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Children of Infinity [OOC/Mostly Closed]

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Zarkenis Ultima
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Founded: Feb 22, 2011
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Children of Infinity [OOC/Mostly Closed]

Postby Zarkenis Ultima » Tue Feb 27, 2024 3:55 pm

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A Catnip Plantation Production


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I, the wishful warrior,
Promise to become the shield of my people,
To bring lasting peace to the land of the faithful,
And protect it with my very life.


- Fragment taken from the Oath of Dreaming Dawn

The universe is a vast and perilous place, you and I both know this to be true. The Hearth Spiral, once laid to waste and again torn by war, has been slow to recover, and the peace of the faithful is ever hanging by a thread. Creatures vile and ravenous encroach upon the fringes of civilized territory as those without faith rally their forces against us in the dark and lawless marauders pick at the bones of what was once the heart of the land of the faithful. But we of Aradain's flock will stand fast, as we have stood fast for millennia, ever since He first descended to show our misguided ancestors the error of their ways.

Three thousand years ago, the people of the Lost Holy Realm waged war across all of creation. Mael of the Ringed Sky, the First Among Sorcerers, unearthed the power of magic, and his daughters soon revealed this power to the rest of the ancestors, fanning the flames of the Strife. It was then that He appeared, in His blinding crown and golden armor. He sought to stop man's hubris and self-destruction, and fought the Lord of the Ringed Sky for seven revolutions, until at last the sorcerer yielded and was shown His mercy, becoming the First Disciple. Five others soon followed: Mael's youngest daughter, Averil the Oathbound, and wrathful Jordanus of the Red Cathedral; fair Sylvalladine of the Stygian Court and the Twin Dragonslayers of the Floating Steppes, Vermilion and Gules. Alongside them He fought to subdue the flames of the Strife, and thirty years thence, on the date of His ascension, the God-Knight left them the task of protecting His flock, thus completing His duty and laying the foundations of our world.

A thousand years ago, a knight of the Order of the Phantom Blade set out to recover the Lost Chalice whereupon the God-Knight was said to have shed his blood. Against all odds, the Red Knight retrieved the fabled relic to present it before Sylvalladine's argent throne. But through the machinations of an evil king, the holy relic's power was used to open the Dragon's Gate, devouring Citadel Kaineroth and causing fell beasts to pour through, led by the King of All Dragons, He Who Rends Light. The conflict that ensued was known as the Chalice War, and though in the end the Dragon’s Gate was sealed and the Red Knight slew the King of All Dragons, thus ending the war, several Citadels, dozens of worlds and tens of thousands of lives were lost. The Red Knight himself, whose bloodline had nearly run dry following the destruction of the Phantom Blade's seat of power, disappeared after the final battle, never to be seen again. In the wake of destruction on an unprecedented scale, the faithful were left to rebuild.

Sixty years ago, a conspiracy was uncovered that again shook the foundations of our civilization. The Order of the Starchasers, made up of pioneers and explorers, was subjected to judgment under charges of consorting with the faithless, planning to spread unsubstantiated rumors of dragon attacks to annex the neighboring territories, thus expanding their influence while allowing heathens to run rampant within their borders. Led by the Four Great Orders, the Parliament of the Faithful excommunicated and condemned the Order of the Starchasers, and the Order of the Sun Spear began a long and bloody conflict to disband them and reclaim their lands for the faithful. But the wounds from the Chalice War were yet to fully heal, and the faithless banded together to fight against the Sun Spear, whose knights were unable to prevail in the end. The crusade came to a fruitless conclusion and the Starchasers fled in their trailblazing fleet, leaving the faithful to rebuild again while knowing that they had failed.

Then at last, twenty years ago, a decision was made. Collaboration between the orders was required more than ever to ensure the stability of the Hearth Spiral, our home. Future generations would have to learn to work and fight shoulder to shoulder to protect the faithful, and so the Four Great Orders banded together to create training grounds to prepare each order's finest young warriors, that they may learn from each other and become stronger than their predecessors not through discipline and strength of arms alone, but through knowledge and cooperation. Citadel Arcadia, a hub of commerce in the territory of the Order of the Phantom Blade named after the lost Red Knight, was designated as the location, and the Silver Hand Academy was born.

It is the Year of Our Lord 3031, and the Silver Hand Academy now prepares to welcome a new generation of aspiring warriors into its halls. Only the strongest, the brightest and the very best of each order that makes up the Parliament of the Faithful are ever allowed to attend, and today you, child of Aradain, have been chosen to do so. Go, then, and do not falter.

Make us proud.

Aaand there we go! Welcome to another Zark original. This is a tale of fledgling space knights attending an academy to become the best of the best, with new recruits that will inevitably get swept up in conflict that will decide the fate of the galaxy. If that has piqued your interest at all then by all means, please read on as there is much more lore to be discovered about this world.

Conflict from the Past
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...For it is long abandoned, and thus it is called Lost; for it is where He descended, and thus it is called Holy. And so it came to be that the Lost Holy Realm was engulfed in the flames of the Strife, for such was the will of its masters.

- Book of Witnesses, prolegomenon

The Book of Witnesses tells us the story of the earliest moment in recorded history, predating even the advent of the God-Knight those that would become his people, the redem; a violent period bathed in blood and ash, known only as the Strife. There is little that can be truly said about the Strife, as few records of that distant epoch yet remain; it is not known when it began, nor what its origins were, nor how great its length was. It is known, however, that the Strife is the single most catastrophic conflict known, for every archived tome of ancient lore is in agreement that millions upon millions of lives were lost in the flames of war.

The Strife was a conflict that raged between the chieftains of the Lost Realm and their allies, rippling out across stars and time. Great vessels of war and tens of thousands of warriors marched blindly under each banner, their battles leaving sundered worlds in their wake. A state of permanent war, spilling out far from its origins and reaching distant spiral paths, civilizations rising to power only to just as quickly be snuffed out. An endless path of self-destruction, a grand suicide, stretching into eternity.

In the midst of this sempiternal conflict rose the First Among Sorcerers, Mael, whose legendary wit was said to have led to the discovery of a hitherto unknown power that was called magic, of a sort more primeval and powerful than the one known to us. With this newfound calamitous power he became the strongest among the warlords of the Lost Realm, the Lord of the Ringed Sky, said to rule over a hundred shining cloud-cities and to have gone to war with a hundred kings. He guarded the secret of this power with zeal, destroying all who coveted it, all but his daughters. Twelve daughters he had in all, with a queen whose name has been lost to time. With his daughters, the wizard king shared freely, and in time they would reveal this secret to others; one by one they left, yielding the secret of magic to the other powers vying for control over the Lost Realm, sharing the gift only to see it turned into another weapon. One by one they left, except for the youngest and most faithful, who never strayed from her father’s side.

War continued to rage, now fueled by the power of magic. Yet as the Strife dragged on, a fierce ancient light appeared on the horizon. Dread fleets vanished into dust, soldiers began to doubt the will of their masters, and a presence drew nearer and nearer to the heart of the Lost Realm, until at last it revealed itself in the court of Mael’s cloud-palace, under the eponymous ringed sky. A great golden armor, with a shining crown for a halo above; flaming lashes slithering like serpents through the air, and eight great golden wings like broken swords floating behind. Mael of the Ringed Sky was the first to bear witness to the God-Knight, Aradain. A Message He had brought, a Message to save humanity from its relentless self-destruction, but wrathful Mael took no heed, for he saw the God-Knight as a threat to his power, and lashed out to protect all that he had taken and what little he had left.

Some say that the two battled for seven days and seven nights until the victor was determined, while others claim that it instead took seven years for Mael to be made to bend the knee. No matter the length of the battle, however, the result was the same: all the king’s spells and all the king’s power could not stop the God-Knight’s advance. In the end, he lay at Aradain’s mercy, certain that this defeat could result only in death. Yet instead of a blade, the God-Knight extended a hand in friendship, repeating the Message and urging the sorcerer to help His word reach all who would be saved rather than perish in the Strife. At last, Mael of the Ringed Sky understood the Message and accepted His friendship, becoming the first of the Disciples.

The second of the Disciples was Averil of the Sea of Clouds, now known as Averil the Oathbound, Mael’s faithful youngest daughter who ruled the cloud-cities alongside him as his right hand. She had rooted for his father during his battle, and feared for his death upon his defeat, but the God-Knight’s mercy had left a powerful impression upon her, and alongside her father she too accepted the Message and worked to make it reach the masses of the Lost Realm, still gripped by the Strife of its masters. Averil was a singer, her magical prowess manifesting through the notes intoned by her voice, and in life she spent long days and sleepless nights penning a number of hymns and chants to the God-Knight, some of which have survived to the present day.

The third and fourth of the Disciples were Vermilion and Gules of the Floating Steppes, the Twin Dragonslayers, known today as the Dauntless, twin brothers renowned as fearsome warriors and monster hunters who took little interest in the conquests and the politics of the Strife, for all that they sought were ever greater challenges to overcome, to forge greater selves through the adversity of insurmountable odds and the surge of pride that followed. When they heard of the God-Knight’s power and Mael’s defeat by His hand, they sought to test themselves against Him. They fought upon the skies above a raging red storm, the Floating Steppes visible over the opposite side of the void, and upon those skies they were vanquished. They accepted their defeat and likely demise in good spirits, bearing no regrets upon the life they had lived, but Aradain again showed His mercy and imparted His Message upon them. The brothers then joined Him and fought to protect the faithful, that they too may live without regrets.

The fifth of the Disciples was Lady Sylvalladine of the Stygian Court, now known as Sylvalladine the Just, a beautiful witch-queen whose magic was said to be second in power only to that of the Lord of the Ringed Sky himself. She reigned over a barren stone that hid untold riches within, and ruled from a grand moon-palace where she held council with creatures of strange and ethereal beauty. With the threat of the Strife ever looming, she sought out the God-Knight, knowing of his exploits, his power, his crusade. She offered Him her unending wealth in exchange for protection from the Strife for herself and her subjects, but He instead shared with her the Message, a light of hope for all who sought an end to the Strife. The fair queen joined His flock, using her power and riches to build a great fleet to shelter the faithful, and became a pilgrim herself, spreading the God-Knight’s word and the hope that it brought.

The sixth of the Disciples was Jordanus of the Red Cathedral, known to us as Jordanus the Unyielding, a mighty warlord renowned for his strength and brutality, whose throne lay in a red temple built by bright winged beings, on a red world where a great mountain was haunted by false gods. Jordanus was one of the fiercest warlords to resist the Message, for he reveled in the Strife and the warfare that it brought, as he would only listen to power, and in the end power would find him. After the carnage he had wrought upon Aradain’s flock, the sorcerer Mael arrived to exact justice, and Jordanus was no match for his magical prowess. Following the God-Knight’s example, the Lord of the Ringed Sky offered Jordanus his mercy, and Jordanus came to learn of the God-Knight’s strength and purpose. Seeing Him as the greatest warrior to ever live, Jordanus pledged his service vowed to fight against the Strife.

Six were the Disciples that vowed to follow Aradain and spread the Message. Six were those who fought alongside Him to end the Strife. Six were the virtuous and the faithful, who gathered those that were willing to be saved and sheltered them from the flames of war. As always, however, there were those who refused to be redeemed, those who preferred perdition to salvation, those whose only desire was to spite the helping hand. And so, thirty years after His arrival, when none who would be saved yet remained outside of His flock, the God-Knight saw that His work was done and imparted upon His Disciples their final task: to gather the faithful and leave the Lost Realm on a grand exodus, and forever protect those who had accepted the Message. He then left, with but a silver chalice in hand, never to be seen again. Some say that this act was a final sacrifice, others that He had to return whence he had come. What is certain is that the God-Knight disappeared, and the Lost Realm burned as the faithful left, never to return to that place. Those who had accepted His word left their previous identities behind and became known as Redem, the Absolved.

