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Roleplay: Useful Notes


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Poll: Roleplay: Useful Notes (13 member(s) have cast votes)

Was the first article Kiryn wrote any good?

  1. No, it sucked. (1 votes [7.69%] - View)

    Percentage of vote: 7.69%

  2. Meh. (0 votes [0.00%])

    Percentage of vote: 0.00%

  3. I suppose it was all right, but it wasn't really relevant to me. (2 votes [15.38%] - View)

    Percentage of vote: 15.38%

  4. Pretty good but could use some editing. (Comment on the blog and tell me what needs fixing!) (2 votes [15.38%] - View)

    Percentage of vote: 15.38%

  5. Yeah (8 votes [61.54%] - View)

    Percentage of vote: 61.54%

Should there be more articles forthcoming?

  1. No, Kiryn sucks. (1 votes [7.69%] - View)

    Percentage of vote: 7.69%

  2. No, it's just not that useful. (0 votes [0.00%])

    Percentage of vote: 0.00%

  3. Meh. (0 votes [0.00%])

    Percentage of vote: 0.00%

  4. Maybe with improvement. (0 votes [0.00%])

    Percentage of vote: 0.00%

  5. Maybe, depending on subject. (0 votes [0.00%])

    Percentage of vote: 0.00%

  6. Sure why not. (12 votes [92.31%] - View)

    Percentage of vote: 92.31%

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#21 kdanger

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Posted 08 September 2011 - 06:51 PM

I discovered that one of my favorite webcomic authors wrote a thing on what really makes a Mary Sue/Gary Stu, or not (rather than just the traits they tend to have). Good read. http://thepunchlinei...om/archives/589

(I'll be linking this in the index also.)

#22 Phoenix

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Posted 30 January 2012 - 08:49 PM

Return of the Emblem: MAGIC
Reader Notes:
-This is Version Three of magic canon and only contains overviews, mechanics, technique descriptions, and other useful information for people developing mage characters, magic knowledgeable characters, or just establishing abilities and limitations.
-Any historical data from Version Two will be restored in the Timeline post. Also, there's not much separation between IC explanations and OoC explanations, so if you're not sure whether certain characters should know exactly how something works (or be able to explain it to someone else), just ask me. I really can't be bothered to format this into IC and OoC knoweldge sections, so those questions I don't much mind. I also don't recommend reading this all at once unless you're into that sort of thing. This is only meant as a reference point for canon.
-If you see '(number)' right next to a listed technique or category, that's the minimum tier a character should be if they know this technique. Otherwise, they just shouldn't know the technique. If you see a '(*)', that means that category of magic must also be their primary one(first learned/most used/most proficient) for them to be able to learn that technique, while '(**)' means that this technique can only be learned if that category of magic is the only one they have trained in(or the only one they can now effectively use). Anima categories are all separate, so two stars '(**)' means the technique is only available to mages who only use that particular element of anima (fire, wind, thunder, etc). Categories that cannot be restricted by tier are given an '(S)' for 'Special' cases. These are handled by GM discretion. Abbreviations in parenthesis (Synthesis=Syn/Organic Arcana=OA/Tendril Magic=TM) are any other prerequisites to learning a technique.
-If reading from start to finish, please read Magic Seals and Alchemy after everything else, as that was the intended order. These two were moved up for the sole purpose of allowing all of V3 to be in as preferable an order as possible and still fit into just two posts.

Spoiler - Source of Magic

Spoiler - Magic Seals

Spoiler - Alchemy

Spoiler - PSYCHIC POWER

Spoiler - LIGHT

Spoiler - DARK

Edited by Phoenix, 07 April 2013 - 03:19 AM.


#23 Phoenix

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Posted 30 January 2012 - 08:49 PM

Spoiler - ANIMA

Spoiler - RESISTANCE

Spoiler - Auras

Spoiler - Life Force

Spoiler - The Advanced Arts

Spoiler - Runes and Imbued Items


Edited by Phoenix, 27 April 2013 - 10:13 PM.


