invaders. He is often blamed for the current fate of the Theocracy. Conversely, the Athelains revere Alisha the Pure who was the priestess who first manifested the ability to nullify magic.
  • In 481, Tashar was founded when its capital city Varun was built by exiles of the nearby kingdom of Umbria which would eventually be conquered by Tashar in a century’s time.
  • The Antoran League fought a legendary battle against the Horde in 750, during which it is said that the Gryphon King Anorose dropped the leader of the Horde into the volcano Mt. Hatas.
  • In 754, The Kingdom of Dascus is founded after the Duchy of Heidelberg and the Duchy of Dascus are unified by political marriage although it would only have half their current land at the time.
  • Tasharians claim that Shotarr himself once visited the Empire in the form of the famous knight Edgar the Unbreakable. He was a knight of unrivaled skill and the Tashar believed him unkillable. While there exists some evidence of his death, the official Tashar position is that he was raised to the heavens by Shotarr as a reward for his service. He was last seen in 805.
  • In 810, the world-renowned pyromantic and prominent member of the Holy Order of Fire, Theoden the Bright, started a massive forest fire in Dascus in a twisted attempt at gaining Qrodia’s attention and favor. This drew the ire of the Foresters, with Grand Ranger Tivalt leading an epic continent-wide manhunt that would only come to its conclusion five years later, when the Foresters found Theoden’s hiding place and killed his supporters, with Tivalt himself hanging the pyromantic from the spire of a sun shrine with his own entrails. The Foresters and the Holy Order of Fire have been bitter enemies since then.
  • In 890, the Quarian islands are united by Treodor after the Battle of Six Fleets destroys much of the other island nations’ navies leaving them with no choice but to submit to Treodor.
  • In the early 900s Treodor invaded Antora with the intention of establishing colonies on the continent. Confident that beastfolk were no match for them they sailed their great fleet in search of conquest. The horrific stories told by the survivors of the invasion are considered scary stories in Treodor today.
  • In 994, a rebellion led by the Lord of the Dragon tribe, Zahhak Empyreus, resulted in the War of the Clouds, which lasted six months and was fought primarily by the loyalists led by the Gryphon King and the separatists led by the Dragon Lord. Zahhak was eventually cast out, but by that point he had already garnered enough support from other winged Thalari and went on to found the Ouranocracy three years later, in 997.
  • In the dawn of the year 1000, Tashar is brought to its territorial peak by Emperor Martelus even extending in Thalari land significantly but these would be eventually lost.
  • In the year 1021, the Great Reforms occurred in Athela, others refer to it sometimes as the Great Purge however. The ruling council was entirely overthrown and a reformist council took over, establishing the rule that all citizens could participate in councilary.
  • In the year 1040 a major war began between Hercynia and Tashar after Emperor Zahhak delivered the heads of every Dragon Hunter found in Hercynia to the feet of the human emperor. The outcome was indecisive but it established a rivalry between the two kingdoms.
  • In 1108, the large score of Eshoni tribes would be united under Cayuga the Peacemaker who crafted their Great Council which aimed to represent all tribes equally but Cayuga himself would fail to see it completed after being slain by a vampire in one mysterious night.
  • In 1119, the Hurelan Freelands was officially recognized as an independent nation after a chaotic five year rebellion known as the War of the Marshes against Athela where it proved itself too costly for the Theocracy to regain through war.
  • The Eshoni’s greatest victory against Tashar took place in 1125 at the battle of White Peak, it was here that the legend of moose cavalry really began to spread across the continent.
  • The decade of 1140 was a dark one for the Freelands, as the city known as Eastwall rose into prominence as a trade hub between Hurelan and Dascus. In 1142, corrupt magician Jasper Harrow became governor, which marked the beginning of a series of kidnappings, disappearances and murders which began in Eastwall but soon spread into nearby cities such as Southrun. By 1147, five years after Jasper’s rise to power, the city was known as a lair of infamy and dark magic.The following year, a coalition of the Repentant, the Knights of Shotarr and the Wanderers attacked the city in what was known as the Purge of Eastwall, evacuating the innocents and burning the city to the ground as it was too corrupt. It was one of the few instances of a Holy War being declared, as well as the only instance of the Repentant and the Knights of Shotarr willingly cooperating.
  • There was a very large civil war between the royal family of House Vallir and a rebellion led by the bastard son of Emperor Luther that began in the year 1150 and ended in 1180. The bastard son won and became Emperor Maxus the First. House Vallir is now a shadow of its former self.
  • The Kritarchy of Sarthares was founded in 1182, when a coalition of lesser yet influential tribes led by Janos Skrit of the Pangolin tribe brought their grievances to the council and were peacefully granted the right to secede and lands to the east after a lengthy, heated debate, demanding in exchange a tribute that was paid in full twenty years later.
  • In 1206 Treodor launched a large-scale invasion of Sarthares, believing that the incipient Kritarchy would be ripe for the plundering and unable to fend off the invasion. The Sartharians could not fight off the raiders until a legion of imperial troops came to their aid, helping them force a stalemate until their beastfolk allies arrived to turn the tide. The Battle of Teved the following year was especially vicious, and the Wolf King of Amarkar awarded that part of the desert to Sarthares in recognition of the lengths they went to protecting it in spite of it falling outside of their territory. After the invasion, the Kritarchy became a loyal military ally of the Empire of Tashar.
  • In 1248, Hakkon Cloudstrider, king of the Eagle tribe, rose up in rebellion against the Dragon Lord of the Empyreus Dynasty, believing that it was his people and not the leathery-winged dragons who should rule over all the feathered beastfolk. The dragons retaliated with fire and blood, but at the end of the revolution the eagles stood victorious, and their enemies knelt before the Eagle King. The city of Hercynia was nearly burned to the ground during Hakkon’s Rebellion, and is still being rebuilt to this day by the nascent Cloudstrider Dynasty.
  • One of Dascus’ darker moments is known as the “North District Massacre” in the year 1265, where the already marginalized elvish district within Halsha was raided by angry humans during a particularly bloody war with Athela. Rather than help the elves the guards merely stood by and allowed it to happen. This garnered extreme criticism and forced a reorganization of the city guard.
  • In 1266, the cruel Dascian king Lucas IV is assassinated by decapitation in a public dance in his court by a Slayer of the Crypt whereupon his body disintegrated, revealing he had been an undead thrall most of his reign.
  • The Freelands suffered from a great plague that began in 1270 and lasted for nearly ten years. People of all races died and some city states were devastated worse than others.
  • The Hurelan city of Rederan is renowned for being the hometown of legendary Dragon Killer Helen Farrow, who is widely known as the Hero of Rederan due to saving the city from a Dragon attack in 1295.
  • Ten years ago an alliance between all of the Free Cities was proposed by the ruler of Durnhal, but it fell through due to old rivalries.
  • In the year 1318, The Kingdom of Dascus is currently ruled by the bloodline of House Vermelen who have ruled for the last two centuries. The current king is Adrian IV. He is a mere 17 years of age, which means his court is even more snake filled than usual. There are even rumors that his Uncle Valen is plotting against him.

  • One of Dascus’ most revered rulers was Adrian II who was unique in the Vermelen line as being the only mage to rule. He is seen as a shining example of what mages can do when given freedom and power.
  • The most memorable sight on Treodor is the massive stone statue built on the island of Garo, a ship that serves as a shrine to Qhelaos. It is a rite of passage for children to travel to worship at the base of the ship when they come to the age of adulthood.
  • The Eshoni have many unique traditions, but probably the most unique of them all is that of Towara, a marital practice where two warriors must venture off into the wilderness and survive a week together. It is seen as an ultimate test of the bond between two individuals.
  • Tashar has a renowned love of jousting, and their tournaments are known as both incredible parties and very rowdy.
  • The Wolf tribe of Amarkar has an ancient tradition known as the great hunt, where groups of the tribe’s youth set out to hunt one of the many great beasts lurking in the desert, a rite of passage for every Shi’el child.
  • Sarthares is famous for artistic expression in the form of painting that most of the other races see beyond the grasps of beastfolk.
  • Apolita is a famous Sartharian philosopher, known for her fierce critique of kingdoms and hereditary rule. She lived in the 10th century and her philosophy has been extremely influential among academics since.
  • Among the many stories of folk heroes and larger than life figures in Antoran culture is the tale of Lubago Stormfin, the Grey Shark, legendary Storm Chaser who dutifully guarded the shores of Eboris with a fleet of fifteen ships crewed by marine beastfolk. The Grey Shark set out to investigate rumors of a great beast devastating ships off the coast of Tashar. One by one his ships were destroyed by the first sea serpent the world had seen in centuries, but Lubago jumped into the waters and headed straight towards the beast. The two went deep underwater, and only the Grey Shark emerged amidst a sea of red. The underwater city ruled by the Shark tribe was named after him, and his story led to Thalari and Tasharen alike calling Storm Chasers ‘sharks’ as a sign of respect.

Beyond Light's Reach Official Archive Post

PostPosted: Wed May 20, 2020 1:38 pm
by Zarkenis Ultima

PostPosted: Wed May 20, 2020 1:39 pm
by Absolon-7
Reserved too

PostPosted: Wed May 20, 2020 1:40 pm
by Finland SSR
This might be reserved too depending on how I'm feeling

PostPosted: Wed May 20, 2020 1:44 pm
by The Republic of Atria
I'm just gonna slide on in here, with a potential Knight of Shotarr, but not really.

PostPosted: Wed May 20, 2020 1:50 pm
by Zarkenis Ultima
Here are my characters from the previous one. I'll be adding another one soon once I finish writing out the app :P

Name: Neferis 'Neffy' Lahari | The Wandering Wolf
Age: 27
Gender: Female
Race: Shi'el Thalari (Thal'kal)
Appearance: Anthropoid form (close-up)
Beast form
Good girl bonus
Mage?: No
Bio: Whenever the other races of Eboris think of the beastfolk, they tend to think of men and women dwelling in the lush forests of western Eboris. But this is not always true. Indeed, though many prefer such fertile lands, different tribes of Thalari can be found virtually anywhere, from the northern tundras to the mountainous regions in the east. The Shi'el are one such tribe. Initially a part of the vast Mir'el tribe that dwelt in the northern fringes of what would later be known as Antora, the Shi'el split away from them over a thousand years ago, led by the rebellious Wolf King Sefnir Lahari, and went on a pilgrimage to the south. They would eventually settle in what would later be known as the Gules Desert, so called in honor of Wolf King Gules Lahari, son of Sefnir, who fought against the demon tide alongside the Gryphon King himself and went on to claim authority upon all that which dwelt in the desert. Thus the Lahari Dynasty was born, and the desert wolves went on to become masters of the dunes.