And so it came to be that the Disciples brought the faithful to what would be known as the Hearth Spiral, a new home, and formed the first orders to protect Aradain’s flock from all threats. The stories of the Disciples themselves would, in time, come to an end as well. Mael himself bade farewell to his daughter shortly after their arrival and left in search of the only one who had ever bested him. Averil herself would follow in Aradain’s footsteps, exchanging her life for the lives of her people in a frigid wasteland, instilling in her followers a strong sense of sacrifice and duty. Vermilion and Gules continued the hunt as they protected the flock and taught others of the value in the pursuit of glory, but when their arms could no longer swing a blade, they retired and left the hunt to the next generation. Sylvalladine’s travels saw love found and lost, and though she had become a pilgrim, she would die a queen once more, the faithful donning silver armor and vowing to carry the light of hope into the future in her stead. Jordanus fought to the ends of the world, battling criminals and non-believers alike with irrepressible zeal, and indeed his world came to an abrupt end. During this crusade, his body collapsed under the weight of a life of warfare, leaving his pupils to remember the victory he brought.

Thus came the end of that ancient era of conflict and the Absolution that followed it. The Disciples were no more, and the knightly orders that followed in their footsteps began to forge their own paths, though there ever was one vow they shared: to keep the faith.

So says the Book of Witnesses.
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...For Holy was His blood, and thus the cup where it laid was coveted by the lords of the faithful, who sent their mightiest knights and sorcerers on quests beyond the Hearth Spiral to find the Lost Chalice. But only the red-haired scion of the Guardian returned…

- Orrivan's Anthology of Grand Knights, ninth tome

There have been those who wonder about the whereabouts of the God-Knight and the First Among Sorcerers, yearning to learn more about the vanished saviors of old, ever since the redem settled the Hearth Spiral under the watchful guidance of the Disciples. Legends began to form of a final sacrifice that awaited Aradain, to finally cleanse the Absolved of the sins of the Strife, or perhaps a final communion to pass through to the unknown. Whatever the truth might have been, the legends spoke of a silver cup where His blood was shed, hidden away in the end of the world, and that whoever found it would hold in their hands the holiest of relics, harboring power unfathomed within. And for centuries to come, warriors and adventurers from the various knightly orders that protected the faithful ventured past the spiral’s rim and into uncharted lands to search for the Lost Chalice of Aradain.

But it was not until near the end of the second millennium after the Absolution that the legend would be brought to life. The Moonsworn Lord of the Phantom Blade, His Argent Majesty Ludex Arcturus Pandorion, charged one of the order’s most loyal warriors, the Red Knight, with the task of retrieving the Lost Chalice and bringing it back to the hands of the faithful. The Red Knight, a proud descendant of an ancient champion of the order and an exemplary knight in his own right, made immediate preparations and set out, with only old maps and older legends for guidance, and a handful of warriors from other orders for companions.

It was only after ten years had passed that the Red Knight and his party were heard of again, weary and homesick, yet victorious. They returned to the capital of the Order of the Phantom Blade, Citadel Kaineroth, where they were received with much fanfare and reverence. There the holy relic was delivered, to be safeguarded for the good of the faithful. Few suspected that the truth behind this quest was not Lord Pandorion’s piety, but his lust for power. With his forbidden research he sought to take advantage of the relic’s power to give his order undisputed supremacy over all others, and in turn unleashed a terror far beyond his reckoning.

Thirty days from then, as the eyes of the faithful were set on the Chalice and Lord Pandorion’s plans for it, a grand tear in space appeared and swallowed the citadel and its world, leaving the few who had time to flee in horrified disbelief. Among them was the Red Knight himself, whose lineage and name had vanished into thin air before his very eyes. What followed was, against all odds, worse yet than the catastrophe: from the open gate, a creature clawed its way out, scales the color of bone and eyes the color of smoke. A dragon, a creature the likes of which had only existed in the legends of the Dauntless. The beast proclaimed itself to be He Who Rends Light and roared its will of conquest as more of its kind crawled from the open gate onto the void.

Thus, without declaration or warning, the Chalice War began.

Of the Four Great Orders founded by the Disciples and their followers, the Valiant Fang, Sun Spear and Nightingale had already set their watchful eye upon Citadel Kaineroth, and so they were swift to respond, marshaling their forces and rallying their allies for a counterattack. The might of the dragons was great, however, and all the faithful could do was force a stalemate, struggling to hold their ground as more of the beasts poured forth from that tear in the spiral, the Dragon’s Gate. The Phantom Blade, crippled as it was, could do little to help and the front was soon overrun. Citadels Empyrea, Borealis and Garnet were evacuated to spare the faithful from persistent dragon raids and laid to ruin soon after, leaving the orders without their capitals.

In the midst of the uneasy stalemate that the orders struggled to maintain, an ally revealed itself from one of the most unlikely places: Vorago, frigid home of the elusive Abyssals, a tribe of sorcerers said to be able to control the binding power of void itself. Their elders had long prophesied a final stand against winged demons who hated light, and so at last their time had come to act. Led by a holy paragon fallen from the sky, covered in black, the Abyssals set forth on a great sky barge, headed straight for the Dragon’s Gate. Their song twisted the void itself to allow safe passage, and the knights of the Nightingale, as if struck by sudden recognition, immediately fell in line, using sword and magic to protect the vessel. The knights of the Sun Spear, encouraged by this incursion into enemy territory, rallied together and charged forth to clear a path forward for the sorcerers in black.

The long march of the Abyssals led them to the gate, where the battle was at its height, though the forces of the faithful dwindled rapidly and the numbers of the dragons only grew. The Abyssals, however, did not come to a halt. As their song reached a crescendo, they crossed the gate. Many of the dragons gave pursuit, but before long, the tear in space was consumed by something even more dreadful, a black spherical abyss, darker than the void itself. Countless dragons were swallowed by this final sacrifice, and the rest quickly scattered to regroup as the faithful fended them off, hopeful for the first time that the end of the war was in sight. The Battle of Dragon’s Gate had been won, but the heartlands of the Hearth Spiral remained devastated, and the war continued.

The three orders eventually drove the dragons back to their final stronghold, Citadel Argos, a holy city that the dragons had taken over early in the war. Another stalemate ensued there, one that would not be broken until the fourth of the Great Orders rejoined the war. In the wake of Kaineroth’s destruction, without the Moonsworn or the Council of the Arches to lead them, the Phantom Blade was left without command. Thus it fell to the Red Knight himself to rally the order’s forces.

On the final day of the Chalice War, as the faithful held the front in the siege of Argos, the knights of the Phantom Blade finally appeared, breaking through and charging straight into the skies above Argos, where they did battle with He Who Rends Light himself. In the end, though most of his comrades had been struck down by the Dragon Tyrant’s wrath, the Red Knight triumphed over him, scattering the remaining dragons. That day, the Red Knight’s victory in the Battle of Argos put an end to the war.

In the aftermath of the war, the knights of the Valiant Fang vowed to hunt down the remnants of the draconic army, and carried out their last execution three years after the end of the war. The Four Great Orders, bulwark of the faithful, suffered crippling losses, and the heartlands, prosperous core of the Hearth Spiral, were rendered uninhabitable. The Red Knight, hailed as a great hero of the Phantom Blade, disappeared. The war had brought destruction on a scale that the redem had not seen since the end of the Strife. But still the faithful rebuilt. New capitals were raised in time, new leaders anointed, new horizons made. Fifty years thence, a satellite was raised around the sealed Dragon’s Gate as a monument to the sacrifices of the Abyssals and the knights that had fallen.

And the wheel of time continued to turn.
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Neither foul monstrosities nor vessels of war will ever be a greater threat to the peace of the faithful than heresy. We will reclaim our land from those blasphemers, with ash and blood if necessary.

- Testimony of the Reclaimer

The Order of the Starchaser. A name that, sixty years ago, was lauded as virtuous, a name nearly as large as to be considered part of the bulwark of the faithful. A name that, to date, is muttered amidst curses and hate, regarded as a cautionary tale about the perils of hubris and a dire warning about an underlying rot ever trying to infiltrate the redem, the blight of heresy. In its heyday, the order, founded by an explorer known only as Ramsey the Starchaser, devoted itself to the charting of unknown stars, the expansion of redem territories and the creation of new horizons, a role desperately needed after the catastrophic Chalice War.

However, as they grew in power, wealth and influence, so too did they grow in their arrogance, their greed and their pride. In shadows, the admirals of their trailblazer fleet wove a perfidious scheme to propel their power even further; higher, perhaps, than the tall thrones of the heirs of the Disciples. Since the Chalice War, fear of the dragons and whatever else may lurk in the empty space between the stars became a widespread phobia among the redem, and the starchasers sought to use this to their advantage, fabricating dreadful rumors of monster attacks and dragon sightings in order to justify their own intervention, seeking to expand their territories in this manner, and in time place the entirety of the Ferrous Arm under their control.

It was thanks to the Sun Lord of New Empyrea, Agron the White, that this fate was averted, though narrowly. It was the White Knights of Agron who scoured the edges of civilization to protect the faithful from the looming threat of monsters and found nothing; it was the White Knights of Agron who found corruption in the heart of the starchasers, who had allowed heathens into their midst to learn their vile secrets and perfect their treachery in the dark. It was the White Knights of Agron who risked life and limb to return to their liege with proof of these matters, and it was he who took this proof to the Parliament of the Faithful with only one thing in mind: nothing less than excommunication for those who had turned their backs to the light of Aradain.

The discussion of the matter dragged on for long hours, but the proof brought by the Sun Lord was a burden on the representative of the starchasers, and his lies fell on deaf ears. At the end of that ominous meeting, the decision was unanimous: the faithful would no longer suffer the Order of the Starchasers to exist. Their knights were branded infidels, forfeit were their lands. Their representative to the Parliament of the Faithful was apprehended, and before the day was over, the Sun Lord returned to his golden throne, declaring at once a righteous crusade to liberate the faithful of the Ferrous Arm from the yoke of the heathen tyrants and reclaim those lands for the good of all. That was the night that Agron the White became Agron the Reclaimer.

Despite the fact that all had been revealed, the Order of the Starchasers claimed innocence still, hoping to make peace with the imperious Sun Lord, but the charade at last dropped at the Battle of Harrock. Citadel Harrock was nearest to the territory of the Order of the Sun Spear, and as their knights arrived to take it back from heathen hands and liberate the civilians therein, they were met by a large force of starchaser warriors. Despite their foes’ resistance, the lancer knights easily claimed victory, and it seemed as though the war would be mercifully swift, with a majority of the knights of the Order of the Starchasers now captive or dead. But as always, when darkness falls, vermin scurry out of hiding. The heathens ceased to engage the knights of the faithful in pitched battles, instead employing dishonorable tactics to try and stem the tide. They were joined by faithless warriors from beyond civilized territories and even criminals that had settled in the devastated heartlands, all of whom desired to take advantage of the chaos.