#24 kdanger

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Posted 11 March 2012 - 11:46 PM

LoAF magic system

TISME itself
Not much to say here. It's organized for the most part like a university. The current headmistress is one Bridget Athenais, a stern old woman with a good sense of how to run a school. There is a small council of the highest faculty, mostly department heads, that advises her. Below those are various professors and other teaching staff. Professors sometimes take older students as teaching assistants, or as primary instructors for the lowest circles. The previous headmistress, Mana, has resigned due to mental unsoundness, but is still welcome in the school; she can occasionally be seen around, but for the immediate moment is away.

There are programs available in light magic, the three types of anima, and dark magic, though the anima program is the largest by far and the dark program is barely even funded. A mage knight program was canceled after a disastrous end, but may be restarted in years to come if the current leadership allows it.

Officially, the school is apolitical, but if its home city of Ilyphina is attacked it will rise to the defense.

The nature of magic

Human mages differentiate magic into the categories of light, fire, wind, thunder, and dark. The following should serve as a primer on both how mages currently understand magic to work in the time of LoAF, and how it actually works.

Sources of magic: divine and mundane

Magic comes from two preliminary sources.

Divine magic is caused by favors granted by either the Goddess or, less commonly, the Lord of Azure Flame. The only laws it follows are the whims of its patron deities, though they are fairly consistent in how they manifest magic. The purifying light used by clergy to attack is granted by the Goddess, as is a portion of the magic that goes into healing, and the ability to warp from place to place. The Lord will rarely grant abilities such as mind control or the ability to drain the energy of a foe.

Mundane magic stems from a wellspring of magic known as a mana network. Every sufficiently advanced system has its own mana network, namely every living thing, every ecosystem, and the planet itself. Mages access mundane magic by jumpstarting a reaction with energy from their own mana network, usually focusing it through means such as a spell phrase or a magical array, and then drawing further power from the planet's own network-- moving magical energy from mana networks and into other forms within the environment, such as heat. Such magic could theoretically be used to move energy from the environment into a mana network, but presently nobody knows how to do this. The mana networks of living things naturally replenish from energy from nutrients, while the larger networks can replenish from sources such as the sun. Anima magic is strictly mundane, and some types of magic classified as dark are mundane.

The functional categories of magic: light, anima, and dark

Light magic is used by clerics, troubadours, priests, and some of the nomadic holy orders (functionally equivalent to the listed classes.) It is granted only to those who devote themselves to some aspect of the Goddess (including indirect devotion, as in the case of the nomads.) Light magic falls into two categories. It can be used for offense, working especially well against demonic forces. It can also be used to heal. Healing magic has two components: the favor of the Goddess, and the mundane energy boost given to the body in order to aid healing. Currently most healers rely on the Goddess, lacking much other understanding of healing's other component, which taxes the Goddess fairly heavily while Helenos is sapping her power. It is generally less efficient to heal through mundane means, but possible; people just go for the easier option.

Anima magic is primarily used offensively by mages, potentially by mage knights, and some of the nomadic holy orders, though has obvious noncombat uses. Anima divides into wind, fire, and thunder magic.

--Wind magic turns magical energy into kinetic energy: it raises winds, usually at cuttingly high speeds. It can even be used to cause tornadoes or fly, though such exploits have only been documented as being achieved by masters. Theoretically such magic could be used to move other matter, or reduce movement, but such techniques have yet to be discovered.

--Fire magic turns magical energy into heat, usually with an alchemic element in order to sustain the flames. Theoretically such magic could be used to take away heat as well, but such techniques have yet to be discovered.

--Thunder magic harnesses the power of lightning, enabling the wielder to strike with lightning at will. It can also create a sort of force field effect, though this will eventually drain the user. Theoretically, the creative application of thunder magic could enable the user to hover, though this is also draining, and nobody has managed to think of it yet. Other potential uses include any kind of electrical device, most of which have yet to be discovered (so far we have a primitive lightbulb and that’s about it.)