Neferis was born into this dynasty as the second child of Vannagar Lahari, the ruling lord of the Shi'el tribe. The second eldest of four, she was always found in the company of her siblings growing up, whether they were practicing the art of the hunt, learning of the Thalai or simply playing and comparing each other to see who was the fastest, strongest, or most cunning. Belonging to such a competitive environment, it wasn't a surprise that Neferis found herself constantly striving to better herself, pushing herself to her limits. As hunting was a constant part of life for even the ruling caste of the Shi'el tribe, Neferis used this to hone her instincts, constantly going after bigger or more elusive prey, sometimes heading into the open desert for days on end before returning to her home in the oasis city of Amarkar, seat of the Wolf Kings.

Alas, while her exploits impressed her father and older brother time and time again, reality began to set in as the scions of Vannagar matured and each was prompted to find their path in life. The eldest would, of course, inherit the Throne of the Dunes along with the duty to protect the subservient tribes that inhabited it from the Wastes raiders to the north and Treodor incursions to the south; the rest were free to do as they chose, and her younger siblings, Nefirot and Nelessea, quickly decided that they wished to remain and be brave guardians of Amarkar, but Neferis did not know if that life was for her. Long days of meditation followed as the second eldest of the Lahari meditated on her upcoming decision - she had none of her older brother's preordained rights, but also none of his duties or restraints.

Eventually, she decided that if she was to follow a different path from her siblings, she wanted to see the world. As one of the most prestigious callings that Thalari such as herself could pursue, Neferis decided to join the Foresters. Her father arranged for everything, and at a still young age she left Amarkar alongside a recruiter from that faction. She served with them dutifully, her wonder at seeing the lush emerald woods of Antora further cementing the creed of the Foresters in her mind. It was with them that she first learned how to tap into the Thalai to adopt the form of the great grey wolf, slowly mastering said ability and becoming one with the great beast within. Unfortunately, after several years of distinguished service, news reached her of a battle looming near Amarkar - a Treodor raider fleet larger than any seen before by the desert wolves had made landfall and was heading inland with violent intent, and her brother Neltharis, now Wolf King of the Shi'el, made preparations to meet them on the field.

Made to decide between duty and family, Neferis found that the choice was not a difficult one at all. She left her post on the northern frontier of Antora, heading south as fast as her wolf form would take her. It took days of traveling for the desert royal, and by the time she arrived at the city, the battle was already in full swing just outside the southern gates. Weary from the journey, she nonetheless headed out into the battlefield. The men of Treodor were quick to flee afterwards - they were already demoralized by the sheer strength and tenacity of the Thalari warriors and their king, a massive black wolf as strong as ten beasts, but when a large grey wolf appeared alongside him, fighting with every bit the ferocity of the Wolf King, the seafaring men knew that their defeat was an inevitability.

Neltharis happily welcomed his sister back to Amarkar, thanking her for her aid and expressing admiration for how strong she had become in her time away from the Gules Desert - he had thought that her time in the lush green forests, where nature was kinder, would make her soft, but instead she had become a force to be reckoned with, rivaling even his own might. Not all was well, however, as her absence had caused the Foresters to fail to protect a forest bordering Athela from a skirmish between Athelaian and Dascian troops. Enraged at her actions, they demanded the wolf royal to be returned so that she could receive the ultimate punishment; Yal'ahari laws were harsh, and extremely clear on what would happen in the case of desertion. Naturally, Neltharis refused, bent on protecting his pack above all else, and the Yal'ahar backed off at the threat of Amarkar's retaliation if something were to happen to Neferis. But a stain remained - the Second Daughter of Amarkar had ignored her duties, and the Wolf King was sheltering a deserter in his city. She had brought disgrace upon herself and her brother.

She left Amarkar not long after on a self-imposed exile, vowing to only return once she had redeemed herself and was able to honor the name of the Lahari, of Gules and Sefnir, of Neltharis and Vannagar. On her own, she traveled the continent for a time, sometimes acting as a mercenary to whoever would hire her, other times protecting small towns and villages from goliath raiders or stray beasts, and sometimes aiding adventurers on their path. She gained some renown as the Wandering Wolf, and eventually had a chance meeting with an eccentric wandering magician who was under attack by a pack of wild beasts. Easily scaring them off with a deafening howl, Neferis approached the man, learning that he was a member of the Holy Order of Fire, servants of Qrodia, whom many Thalari revered as the mother of nature, synonymous with the Thalai. His words intrigued her, and she began traveling alongside him, offering him protection while he shared his food and his wisdom with her.

Sadly, tragedy would strike soon. While traveling through Tashar on a pilgrimage to an ancient sun shrine located there, the magician was attacked and murdered by imperial troops. Neferis was with him and fought with all of her might, but the ambush was swift and while she ultimately managed to save herself and fend of or kill every last soldier, it was too late. The magician had been mortally wounded. With his last breath, he told Neferis to find her purpose, and then passed on to her the most precious relic he owned, an unbounded runestone, one of Qrodia's Tears. Neferis took the rune, burned the magician's body as per his wishes, and left.

The Wandering Wolf has continued to walk the world since then, eventually finding herself as part of a research expedition to an ancient temple...
Fighting Style: Unarmed combat. Uses fire magic during the day. Predator when in beast form.
  • [Shi'el Heritage]: Neferis enjoys the many benefits that come with being a Shi'el Thalari, such as greater strength, endurance and speed than the other races of Eboris, which she has trained to surpass her own limits time and time again; as well as sharp instincts and a heightened sense of smell and hearing. Having lived in the Gules Desert for the better part of her life, she's also quite adapted to hot and dry environments. Her sharp fangs and claws can aid in combat even when untransformed.
  • [Combat Prowess]: Having trained extensively under her father and seen her fair share of combat while traveling across Eboris for the better part of a decade, Neferis is a consummate fighter. She excels at a form of martial arts practiced by the Shi'el of the Gules Desert, which revolves around unarmed combat and uses the natural body of the Thalari to devastating effect. Transformed, she can use her massive wolf form to fend off several foes at a time, and excels in the art of the hunt.
  • [Thalai Transformation]: Like other exceptional Thalari, Neferis possesses the ability to adopt a beast form, and has further honed this power through the cultivation of the Thalai. Neferis' beast form is that of a massive grey wolf, towering even over the common dire wolves of Eboris, and her howl is able to strike fear into the heart of most foes. She can switch freely between forms and sustain her beast form indefinitely, with little cost to her lucidity.
  • [Qrodia's Blessing]: Despite being neither a magician nor a consummate member of the Holy Order of Fire, Neferis possesses one of their blessed runestones, Qrodia's Tears, which she wears around her neck. The rune affords her powerful fire manipulation abilities and, as it does not require an incantation to activate, Neferis is known to use it in her beast form as well. It also protects her from fire and heat.

  • Hand to hand combat doesn't provide great defense against projectiles or magic, and since Neferis typically does not wear armor, the risk is greater still. Her beast form helps offset this, but not completely - given enough arrows, she will go down.
  • Though she can, in theory, remain in her beast form indefinitely, her food consumption must remain proportional to her size - if she finds herself without food for extended periods of time, odds are she will remain in anthropoid form to conserve energy, and if she has gone without food for a while, she may not be able to adopt her beast form.
  • The runestone she received from the magician can only be used during the day - at night, its source of magika is absent, and so it remains completely inert, depriving her of the ability to manipulate fire.

  • [Shi'el Attire]: Neferis wears clothes typical of the Shi'el of the Gules Desert. While they are not particularly protective, they are light, cool, and easy to move around in.
  • [Qrodia's Tear]: An incredibly powerful runestone granted to her by the Holy Order of Fire and worn around her neck, Qrodia's Tear is what allows Neferis to manipulate the element of fire. It is a fearsome boon in battle, but without it, she has no magical abilities whatsoever.

Optional Questionnaire
Personal Quest: To redeem herself and restore her honor
Favorite Factions: The Holy Order of Fire, Oadot's Chosen, the Merry Men of the Vine
Least Favorite Factions: The Order of Evrouin, the Foresters, the Guardians, the Enchanter Order
Favorite Memory: Racing her siblings in the dunes of the Gules
Goals: To bring glory to her tribe and protect it
Greatest Fear: Bringing disgrace to her tribe
Religion: Pantheon-influenced Thalai
Name: Saelaam 'Sael' Alvari | The Paragon of Trelia
Age: 23
Gender: Male
Race: Ar'el Thalari (Thal'kal)
Appearance: Here, minus the sword and armor (close up)
Mage?: Yes
Bio: Hercynians are known to the rest of Eboris as ruthless winged warriors, raining spears and arrows from the sky upon anyone who treads into their forest. This reputation is supported by both Tasharen and Eshonie survivors of countless failed incursions into Hercynian territories, which historically resulted in both of these nations giving the eastern forest a wide berth - though this has recently changed with the discovery of ancient artifacts and Tashar's quest for obtaining their power. There is, however, another side to their culture. While most believe that Hercynians are best represented by their leaders of the Kh'el tribe - proud, impetuous and violent - the politics of the court are handled, instead, by the Ar'el, the crows. Scheming, backstabbing sorts, the crows are always found serving the eagles, taking care of all the intrigue of court politics while their leaders war against each other and the other nations of Eboris.

Young Saelaam of the Alvari clan, born to the Crowfather, ruler of the Ar'el tribe, was fit for neither lifestyle. Not nearly as physically fit as the eagles, falcons or dragons that comprised the armies of Hercynia, he also found himself repulsed by the underhanded dealings his fellow crows and ravens regularly engaged in. He was groomed to be cunning, self-serving, and cautious to the point of paranoia - it was in their nature, they said - and any act of kindness, which came naturally to him, was punished severely. This quickly bred resentment in the young Thalari, and a rebellious spirit that soon became impossible to quell despite his family's harsh discipline. At the young age of thirteen, Saelaam Alvari reneged on the Thalai and fled from his home in the Hercynian spires, heading west into the Empire of Tashar. He wished to reach the Kritarchy, where he knew he would be well received despite being a ser'ana'thal.

For some time, the young crow simply wandered the countryside while avoiding any settlements, as he knew full well that he was unlikely to get a warm reception - he was content to hunt small animals for sustenance and occasionally observe any humans he came across while moving westward. His luck was bound to run out one day, however, and he was spotted by a Tasharen military expedition headed towards Eshon. Mistaken for a lone Hercynian raider, he was shot down by Tasharen archers, one arrow sticking out of his leg and several piercing his wings. By some miracle, he managed to escape the soldiers, but, crippled as he was, he only managed to crawl to a nearby riverbank before losing all of his strength.

He thought he was condemned. Instead, Saelaam woke up on a cot inside a temple of sorts, a pair of kind blue eyes looking at him. The young man discovered he had been saved by a priestess of Oadot, Remilia, who had found him half-dead by the river and brought him back to the local sanctuary, located in Trelia, a Tasharen town near the border with Sarthares. There, she had nursed him back to health with the aid of Oadot's blessing. Puzzled, he questioned her motives for saving him when any other Tasharen man or woman would've been content to leave a Hercynian to die - in response, she simply told him that she had sworn to help anyone in need, regardless of origin or allegiance. To someone who had fled from the cruel and selfish crows, such an honest display of kindness was both comforting and inspiring.