Eventually, the Order of the Starchasers was driven from all of their holdings in the Ferrous Arm, though not without sacrifice. Bombings, ambushes and other such treachery had cost the lives of many knights of the Sun Spear. The Reclaimer refused to let this betrayal of all that was just go unpunished, and pursued the starchasers to the very edge of the Hearth Spiral. Eventually, a third of the trailblazer fleet was captured, commandeered by Agron himself to be used against their former masters. But it was all a ruse, and dozens of knights were slain in a chain of fiery explosions that left the Order of the Sun Spear crippled, many light-years away. What remained of the Sun Lord’s knights took the remains of the Reclaimer back to New Empyrea, to be given funeral rites worthy of a martyr. In the end, the Ferrous Arm was reclaimed, but at a near unfathomable cost to the faithful.

Today, the fallen order still lurks beyond civilization, sheltered by the heathens they sought to befriend, ever searching for a way back in. Their tale serves as a clear warning: hubris shall bring naught but ruin, and those who forfeit their faith court only oblivion.


Life in the Present
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My father, my Lord,
In your absence I sing and guard forever,
The peace that was restored


- Luscinia Cantos, third tome

The elusive mystical art said to be unearthed by the Lord of the Ringed Sky, magic at its core is still a poorly understood phenomenon, though over three thousand years of research and experimentation have allowed the redem to discover much about its mechanisms and formulate plenty of theories about it. In simple terms, and drawing upon what certainties about it the redem hold, magic is a discipline that allows its users to sacrifice a part of their energy, known as essence, through ritualistic incantation and gesture, to achieve feats and effects that would ordinarily be impossible for an unassisted human. Though ultimately finite in scope, limited by the user’s own essence and the boundaries that seem to lie at its heart, magic nonetheless can achieve an almost endless variety of effects, from summoning storms and healing wounds to the transmutation of matter and distortion of the mind.

The astonishing effects that magic is capable of creating are sometimes regarded as miracles, or miraculous in nature, but this is erroneous. Magic, at least insofar as it is available to the redem, is a discipline that can be learned and mastered, its spells shared and recreated, its phenomena reproduced and studied. Miracles, on the other hand, are guided by an inscrutable will beyond redem understanding, almost always produced or suffered by those with no great stature and certainly no power to manifest such bending of natural law at will. Episodes such as the legend of the Phantom Blade upon which the eponymous order is founded or the tale of the grievous gift of Arcamandus the Silent Mender are regarded as true miracles. It is not known by whose will these phenomena occur, or if they are related to the God-Knight; nonetheless, they are not the work of the redem.

In order to cast a spell and harness the power of magic, several things are required that have been mentioned already. The user must possess a sufficient measure of essence, an esoteric form of energy tied to the life force of the redem; they must likewise possess sufficient concentration while casting and execute verbal and somatic procedures to complete the exchange, bringing the desired effect into reality. These procedures are as varied and near-infinite as the power of magic itself, and tomes upon tomes of spells have been written in the three thousand years the redem have inhabited the Hearth Spiral.

Yet more tomes have been written on how these spells may be classified: by length of cast, by cost of essence, by effect length… By far the most important means of classifying magical spells, however, are magic schools, which divide the various magical spells that the redem race is capable of performing into various general lines, grouping together those that share similar effects. Several such systems have been proposed over the years, and even now competing paradigms exist, but even so, the system here described is both current and effective. Though there is some overlap, most spells firmly belong in one of the following schools:

  • Mimos: Spells of Nature and Imitation
    This type of magic centers around the replication of natural phenomena present in the world of the redem. It does not, as the name may indicate, have anything to do with mimicking nature as a source of power; rather, this school of magic consists of spells that re-create or invoke phenomena and objects such as fire, lightning or ice to attack an opponent or gain an advantage in battle.
  • Dynos: Spells of Empowerment and Enchantment
    This is a school of magic that focuses on the improvement of physical capabilities and the addition of special properties to equipment and assets, for oneself or others; however, contrary to what the name may indicate, the opposite is true as well, as spells of this type include those which are meant to dispel enchantments and weaken an opponent as well.
  • Iatros: Spells of Mending and Preservation
    Iatros spells are designed to extend the life expectancy of warriors on the battlefield through various means. As such, they focus on effects such as healing, regeneration spells, barriers and other such protective and corrective measures.
  • Kinesis: Spells of Motion and Transmission
    Spells of the Kinesis type deal primarily with the concept of movement, and can cause various effects such as the displacement of things from a distance and the transmission of energy, objects, and even thoughts and individuals, though greater complexity or quantity demands more essence and more complex spells.
  • Kryptos: Spells of Distortion and Obfuscation
    The Kryptos school is formed by magic that specializes in disrupting the enemy's combat abilities, be it through distractions such as illusions, through direct meddling via spells that impair the senses or other means, or through an art known as "counter-magic", which consists of disrupting a spellcaster’s ability to complete the process.
  • Morphos: Spells of Transformation and Transmutation
    Morphos magic focuses on changing both the shape and the composition of physical objects. Turning one metal into another, making a solid into a liquid and even temporarily changing one's appearance are all made possible by Morphos spells.

There are, of course, other types of magic in literary and mythological accounts: magic akin to the power of the Abyssals, capable of twisting the void: spells capable of turning back time and disrupting its flow, and even the legendary Physis magic said to be wielded by Mael himself, the spells of truth and fantasy that were said to bend the very law of the world to his will. Of course, there is no proof that the redem are capable of this, and so these supposed schools of magic remain confined to the realm of myth and legend.
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...And so a knight is nothing without his sword, but neither then does a sword have purpose without her knight. It is only the two in holy communion, law and judgment together at last, that the will of Aradain may be fulfilled and the faithful watched over.

- Book of Confessors, seventh chapter

The redem possess greatly advanced technology, able to create vessels to traverse the void, build large habitats in hostile worlds and even create energy weapons and shields. However, there are limits to their abilities, and both the repudiation of all contraptions and artifacts created during the Strife, and the widespread destruction caused during the Chalice War have caused life in the Hearth Spiral to be far from utopian. Despite the faithful’s most valiant efforts, long distance travel is difficult, food supply ebbs and flows like the tide, and not everyone can be saved from injury or disease. Entertainment in large citadels may involve concert halls and holographic records of artistic and ludic activities, while in the frontier, a single worn lute may be all that there is to keep the people company. Such is the life and contrasts of the people of the Hearth Spiral. But in spite of everything, the redem continue to grow.

Redem starfaring vessels, known as chariots, vary widely in size and make, but are in general secure against most hazards of the void and able to serve the purpose of inter-system travel, or transportation between neighboring systems. For lengthier journeys, however, they quickly become impractical, logically resulting in perhaps the main issue regarding the exploration and colonization of far worlds: a lack of mobility. Redem ships cannot reach massive superluminal velocity; accordingly, to facilitate trade and transport between distant territories of the land of the faithful, the construction of horizons is necessary. Horizons are gateways created with rare resources and powered by a combination of magic and vast amounts of fuel, which allow passing vessels to instantaneously travel to another horizon. They are the key to the Hearth Spiral, and accordingly, are highly guarded and regulated.

Again on the topic of transport, though at a smaller scale this time, there is the knight’s best friend, the pegasus. A pegasus is a small vehicle, designed to transport one or two users at a time. It is capable of hovering over ground or water, able to take off and traverse void and atmosphere alike, and can reach much greater velocities than a chariot while providing greater maneuverability as well. Pegasi are powered by replaceable fuel cells and have saddle-style seats, handlebars, control panels and arrays of thrusters to allow them to hover, lift off and turn as needed; some are even equipped with wings possessing additional thrusters, and, rarely, one might possess an AI co-pilot program. They are highly customizable, with modular upgrade and add-on kits being popular products. Though they are somewhat regulated, and brand new ones are quite expensive, it is entirely possible for civilians to get their hands on a pegasus, though this isn’t too common owing to the technical expertise required for both the piloting and maintenance of one.

The weaponry used by the redem can vary depending on its purpose. Bows, knives and spears are common enough in hunts due to the ease of their manufacture; gunpowder or ‘black’ weapons are somewhat less common, though not unheard of. Ornate gilded blades and polearms are often created for knights, nobility and royalty to use during special ceremonies, and there exists the paladin frames, to be discussed later. For the purpose of warfare, however, it is the energy weapon that dominates the landscape. Energy weapons and armor are powered by machines known as Galant Batteries, which make use of a rare mineral called astralite. These batteries are capable of projecting stable energy blades within a short distance that can cut through most any material known to the redem, only slowed down by great density or thickness; few can stop an energy blade, such as another energy blade, or an energy shield. Galant Batteries, arranged differently, can also produce these energy shields, translucent barriers that draw on the battery’s energy reserves to protect against energy blades and magical attacks. Together, these two functions allow for the creation of all sorts of bespoke weapons for knights, from swords and axes to whips and hammers. Galant Batteries have a limited capacity, which means knights must be careful during extended confrontations, though they can be recharged at specialized stations.

Galant Batteries are not just used for the weapons knights wield, but also for the armor they wear. Redem knight armors are composed of several different elements, one of them being the batteries that shield the user from energy blades and magical attacks. Another is the material that constitutes the armor itself. Redem mastersmiths utilize a combination of overlapping metal plates, ceramics and fibers to create ornate suits of armor strong enough to protect a knight from most anything that comes their way that an energy shield will not stop; the smiths’ engineering prowess is also tested, as knight armors incorporate various systems to protect their users from hazardous environments and hostile atmospheres, allowing them to operate even under extreme circumstances. The third component is a unique storage system which utilizes small-scale space-folding technology to keep the armor in a small, light metallic cube which can easily be carried on a knight’s belt while unarmored. The last main component is known as the arcane matrix, a complex system embedded into the armor that can interface with the user’s magical potential and allow them to utilize a fraction of it at will, bypassing the standard casting procedure so long as the armor is worn; the resulting ability is called a knight’s law. Armors without these exist and are easier to build, as a matrix is rather expensive to manufacture, but knights who use them are considered to be at a disadvantage. In addition to all of the above, armors are made to be highly customizable, with modular upgrades and add-ons such as back thrusters and grappling hooks being a common sight for knights in the field.

A more recent development for the purposes of warfare is the paladin frame. Called frame for short, it is a large mechanical suit of armor that is not so much worn as it is piloted, with the knight directing the frame’s movements from within. This humanoid war machine, much like the pegasus, is designed to traverse most environments that exist in the Hearth Spiral. It is slower than a pegasus, and though it is somewhat more maneuverable, this is again offset by its size. A paladin frame is heavily armored, enough to make damage from energy blades negligible even without a Galant Battery, designed to protect the citadels of the faithful from large threats. At the same time, it is equipped with large metal weaponry; as Galant Batteries cannot be effectively used to manufacture weapons adequate to the size of a paladin frame, their offensive capabilities are supplemented with sheer size, weight and kinetic power. Additionally, every frame is equipped with its own version of an arcane matrix, allowing a knight to tap into their law. While some consider machines like these to be a wasteful expenditure of limited resources in light of the extermination of the dragons many centuries ago, the fact is that it is now a part of the arsenal of the redem knights, if an exceedingly rare one.
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...Promise to become the sword of my people,
To bring swift defeat to the enemies of the faithful,
And banish them with my righteous might.


- Fragment taken from the Oath of Iron Imperishable

To the redem, the ancient institution of knighthood is a sacred calling, one that represents the virtues of the God-Knight, which are to be exalted and upheld above all else. Accordingly, the knights of the many orders that comprise the Hearth Spiral are greatly respected, revered as noble figures that protect and guide Aradain’s flock in their journey across the stars. To be a knight means different things to different sovereign orders, and each of them enjoys a certain degree of autonomy when it comes to the anointment of their knights, but there is one thing all have agreed upon: to be a knight is to make a sacred vow, a vow that only the strong and virtuous may fulfill. Thus, it is no easy task to become one of the chosen warriors that follow in Aradain’s footsteps.