Dark magic is generally regarded as at best dangerously unstable and at worst evil, and is the domain of shamans. This is because it is. Various bits of magic fall under the umbrella of dark. Offensive dark magic is usually just mundane magic of a less filtered form than anima: energy used to destroy, without much guidance. The mundane component of dark is not evil, but still dangerous, as it can be unpredictable and is always destructive. Other dark magic falls into the category of divine magic, as favors granted by the Lord of Azure Flame or occasionally lesser demons. Such magic can give the user the ability to control or warp another’s mind, or to take energy, up to and including life itself, from an unwilling target.

Miscellany: It is a generally accepted practice for anima mages to store energy in certain types of stone. Opals work particularly well, for whatever reason-- fire opals for storing fire magic, black opals for storing thunder magic, and milk opals for wind magic. Other stones or other materials can hold magic, but are not as effective-- they have less capacity, and tend not to hold it for very long. Mundane-type dark magic could potentially be stored in stones in a similar manner, but in practice is too powerful for all but the highest quality black opals. If too much energy is stored in a stone, it becomes unstable, and may explode with energy upon a hard impact (this was used in the recent battle to take over Zaftra, with fire stones playing a key part in the fight.) Stored energy can also be returned to a mage if they need a powerup, though taking on more than their mana network can handle is also dangerous for similar reasons. It is also possible to share energy between mana networks of willing participants; a more powerful mage may deign to give a friend a small energy boost if they are tired, for example. Any mage can do this, but it is most well-known as a technique among anima mages. Energy cannot be taken from an unwilling person through normal means. Nonmages can also serve as energy sources if they are willing, but the mage taking the energy must be careful to not take too much, or they might accidentally stop their friend’s heart.

Unexplained things: Some types of magic don’t fit into any particular category, and are thus far unexplained. This includes things like the connections that allow spirit dolls to work, and basically anything that dragons do ever. It may be that dragons just have their own, lesser brand of divine magic to work with.

Scientific and magical understanding as of the time of LoAF
So far, mages have a somewhat limited understanding of how things work. They have an idea of what energy is, but not how exactly it relates to magic; they know of the mana networks in living things, but not of the great network of the planet. They have begun to grasp the nature of matter; the existence of the atom has been hypothesized, but not yet proven. They are in the process of working out the laws of mechanics and thermodynamics. Calculus has been invented, but only just. As a better understanding of the laws of physics and magic is achieved and the lines between anima disciplines are blurred, the possibilities for spells and technology are endless.

Edited by kdanger, 12 March 2012 - 12:15 AM.


#25 kdanger

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Posted 09 December 2012 - 02:09 AM

LoAF Nonhumans

Overview


There are four sentient species in the setting of Lord of Azure Flame: Humans, dragons, spirits, and demons. The first two were a joint creation by the Goddess and the Lord, while spirits were created solely by the Lady, and demons by the Lord.

Spirits

Created by the Goddess to watch over humanity, spirits are at worst neutral, usually good, and all have an antipathy towards the demonic. There are two overall types of spirit, light and elemental, with the latter type being divided into air, water, fire, earth, and combinations thereof. For example, a volcanic spirit combines fire and earth elementals.

Spirits all have at least some degree of shapeshifting ability, with a true form corresponding to their type that may seem monstrous or alien, a near-human form for interacting with humans, and various in-between states. They do not age past a certain point and will live forever if undisturbed, but can be killed. As the servants of a creator, spirits are capable of reproduction, but largely lack the impulse for it, so their population remains low. At different points in history certain spirits have seen fit to add their powers to human bloodlines, though, so hybrids, while rare, are not unheard of.

All spirits are possessed of great magical power. While in the case of elementals their power may superficially resemble anima, all spirit magic operates under the largely unknown rules of divine magic. Hybrids with humans will have an affinity towards magic, but often are far better at anima, with a few residual quirks of divine left over from their ancestry that set them apart from pure humans.