Saelaam decided to remain in Trelia, adopting the town's name as his own and helping around in the sanctuary however he could, until the head priest accepted him into the Chosen, teaching him how to use Oadot's gift to heal the ailing and, more importantly, realized something about him that no one had during his time in Hercynia: he was a magically capable individual. The head priest himself possessed the gift of magic, being a former member of the Enchanter Order who had deserted his post after years of service to the Empire, no longer willing to spill blood in its name. He took Saelaam under his wing, teaching him how to aid others with both blessing and healing - the head priest was an impressively talented offensive mage, but the young crow had no intention of learning how to harm others, and instead learned spells of transport and protection, being taught to gather magika from the moon itself.

Recently, he was chosen to accompany a contingent of the Knights of Shotarr on an expedition to an ancient temple, to act as their healer.
Fighting Style: None - Saelaam has no combat training whatsoever.
  • [Ar'el Heritage]: A member of the Ar'el tribe, Saelaam lacks the strength and endurance that other Thalari have, but in turn he has a pair of large black wings that allow him to soar the skies on a whim. As a ser'ana'thal, he has exceptional clarity of thought, though in exchange his instincts are nowhere near as sharp as those of other Thalari.
  • [Support Magic]: Saelaam is a decently talented practitioner of magic, though rather than the flashy, destructive kinds that other mages throughout Dascus and Tashar practice, he has opted to focus on less glamorous, though still quite useful spells.
    Shield: A simple spell that creates a translucent barrier around the target which is able to take a lot of punishment before breaking down. It can be created in bubble form or wall form - the former protects against attacks from all sides, but the latter has much more raw durability.
    Warding Rune: A magically created object that functions much like a shield spell, but is much stronger owing to its greater complexity - they can be used by non-mages, as well. Saelaam can only create them at night, due to the demanding magika cost.
    Teleportation: This spell allows Saelaam to, after a brief cast, instantly relocate himself to somewhere in his vicinity or line of sight, and allows him to take objects and people alongside him as well as long as they are in contact with him. Saelaam also possesses the ability to shift the locations of smaller objects and creatures with a quick word and an index finger motion.
    Arcane Beacon: A most useful contraption and one of the few innovations of the Enchanter Order in the field of magic, an arcane beacon is a magically-created object that allows its creator or someone with the creator's permission to teleport to it from anywhere in Eboris as if using a regular teleportation spell. The process required to create one is complex and takes quite a bit of time, but Saelaam has a good grasp on it.
  • [Oadot's Blessing]: The ability that makes Oadot's Chosen so well-liked throughout the continent, this blessing allows Saelaam to heal others of their injuries and ailments, to a degree. Though the blessing is shared by all the Chosen, effective use of it requires knowledge of the proper incantations, and not every wound or disease is healed the same way. Saelaam is quite adept at the use of the blessing and knows many incantations, though the highest peaks of its healing powers remain unknown to him for the time being.

  • While his flight is quite a boon, and one that does not tire him out easily, it is still not as perfect as a true bird's - he is slower, for one, and obviously a larger target as well. Archers and ranged magical attacks are the bane of his existence.
  • There is only so much punishment his barriers can take, and they excel at protecting against physical attacks - a barrier may protect against dozens of arrows, but just a few magical attacks will get through it.
  • Warding runes, while stronger than barriers and lacking a weakness against magic, cannot be created in the heat of battle.
  • Teleportation, as mentioned, has clear limits: the caster can only move to somewhere in his line of sight, within a small radius, or to a previously established beacon, and can't take along anything not in contact with him. It requires a brief casting time, as well.
  • Since Saelaam has been taught to gather most of his magika from the moon, he usually only has limited reserves during the day.
  • Oadot's blessing is an ability that is not hard to pick up, but is extremely difficult to master. Saelaam is quite adept at it, and can temper even grievous wounds, but he will not be helping people grow lost limbs back anytime soon.

  • [Robes of the Chosen]: The white robes that conform the uniform of Oadot's Chosen, specifically altered not to obstruct Saelaam's wings or impede flight. They are richly adorned with lunar signs and the owl, Oadot's sacred animal.
  • [Dagger]: Exactly what it says on the tin. Saelaam isn't any good with it, but his fellow Chosen have warned him of the impertinence that is taking to the road without the means to defend oneself.
  • [Warding Runes]: He always has a couple on him, just in case, as well as a few blanks in order to make more if necessary.
  • [Arcane Beacon]: Saelaam carries a fully assembled beacon wherever he goes, in case he needs to set it up in some place he visits. Currently, the only other beacon he has access to is in one of Oadot's sanctuaries, in the Tasharen town of Trelia.

Optional Questionnaire
Personal Quest: To become a high priest and lead his own sanctuary
Favorite Factions: Oadot's Chosen, the Knights of Shotarr, the Honor Guild
Least Favorite Factions: The Guardians, the Street Crawlers, Faenar's Faithful, the Enchanter Order
Favorite Memory: The face of a grateful young boy he had found injured in the streets of Trelia
Goals: To lead a noble life and aid those in need
Greatest Fear: Becoming like the members of the Court of Crows
Religion: The Pantheon
Name: Chrysanthea 'Chryssa' Blackwood | The Black Butterfly
Age: 25
Gender: Female
Race: Human
Appearance: Here
Mage?: No
Bio: Chrysanthea's lives have both been marked by tragedy, and the first came to a swift end when she was only a child, but to understand these statements, we must start from the beginning. The Blackwoods of Theles were part of the old Dascian nobility, their roots dating from before the merger with the Duchy of Heidelberg took place, and while their splendor had peaked a long time ago they were still an influential family, extremely wealthy and with plenty of connections with the Consortium. Their lavish lifestyle and their prosperity would be threatened, however, by the reign of Lucas the Cruel. Firmly opposed to his draconian policies, House Blackwood nonetheless had few allies to count on, as not many were willing to stand against someone such as Lucas IV. Finally, fearing prosecution, Lord Robert V Blackwood, Count of Theles and Chrysanthea's great-grandfather, took his family, his servants and his wealth, and fled south to Sarthares almost sixty years ago.

The fact that Lucas IV was deposed just six years after this exodus would've normally meant that the noble family would promptly return to their righteous place in Theles, but such a thing did not happen. Upon their arrival in the Kritarchy, the family was welcomed with open arms - the Sartharians did not fear retribution from the mad Dascian king, as they had the backing of both the League and the Empire. Lord Blackwood and his family settled in the coastal city of Ramnos, not far from the capital of Archea, where he became enamored by Sartharian culture. Despite the large Thalari population, Ramnos, and Sarthares as a whole, was a hub of art and philosophy, with humans and beastfolk alike participating in seemingly sophisticated expressions of their thought and emotion - there was a notorious leaning towards naturalistic positions in both philosophical and artistic currents of course, thanks to the presence of the Thalari, though those who held different beliefs were free to express themselves as well.

Lord Blackwood and his son Edward became particularly interested in the writings of Apolita, and decided that living under a king, just or cruel, would no longer be their family's path. Instead, they lived under the Judges, and used their wealth to invest in Ramnos and surrounding towns and cities, becoming the patrons of numerous painters, writers, sculptors and musicians and helping the impoverished. Thirty-two years after her family's arrival, Chrysanthea was born to Andreas Blackwood, governor of Ramnos, and his wife. Her family, while no longer nobility of any sort, still maintained a comfortable lifestyle, and her grandfather and great-grandfather were widely considered patron saints of the arts, not just in Ramnos but in the Kritarchy as a whole.

Chrysanthea, or Chryssa as her parents affectionately called her, grew up in this environment. Since her early years she was a feisty, lively girl with a boundless curiosity, and it was this curiosity that would eventually prove to be her undoing. While her family no longer answered to Dascus, they still had some connections with the Consortium, and when she was just ten years old her father hired one of their top runesmiths to make a special armor for his bodyguard, fearing the mysterious death threats that his family had received of late. This armor was to be composed of an extremely rare metal called magicite, an alloy that can only be crafted with steel and wraithstone and which, if sufficiently connected to a person - in this case by covering most of their body - would grant them unnatural might. It was a complicated project to be sure, and potentially a dangerous one as runesmithing done wrong could have explosive consequences, but still the master runesmith assured Governor Andreas that it could be done, even though magicite was rarely used in such large quantities and practically never for a full suit of armor. Some months later, the master runesmith was about to finish the cuirass and a curious Chryssa had wandered into the workshop.

Suddenly, an explosion rocked the entirety of Robert's Hall, and guards rushed to the scene only to find the master runesmith dead and Chryssa agonizing, riddled with wounds from the shrapnel that embedded itself inside of her. A panicked Andreas ordered her to be carried to the nearby sanctuary of Oadot, where the Chosen made every effort to remove the shrapnel and heal the ailing girl, but some shards could not be removed without causing too much damage, and all of their prayers seemed unable to bring her back to health. At the tender age of ten, in the care of Oadot's Chosen, Chrysanthea Blackwood passed away.

That would have been the end of her story, if not for the Black Butterfly.

Watching over the dying girl and her panicked father was a figure shrouded in darkness, a Repentant Knight who had sought temporary shelter among the Chosen. Not a second after the girl had passed, the mysterious knight stepped forward, gently asking her father to move aside before leaning over the dead girl and placing her hands over her chest. Then, she uttered a careful, heartfelt prayer to Datune, the Goddess of Penance and Rebirth. For a few moments, nothing happened, and then the Repentant tried again, her words more vehement this time. Once more, nothing. Finally, she uttered the prayer one last time, her tone now pleading. A second passed, then another, and suddenly the girl opened her eyes, gasping for air.

Andreas held his daughter and looked up at the knight, promising to give her any reward she asked. In response, she simply stated that she sensed a great destiny for Chrysanthea, and asked to be allowed to train her in the ways of the sword. Though surprised, the Governor felt that he was hardly in a position to refuse, and agreed to let her train his daughter as soon as she recovered fully.

This recovery, as it turned out, would be trickier than initially believed. Though Chryssa was undeniably alive, the shards of metal that remained inside her body were, in fact, shards of magicite, and without a runic matrix to keep their power in check, their latent power would eventually go out of control and kill her. Desperate, Andreas went to every runesmith, alchemist, magician and healer of renown within Sarthares, though he refused to go to the Consortium for aid, instead cutting all ties with them as he was infuriated with what they had done to his family. Eventually, a solution was found, one that wasn't ideal but would allow Chryssa to live her life with relative normalcy: a cleansing potion, a semi-common concoction normally used to cure someone of a curse or other magical affliction, would keep the magicite in check if ingested regularly. Fortuntely, they were not expensive, so Andreas was sure that with his family's wealth, her daughter would be able to live out her entire life without issue.

With that matter solved, then, it was time for Chryssa and Andreas to honor their promise, and honor it they did. From that day onwards, Chryssa would train with her savior every day for hours on end, and though at first she displayed little skill with the sword, over the years she would become a formidable fighter, able to trade blows with her mentor no longer as a student, but as an equal. She also discovered that, though it threatened her, the volatile power of the magicite inside of her could be harnessed to overcome her body's limits. Her mentor warned her against this however, telling her to use it only as a last resort, and so their training continued on as usual.