Before the advent of the Silver Hand Academy, the notion of a singular institution destined for the training of up and coming knights was virtually unheard of. Instead, these elite warriors were recruited in other ways, primarily through squiredom, with veteran knights taking up the task of training their successors out in the field; these squires could come from the ranks of the common folk if one caught the attention of an established knight, but more often than not it would be a fledgling noble that would be chosen to begin training. It is also common for noble families to arrange training for their scions by hiring experienced knights to attend to their estates, or for veterans to train their own descendants. More rarely, men and women who become accomplished warriors on their own may take an oath and pledge their service to one of the orders if they are found virtuous and skilled enough.

As mentioned, there are some differences and disagreements when it comes to the meaning of being a knight, thus one may make one of four different oaths, conforming to different, if canonical, interpretations of Aradain’s legacy and the duties of knighthood.

Those who take the Oath of Dreaming Dawn devote themselves to shepherd the faithful, to the protection of the weak and the uplifting of the downtrodden. This oath is also known as the Oath of Hope.Those who take the Oath of Boiling Blood vow to become ever greater than they were, overcoming every challenge and allowing their splendor to inspire others. This oath is also known as the Oath of Glory.
Those who take the Oath of Iron Imperishable promise to surrender all that they possess and all that they are in the pursuit of triumph over the enemies of the faithful. This oath is also known as the Oath of Victory.Those who take the Oath of Hallowed Heart endeavor to advance the common good above all and ensure that their conduct reflects the sanctity of the God-Knight. This oath is also known as the Oath of Honor.
Thou who hast sinned
I forgive thee
Pick up your spear and follow me

- Song of a Silver Soul
, twelfth stanza

The first of the knight orders that protect the faithful were founded by the Disciples of Aradain and their followers, with the exception of Mael, who disappeared. These were the Order of the Phantom Blade, the Order of the Valiant Fang, the Order of the Sun Spear and the Order of the Nightingale. Collectively known as the bulwark of the faithful and as the Four Great Orders, they are the first and the greatest, and remain so in spite of their losses during the Chalice War and the War of the Reclaimer.

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NONE
LEFT
BEHIND

The Order of the Phantom Blade is the knight order founded by Lady Sylvalladine the Just and her devout followers. Its territory encompasses the Lucent Arm and most of the Twisting Arm. The denizens of this territory, colloquially called phantoms, place great value in things like trade, independence, duty, art, solidarity and loyalty. The order is currently led by the Moonsworn Lady, Her Argent Majesty Victoria Alius Vendelux, crowned fifteen years ago. The position of the Moonsworn is hereditary, giving rise to long dynasties, and its holder is entrusted with the leadership of the order in peace and in war alongside the Council of the Arches, comprised of members of the various noble families that guard the duchies and marches of the order; this council advices, guides and at times even overrules the Moonsworn, and chooses a new one in the event that a royal dynasty runs dry. The seat of the Argent Throne and the Council of the Arches is Citadel Clarion in the uppermost regions of the Lucent Arm. The knights of the Phantom Blade come from all walks of life, as anyone can be taken as a squire so long as they are willing and display sufficient skill, though expectedly most elite knights are exclusively from noble families as well as old warrior lineages. These knights are singularly dedicated to the protection and prosperity of the faithful, seeking to bring Sylvalladine’s silver rays of hope to every corner of the Hearth Spiral.
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HIGHER
EVER
HIGHER

The Order of the Valiant Fang was founded by the hunters that followed in the footsteps of the Dauntless, Vermilion and Gules, after they retired into a life of tranquility in their old age. In all, it encompasses the Carmine Arm, the Whispering Arm and parts of the Obscure and Twisting Arms, making it the largest order in terms of territory controlled. The fangs, inhabitants of this realm, find worth in freedom, courage, adventure, glory, individuality and friendship. The order is nominally led by the Wolf’s Teeth, a conclave comprised of members of the noble Bravebloods; however, the Teeth are fairly hands-off in the governance of the Valiant Fang’s territories, allowing local Braveblood families and provincial governors to handle the management of their lands in relative freedom. Braveblood dynasties are formed whenever the Teeth considers that someone's feats have made them worthy of such an honor; prior status matters little, as the people of the Valiant Fang believe firmly that anyone brave enough can reach for the sky, not just nobles or knights. The warriors of the Valiant Fang are widely renowned as expert monster hunters and are often employed to defend the redem’s borderlands, within and without their order's territory. The Valiant Fang's capital is Citadel Erythro in the Carmine Arm, where the Wolf's Teeth meet twice a year, barring extraordinary circumstances. The order's forces are ever in search of greater challenges, seeking to bathe the world in the light of their glory.
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OUR
WILL
MANIFEST

The Order of the Sun Spear was formed upon the death of Jordanus the Unyielding, his followers vowing to become his very spear and claim victory in his name. Its territory is conformed by the Wayward Arm, parts of the Gilded Arm and, nominally, a portion of the Ferrous Arm, though they’ve yet to establish control over the area. The lancers, as they are known, are the people of this territory, and appreciate such things as strength, courage, determination, honesty, ambition and discipline. The head of the order, who rules with an iron fist, is known as the Sun Lord, currently Vantas the Lion, who claimed the throne shortly after the War of the Reclaimer. Whenever the Sun Lord dies, a grand tournament takes place among the knights of the previous ruler, with the final victor becoming the new head of the Sun Spear. Strength lies at the heart of life in the Sun Spear; commoners with the strength of arms and will may yet rise into knighthood in an otherwise rigid society, while noble houses that fail to produce powerful warriors risk facing exile from the order. The Sun Lord and his court reside in Citadel New Empyrea in the Gilded arm, where they command a great force of knights that have vowed to fight until the redem are victorious against all who would stand in their way.
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SING
RIGHTEOUS
SACRIFICE

The Order of the Nightingale was created by the followers of Mael's daughter, Averil the Oathbound, to honor her memory and her ironclad conviction after her she carried out her final sacrifice in a frigid foreign land. It is located in the Severing Arm, which is entirely under the order’s control, and its denizens, known as songbirds, place great value in altruism, service, art, beauty, piety and finesse. Today, the order is led by Lawsinger Line Sparrowsong, sworn into her position only fourteen years ago. The position of the Lawsinger, unlike the chief positions of other orders, is not coveted for the wealth and respect it brings; Lawsingers make a vow of isolation and poverty upon assuming the role, separating themselves from friends and family, only ever to meet with their council. Still, great power and greater trust is invested in every Lawsinger, who must be chosen by the previous one’s council once that Lawsinger has passed away. The capital of the order is Citadel Melliflua in the core of the Severing Arm. The knights of this order are famed for their enchanting spellsongs, artistic prowess and immaculate manner, as well as the altruistic values they seek to uphold above all else, to the point that noble houses often conform to the will of the majority in an effort to cast away any shadow of selfishness. To the knights of the Nightingale, sacrifice brings honor, and leads us closer to divinity.
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...But it is not courage, nor strength of arms, that makes a home. Not fire, nor sacrifice, nor even faith. Home is where the laborer may lay his head down, safe at last. And He has given us a home.

- Book of Graces, second chapter

The home of the redem after their deliverance from the Strife of the Lost Realm is known as the Hearth Spiral, a massive habitat of planets and stars that harbors danger and mystery aplenty. Though it is widely regarded as the promised land of the faithful, a safe haven after the devastation of the Strife, it is far from harmless. Unknown creatures lurk the untamed lands and occasionally accost redem settlements, lawless drifters of various stripes make a living by preying on the weak while avoiding the pursuit of the knights of the orders, and heathens hidden within the great citadels clash relentlessly against the faithful. As said before, however, it is also a place of mystery and wonder. New worlds harbor new life to be discovered, pushing scouts and pioneers to venture into the untamed lands to claim their prizes and chart their wonders, and in the past millennium, the rediscovery of the history that was lost during the Chalice War has been a priority for the descendants of those who fought against the dragons long ago. Life in the spiral is far from easy, but the redem are strong - they have dwelt there for three thousand years, and may they continue ten thousand more.

Speaking of years, timekeeping in the spiral is mostly standardized, with a twelve-month calendar that has changed little from the times of the ancient humans. The days of the week, on the other hand, may change from culture to culture; in the lands of the Phantom Blade, for instance, the seventh day, which is considered a holy day of peace and rest for the faithful, is called Eirenday.

At the center of the Hearth Spiral lay the heartlands. Once a prosperous region, home to the capitals of the Four Great Orders and the Parliament of the Faithful, as well as a hub of transport and commerce, the heartlands were devastated during the Chalice War. The capitals of the orders, the seat of the Parliament and the horizons were all destroyed by the dragons during the conflict, and most other citadels and points of interest were severely damaged if not rendered completely uninhabitable. As such, this once prosperous region has become a den of hardship and villainy, with criminals taking up residence in the ruins of once grand citadels, where they could hound the few that yet live in the fringes of the heartlands and hide from the watchful eyes of the faithful.

Beyond the heartlands lie the many arms of the spiral, as luminous as they are vast, stretching onwards as though they were reaching out, grasping at infinity. The upper arms, the areas closest to the heartlands, are known territory where most of the redem reside, noble and commoner alike, but as one moves down, one begins to see sparser settlements, rougher nature and stranger wildlife; legend has it that further down the arms, far beyond the grasp of the redem, lie the cities of strange folk unlike Aradain’s flock.

The Hearth Spiral is protected and managed by the orders, first created to ensure the safety of the faithful and later expanded into rightful states to ensure their prosperity also. Dozens of knightly orders exist, great and small, controlling different stretches of the Hearth Spiral and following a different knightly ethos, and though occasional friction between them is inevitable, as is wont to happen where cultures meet, the arbitration of the Parliament of the Faithful has kept conflict to a minimum.

The Parliament of the Faithful is the closest thing to a ruling power for the whole of the Hearth Spiral. Formed by the Four Great Orders in the Year of Our Lord 163, the Parliament is an institution that oversees matters of common interest for all of the faithful. These matters are discussed by a collection of delegates appointed by the ruling powers of every existing order, and subsequently voted upon. In times of conflict, the Parliament may approve of a Six Hour War between the clashing orders, wherein elite knights clash to settle the matter; killing a foe in such a conflict is heavily frowned upon. Traditionally, the seat of the Parliament has been located the heartlands of the Hearth Spiral, but after the devastation of the Chalice War, it was moved to the Severing Arm in the territory of the Order of the Nightingale, where it has remained ever since.

In spite of all conflict and hardship, the faithful remain ever watchful of their home.
Last edited by Zarkenis Ultima on Mon Mar 11, 2024 3:36 pm, edited 2 times in total.
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Zarkenis Ultima
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Postby Zarkenis Ultima » Tue Feb 27, 2024 3:55 pm

Faith for the Future
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The young crave war, because they have only known war. They fight for themselves, because they have been taught to care for nothing else. Teach them instead to fight for a cause, and let that cause be a world unified by His Message.

- Book of Confessors, third chapter

One of the shining jewels of Citadel Arcadia, located on the fertile world of Mandus, the Silver Hand Academy represents the highest form of cooperation between the various orders of the Hearth Spiral. Beginning construction in the year 3011 and opening its doors to promising knight candidates from around the spiral only eight years later, the academy is equipped for and fully dedicated to train the finest young men and women among the faithful to become elite knights, and has seen six generations graduate from its prestigious halls and its four houses to go on to occupy high positions in the military hierarchy. Naturally however, before this honor may be bestowed upon students, they must complete six years of arduous training, study and live combat exercises to earn the right to swear one of the four oaths and become a fully fledged knight of Aradain, shepherd of the faithful.