Dragons

The Lord and Lady's first attempt at creating a sentient race, the dragons were created with a strong connection to magic, and instilled with a wonder at creation. Humans were later created because neither deity had really planned on their pets deciding to just sit around basking in their sense of their surroundings, or else just pondering how everything worked all day. Most dragons are incredibly stubborn and resistant to change, as befits the extremely long-lived. They also usually like being left alone. This leads to them sometimes being perceived as stodgy and irritable. Dragons are just as capable of great good or great evil as humans, but on the whole tend to invariably be more insufferable.

Dragons have limited shapeshifting powers, allowing them an enormous reptilian form and a humanoid form. They are not immortal, but very tough and long-lived. They bear young infrequently, and while they can interbreed with humans while in humanoid form, they have next to no interest in doing so. Dragon ancestry, while possible, is rarer than spirit ancestry.

Dragons can use either anima or divine magic; many dragons have some sort of elemental connection, but they do not have as much control as a spirit would. There are no natural light or dark dragons, though shenanigans can happen involving spirits or demons, as was the case with Helenos, an earth dragon who was corrupted to rot and undeath via a pact with the Lord.

Demons

The Lord's counterpart to the spirits, created for conquest. For the most part demons are unambiguously evil, though a few range into neutral territory. Similarly to spirits, demons may be elemental, or simply dark.

Demons may take many monstrous forms, but the strongest tend to be humanoid, at least as a default. Some demons have shapeshifting abilities, allowing for several forms or freeform transformation, but the majority do not. Most demons do not age at all, and all demons will live forever if undisturbed. Obviously, though, they can be killed. As creatures created by a destroyer for the purpose of destruction, demons cannot reproduce. A few have summoning abilities, and are able to call lesser demons into being as backup, but such summons are not offspring as such, and disappear on dismissal or death of the summoner. Since demons cannot reproduce through traditional means, hybrids with humans are impossible. Similarly to spirits, demons may use magic that looks like anima, but is divine in nature.

Edited by kdanger, 12 December 2012 - 10:46 PM.


#26 Furetchen

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Posted 20 December 2012 - 04:49 AM

Selarian Culture

Overview
The 'Selarian' race comprises the people centred around the continent of Selaria, generally a tall, broad-shouldered stock (however, individual sub-races tend towards different figures; generally speaking, though, 'short' for a Selarian is still at least average by anyone else's standards.

Selaria is technically five (later, six) distinct nations, but generally will put aside all differences to unite into one massive empire and beat up on other nations. Selaria is a sleeping giant; don't wake it up and it'll mostly just be internally squabbling and skirmishing. But if you prod it, you'd best get ready for the Legions to make landfall.

History:
The Selarians were originally a race enslaved to a mighty civilisation, as were the Khalonics in the northeastern islands. However, the empire overextended itself, and the Selarians revolted and overthrew their captors. Despite being seen as primitive, they fought with savagery and courage. One thousand, six hundred years later, and Selaria is almost on the cutting edge of technology, an innovative people who aren't averse to smacking a few nations down.

Granted, their fractious nature has lead to a few problems over the centuries. Immediately after securing their own freedom, the heroes had their personal differences out with each other and founded their own seperate nations. Since then, they've mostly been fighting each other.

But Furetchen, women are unrealistic!
To the Selarians, the warrior's call takes precedence over any concept of gender role. If anything, the women are somewhat privileged in that they aren't drafted, or scorned for remaining at home in times of war, but are still free to join the war if they desire. However, certain avenues may still be biased against them - particularly that of nobility, as women of the court generally exist to pump out children and to woo at least one powerful political ally.

Children
Children are expected to learn to fight at least at a cursory level. Brawling with other children is considered a playful and useful learning experience.

For the poor, children are not usually taught to read, although the merchant classes can usually afford to and often will buy tutelage for one of their children. Families are getting smaller of late due to the Blight, and usually families will settle for two or three children.