But other things would soon change in Chrysanthea's life. Eight years after her death and resurrection, her father died of sickness, and another governor was elected to manage the affairs of Ramnos, while Chryssa became the head of the household, as Andreas never had any other children. With only eighteen of age and far more interested in her swordplay than in the affairs of her family, the young head of the family left her father's - and now her- advisor, Edris, to handle everything, from their donations to charity to their patronage of various artists.

Over the course of two years, however, Edris conspired. He had strong ties to the Consortium still, and had vehemently opposed Andreas' decision to cut all ties with them only to be ignored. Slowly as to remain unnoticed, he put together a plot to rid the world of House Blackwood. One day, while Chryssa was out in the nearby plains training, a small force marched into Robert's Hall and slaughtered everyone in it before the city guard could intervene. Servants, artists and family members alike were slain, except of course for Edris himself, who played the part of the frightened survivor. The assassins were then apprehended, but at the same time, another group of assassins closed in on Chryssa and her mentor. They were numerous enough to overwhelm her, but both of them fought hard to survive. Ultimately, the Repentant was able to protect Chryssa, at the cost of her own life: the wounds she had sustained during the fight were lethal.

In her last moments, the Repentant told Chryssa her name, along with a story. The story of the Black Butterfly, who wielded the Sword of Retribution, Achlys, said to have been forged by an avatar of the Goddess herself. The Black Butterfly was a mantle passed on from generation to generation, destined to protect the innocent and guided by the hand of Datune. The woman confessed that it had a long time since Datune had spoken to them, as neither her, nor her mentor, nor her mentor's mentor had heard her voice. Even so, someone had to don the mantle, and she knew it was Chryssa's destiny, for it was Sualdir's edict and the will of the Gods, communicated to her by a Keeper of the Glass.

When Chryssa returned to the city, now carrying the armor and weapons of the Black Butterfly, she found out that her family was dead, and that Edris was found responsible for the conspiracy, tried, and promptly executed. The young woman was horrified, knowing that he had only managed this because of her refusal to handle the affairs of the family herself, and at that moment, she decided to surrender herself to her destiny. She donated Robert's Hall to be turned into an orphanage and gave what remained of her family's wealth to various charities before leaving Ramnos. Donning the armor, she wandered the countryside until eventually happening across one of the Repentant's scant temples, the headquarters of the Archean Chapter. There, she was taught the ways of the Repentant, their vows of poverty and their philosophy of non-attachment, as well as the importance of symbols such as the one she represented in their culture, to inspire others to follow in their footsteps and make the world a better place.

Two years afterwards, she left again and took to wandering across Eboris, doing what she could to protect the people and punish the wicked, while struggling to regularly obtain doses of that special concoction which she needed to survive. She has been doing this for five years, but feels that she has yet to find that 'greater destiny' that her mentor once told her about.
Fighting Style: One-handed swordsmanship, with a focus on agility and parrying
  • [Swordsmanship]: Chryssa is an exceptionally talented swordswoman, using Achlys together with a parrying dagger to deadly effect and taking advantage of her agility to overwhelm her foes with a variety of attacks from several different angles.
  • [Volatile Power]: Chryssa can harness the latent power of the magicite shards embedded within her to pull off incredible feats of strength.
  • [Datune's Blessing]: Perhaps most notably, Chryssa has access to that elusive power exclusive to the Repentant, the power to bring back the dead.

  • The use of a parrying dagger instead of a shield allows for impressive feats of defensive and offensive swordsmanship, but requires a great deal of ability and precision, and sacrifices the simple safety that a shield offers a warrior.
  • Adding to the above, as Chryssa relies on agility, her armor is not as heavy or reinforced as those worn by the Guardians or the Knights of Shotarr.
  • A burst of magicite power, while awe inspiring, leaves the user drained afterwards, and can easily lead to bodily harm if one is not careful.
  • In addition, the presence of magicite in Chryssa's body is a danger, and she needs to drink cleansing potions with regularity in order to keep the magicite from going out of control and killing her. On top of that, after drinking one she won't be able to harness its power for a time.
  • Chryssa is a swordswoman first and foremost. Her only means of attacking at a range is her limited supply of throwing knives.
  • The Blessing of Datune, while powerful, can only be used sparingly. Too many prayers of resurrection and she risks her life being extinguished in return.

  • [Armor of the Black Butterfly]: A simple yet elegant, almost dress-like suit of armor passed on to Chryssa by her mentor, this runeforged armor possesses strong enchantments that ward against magical attacks, making her a powerful asset against magicians.
  • [Achlys, Sword of Retribution]: A masterfully crafted black blade that is supernaturally sharp and enduring, and is inlaid with two enchanted rubies on he hilt, which grant it the power to either become wreathed in flames or emanate a thick white mist that obscures its user.
  • Parrying Dagger
  • Throwing Knives
  • Cleansing Potions

Optional Questionnaire
Personal Quest: None - her ideals and her service to the Repentant are all she has
Favorite Factions: Oadot's Chosen, the Honor Guild, the Wanderers
Least Favorite Factions: The Magi Consortium, the Enchanter Order, the Knights of Shotarr, the Order of the Fading Butterfly
Favorite Memory: Saving a family from a rogue magician while in the service of Datune
Goals: To live a pious life and redeem herself in the eyes of the Gods
Greatest Fear: Being the vehicle for another tragedy
Religion: The Pantheon
Name: Sir Oscar the Wise | The Iron-Handed Knight
Age: 30
Gender: Male
Race: Human
Appearance (pics if possible): Here
Mage?: Yes
Bio: The story of Sir Oscar the Wise had humbler origins than one might expect from a respected figure within the Order of Evrouin: it begins with the tale of Oscar, the peasant boy. Oscar was born in the farming town of Redhill as the son of the town blacksmith, Alfric, and his wife Erin. He had a brother six years his elder named Owen as well, and the two would often play with their father's tools while pretending to be knights, much to the blacksmith's chagrin. In fact, since his early years Oscar seemed to take particular interest not only in swords and battles, but in tales of brave knights and daring adventures. He would absorb these stories like a plant absorbs sunlight, and none interested him more than the stories pertaining to the gallant knights of the Order of Evrouin, the Dragon Killers. He came to admire and revere figures such as the heroine of Redaran, Helen Farrow; the enigmatic beastman hero known only as Old Wolf; and even the legendary first Dragon Killer, Garland Godsbrand, said to have been trained by Zoros himself to take down the dreaded Rog Balam, tyrant beast of the Dracian Mountains.

Young Oscar dreamed to become a hero like those famed Dragon Killers, but deep down inside he knew that it wouldn't happen. Him? A peasant boy, the blacksmith's son? What hopes did he have of becoming one? How would he even pass their rite of initiation, the hunt for dragon blood? He knew the disheartening answers to all of these questions, and so, as he and Owen started growing up and his father began putting them to work and teaching them about the family trade, these dreams and fancies slowly began to fade away, Oscar resigning himself to a tranquil unremarkable life.

That is, until he turned ten.

When out gathering some firewood for the house one night, the young boy saw sparks coming out of his fingers. He immediately ran to tell his father, excited about this newfound ability and what it could mean for him. After all, though his dreams were of becoming a Dragon Killer, any boy who fancied tales about knights and heroes would have heard about the Enchanter Order, whose mage knights were the backbone of the imperial army. However, rather than being excited for his son's future, Alfric was distraught. He explained that he needed him and Owen here to help him run the workshop and eventually take it over and take care of their mother when he was gone, and expressly forbade his younger son from using his talents in public.

So, of course, Oscar ran from home. Escaped in the dead of night one day and followed the path to the nearby town of Rittland, where he traded some stolen tools for passage to the capital. Upon reaching his destination, he ran up to the nearest city guard he saw and explained the situation to him. Unfortunately, the guard was less than sympathetic. It was not unheard of for lowborn children to claim they had magical abilities in order to get free food and lodging in the headquarters of the Order, so the guard, understandably skeptical, asked for a practical demonstration. Oscar confidently agreed and began trying to manifest sparks once again. After all, he had already done it once, how hard could it be to get a repeat?

Very hard as it turns out. The boy simply stood there for several minutes while holding his hands in front of him and scowling at them, while an increasingly bored and annoyed guard glared at him. Suddenly, a nearby commotion caught the guard's attention, and he ran off to attempt to stop a street brawl, leaving Oscar by himself. The boy angrily stomped on the cobblestone floor beneath his feet and suddenly noticed a tingling on his hands. When he looked down, he noticed that they were sparking again, which only served to further enrage him.

Suddenly, someone tapped him on the shoulder and the boy whirled around, seeing a girl about his age with glossy white hair and big blue eyes; her tidy, well-kept appearance made her seem like a noble, but she wore an uniform of some sort instead of a silken dress. She introduced herself as Elesia and told the boy to accompany him, which he did. Much to his surprise, she led him straight to the Order's headquarters next to the royal palace, where a professional battle mage trained in the Sight confirmed that Oscar indeed possessed the gift of magic.

From that day onwards, his training with sword and spell began, and he showed incredible aptitude for a peasant boy who had only ever wielded sticks and stones before. He also often met Elesia on the training grounds - while they were the same age, she had two years of training on him, as her magic had manifested when she was eight. Even then, Oscar struggled to catch up to her and match her pacing, which, along with his drive to become powerful enough to join the ranks of a Dragon Killer, was part of the reason he excelled at his training. His friendly rivalry with Elesia soon turned into a close friendship, and, as the years passed and the two matured, it eventually blossomed into a textbook romance.

Finally, when he was eighteen years old, he managed to graduate early from his Enchanter training - most people, like Elesia, graduated after ten, whether because they were not as talented or, as in her case, because they wanted to ensure that they had learned everything there was to learn, but he was far too eager to pursue his dreams to wait two years longer, and he passed his exam with flying colors.

With that, Oscar was free to either join the imperial army or pursue his own goals. He bade farewell to his beloved, knowing that their destinies were about to part ways - she was a noble and would return to her family's estate as a battle mage, to wait for further orders and serve the Emperor, while he was a young man without a home to call his own and the desire to travel the world under the banner of the bow and the wolf.

However, his quest to join the Order of Evrouin was far from over, and now he would face his biggest challenge yet: harvesting a dragon's blood. Visiting the headquarters of the Order in Varum, Oscar found some like-minded youths and information on where to find a dragon: the town of Greywald, bordering the Barrier Mountains, had reported being attacked by one. Oscar and his small party headed there and were well-received by the townspeople, who were happy to see someone come to their aid. However, the group was torn on how to act next. Some of them wanted to set up traps in the terrain surrounding the town so that they could have an advantage over the dragon the next time it attacked, while others, Oscar among them, wanted to take the battle directly to the beast's lair. Waiting for it to attack felt like using the village as bait, which didn't sit well with him.