In addition to combat and magical abilities, teamwork and leadership skills are also necessary for knights to operate efficiently, and so, upon acceptance at the academy, new students are sorted into four-man teams, with one of them being selected as team leader at random. Students will learn to study, train and fight together as part of a team for the entirety of their stay at the academy, barring unusual circumstances. Of course, these new teams, and especially their fledgling leaders, won’t be left to sort themselves out. During their first year, in addition to regular education and guidance from professors and house heads, new teams will be assigned a mentor, an older student nearing graduation, picked from among the best of their generation. These mentors are expected to impart unto their underclassmen part of the wisdom they have accrued throughout their stay at the academy.

Aside from their team, assigned at random by the academy, new students are able to choose one of four houses to join during the Ceremony of Gates, depending on their own ambition and what they believe to be the meaning of knighthood: the House of Candles, the House of Horns, the House of Drums and the House of Bells. Each of these four houses is fashioned after one of the four knightly oaths, and students can expect the head of their house not only to offer general guidance and assistance with any issues at the academy, but also to elaborate on the philosophy behind each oath and the lessons of important figures that adhered to them.

The House of Arcamandus of the Holy Hand, known as the House of Candles for short, cultivates those who seek to take the Oath of Dreaming Dawn. It is named after the Silent Mender, Arcamandus, whose followers founded the Order of the Viridian Flame. Arcamandus’ stoic and stalwart protection of those too wounded to fend for themselves has inspired many generations of knights who have chosen the path of Hope. The house’s head is Magnus Meridian, mastersmith and engineering professor.The House of Saint Azure of the Joyous Hunt, also known as the House of Horns, prepares those who desire to follow the Oath of Boiling Blood. It takes its name from Saint Azure of Westerwind, mendicant preacher and poetess from the Order of the Valiant Fang whose beautiful words and powerful insight have inspired countless young knights to choose the path of Glory. The head of this house is Opal Owlsight, wilderness survival instructor.
The House of Horagrim the Bringer of Faith, better known as the House of Drums, challenges those who dare to choose the Oath of Iron Imperishable. Its name belongs to one Lord Horagrim, knight captain of the Order of the Golden Dawn who turned infidels to the faith of Aradain in his relentless pursuit of Victory, inspiring those who would walk the same path. The head of the house is Vanaras Varden, melee combat trainer extraordinaire.The House of Saint Celine the All-Giving, likewise called the House of Bells, welcomes those willing to tread the thorny path of the Oath of Hallowed Heart. Its name comes from Saint Celine of Vorago, the last of Mael’s bloodline who walked the path of sacrifice alongside the Abyssals during the Chalice War, inspiring many a dutiful soul in search of Honor. This house is led by Mavis Martell, one of the academy’s resident magical experts.

In order to excel as knights in training, students must learn a wide variety of disciplines, only some of which are related to battle. Melee combat and magical aptitude training and classes are of course prominent in any student’s schedule, but there are many other important aspects of knighthood that can not and will not be neglected. Pegasus piloting and maintenance, armor maintenance and modification, wilderness survival and basic medical training are only some of the skills that students are expected to learn and perfect throughout the course of their stay. Students are graded on their discipline and academic performance just as much as their combat ability, and these three criteria are taken into account to determine the students’ ranking; appearing in the public list of top ten students is considered both a great honor and a great boon. Regularly-held competitions, written exams and records of disciplinary measures are all taken into account and often cause the rankings to shift quite dramatically.

Upon completing their six years of education and graduating from the Silver Hand Academy, students are able to choose one of the four oaths of knighthood in order to make their holy vows; though a knight’s oath is usually influenced by the house they join, it is entirely possible for a newly graduated student to change their mind, as it is up to themselves only to determine what it means to become a knight of Aradain. These newly-anointed warriors are then chosen by one of the holy orders that make up the Parliament of the Faithful to serve for a number of years, after which they may either choose to remain, return to their birth order, or search for a new path entirely. Students that make the top ten are highly coveted, especially by the bulwark of the faithful, and knights that complete their initial service meritoriously enjoy an exalted reputation among their peers.

The organizational structure of the academy is important, but so too are the premises. Nominally a part of Citadel Arcadia and sustained by the same infrastructure, the Silver Hand Academy in actuality lies to the east, outside the citadel’s outer wall, a much smaller but nonetheless imposing structure as much a fortress as it is a campus, connected to the Stacks by a confined railway loop that provides swift and convenient transportation between the two areas. Though students are generally confined to the academy’s premises during their stay unless out on expeditions, the railway still moves a number of goods, supplies and non-resident personnel everyday; in addition, students are allowed to venture out into the city every Eirenday, which creates a lot of transit on those days.

The academy itself is divided into four separate wings, with an expansive courtyard nestled in between, often used for events and celebrations. The western wing is the entrance to the academy, hosting both the imposing main gate as well as Androne’s Stop, where aspiring knights step off the rail and into their new life as students; it also hosts a number of lecture halls and the academy’s grand library. The eastern wing holds the academy’s four houses, and is where student and staff dormitories are located, along with the main dining hall and the hall of ceremonies. The northern wing houses most of the academy’s infrastructure, including the hangar, armory and storehouses, as well as several workshops and laboratories. Finally, the southern wing is entirely dedicated to martial training, featuring several combat arenas, aerial stadiums and training halls, as well as an expansive gymnasium.

Students are provided with uniforms upon acceptance, and are expected to be in either their armor or their uniform at all times while in the academy, except in the eastern wing or during Eirenday or certain festivities. Likewise, though it is common for young knight candidates to have their own sets of weapons and armor already, the opposite is by no means unheard of, and as the academy aspires to give equal opportunity to all aspiring knights, standard suits of armor and a variety of weapons are readily provided for those without their own. Other necessary materials, such as pegasi, are also provided by the institution.
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…And though he yet lived, the Guardians were dead and the Hero was lost. Thus the Bard laid down his lute and picked up a hammer. “I will rebuild my mother’s gardens. I will rebuild my father’s halls.” With those words he laid the first stone, and now you stand upon his resolve.

- Epitaph of Aurelius the Bard

Though it cannot claim to match the grandiose gothic dignity of Lost Kaineroth or the ethereal beauty of shining Clarion, Arcadia is nonetheless a grand, prosperous citadel. Founded shortly after the end of the Chalice War in the Twisting Arm, the citadel was able to endure the lack of infrastructure and the isolation of the frontier thanks to its fertile soil and the sheer tenacity of its residents. Today, it is considered one of the ten greatest citadels in the territory of the Phantom Blade, and it is also the most important hub of commerce in the Twisting Reach. Its prosperity, self-sufficiency and strategic location all made it the prime candidate to host the joint project that was the Silver Hand Academy, and though local authorities initially feared that the academy would be a strain on the citadel’s resources, the increase in trade and transit ended up greatly benefiting the locals.

Sitting on top of an enormous lake and surrounded by tall, imperious walls, Arcadia is quite a sight to behold. The citadel is divided into four concentric rings that each constitute a different district, separated from the others by walls,elevation and wide circular canals that give the settlement a strong sense of identity. The First Wall protects the outer ring and features imposing gates and bridges to the north, east and south, as well as a number of watchtowers. This first ring, the Goldentide district, is agrarian in nature, featuring wide fields of corn, wheat, rapeseed and barley that give the district its name; many other crops are grown here, and husbandry is likewise practiced, with many areas serving as pasture for a number of animals.

The Second Wall is only a little higher than the first, with narrow elevated walkways leading from the Goldentide to the thriving district of Kalwall, so named in honor of the citadel’s fifth baron, Lord Kalven the Keen, who invested heavily in infrastructure and trade. Thanks to his foresight, Kalwall prospered and became what it is today: a crowded center of commerce and leisure, with banks, a large open air market, several popular shops and a variety of restaurants, as well as bars, clubs, concert halls and other such venues. It is the hub of the citadel’s bustling nightlife, as well as the favorite district to visit for students and locals alike, though students are often cautioned that their behavior reflects on the academy and thus falls under its purview. Additionally it hosts most of the citadel’s residential areas, with most of the citadel’s working class living there. For this reason it has one of the citadel’s only two railway loops, the other being the route from the Stacks to the Silver Hand Academy.

The Third Wall represents a steep increase in altitude, and thus instead of bridges there are elevator platforms to help people to cross over from Kalwall. The third district, formally called Bard’s Rise, is more commonly known by its nickname, the Stacks, owing to the towering gray buildings heavily featured within. The stacks are the citadel’s industrial center, producing the vast majority of the citadel’s manufactured goods and supplying merchants with wares to sell in other parts of the spiral. In addition to the vast number of factories, the Stacks also feature a number of armories, workshops and electronics stores, as well as a workers’ clinic. In addition, most of the citadel’s defenses are located here, along with the knights’ barracks and the brig.

The Fourth Wall is broken, and a single bridge connects the Stacks with the collapsed area, known as Bard’s Wound. Moving past it and ascending the path of the broken wall, one arrives at the citadel’s final district, towering over everything else in sight: Crystal Chapel. The district takes its name from the grand temple that sits at the citadel’s heart, the Chapel of Our Lady of the Absolution, built entirely from hardened quartz and stained glass; it is both a renowned place of worship and abode of the Presbyter of Arcadia. Aside from the chapel, this district is home to the baron’s estate as well as lodgings for visiting foreign and domestic dignitaries. Some other government offices are also here, as well as Arcadia’s renowned lapidarium, where the living can pay their respects to the dead; the Bard’s famed gravestone lies here, among many others raised in honor of the fallen.


Children of Infinity
Character Sheet

Name: Asher Adraste Alistar
Gender: Female
Age: 18
Appearance: Here. Her eyes are a dark grey color, like unpolished iron.
Backstory: Not all of the Guardian’s bloodline was destroyed on that darkest day, a thousand years ago. There remained a small part, one that stubbornly persisted across the centuries. Asher is the product of that seething determination. She was born in a mining town by the name of Third in the remote world of Phos, located in the Lucent Grasp region. Her mother Fennel was a trained mender and the resident doctor of Third’s local clinic, while her father Andrius was a knight captain of the Order of the Phantom Blade assigned to the protection of that frontier world. She had a brother, Aspen, who was three years older, and when she was just three, her younger brother, Adel, was born. The three grew up hearing stories about their ancestors: Aias the Blind, first of the Guardians, who stood with Sylvalladine against the fiery lord of the infidels; Alaiolus of the Riven Fate, breaker of chains, who freed thousands of slaves by his own hand; and even Arcadius of Arete, the legendary Red Knight himself. These stories instilled in Asher a sense of great pride, though she could not help but compare them to her reality, finding the former hard to believe and the latter lacking. Life in a quaint mining town was nothing like those legends, after all.

As the three siblings grew up, Asher noticed her father giving her older brother more attention, spending hours with him and often taking him out to the barrens while ignoring her mother’s protests, insisting it had to be done. He was, in fact, training Aspen to follow in his footsteps and become a knight of the Order of the Phantom Blade. Another Guardian to carry the torch, so to speak. He put up with this silently, while their parents began to argue more and more frequently, and the only thing Asher could do was spend her time looking after her younger brother, shielding Adel from the harsh reality of their family life. All of this came to a head when she was twelve. She caught a glimpse of Aspen getting up from his bed in the dead of night, on the day before his fifteenth birthday. That was the last time she saw him. The next morning he was nowhere to be found, and in the note he had left behind for his father, he vowed never to return.