Oscar's side eventually won the discussion and the group began traversing the Barrier Mountains that separated Tashar from Hercynia in search of the dragon's lair. It took several days, but when they found it, they realized that they were very much out of their depth. The dragon in question was an Iris Dragon, the deadliest brood still extant in Eboris. As soon as it detected intruders in its lair, its fire breath incinerated two of Oscar's companion, and the rest immediately ran to try and find shelter in one of the mountain range's caverns and crevices, hoping to regroup and plan their next move. However, by the next hour, he was the only one left, and severely wounded, too: the dragon's claws had raked through his chest and torso, and he had lost a hand to its voracious maw. It was a miracle that he had managed to survive so long with such injuries.

Finally, fortune decided to give him a respite, or perhaps destiny intervened to ensure his survival. Whatever the case, the dragon walked by his hideout without noticing him, and at that moment, Oscar mustered his remaining strength to plunge his sword deep into the beast's chest. The creature roared and flailed in agony before backing away from him. Though its heart had been pierced, it clearly still had some life in it, and prepared to let loose another stream of flames from its maw. Desperate and knowing what was coming, Oscar performed an act that was labeled as forbidden in the old legends and stories about dragons and their slayers. He drank the blood that coated his sword.

The dragon breathed fire upon him, and Oscar screamed in agony, but not because of the flames. Drinking the dragon's blood seared his wounds shut and caused him an unfathomable pain, but protected him from the flames. A few moments afterwards, Oscar cut off the dragon's head, ending its flames and its reign of terror forever.

He collapsed afterwards, but woke up a few days later in Greywald. A seasoned Dragon Killer had been dispatched to take care of the issue in case none of the candidates returned, and had found the boy unconscious next to the dragon's corpse. Impressed, the Dragon Killer harvested the dragon's blood on his behalf, carried him to safety and congratulated him on a job well done when he woke up. Though the endorsement rang hollow after all the wounds he had sustained and the companions he had lost, he took solace in the fact that he had finally done it.

He had passed their test. He would become a Dragon Killer.

The next day, he and his savior were on the road back towards Varum, and come next week he had received his boon, his cape, and the iron hand that earned him his nickname among his peers. However, reality was quick to set in: even though he had achieved his goal of joining the Order of Evrouin, he'd be hard pressed to become a figure of legend like his heroes. He had lost his dominant hand and his swordsmanship suffered for it, not to mention the fact that his wounds didn't seem to heal properly, even with the aid of a high priest from the Chosen. Limited thus, he knew he wouldn't be able to face off against fearsome beasts and wandering monsters on his own.

That is why, upon joining, he began spending his time in other ways. He began focusing on magic instead of martial prowess and honed his craft so that it would serve him where his sword could not. He mingled with the officers, and learned of the inner workings of the order and of leadership on the battlefield. He served as a liaison to the people, hearing their words of gratitude as well as the issues that they had with the order. And yes, sometimes he dealt with problems that required force, using his magic to deal with packs of beasts encroching on small roadside villages, or leading a group of his fellow Dragon Killers on a dragon hunt. His amiable nature coupled with his reputation for being measured and perceptive and his use of magic over weaponry led to him earning his epithet. He was thenceforth known as Sir Oscar the Wise.

He has now served in the Order of Evrouin for eleven, almost twelve years, earning quite a bit of renown as an approachable Dragon Killer and a prominent member of the reformist movement, a group of members of the Order of Evrouin who want to reform the organization so that they can better protect the people and deal with corruption and complacency within their ranks. He has grown disheartened in the pursuit of his childhood dream of becoming a legendary hero, but in turn he has devoted all his time and effort to making Eboris a safer place.
Fighting Style: Magician (primarily offensive)
  • [Swordfighting]: He's not very good at it anymore, for obvious reasons, and he only brandishes Lionheart as a last resort, but all his ailments haven't taken from Oscar the ability of a master swordsman to analyze his foes, predict attacks and look for openings. He is keenly aware of his surroundings in battle and his instincts are as sharp as ever, even if he can no longer move as quickly as he once could.
  • [The Sight]: One of the few abilities particular to the Enchanter Order and its trainees which the Consortium hasn't been able to replicate, The Sight is a sixth sense of sorts that aids Oscar in detecting sources of magika, residual magika from spells, and other individuals with the gift of magic. It helps in analyzing spells and estimating the power of other magicians as well, which is useful when battling rogue sorcerers.
  • [Spellcasting]: Oscar's main asset is his ability to use magic. In the past he combined this with his martial prowess to deadly effect, but now he relies purely on his spells. He has a widely varied arsenal of spells at his disposal, and while he specializes in elemental magic (particularly storm magic) to attack his foes and affect the terrain to his advantage, he has mastered a few non-elemental spells such as curses, force spells and even the occasional utility spell - levitation in particular is useful to him, and healing minor injuries can ward off infections during long journeys.
  • [Blood of the Dragon]: For all the trouble it has brought him, drinking untreated dragon blood has given Oscar a single boon: complete immunity to fire and burning, beyond what his fellow Dragon Killers possess and permanent in nature.
  • [Zoros' Blessing]: For his deed in slaying the mighty Iris Dragon, Oscar was awarded a very powerful blessing, and his aura of white flames is quite a sight to behold. While he no longer has much use in coating his weapon with it, he can still use it to defend himself.
  • [The Gift of Song]: A bohemian at heart, Oscar quite enjoys music, song and merrymaking. Over the years this has led to him developing a remarkable singing voice.

  • Most evident among Oscar's many ailments is the lack of his left hand, which he lost to the Iris Dragon. As he is (or was) left-handed, this means he can no longer wield his sword as well as he used to, and has trouble with basic activities such as writing.
  • Needless to say, this also means he can't use his sword and shield at the same time. The only reason he bothers carrying a buckler is because it's a memento of sorts and in case he needs to defend himself more than he needs to fight back.
  • As a result of drinking the untreated blood of the Iris Dragon, Oscar was afflicted with its curse, which means that the injuries he sustained during that battle never fully healed. This causes him chronic pain and has severely hampered his stamina. He cannot walk for very long without rest and swimming or sprinting is very difficult; attempting to fight tires him quickly and the pain can often mess with his concentration while spellcasting.
  • He also does not wear armor, as the weight wears him out very quickly. As a result, he's vulnerable to swords and arrows.
  • Due to the above, Oscar is overall a poor fighter up close, a far cry from his days of glory when he had just graduated from his training in the Enchanter Order. While he still retains a great deal of practical knowledge on how to use a sword and handle himself in a fight, the curse of the dragon has made it so that, in practice, this knowledge is only useful to lead men in a battle or give pointers to someone in need of training.
  • His divine boon from Zoros, while very powerful, can only manifest as an aura of white flames that covers Oscar's body and his weapon, meaning that it is only useful at close range. As Oscar is someone who avoids fighting at close range when possible, this is rarely useful.
  • His immunity to fire is not without its downsides. Another aspect of the dragon's curse is that he quickly grows weaker in the cold and struggles to maintain his body heat.
  • The Sight, as the name indicates, requires him to see to be useful. If he is blinded, or if whatever he wants to analyze is out of sight, then it's no good.
  • He just can't seem to grow a beard. One of the many regrets in his life.

  • [Lionheart]: Oscar's trusty blade, forged for him after his initiation into the Order. While it's no longer very useful for him as a weapon, its true strength lies in the damirite core forged into the hilt, which greatly amplifies Oscar's spellcasting abilities, making him a greater threat than he would otherwise be.
  • [The Iron Hand]: Exactly what it says on the tin, with the sole caveat that the iron was runeforged to produce a powerful electrical current (that doesn't affect Oscar himself, of course). As it's only useful at melee range, this is more often a last resort than a strategical boon - it can be used with no ill effects even if he has exhausted his boon and his magika reserves.
  • An old buckler
  • A carving knife
  • A flask of Sualdir's Draught

Optional Questionnaire
Personal Quest: To protect the people of Eboris from dangerous beasts and other threats
Favorite Factions: The Enchanter Order, the Repentant, the Merry Men of the Vine
Least Favorite Factions: Faenar's Faithful, Haruza's Horde, the Magi Consortium, the Foresters
Favorite Memory: The night he laid with his first love, Elesia
Goals: He hopes to still become a legend like his heroes, though he has grown to doubt that he can
Greatest Fear: Dying old, sick and forgotten
Religion: Pantheon

PostPosted: Wed May 20, 2020 2:00 pm
by Tomia
Name: Sir Quentin "Wolf" Raeden
Age: 32
Gender: Male
Race: Human
Appearance : Quentin
Mage?: No
Bio: Quentin Raeden, known affectionately as Wolf by his friends and comrades is a Knight of Shotarr and is a respected leader in the organization. Earning the rank of Knight Commander, Quentin now commands a battalion of one hundred knights. However before his rise in status, Quentin was a foot soldier in the Tashar army. He had been conscripted from his farm at the age of sixteen by the lord of his land to fight in a land dispute between him and an Eshonie tribe. At sixteen he barely knew how to hold a sword, and was totally lost in the chaos of battle. He was nearly trampled by a member of the legendary moose cavalry, which left him frozen in fear. Terrified and having no experience in battle, Quentin ran from the field. Knowing that he if he went back home he would be hanged as a deserter so he fled for the forest. Alone and hungry as night started to fall, Quentin wasn't sure how long he could survive until he started to hear noises, the growling of wolves. He slowly moved towards the sound until he finally saw the source of the noise in a clearing. A knight in fancy blue armor, wearing the sigil of Shotarr, was wounded and cornered by a wolf. He had already killed three others, but the one that remained was closing in for the kill. Quentin's hands started shaking, as he stood there frozen again, his sword pointed to the ground. He had already ran away once, could he do it again at the cost of a man's life?

He couldn't.

Quentin rushed in, barely thinking straight from the fear. However his survival instincts kicked in and he swung with all his strength at the wolf. Caught by surprise, the wolf slowly backed away as it sized up its prey. Soon it lunged and Quentin stabbed forward reflexively. He fell to the ground, the wolf skewered on top of him. He managed to get out from under it and approached the knight. His leg was hurt but he was still alive. Quentin used some bandages the knight had to stop the bleeding and they then made camp for the knight.

Quentin learned that the man he saved was Sir Daniel Hartrift, an officer in the Knights of Shotarr. They got to talking, and Sir Daniel offered to take Quentin with him to the Knight's keep, to become an initiate in the order. Quentin was shocked, but the knight insisted Quentin was worthy of being an initiate, even after the young man admitted he had deserted battle. Sir Daniel explained that refusing to fight in an unjust or pointless war was no crime. Since he couldn't risk returning home and had nowhere else to go, the former conscript agreed to go with the knight.

Once Daniel had healed enough to travel they headed for the capital of Tashar and from there Quentin began his training. After hearing the story of how he single handily defeated a wolf and saved a knight, Quentin became quiet popular among the recruits as they gave him the flattering nickname "Wolf Knight" which was eventually shortened to wolf.

Now having served in the order for fourteen years, Quentin has grown somewhat weary of the cause. He had fought in so many wars and killed so many people yet they were no more closer to the "peace" they were supposedly meant to seek out. He has watched the order grow complacent and corrupt around him and believes things must change. His former master and mentor Sir Daniel is now an adviser to the High Master, who urges patience from his protegee. Now Quentin represents the Knights of Shotarr as part of the research expedition to the nearly discovered temple.
Fighting Style: Two handed warrior
  • Master of Combat: Quentin has fourteen years of combat experience, and his skill with a great sword puts fear in the heart of most reasonable people.
  • [Enchanted Blade: Quentin's sword Requiem, is forged from Damirite and enchanted to not only spark with electricity but allow the user to aim short ranged electrical attacks at his opponent thanks to the rune at the base of the blade.

Limitations :
  • Speed- Considering the weight of his weapon and armor, Quentin is not particularly mobile in battle and can be outmaneuvered by a lighter opponent
  • Defense- A two handed weapon increases his strength and danger in battle, but also opens him up to more attacks, particularly ranged ones.

  • Requiem Quentin's sword, a well crafted and durable blade, it is by far his most valuable possession.
  • Necklace After leaving his home for the knights, Quentin's parents sent him a family heirloom, a necklace with a silver star for a pendant. It represented Oadot, the goddess of the moon and was meant to bring heal and luck whoever wore it. Quentin still wears it today as a reminder of the life he left behind.
  • HorseQuentin's current horse is named Galen and is large with brown hair. When fully armored Galen and Quentin can be as frightening as the moose cavalry he had fought all those years ago.

Optional Questionnaire
Personal Quest: To find his parents who he has lost contact with
Favorite Factions: the Knights of Shotarr, Oadot's Chosen
Least Favorite Factions: The Guardians, the Wanderers
Favorite Memory: Being knighted
Goals: To restore the Knights of Shotarr to their original purpose
Greatest Fear: Dying a coward's death
Religion: The Pantheon

Name: Brialya Saclaire
Age: 24
Gender: Female
Mage?: No
Bio: Brialya grew up in the Freeland city of Durnhal. As long as she remembered her father Gerard Saclaire was the Governor of the city. He was a popular mayor, and fought hard for the city's poor and disenfranchised. Brialya grew up as a noble, and for much of her childhood she saw her father as a hero. However it turned out that his administration had a dark secret. When visiting the impoverished city of Southrun on a diplomatic mission for her father, Brialya discovered that her father had made a deal with Durnhal's street crawlers that they could export drugs and smuggled weapons to Southrun as long as they policed and prevented imports of these products into the city. The eighteen year old Brialya felt disgusted to hear that her father had done and confronted him about it.

The two had a huge argument, Brialya calling her father a monster and a criminal while her father retorted that she was a naive idealist. That night Brialya resolved to leave her family and corrupt city behind. She left in the dead of night and decided to make her way to the city where her father had caused so much suffering. She went to Southrun with the bow and arrow she had been trained with and the money she had gotten from selling her jewelry. She thought she could help fight corruption but was soon overwhelmed by how apathetic and complicit the city was. As she started to cause trouble with the Street Crawlers in the city, she found herself surrounded by half a dozen human mercenaries who would have killed her had they not suddenly been attacked by a pair of mysterious elves. They wore blue hoods with a black dagger stitched onto it. She recognized this as the symbol of Faenar's Faithful. She had been taught as a child that they were child killing thugs, but they had just saved her and seemed like no threat.

They started to leave before she stopped them and asked if she could join them. They were skeptical, but after she told them what she had been doing they agreed. Brialya was blind folded and led to a local safe-house of the Faithful. There she was interrogated and after the local leader deemed she was being truthful, Brialya was accepted as a recruit. Her training was thorough and ruthless. She was trained in the art of spying, manipulation, poison, martial arts, and archery. After two years she was recognized as a full member of Southrun's chapter. For three years she worked in the shadows, hunting down street crawlers and cleaning Southrun one arrow at a time. Her life as a vigilante was interrupted however when she heard news of her father's death. It turned out that after she left her father had changed his ways and cracked down on the street crawlers' activity. His house burned down with Brialya's mother inside as well and they both burned with it.

At first Brialya believed the Street Crawlers to be responsible, but after sneaking in to Durnhal she tracked down the arsonists and learned that the orders had come from Athelans, and the men who gave the contract wore the armor of Guardians. Because of this Briayla has changed her mission and gone undercover in the Athela military to learn who killed her father and repay them in kind.
Fighting Style (Warrior, Mage, Archer, etc): Archer
  • [Sharpshooter: Brialya is well trained with a bow, having been taught by noble instructors and the faithful alike. She often augments her shots with potions and poison to add greater effect. She is also skilled with throwing knives.
  • Master Spy: Whether it be charm, seduction, or making no one notice you at all, Brialya is skilled in the art of deception and infiltration and is an impeccable liar.
  • Forget the Faithful: As a member of the faithful Brialya is able to make anyone forget their memories of her. She has only used this ability once and has never told anyone outside the faithful of this ability.

  • Weapons limit- Brialya is not the type to be able to pick up anything and wield it as a weapon. She has little use for weapons outside a bow and knives.
  • Fool me twice- Forget the Faithful only works on a person a single time per user
  • Ammo- Brialya's arrows and knives are not unlimited, she usually only carries thirty arrows and five knives with her at a time.

  • Bow and Arrows Bow is well crafted and arrows are steel tipped.
  • Potions belt Used to carry various potions and poisons that augment her arrows or aid in her spy activities.
  • throwing knives standard steel throwing knives

Optional Questionnaire
Personal Quest: Find her father's killer
Favorite Factions: The Faithful, Oadot's Chosen, Merry Men of the Vine
Least Favorite Factions: The Street Crawlers, the Guardians,
Favorite Memory: When her father brought home her dog Rascal for her 7th birthday.
Goals: To fight corruption whenever she sees it
Greatest Fear:Becoming like her father
Religion:The Pantheon, specifically Faenar and Oadot

PostPosted: Wed May 20, 2020 2:41 pm
by Galnius
Name: Tenna
Age: 25
Gender: F
Race: Elf
This, but with the weapons more concealed. FC is Marisiel from Pathfinder.
Mage?: Not in the slightest
Bio : Tenna was originally born Tennasir, a lively child growing up in the slums of Southport. The young elvish girl partook in many games common for those of her ilk: pickpocketing passerby, hide and seek, and avoiding the gaze of those in power. It turned out, however, that she was very poor at that latter. You see, even from a young age Tenna (she never bothered to write her full name) felt drawn to small blades, be it daggers, butcher's knives, or even whittling tools. Whilst her fascination had gotten her into a spot of trouble, she always had managed to get out of it just as easily as she got in. That is, of course, until she couldn't.

The dagger, to be fair, was glorious to behold, and she still possesses it to this day. The designs on the blade flowed and spiraled like a river, whilst the golden hit was decorated with a karp, two rubies where the eyes were kept. It was slightly curved at the tip, clearly more for decorative reasons than anything useful, and a small vein of blue shined through the center of the pristine, lethal steel. It's sheathe was nothing special, as it was more to show off the prize than anything else, and just so happened to always be on the person of a wealthy young merchant's child. That is, until Tenna tried to *ahem* liberate it.

She was caught, of course, by the rich boy. The child begged his father not to kill the poor girl, as he had needed a new playmate for quite some time. The father reluctantly agreed, and Tenna was bound, gagged, and taken to their mansion.

It was here, late at night, that the white haired elf's live changed drastically. Some could argue for the better, others for the worse, but all could agree that the turning point began after everyone had gone to bed. Everyone, that is, except the young boy. He had a cruel streak in him that could only be defined as mad, and a streak of intelligence that could only be described as.....highly lacking. It was a bad combination, as he failed to understand why the girl distressed so when he cut at her arms and bit at her flesh. The girl retaliated, spitting and clawing in return. The boy decided then that this toy wouldn't last, and got his trusty knife.

There is something to be said about Tenna's luck, as she was saved purely by the young merchants equal parts naivete and stupidity. He cut her neck, but did not even pierce the trachea, instead slashing away her vocal chords in such a manner as that they would never heal. She bit at him once more, then, taking him by surprise before he could go in for another cut. In her adrenaline infused mind and his shock she wretched the prize from his hand. She, however, brought the blade home, and the young boy died without a sound.

Tenna ran, then, out of the mansion. She fled from the city, and in time from the country altogether. It was there that the street crawlers found her and took her in, feeling pity for the now starved and delirious child. In time they would raise her to be one of them, and hone her already natural skills. She became so adept in fact, that she founded her own group within the street crawlers in the city of Varum. She also takes jobs for spying, smuggling, and scouting for those who do not go against her morals and pay the right fee be it coin, goods, or information. Her own information is what brought her to this adventure, watching the expedition, watching from the shadows and hoping to pull an artifact out from their noses.
Fighting Style : Medium and close range medley of small weapon styles, primarily knives, with a touch of ambush tactics
  • [Dexterous Accuracy]: With a blade, can clip the wings of a butterfly leaving the bugs body in tact
  • [Stealth]: Adept in camouflage, disguising herself, and quick getaways
  • [Child of the streets]: Adept at pickpocketing, keeping an eye out for danger, and concealing small items. Like, say, knives.
  • [Espionage]: Adept at entering areas she shouldn't be, finding information she shouldn't get, and leaving without people suspecting her.
  • [Secret Sign Language]: For a select few she trusts or for those under her, she teaches them a coded sign language where she can communicate, which utilizes body language and hand motions used in every day life to disguise that there is any communication at all.

  • Very Little Armor. Can't move fast or hide well in something bulky. Most she has is a hide shirt.
  • Long Range: She's not an archer, and she can't throw a knife around 75 feet accurately.
  • Physically Average: She is fit, but her strength is traded off for manueverability and seeming mostly harmless.
  • Mute. Her voice box was utterly destroyed, and thus can only really click her tongue and whistle.

  • [Knifeaggedon] Tenna has upon her, at any given time, 10-20 concealed blades for various purposes. She also collects them, and will generally retrieve them.
  • [Chalk] For writing or making pictures.
  • [Paper and quill]As above
  • [Glass Metsubushi] The "black egg", a small breakable container filled with sand, shards of glass, smoke pellets, or just the foul smelling odor of a rotten egg and that which causes it. Used primarily for escaping or disorienting an opponent.

Optional Questionnaire
Personal Quest: Upheave corruption. Claims to want to make a people's state (though views Faefnir's faithful with equal regard to the nobles), but is mostly doing so to aid people that were in the position she was once in.
Favorite Factions: The Street Crawlers
Least Favorite Factions: The Ruling nobles, merchants, etc of Southrun
Favorite Memory: Many combined memories of a kind elven woman who would give her and other street rats sweets, pies being her favorite.
Goals: Save orphans, change the world, collect 10,000 knives, learn how to make a good sweet pie. Simple stuff.
Greatest Fear: Drowning. Due to this, she will not swim through any fast moving water deeper than her knees, nor through any slow or still water deeper than her.
Religion:Faefnir primarily from the pantheon, though she's not fond of the faction.