That was the last straw for the family. Fennel tried to take her children away, but Asher chose to stay and comply with her father's wishes, for reasons she kept to herself. She maintained contact with her mother and younger brother, but began to spend most of her time in the barrens outside of Third with her father, much like Aspen before her. The next six years of her life were filled with training far more harsh and grueling than she had ever suspected; often she didn't know if it was determination that kept her going, or pride, or spite. She learned the art of the spear, combat magic and many other aspects of being a knight from her father, becoming quite adepting at piloting in particular, though none of it was easy, nor fair. During this time it was her adventures in Third that kept her motivated; every Eirenday, as well as during the occasional escape - these grew in frequency as she grew in age - she would visit her friends in town, racing, playing music and sneaking into abandoned facilities with them. It was these precious memories she clung to during the long days she spent in the barrens.

In time, a window for change would present itself. During a training exercise with the knights of the local garrison, Asher caught the eye of a member of the Silver Hand Academy's staff who was in town to inspect the town's exports and negotiate with the mining company. He approached suggested she apply to attend, citing it as an unique opportunity, and while her father was reticent, she eventually did so, passing all preliminary examinations with outstanding results. Though hesitant to leave her home behind, Asher couldn't wait to see what else was out there, beyond the only life she had ever known.

Skill Sheet

General
Law - Indomita
Asher’s law allows her to instantly move towards a weapon and reclaim it, ensuring she is never unarmed for long. A brief lapse between uses is required.
Skills: Piloting, Maintenance, Artistics

Trick Spear Proficiency
Power: 2
Finesse: 3
Adaptability: 1

Description: A classical infantry weapon, its shaft is shielded and the addition of an energy spike opposite the leaf-shaped energy blade adds versatility. Asher uses this weapon to deliver swift, powerful attacks to her opponents while darting in and out of range, taking advantage of its longer reach.

Kinesis Proficiency
Power: 1
Finesse: 3
Adaptability: 2

Description: Asher specializes in hitting hard and fast, thus the Kinesis school is a natural fit for her. In addition to enhancing her own mobility, she can make use of Kinesis spells to assist her allies, hinder the mobility of her foes and even shift positions in the battlefield to her advantage.

Dynos Proficiency
Power: 1
Finesse: 2
Adaptability: 3

Description: In order to increase her own offensive capabilities, Asher has learned several spells of the Dynos school of magic which serve to augment her spear in various ways, enhance her equipment and even give herself the occasional burst of power to push through a tricky situation.


Extras

Favorite Foods: Meatballs and other meaty dishes, vegetable chips, mixed drinks.
Least Favorite Foods: Gruel or any other porridge, coffee.
Phobias: Fear of failure, thalassophobia.
Hobbies: Racing, working on her pegasus, playing or listening to music, stargazing.
Birth Date: 03/13/3013
Theme Song: All Hail Savior!
Additional Information: N/A
Code: Select all
[size=150][color=#40FFBF]Character Sheet[/color][/size]

[b][u]Name:[/u][/b]
[b][u]Gender:[/u][/b]
[b][u]Age:[/u][/b]
[b][u]Appearance:[/u][/b]
[b][u]Backstory:[/u][/b]


[size=150][color=#40FFBF]Skill Sheet[/color][/size]

[color=#40BFBF][b]General[/b][/color]
[b][u]Law:[/u][/b]
[b][u]Skills:[/u][/b]

[color=#40BFBF][b]Weapon Proficiency 1[/b][/color]
[b][u]Power:[/u][/b]
[b][u]Finesse:[/u][/b]
[b][u]Adaptability:[/u][/b]

[b][u]Description:[/u][/b]

[color=#40BFBF][b]Magic Proficiency 1[/b][/color]
[b][u]Power:[/u][/b]
[b][u]Finesse:[/u][/b]
[b][u]Adaptability:[/u][/b]

[b][u]Description:[/u][/b]

[color=#40BFBF][b]Weapon/Magic Proficiency 2[/b][/color]
[b][u]Power:[/u][/b]
[b][u]Finesse:[/u][/b]
[b][u]Adaptability:[/u][/b]

[b][u]Description:[/u][/b]


[size=150][color=#40FFBF]Extras[/color][/size]

[b][u]Favorite Foods:[/u][/b]
[b][u]Least Favorite Foods:[/u][/b]
[b][u]Phobias:[/u][/b]
[b][u]Hobbies:[/u][/b]
[b][u]Birth Date:[/u][/b]
[b][u]Theme Song:[/u][/b]
[b][u]Additional Information:[/u][/b]
I know, I know, some of you can probably figure it out on your own. I'll do this anyway. Better safe than sorry, plus I'm doing a couple of weird things that likely warrant explanation. Without further ado, let's dive in:

Character Sheet
Most of these fields are pretty self explanatory. Age range for new students is 17-19 years old. Pics preferred for appearance, but if you don't have one or would prefer using a description, that's completely fine. Backstory's important, treat it as your writing sample.

Skill Sheet
General
As stated in the technology section, your knight's law is the power they gain access to when they wear an armor with an embedded arcane matrix. This is a minor power, but one that can, within reason, be used at will without casting (unlike spells). It has to be something active and temporary; no passive boosts or permanent enhancements. Again, it's minor, just to spice things up a bit.

For skills, you can pick no more than three of the following:
  • Piloting: Your skill with land vehicles, pegasi, chariots and other crafts.
  • Maintenance: Your ability to maintain armor, weapons and other equipment such as pegasi in working conditions.
  • Tinkering: Your capacity to create gadgets and tools, or upgrades for your equipment, such as new modules for armor.
  • Stealth: General ability to sneak around, hide and do things without being noticed.
  • Acrobatics: How good you are at complex mid-air turns and other such complex maneuvers.
  • Survival: Your ability to know the lay of the land and live off the earth without dying of dysentery.
  • Medicine: Basically your first aid skill. Also your ability to make medical supplies out of whatever's handy.
  • Interfacing: Your ability to interact with and manipulate informatic systems.
  • Artistics: Pretty much what it sounds like. Valuable for the ceremonial aspects of faith and knighthood.
If you pick it, you're good at it. If you don't, you're not. You can still do it, you're just not good at it.

Weapon/Magic Proficiencies
For these you replace the title with what you want to have. For weapons, you could have Sword Proficiency, or Axe Proficiency. For magic, you can pick any of the schools outlined in the magic section, so you could have for instance Mimos Magic Proficiency, or just Mimos Proficiency. Below that you have three fields: Power, or how much your fighting style can produce heavy hits or explosive movement; finesse, or how capable you are of matching your opponent's moment-to-moment combat ability; and adaptability, or your capacity to switch up your combat style and come up with new strategies to surprise your opponents. There's no complicated stat system here, you just rank them, 1 for the area you're best at, 3 for the worst. This is mostly for comparative purposes anyway, and to instill some sense of balance. Anyway, below that you should write a brief description of your character's style with that weapon or magic. Just a couple lines will do it, don't have to write a paragraph or more. And just to clarify, you get one weapon proficiency, one magic proficiency, and the third can be either another weapon proficiency or another magic proficiency, up to you.

Extras
This is just a for fun thing you can fill out if you want to add some random details to your app. It's completely optional, you can remove it from the app if you don't want anything to do with it. You can also submit your app with this section blank and fill it out later. If you have something in mind but it doesn't fit in any of the other fields, just throw it under additional information.

If there's anything not covered here that you're struggling with, by all means, let me know.
Last edited by Zarkenis Ultima on Tue Mar 26, 2024 2:33 pm, edited 9 times in total.
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Zarkenis Ultima
Post Czar
 
Posts: 43668
Founded: Feb 22, 2011
Democratic Socialists

Official Archive

Postby Zarkenis Ultima » Tue Feb 27, 2024 3:56 pm

Adler van Strahl - M - 18
Maintenance | Tinkering | Interfacing
Warhammer
Dynos
Morphos
3 | 1 | 2
1 | 2 | 3
2 | 1 | 3

Aisha ibnat Zahrah al-Earaba - F - 18
Tinkering | Interfacing | Artistics
Whip
Morphos
Mimos
2 | 1 | 3
3 | 2 | 1
3 | 1 | 2

Alistair Raleigh - M - 18
Maintenance | Medicine | Artistics
Shield
Gladius
Iatros
1 | 3 | 2
3 | 1 | 2
1 | 3 | 2

Alvyss Kato - M - 17
Maintenance | Tinkering | Interfacing
Blade
Dynos
Morphos
3 | 2 | 1
3 | 2 | 1
1 | 3 | 2

Asher Adraste Alistar - F - 18
Piloting | Maintenance | Artistics
Trick Spear
Kinesis
Dynos
2 | 3 | 1
1 | 3 | 2
1 | 2 | 3

Damian Arius Vanerian - M - 18
Piloting | Acrobatics | Artistics
Arming Sword
Tomahawk
Dynos
1 | 2 | 3
3 | 1 | 2
2 | 3 | 1

Eavan O'Byrne - F - 18
Maintenance | Survival | Acrobatics
Longsword
Cloak
Dynos
2 | 1 | 3
3 | 2 | 1
1 | 2 | 3

Edith Sparrowsong - F - 18
Acrobatics | Survival | Artistics
Bo
Kryptos
Morphos
2 | 1 | 3
2 | 3 | 1
1 | 3 | 2

Emilie Everarde - F - 19
Acrobatics | Medicine | Artistics
Poleaxe
Dynos
Iatros
3 | 1 | 2
3 | 2 | 1
1 | 2 | 3

Evren Ryuko Aurum - F - 18
Acrobatics | Survival | Artistics
Longsword
Mimos
Morphos
1 | 2 | 3
1 | 2 | 3
1 | 2 | 3

Ira Lucretius de Bellona - M - 19
Piloting | Maintenance | Survival
Greatsword
Mimos
Morphos
1 | 2 | 3
1 | 3 | 2
3 | 2 | 1

Josiah ibn Zahrah al-Nilotic - M - 19
Stealth | Acrobatics | Survival
Dual Blades
Rope
Kinesis
3 | 1 | 2
3 | 2 | 1
3 | 2 | 1

Lars Octavius - M - 18
Piloting | Acrobatics | Survival
Greatsword
Brawling
Mimos
1 | 3 | 2
1 | 2 | 3
1 | 2 | 3

Lila Collison - F - 18
Acrobatics | Interfacing | Artistics
Chainsword
Morphos
Kinesis
3 | 1 | 2
1 | 2 | 3
2 | 1 | 3

Mercury May Moongrail - F - 17
Stealth | Acrobatics | Survival
Twin Daggers
Bladed Boots
Kryptos
3 | 1 | 2
1 | 3 | 2
1 | 2 | 3

Nechama Yefremova - F - 18
Acrobatics | Stealth | Artistics
Katana
Glaive
Kryptos
2 | 1 | 3
3 | 1 | 2
3 | 1 | 2

Orlando of Thistleton - M - 19
Maintenance | Acrobatics | Artistics
Side Sword
Poleaxe
Kryptos
3 | 1 | 2
1 | 2 | 3
1 | 3 | 2

Razelgrim Roc - M - 17
Stealth | Medicine | Artistics
Claw
Mimos
Iatros
2 | 1 | 3
3 | 1 | 2
1 | 3 | 2

Victor Mariota - M - 18
Piloting | Stealth | Interfacing
Katana
Kinesis
Iatros
3 | 1 | 2
1 | 3 | 2
1 | 3 | 2

Violet Ignacio Alza - F - 17
Maintenance | Tinkering | Acrobatics
Gauntlet Swords
Dynos
Iatros
2 | 1 | 3
1 | 2 | 3
1 | 3 | 2



I might format this eventually but for now it just looks like ass.