PostPosted: Wed May 20, 2020 3:20 pm
by Lazarian
I'd like to put down a tag, although hopefully with a much better character this time around.

PostPosted: Wed May 20, 2020 3:24 pm
by Tomia
Lazarian wrote:I'd like to put down a tag, although hopefully with a much better character this time around.

Good to see you again! If you want to bounce around options let me know!

PostPosted: Wed May 20, 2020 3:28 pm
by Zarkenis Ultima
Lazarian wrote:I'd like to put down a tag, although hopefully with a much better character this time around.

Hey Laz. Fancy seeing you here :P

PostPosted: Wed May 20, 2020 3:40 pm
by Tomia
Galnius wrote:
Name: Tenna
Age: 25
Gender: F
Race: Elf
This, but with the weapons more concealed. FC is Marisiel from Pathfinder.
Mage?: Not in the slightest
Bio : Tenna was originally born Tennasir, a lively child growing up in the slums of Southport. The young elvish girl partook in many games common for those of her ilk: pickpocketing passerby, hide and seek, and avoiding the gaze of those in power. It turned out, however, that she was very poor at that latter. You see, even from a young age Tenna (she never bothered to write her full name) felt drawn to small blades, be it daggers, butcher's knives, or even whittling tools. Whilst her fascination had gotten her into a spot of trouble, she always had managed to get out of it just as easily as she got in. That is, of course, until she couldn't.

The dagger, to be fair, was glorious to behold, and she still possesses it to this day. The designs on the blade flowed and spiraled like a river, whilst the golden hit was decorated with a karp, two rubies where the eyes were kept. It was slightly curved at the tip, clearly more for decorative reasons than anything useful, and a small vein of blue shined through the center of the pristine, lethal steel. It's sheathe was nothing special, as it was more to show off the prize than anything else, and just so happened to always be on the person of a wealthy young merchant's child. That is, until Tenna tried to *ahem* liberate it.

She was caught, of course, by the rich boy. The child begged his father not to kill the poor girl, as he had needed a new playmate for quite some time. The father reluctantly agreed, and Tenna was bound, gagged, and taken to their mansion.

It was here, late at night, that the white haired elf's live changed drastically. Some could argue for the better, others for the worse, but all could agree that the turning point began after everyone had gone to bed. Everyone, that is, except the young boy. He had a cruel streak in him that could only be defined as mad, and a streak of intelligence that could only be described as.....highly lacking. It was a bad combination, as he failed to understand why the girl distressed so when he cut at her arms and bit at her flesh. The girl retaliated, spitting and clawing in return. The boy decided then that this toy wouldn't last, and got his trusty knife.

There is something to be said about Tenna's luck, as she was saved purely by the young merchants equal parts naivete and stupidity. He cut her neck, but did not even pierce the trachea, instead slashing away her vocal chords in such a manner as that they would never heal. She bit at him once more, then, taking him by surprise before he could go in for another cut. In her adrenaline infused mind and his shock she wretched the prize from his hand. She, however, brought the blade home, and the young boy died without a sound.

Tenna ran, then, out of the mansion. She fled from the city, and in time from the country altogether. It was there that the street crawlers found her and took her in, feeling pity for the now starved and delirious child. In time they would raise her to be one of them, and hone her already natural skills. She became so adept in fact, that she founded her own group within the street crawlers in the city of Varum. She also takes jobs for spying, smuggling, and scouting for those who do not go against her morals and pay the right fee be it coin, goods, or information. Her own information is what brought her to this adventure, watching the expedition, watching from the shadows and hoping to pull an artifact out from their noses.
Fighting Style : Medium and close range medley of small weapon styles, primarily knives, with a touch of ambush tactics
  • [Dexterous Accuracy]: With a blade, can clip the wings of a butterfly leaving the bugs body in tact
  • [Stealth]: Adept in camouflage, disguising herself, and quick getaways
  • [Child of the streets]: Adept at pickpocketing, keeping an eye out for danger, and concealing small items. Like, say, knives.
  • [Espionage]: Adept at entering areas she shouldn't be, finding information she shouldn't get, and leaving without people suspecting her.
  • [Secret Sign Language]: For a select few she trusts or for those under her, she teaches them a coded sign language where she can communicate, which utilizes body language and hand motions used in every day life to disguise that there is any communication at all.

  • Very Little Armor. Can't move fast or hide well in something bulky. Most she has is a hide shirt.
  • Long Range: She's not an archer, and she can't throw a knife around 75 feet accurately.
  • Physically Average: She is fit, but her strength is traded off for manueverability and seeming mostly harmless.
  • Mute. Her voice box was utterly destroyed, and thus can only really click her tongue and whistle.

  • [Knifeaggedon] Tenna has upon her, at any given time, 10-20 concealed blades for various purposes. She also collects them, and will generally retrieve them.
  • [Chalk] For writing or making pictures.
  • [Paper and quill]As above
  • [Glass Metsubushi] The "black egg", a small breakable container filled with sand, shards of glass, smoke pellets, or just the foul smelling odor of a rotten egg and that which causes it. Used primarily for escaping or disorienting an opponent.

Optional Questionnaire
Personal Quest: Upheave corruption. Claims to want to make a people's state (though views Faefnir's faithful with equal regard to the nobles), but is mostly doing so to aid people that were in the position she was once in.
Favorite Factions: The Street Crawlers
Least Favorite Factions: The Ruling nobles, merchants, etc of Southrun
Favorite Memory: Many combined memories of a kind elven woman who would give her and other street rats sweets, pies being her favorite.
Goals: Save orphans, change the world, collect 10,000 knives, learn how to make a good sweet pie. Simple stuff.
Greatest Fear: Drowning. Due to this, she will not swim through any fast moving water deeper than her knees, nor through any slow or still water deeper than her.
Religion:Faefnir primarily from the pantheon, though she's not fond of the faction.


PostPosted: Wed May 20, 2020 4:21 pm
by Ceystile

PostPosted: Wed May 20, 2020 5:23 pm
by The Republic of Atria
Name: Lud Ornn
Age: 27
Gender: Male
Race: Human
Appearance: Without armor
Mage?: No sir.
Bio: Lud was born into the city of Varum to a mostly unremarkable family. He went to school like a good little boy up until his mid-teens when his parents formally introduced him to their actual line of work: Thieving with the Thieve's Guild in the city. At first, he was skeptical, but then they showed him who their primary targets were: Rich nobles who wouldn't miss a fistful of coin from their vaults and the haughty and brutal Knights of Shotarr. They taught Lud Thieve's Cant as well as how to pick a lock among other more minor skills. The only downside being that Lud's adolescence ended with him being rather large and more conspicuous than the average person. Which didn't matter too much at night. For years they went about, stealing from people much wealthier and powerful than them. So far, despite a few close calls, they usually seemed to come out on top

Or so they thought. Either their contacts inside the city's guard had sold them out or the Knights themselves figured out what they were doing because they captured several members of the guild and simply executed them. Two of the executed members included his parents. Something inside him broke, he'd known them to be relatively brutal, but he didn't think they'd be this vicious in their own city. He became angry, but the handful of remaining guild members managed to talk him out of doing something he'd regret. Instead they hatched a plan for revenge.

They were to find a few of the knights, ambush them in the dead of knight, pick their bodies clean for any valuables, their weapons in particular, immediately leave the city and scatter. The weapons would fetch a heft amount of gold from any fence, and would be more than enough for them to start up new lives in different cities. So they all picked their targets, learned their preferred routes, where and they stopped to get drinks over the next few weeks and then at the end of the month, executed their heist. It was well coordinated, as several knights were ambushed in the dead of night knocked unconscious, and picked clean of any valuables. However, Lud, in his anger that he had yet to fully deal with, may have struck the knight a few more times in the head with a rock than was really needed.

When he came back to his senses, he searched the dead knight for anything that might be valuable, grabbing his strangely mediocre-looking sword, a hefty coin pouch and a small knife. And then he ran to the old headquarters where most of the others had returned to grab a few personal belongings and then took the hidden exits out of the city as fast as they could. Lud never knew he could move that quickly carrying all that, but he'd also never ran with his life literally on the line. He didn't stop running until the sun came up whereupon he passed out from exhaustion. He awoke in the middle of the same field and continued on his path towards the next city, managing to snag a ride on a passing caravan which was nice enough to drop him off at the next city where he spent a while trying to figure out what he was going to do with his life.

He still had the sword, and while he intended to sell it, one day while he was messing around with it, the massive blue-green blade erupted and surrounded the blade. Despite the, the blade weight just the same despite the now-massive size. Eventually, he got the blade to retract and it gave him the idea of what exactly he wanted to do. He had the weapon, and from what he could tell, it was a powerful weapon, he should try to at least make use of it. It would almost definitely just wind up back in the hands of the Knights if he just sold it, which would have them on his trail. So, with the last of his funds, he purchased a nice suit of armor, solely for the helmet that covered the vast majority of his face. The armor and fancy sword spoke for him when he tried looking for simple mercenary jobs. Usually as a bouncer for a bar, or to kill some wild animals that were harassing trade caravans, or to guard those same caravans.

They did such a good job that he rarely had to use the weapon on anything that wasn't an animal. After a few years, he got wind of a contract that was paying out pretty well. Guarding an expedition, a rather large one at that, that was digging up some ancient relic or artifacts or something. So he signed up and went on his way. Couldn't be too difficult, just shoo-ing some bandit thinking about making their next big score or waving his sword at some animals to scare them off. Easy.
Fighting Style: Warrior
  • [Crude Brute]: He's strong and he doesn't fight fair. He'll throw dust in your eyes, go for low blows, spit, bite, or whatever it takes to win.
  • [Theives' Guild Affiliaite]: He's got some experience with the guild and a few contacts as well as knowing some Thieves Cant and how to pick locks.
  • [Adaptable Personality]: For better or worse, he tends to come across as quite agreeable to just about anyone not a Knight of Shotarr.

  • Not A Great Fighter: Lud's strong and tough, but he's got no formal training in swordsmanship.
  • Magic Sword: Lud's biggest claim to fame is his incredibly powerful magic sword. Without it he's just a man with a small knife.

  • [Gladiator Armor]: Primarily to protect his identity, some medium armor that doesn't restrict his mobility.
  • [The Brightblade]: (Normal) (Activated) A powerful magic sword that came into his possession after the events with the Knight of Shotarr. In it's normal state it's, merely, a very well crafted sword, it's activated state is what makes it so strong. Its power as a sword is all but unstoppable, and it also possesses the ability to unleash a powerful magical shockwave.
  • Backpack: A backpack that he carries with some camping materials and water skins.
  • Bootknife: A small knife he keeps on the side of his left boot.

Optional Questionnaire
Personal Quest: Make it through the invasion alive
Favorite Factions: The Repentants, The Wanderers
Least Favorite Factions: Knights of Shotarr
Favorite Memory: Joining up with the Theives guild
Goals: Make up for the damage he's caused
Greatest Fear: Getting caught by the Knights of Shotarr/dying to them.
Religion: The religion of himself.

PostPosted: Wed May 20, 2020 6:53 pm
by Tomia
So Atria, your char is acting as a Knight of Shotarr right?

PostPosted: Wed May 20, 2020 7:05 pm
by The Republic of Atria
Tomia wrote:So Atria, your char is acting as a Knight of Shotarr right?

Not really. He's acting as an unaligned mercenary. Not specifically as a knight.

PostPosted: Wed May 20, 2020 7:43 pm
by Tomia
The Republic of Atria wrote:
Tomia wrote:So Atria, your char is acting as a Knight of Shotarr right?

Not really. He's acting as an unaligned mercenary. Not specifically as a knight.

Well my only concern there would be his sword is probably pretty recognizable as the weapon of a knight

PostPosted: Wed May 20, 2020 7:45 pm
by The Republic of Atria
Tomia wrote:
The Republic of Atria wrote:
Not really. He's acting as an unaligned mercenary. Not specifically as a knight.

Well my only concern there would be his sword is probably pretty recognizable as the weapon of a knight

While true, he's certainly capable of fabricating some story of how he got it. Unless the Shotarr are the only ones with those types of weapons.

PostPosted: Wed May 20, 2020 7:49 pm
by Danceria
Hmst, tag

PostPosted: Wed May 20, 2020 7:49 pm
by New Neros
ill try my best this time


PostPosted: Wed May 20, 2020 8:04 pm
by Tomia
The Republic of Atria wrote:
Tomia wrote:Well my only concern there would be his sword is probably pretty recognizable as the weapon of a knight

While true, he's certainly capable of fabricating some story of how he got it. Unless the Shotarr are the only ones with those types of weapons.

They arent the only ones with them no, if you think he can pull it off that works for me

PostPosted: Wed May 20, 2020 8:25 pm
by New Neros

Name: Aleksander "Sasha" Zog | The Lion of the North | King of the Dead | The Master of Black Speech
Age: 30
Gender: Male
Race: Human

Mage?: Yes - Black Speech.
Born as the seventh son in Clan Zog of the Alban Tribe, Sasha showed promise in magic early on, but his environment and family demanded otherwise. As a society of powerful warriors, the Eshon were incredibly martial and valued physical strength and tenacity above all others, so the young boy was given a sword and taught to swing. It was natural to duel relentlessly and constantly for tribesmen to hone their skills and prepare for the next battle, and in this environment, Sasha quickly became a fierce combatant, excelling at using a greatsword single-handedly with his overwhelming strength.

As a young teen, Aleksander's homeland was invaded by a sizable Tarsharan Army, and the boy was called upon to serve his fellow tribesmen. He fought with pride and with honor, receiving a piercing wound in the process, but was hailed a hero along with the rest of the Confederacy's defenders. His actions paved the way for his recruitment in the dreaded Moose Cavalry, and though he had never rode a single animal in his life, he was gradually trained in maneuvers with the fiercest cavalry on the continent. At the dawn of his twentieth birthday, however, Sasha and other members of his regiment were selected to lead a raid into Tarsharan lands. They mounted up and penetrated deep into the border, pillaging several villages in their wake, but the young and inexperienced commander was captured as his unit began to retreat.

He spent the next two years in captivity and forced servitude to a Tarsharan noble, an eccentric man with wild tastes and a sense of adventure, dragging Aleksander across several lands in search of mystery and glory. On one such journey near the border with Eshon and Tarshar, the older noble uncovered a long dormant temple that contained several pieces of weaponry and armor from the Great War era within a sealed crypt, as well as an impressive amount of literature. Unable to read the books, the noble beckoned for Sasha to read aloud from the text as it bore striking resemblance to Eshonie script. He did as instructed, speaking aloud and causing the walls to shake and rattle.

Fearing a cave in, the party quickly gathered what they could and attempted to escape - Yet their paths were suddenly blocked by an army of undead. Prepared to fight their way out, Aleksander took quick notice that the zombies looked toward him patiently, as if awaiting order. Speaking softly under his breath, he tested the undead legion, and instructed them to slaughter in Eshonie. They surged forward was tenacity and brutality, felling the unspoken noble and his search party and spared their commander, Aleksander smiling greatly as he was now a free man.

Free from bondage, Sasha made the perilous journey back to his homeland, and received a warm and inviting welcome despite his long absence and failure of the raiding party. In captivity, though, Sasha's father had passed on, and the role of head of the family was soon to be filled by one of his sons. As is tradition in the Alban Tribe, the eligible heirs competed in combat for the position. Though he scored many injuries and battled his closest brothers to near death, Aleksander emerged victorious on the back of his own skill, and confirmed his place as leader of Clan Zog. As a ranking member, he earned audience privileges with the Alban Tribal Elders as well. Over the next few months, Aleksander built an army and supplied it, organizing a regiment of Moose Cavalry as well, intent on proving his salt in Tarshar once more.

Reluctant to fully support another raid without imperial prompting, the Confederate Council repealed support for Zog unless he returned victorious. Despite that, the impassioned commander was able to gather a sizable force to strike south, and set along a similar path Sasha had trekked only a few years prior. Tarshar was not a sitting duck on this front, however, and Commander Zog quickly faced stiff opposition from several Imperial Legions and a detachment of the Knights of Shotarr. A game of cat and mouse ensued between the forces across the northern and depopulated countryside, leading to a pitched battle at the Grerard Valley. Zog proved his worth as both warrior and commander, leading his forces to victory against a numerically superior foe through planning, tactics, and morale. The fighting saw Zog use his newly acquired Black Speech as well, giving life to the fallen soldiers of both sides and earning him the nickname, King of the Dead.

Zog marched back to the Confederate Council with his spoils, presenting to them two Tarsharan Eagle Standards, a collection of dwarven blacksmiths, several chests worth of gold, silver, and jewelry, and a sizable number of weapons and armor, some enchanted and others plain, but it conveyed the message Zog wanted to tell, one of victory and that more can be assured. Due to his actions, however, Tarshar mounted for immediate and near-total war, and it was only at the calling of Confederate ally and sworn imperial enemy Dascus that a devastating invasion was halted at the tundra's doorstep. Zog was initially stripped of rank and file, but was slowly re-introduced into the Confederate military structure owing to his martial ability and military brilliance, as war was seen as inevitable yet far off at the time.

During this time, Zog lead reforms and ushered in a self-strengthening movement to make Eshon ready to face the realities of a continental-level war where it would only play a bit part. He focused on defense and alliances, adopting the court-style customs of Dascus in order to better appease the envoys and diplomats that visited the nation. His title of Lion of the North was played to great effect among the luxurious nobility of Dascus, who simply adored the idea of a rugged warrior-king who's able to trade tit for tat with Tarshar. His abilities were embellished and tall-tales surrounded his being, but Sasha was but a man who served with honor and distinction, and wielded fierce powers before he mastered the Black Speech.

  • [Black Speech]: Sasha was untrained in the ancient Eshonie magicks known as Black Speech, which is the mystical ways of preforming magic by the shamans and healers of the frozen tundra, until he accessed the crypt while enslaved. He unlocked the ability, and ever since, has worked in secret to train and perfect his ability with the assistance of a teacher, an old shaman from his tribe. The abilities Black Speech are capable of varies, but Zog only has access to few spells, and they all must be said aloud. The one he is most known for, and one that others are so far incapable of using, is The Dead Rise.
  • [Dagger Proficiency]: Though he wields a greatsword one handed, that leaves one hand open, after all, and rather than occupy it with a shield, Sasha prefers to wield an additional dagger on his off-hand. He is adept at throwing and landing his hits accurately, which is his only means of longer distance fighting. The addition of the knives serves as a secret technique as well, most people unable to comprehend how a man can functionally fight with a greatsword and a knife at the same time.
  • [Moose Rider]: One of the most dreaded cavalry on the continent, the Eshon Moose Riders are disciplined and trained relentlessly to attain such a high standard, and any less is incapable of taming and riding a moose. Zog often rides into battle atop his armored dire moose, Spartak.

  • [But A Man]: He too requires rest, relaxation, time off, food, water, everything and in a bit of excess since he is larger and stronger than most. He alone can only accomplish so much. A man can bleed and die, and the many scars of simply growing up in the frozen wasteland can attest to Aleksander's mortality.
  • [Speech]: The Dead Rise, Perish, and other spells of the Black Speech discipline all require audible vocalization to be cast. Take away the ability to speak, and one cannot use their magic. For this reason, rival practitioners of Black Speech can use Silence to prevent their opponent from speaking.

  • [Eshonie Plate Armor]: Offering ample physical protection and surprisingly lightweight for the heavy armor set, the armor of an Eshonie clansman holds a special place in their culture. They are repaired often and kept in fighting condition, but almost never show a new appearance.
  • [Alban Greatsword]: A large, heavy, and powerful blade handcrafted over several months to achieve unparalleled durability and resistance. Made of hardened steel, plentiful in the northern reaches of Eshon, Alban Greatswords are known for their ability to deflect and withstand magical effects.
  • [Daggers]: One is always within reach, yet Zog carries only about ten hidden throughout his person at all times, so he can't exactly spam dagger throws.
  • [Spartak]: Raised from a young calf into a gargantuan Bull Moose, Spartak is Zog's mount. Heavily armored and appearing like a walking tank, the beast has grown used to the harsh rush of combat and is able to charge into battle at Sasha's guidance.

Optional Questionnaire
Personal Quest: Turn Eshon into a monarchy and become King of the North.
Favorite Factions: N/A
Least Favorite Factions: The Knights of Shotarr
Favorite Memory: Escaping slavery and getting revenge on Tarshar for it
Goals: Defend Eshon from foreign intervention
Greatest Fear: Death
Religion: Eshonie Ancestral Worship

PostPosted: Wed May 20, 2020 8:33 pm
by The Republic of Atria
Tomia wrote:
The Republic of Atria wrote:
While true, he's certainly capable of fabricating some story of how he got it. Unless the Shotarr are the only ones with those types of weapons.

They arent the only ones with them no, if you think he can pull it off that works for me

Which story do you think works best?

Fell out with the order over personal disputes/disagreements.

No association with it whatsoever, he was just owed a favor by a wealthy man and got the weapon as payment.

PostPosted: Wed May 20, 2020 8:46 pm
by Tomia
The Republic of Atria wrote:
Tomia wrote:They arent the only ones with them no, if you think he can pull it off that works for me

Which story do you think works best?

Fell out with the order over personal disputes/disagreements.

No association with it whatsoever, he was just owed a favor by a wealthy man and got the weapon as payment.

Hmm not sure, how famous did you imagine the guy he toke the sword from being? Not really I assume? I think you could possibly play him as a former night probably more believable