Mimos 5
Dynos 7
Iatros 5
Kinesis 4
Kryptos 4
Morphos 7

Piloting 5
Maintenance 8
Tinkering 4
Stealth 5
Acrobatics 12
Survival 7
Medicine 3
Interfacing 5
Artistics 11

Boys 10
Girls 10

17 y/os 4
18 y/os 12
19 y/os 4

Double weapon 8
Double magic 12
Last edited by Zarkenis Ultima on Tue Mar 26, 2024 3:11 am, edited 15 times in total.
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Tomia
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Founded: Apr 13, 2013
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Postby Tomia » Tue Feb 27, 2024 4:07 pm

App coming soon Zark, this will be a lot of fun!

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Tomia
Post Marshal
 
Posts: 15712
Founded: Apr 13, 2013
New York Times Democracy

Postby Tomia » Tue Feb 27, 2024 10:19 pm

Character Sheet

Name: Victor Mariota
Gender: Male
Age:18
Appearance: Victor
Backstory:
Victor was born a commoner on the small rural planet Iros, under the rule of the minor Order of Vigilance, one of the many orders that make up the Parliament of the Faithful. Iros doesn’t have much to offer other than its fertile soil that produces crops for its residents and many of the planets around it. However its remoteness and mundaneness also creates another opportunity: crime. Many smuggling groups use it as a hideaway and as a convenient place to offload goods. It was this fact that changed the trajectory of Victor’s life. Victor’s destiny of being a farmer never sat particularly well with him. Seeing smugglers and pirates walk into his local town allowed him to see there was a greater universe beyond the fields of his homeworld. At 12 he snuck away from home and entered the local tavern, trying to find one of these smugglers who would allow him to join their crew. Whether the motivation was charitable or self-serving, a smuggler named Mira took Victor in and taught him what she knew about the art of crime. For five years Victor learned how to fly, steal, hack computers, and ultimately how to hide in plain sight. It of course also became necessary to learn how to defend himself, the life of a criminal was hardly safe after all. A year ago however, the ship of the crew he was working on was raided by knights. Victor once thought himself tough and invincible, but that was shattered with the appearance of an armored avenger. The speed and power the knight demonstrated was both terrifying and awe-inspiring. The crew was swiftly dealt with and their ship remanded. However, the knight, who Victor learned was from the Order of the Phantom Blade, sought to push the young Victor onto a new path and offered him a choice. Join his comrades in prison or take on the difficult path towards knighthood. It was of course an easy choice and after a year and a half of brutal training Victor was accepted into the Academy and has begun the journey to become knighthood.

Skill Sheet

General
Law: Phantom Phase- Victor’s suit allows him to momentarily obscure his form and create an illusory projection of himself making him harder to hit and his movements harder to track.
Skills: Stealth, Interfacing, Piloting

Katana Proficiency
Power: 3
Finesse: 1
Adaptability: 2

Description: Victor’s Katana provides him a great deal of defense and versatility in close quarter combat. He uses his skill to make up for a lack of overwhelming natural strength.

Kinesis Magic Proficiency
Power: 1
Finesse: 3
Adaptability: 2

Description: Victor’s primary use of Kinesis magic is to greatly enhance his speed and momentum, propelling him forward in a straight line at high speeds. He combines this with his katana to be the anchor of his offensive capabilities. Victor’s speed focuses on short bursts that open up his opponent’s defenses to his katana strikes.

Iatros Magic Proficiency
Power: 1
Finesse: 3
Adaptability: 2

Description: While generally taking advantage of creating protective barriers and providing healing, Victor uses Iatros Magic so that he can protect himself from harm when bouncing off an object to redirect his momentum. Together his Iatros and Kinesis magic allow him short bursts of speed and power with decent versatility and directional flexibility while mitigating the damage done to his own body.

Extras

Favorite Foods: Mac and Cheese
Least Favorite Foods: Tuna
Phobias: Hypengyophobia, Gamophobia
Hobbies: Poker, Billiards, Music, Reading
Birth Date: 9/16/3013
Theme Song:
Additional Information:
Last edited by Tomia on Wed Feb 28, 2024 4:15 pm, edited 2 times in total.

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Zarkenis Ultima
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Posts: 43668
Founded: Feb 22, 2011
Democratic Socialists

Postby Zarkenis Ultima » Wed Feb 28, 2024 8:23 am

Accepted of course. Just be sure to fix your pic link :P
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Cybernetic Socialist Republics
Minister
 
Posts: 2284
Founded: May 17, 2019
New York Times Democracy

Postby Cybernetic Socialist Republics » Wed Feb 28, 2024 4:00 pm

Character Sheet

Name: Violet Ignacio Alza
Gender: Female
Age: 17
Appearance: (With bright amber eyes) >
Image

Backstory: Violet grew up on New Empyrea, adopted from an orphanage into one of the wealthiest and well known engineering families in the galaxy, certainly of those planets under the Order of the Sun Spear. However, at no point was she ever mean't to feel lesser. If anything, she grew up feeling exceptionally coddled, to an almost suffocating degree. Her siblings, older than her, notably showed no envy for this whatsoever, happy to participate in treating her as special and exceptionally worthy of being protected. Nonethless, she's always felt an internal disdain for the fact that she never knew her biological parents & she wondered why it is they didn't want her. This contributed to a rebellion against her parent's coddling. Naturally, it was no difficulty, given her family, to get access and opportunity to a variety of machines and equipment to tinker around with, to a great extent, this was encouraged. What wasn't encouraged, in fact was explicitly discouraged, was for her to get her hands on weapons, which was, of course, common sense for a child. Unfortunately, for those plans, however, Violet developed a knack for turning even the most mundane & safe of equipment into weapons worthy of a battlefield. While her family never stopped protecting her, they also weren't going to go prevent her from developing her technical skills. So the compromise was also having her train in Iatros magic, so that if something did go wrong, she'd be less likely to get seriously hurt & it also helped that despite her love for danger, Violet was mature enough to avoid hurting herself in the first place.

This love of danger was, however, to the greater dismay of her family, not limited to wanting to play with weapons, but also with wanting to one day be a knight. Despite living under the Order of the Sun Spear, her parents, while not quite pacifists, were certainly not enamored with the idea of physical conflict, especially with the idea of their adopted daughter engaging in any of it. At first, the only 'compromise' her parents allowed was not much of a compromise at all, but allowing her to take acrobatic lessons in place of the combat lessons that she wanted. As it turned at, Violet to the acrobatics exceptionally well anyway, though the combat itch was still here to scratch. Being on New Empyrea, however, it wasn't exactly difficult for Violet find peers she could friendly & not so friendly bouts against. A combination of her acrobatics skills and those bouts would end up triggering a series of events that'd lead to her getting an invite to the Silver Hand Academy. To her surprise, her parents were willing to let her go, but it was also when they first told her something about her biological parents. Both had been Knights that rose up together from absolute obscurity as commoners & had saved her adopted parents lives, along with their families, at the apparent cost of their lives. Feeling indebted, they decided to adopt Violet & committed to protecting her from wath they felt was the siren call of a warrior's existence. They knew now, however, that it seemed that it was Violet's destiny, to take a shot at rising higher than her parents had to chance to before their lives were cut short.

Skill Sheet

General
Law: Quantum Flame: Violet's suit can shift her into a 'wave-form', visible as a purple plasma-like mass that allows her to rapidly move from one location to another, including movement enveloping/through objects if sufficiently small and/or permeable, before rematerializing
Skills: Acrobatics, Tinkering, Maintenance

Gauntlet Blades Proficiency
Power: 2
Finesse: 1
Adaptability: 3

Description: Deployable gauntlet blades, allowing Violet to add slashing & stabbing to an acrobatic, tactile style of hand to hand combat. The gauntlets have both energy & physical blades, which can be deployed individually or overlayed. At additional energy cost, both gauntlets can project round sheilds.

Dynos Proficiency
Power: 1
Finesse: 2
Adaptability: 3

Description: Violet likes getting a tactile understanding of how people & things work, then use their strengths & weaknesses as she discovers them, making Dynos magic an excellent fit for her. She uses spells that drain strengths & reveal weaknesses, while doing the opposite for her own.

Iatros Proficiency
Power:1
Finesse: 3
Adaptability: 2

Description: Fighting up close is tiring & painful for anyone, even Violet, which is why she makes extensive use of powerful, though simple, Iatros magic to maintain physical & mental stamina on the battlefield, alongside healing injuries, including the capacity to do the same for others.

Extras

Favorite Foods: Bitter tasting foods.
Least Favorite Foods: Foods without bitterness.
Phobias: Ataxophobia, Atelophobia
Hobbies: Tinkering new equipment, consuming fictional media, helping the unfortunate, traumatizing the ambitous
Birth Date: TBD
Height/Weightl 2 Meters (6'7
7'')/100 kg (220 Pounds)
Theme Song: In the Violet Fire
Personality: Violet is two loaves of constructive kindess with a patty of ruthless ambition. She can be trusted to be nice when it costs nothing and transactional when it costs her, but she can be lenient with what constitutes transaction. She feels good helping the weak and gets pleasure out of reducing the strong. She'll never conciously choose self-destructive vengence & can be reasoned out of things with a good explaination for why something isn't beneficial for her. In her mind she isn't selfish, as she'll explain that might always makes right in the end, so its better to have someone like her on top than those who harm people without purpose.
Fighting Style: Mercy is not in Violet's vocabulary, not because she's cruel, but because any restraint she shows has a purpose. It isn't a good idea to brutalize someone that'll seek revenge or will inspire others to get it on their behalf. It is a good idea to do it if its certain that it'll break their will & make an example out of them. She expects the former to be true much more often than the latter, that is her mercy.

That being said, she prefers making fights devolve into desperate, close quarters combat where victory & defeat is dependent on physical and phychological endurance, along with one's ability to be creative in the face of immese pain and stress. She's learned that people tend to get emotional when not given space, whether its fear or anger, which can throw them off.

An amateur may confuse her style with undiciplined brawling jarringly interspersed with highly precise acrobactic manenuvers, but the fact it is happening at all is calculated, even if many of the individual motions are improvised due to her youth & inexperience. Has a fixation with head kicks, ranking them by her opponent's reaction.
Last edited by Cybernetic Socialist Republics on Sun Mar 17, 2024 11:38 pm, edited 10 times in total.

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Zarkenis Ultima
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Posts: 43668
Founded: Feb 22, 2011
Democratic Socialists

Postby Zarkenis Ultima » Wed Feb 28, 2024 4:15 pm

I'm going to assume she can't materialize while enveloping something :P

Looks good man, accepted. Welcome aboard.
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Zei-Aeiytenia
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Posts: 233
Founded: Mar 12, 2022
Liberal Democratic Socialists

Postby Zei-Aeiytenia » Wed Feb 28, 2024 8:18 pm

Ooooooohhh!

Will have something up by weekend at the latest!
Autumn - She/Her

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Zarkenis Ultima
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Posts: 43668
Founded: Feb 22, 2011
Democratic Socialists

Postby Zarkenis Ultima » Wed Feb 28, 2024 9:07 pm

Great to hear. I'll be waiting :P
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Zei-Aeiytenia
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Posts: 233
Founded: Mar 12, 2022
Liberal Democratic Socialists

Postby Zei-Aeiytenia » Thu Feb 29, 2024 5:49 am

Zarkenis Ultima wrote:Great to hear. I'll be waiting :P

Question! Mimos includes things like air right? I feel it's obvious but I'd rather ask and be sure :p

With Morphos - is it merely appearance changes? Like, if somebody gave themselves Fox ears or something, would it just be appearances, or would they actually give them the better hearing implied for as long as they last?
Autumn - She/Her

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Zarkenis Ultima
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Posts: 43668
Founded: Feb 22, 2011
Democratic Socialists

Postby Zarkenis Ultima » Thu Feb 29, 2024 7:10 am

Zei-Aeiytenia wrote:
Zarkenis Ultima wrote:Great to hear. I'll be waiting :P

Question! Mimos includes things like air right? I feel it's obvious but I'd rather ask and be sure :p

With Morphos - is it merely appearance changes? Like, if somebody gave themselves Fox ears or something, would it just be appearances, or would they actually give them the better hearing implied for as long as they last?


Yes it does, and it's fine :P

For Morphos, I think as long as the, let's call it functional shapeshifting, is reasonable I can allow it. In general though, the stronger the benefit it gave you, the longer the spell would take to cast.
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Zei-Aeiytenia
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Posts: 233
Founded: Mar 12, 2022
Liberal Democratic Socialists

Postby Zei-Aeiytenia » Thu Feb 29, 2024 8:17 am

Zarkenis Ultima wrote:
Zei-Aeiytenia wrote:Question! Mimos includes things like air right? I feel it's obvious but I'd rather ask and be sure :p

With Morphos - is it merely appearance changes? Like, if somebody gave themselves Fox ears or something, would it just be appearances, or would they actually give them the better hearing implied for as long as they last?


Yes it does, and it's fine :P

For Morphos, I think as long as the, let's call it functional shapeshifting, is reasonable I can allow it. In general though, the stronger the benefit it gave you, the longer the spell would take to cast.


Yeah, that makes sense! Excellent then, I was going to push myself to do a more tanky-type as that's unusual for me, but I wanted to do it in a way other than the obvious one with Dynos.
Autumn - She/Her

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Zarkenis Ultima
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Posts: 43668
Founded: Feb 22, 2011
Democratic Socialists

Postby Zarkenis Ultima » Thu Feb 29, 2024 8:37 am

Zei-Aeiytenia wrote:
Zarkenis Ultima wrote:
Yes it does, and it's fine :P

For Morphos, I think as long as the, let's call it functional shapeshifting, is reasonable I can allow it. In general though, the stronger the benefit it gave you, the longer the spell would take to cast.


Yeah, that makes sense! Excellent then, I was going to push myself to do a more tanky-type as that's unusual for me, but I wanted to do it in a way other than the obvious one with Dynos.


Could've tried Iatros as well :P A tank sounds interesting, and plenty different from our three current characters. Looking forward to that.
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Finland SSR
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Postby Finland SSR » Thu Feb 29, 2024 1:01 pm

Character Sheet
Image

Name: Damian Arius Vanerian
Gender: M
Age: 18
Appearance:
Backstory: Damian was born to an old noble family on the world of Noe in the Wayward Arm, owners of vast territories and wealth. His father is a knight in the Order of the Sun Spear, the knightly order to which their world belongs to as well, and his mother came from the Ferrous Arm and married to the Vanerian family in an arranged marriage. Since young age, Damian has had to grapple with the training, and expectations, of knighthood. His two elder brothers and three elder sisters each either did not manage to get through Silver Hand Academy in spite of all of the family support or simply found themselves other niches (for example, one of his sisters has become a fairly renowned artist), so all of his father's, Lord Vanerian's, hopes were placed in Damian. He is over sixty years old, and should his house produce no knights, all of the power and wealth that House Vanerian has built over generations may be threatened by an exile.

This demanding attitude, and his own awareness of the situation, forced Damian into a shell. Almost as a rebellion, he grew openly aloof and undisciplined. He enjoys flirting with the ladies, especially in his class, he enjoys the student life and the occasional drink, he throws around jokes and enjoys fights and duels. In spite of this attitude, he actually excelled in pre-academy training tutelage and tests under knights invited by Lord Vanerian to Noe, and the lord eventually sent his son to the Silver Hand Academy. Damian is thus here mostly against his own accord - but he would never say it flat-out. He asserts that it will be a great opportunity to improve his skills, a chance to find new friends and especially ladies, and occasionally jokes (or doesn't?) that eventually, he will join and win the grand tournament to become the next Sun Lord.

Though he does not give off the air of studiousness, Damian actually trains and studies quite a bit in his personal quarters, mostly out of fear of what would happen if he'd flunk out.

Skill Sheet

General
Law - Steady State
Upon casting his law, any object touched by Damian's hands becomes significantly more durable than normal for about twenty seconds. If it's his weapon - it can tough out far stronger blows than normal without breaking. If it's a wall - it can tank a blow that would normally shatter it. It cannot be his own armor or body, and he needs to take a short lapse between uses.
Skills: Piloting, Acrobatics, Artistics

Arming Sword Proficiency
Power: 1
Finesse: 2
Adaptability: 3

Description: An energy sword designed after a traditional straight one-handed double-edged sword - fit for a noble, heroic knight, but also carrying significant power behind each swing. Damian follows a simple fighting style learned as a child, which focuses on strong, forceful swings that aim to break through an enemy's guard and overwhelm them.

Tomahawk Proficiency
Power: 3
Finesse: 1
Adaptability: 2

Description: A small energy weapon in shape of a one-handed axe. It is designed for both close quarters combat and for throwing - its shape allows it to return back to the thrower's hand, of course, unless it gets stuck in something or is hit out of its trajectory. Damian generally only uses the latter trick for rare situations, as attempting it at the wrong moment could lead to him losing his weapon or even giving it up to the enemy.

Dynos Proficiency
Power: 2
Finesse: 3
Adaptability: 1

Description: Damian is most focused on the Dynos school of magic and has collected a variety of spells for common use - almost all of them improving his physical capabilities. Strength, speed, reaction times, so on and so forth - he generally casts a few on himself before a fight, each one individually not that potent, but collectively giving him superredem physicals.

Extras

Favorite Foods: Most spicy foods.
Least Favorite Foods: Sugary drinks, he prefers his soft drinks more mild.
Phobias: Rotting flesh, general high revulsion to gore. Maybe heights, a little.
Hobbies: Archery, darts, historical literature, sightseeing, traversing restaurants
Birth Date: January 11, 3013
Theme Song:
Additional Information:
Last edited by Finland SSR on Mon Mar 04, 2024 11:21 am, edited 2 times in total.
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Zarkenis Ultima
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Postby Zarkenis Ultima » Thu Feb 29, 2024 2:18 pm

Hey Fin, great to see you! App looks good. Only thing I'm wondering is about the arming word fighting style; the description mentions it focuses on powerful swings, but the distribution actually has power in 3rd place. I don't know if that's intentional or not, figured I'd mention it, feel free to edit it or not. The rest looks fine, so Damian is accepted.

I'll get to work on a character list later today most likely.
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Finland SSR
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Psychotic Dictatorship

Postby Finland SSR » Thu Feb 29, 2024 2:22 pm

Zarkenis Ultima wrote:Hey Fin, great to see you! App looks good. Only thing I'm wondering is about the arming word fighting style; the description mentions it focuses on powerful swings, but the distribution actually has power in 3rd place. I don't know if that's intentional or not, figured I'd mention it, feel free to edit it or not. The rest looks fine, so Damian is accepted.

I'll get to work on a character list later today most likely.

Oh, I thought 3 was the highest level :D it should be inverted for all of them, so I will do that now.
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Zarkenis Ultima
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Postby Zarkenis Ultima » Thu Feb 29, 2024 2:25 pm

Finland SSR wrote:
Zarkenis Ultima wrote:Hey Fin, great to see you! App looks good. Only thing I'm wondering is about the arming word fighting style; the description mentions it focuses on powerful swings, but the distribution actually has power in 3rd place. I don't know if that's intentional or not, figured I'd mention it, feel free to edit it or not. The rest looks fine, so Damian is accepted.

I'll get to work on a character list later today most likely.

Oh, I thought 3 was the highest level :D it should be inverted for all of them, so I will do that now.


I feel you. My stupid ass did that too and I'm the one who wrote the app guide.

EDIT: I decided to do something a little different than the usual spreadsheet for the character list. The colors were a last minte addition I pulled out of my ass, so I did them mostly at random; if anyone wants a change, just post the bbcode for the color you want and I'll edit ASAP. If anyone looking at this is posting an app, it would likewise help me if you provided your desired color beforehand.
Last edited by Zarkenis Ultima on Thu Feb 29, 2024 4:47 pm, edited 2 times in total.
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Finland SSR
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Psychotic Dictatorship

Postby Finland SSR » Fri Mar 01, 2024 1:18 am

Zarkenis Ultima wrote:
Finland SSR wrote:Oh, I thought 3 was the highest level :D it should be inverted for all of them, so I will do that now.


I feel you. My stupid ass did that too and I'm the one who wrote the app guide.

EDIT: I decided to do something a little different than the usual spreadsheet for the character list. The colors were a last minte addition I pulled out of my ass, so I did them mostly at random; if anyone wants a change, just post the bbcode for the color you want and I'll edit ASAP. If anyone looking at this is posting an app, it would likewise help me if you provided your desired color beforehand.

It looks good to me!
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Cybernetic Socialist Republics
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Postby Cybernetic Socialist Republics » Fri Mar 01, 2024 5:57 am

Zarkenis Ultima wrote:
Finland SSR wrote:Oh, I thought 3 was the highest level :D it should be inverted for all of them, so I will do that now.


I feel you. My stupid ass did that too and I'm the one who wrote the app guide.

EDIT: I decided to do something a little different than the usual spreadsheet for the character list. The colors were a last minte addition I pulled out of my ass, so I did them mostly at random; if anyone wants a change, just post the bbcode for the color you want and I'll edit ASAP. If anyone looking at this is posting an app, it would likewise help me if you provided your desired color beforehand.



Nice! I think I'll use 8f509d for Violet, though. By the way for Violets's gauntlets, would an 'energy crossbow' function be fine for them, or would that be too much?

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Zarkenis Ultima
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Postby Zarkenis Ultima » Fri Mar 01, 2024 10:06 am

@Fin: Good to hear!

@CSR: Alright, I'll make the change later today when I'm in a better spot to do so. As for your question, energy projectiles in general aren't a thing, if you wanted something of the sort you would have to do it with magic.

EDIT: Nevermind, just went and did it on the phone. That wasn't too bad.
Last edited by Zarkenis Ultima on Fri Mar 01, 2024 10:08 am, edited 1 time in total.
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Postby Bentus » Sat Mar 02, 2024 8:01 am

Throwing up a tag for interest!

The OP mentions that six generations of students have graduated from the academy - does that mean 6 classes (6 years)?
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Zei-Aeiytenia
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Postby Zei-Aeiytenia » Sat Mar 02, 2024 8:03 am

Bentus wrote:Throwing up a tag for interest!

The OP mentions that six generations of students have graduated from the academy - does that mean 6 classes (6 years)?

It does ye, somewhere in all those textwalls I remember there's a a little blurb about 6 years training at the academy!

Mine will be up later today.
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Zarkenis Ultima
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Postby Zarkenis Ultima » Sat Mar 02, 2024 11:28 am

What Zei said pretty much.

And "somewhere in all those textwalls", oof :P
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Zei-Aeiytenia
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Postby Zei-Aeiytenia » Sat Mar 02, 2024 12:30 pm

Zarkenis Ultima wrote:What Zei said pretty much.

And "somewhere in all those textwalls", oof :P

I mean that in a good way! I prefer having massive walls of lore to almost nothing. Makes it easier for my brain to pick some weird absurd idea to get obsessed with! :p
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