For the rich, an educated assessment is made of the child's character at the age of eight, and it is decided whether they are destined for the court or for knighthood. Generally, this can be rigged to have a nobly-trained firstborn, a backup who vaguely knows what they're doing in social situations, someone skilled with numbers, as many wives of the court as possible and at least one knight to gain glory for the family. Noble families tend to be large, as they can for the most part withstand the famine.

Clothing:
Loose and inexpensive. For men and women both, loose shirts, pants and tough leather boots are favoured, with a longer, thicker undershirt and/or a cloak in colder climates, with sturdy leather gloves. Women may also wear skirts, but full dresses are generally restricted for the court. Dark, muted tones are generally favoured. Underclothing consists of white linen.

Court fashion is, as it always has and always will be, patently ridiculous. However, in Selaria there can usually be found a modicum of sense, and doublets and leggings for men and long elegant dresses for women are favoured. Knights, however, dress much like common mercenaries, no matter how noble their birth, and generally carry their swords wherever they go. If one is destined for battle, it is seen as best to show it.

Warfare
Dear god, do Selarians love a good war. Selaria itself is a concept tied entirely to war; while individual nations may squabble and war against each other, when any of them are threatened from the outside a ceasefire is called and the legions of all Selaria are mustered. As for inner squabbling, generally speaking the republics of Dracia and Bernicia tend to side with each other, and everything else can turn on a dime. Borders within Selaria are... not exactly fixed, by any measure. Selaria is not averse to expansion, when it is sufficiently focused in a certain direction; Bahar immediately allied with them as soon as war became a possibility, and fighting Bahar's enemies can prove an exotic and thrilling experience in times of boredom.
The structure of the Selarian legions will be outlined in the following post.

Religion
To the pagan Selarians, every star is a god or goddess. This results in a pretty damn massive pantheon. The major gods, which tend to be either planets mistaken for stars or just generally really big stars (Selarians don't take much stock in astronomy) are in charge of broad aspects, such as the Red Lady, the goddess of death. Smaller ones include some remarkably situational deities, such as Cirrith, Master of the Doorway, a sacred tenet linked to ownership and welcoming. City temples are lavish and rural ones clean and well-kept; the gods are respected, and generally thought to give a kind eye to those who favour them, but in general it's not thought that they care all too much about human affairs beyond direct pleas for help from their followers. The temple guardians are called Paladins, and their duty is to fight as a sort of holy warrior and protect the common folk of their city or town.

That said, Selarians tend to be superstitious, and most tend to favour a specific god to watch over them and keep a pendant in their name with them as often as possible, generally taking the form of a beautiful stone on a loop around their neck. Prayer generally takes the form of a muttered oath or two; actual sacrifice, however, is all but unheard of. After all, who would waste good meat on the incorporeal?

Folklore
Generally, folklore involves heroic acts of bravery and daring extolling the core values such as fidelity and valour. There are few instances of the out-and-out supernatural in such tales; they tend towards being somewhat more colourful retellings of history; 'fought off three guys' can so easily became 'held back the tides of those wretches seeking to bring about the empire's doom'...

Language
Selarians share a common tongue, the closest Earth approximation of which would be German. Their language is markedly different from that of the Baharese and native Cirisites, but similar enough to nearby Khalon. Most Selarians don't bother with other languages, and prefer to just grow powerful enough as an empire to force others to learn theirs.

Questions?
Please feel free to ask; I'm not making (much) of this up on the spot, and should be in good stead to answer most queries and add them to the post.

#27 Furetchen

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Posted 20 December 2012 - 04:58 AM

SUMMARY
Selaria is a highly militaristic nation that prides itself on its ability to beat up on their neighbours and swiftly turn them into a jelly with a national flag. Their aggressive nature is backed by a massive, highly oiled military machine that makes up in valour and leadership what it lacks in actual discipline.

THE DRAFT vs. THE STANDING ARMY
Selarian nations keep a standing army, but are not restricted to this; they can institute a draft in which one in ten men is drafted and the other nine pay for the cost of his equipment. In times of extreme stress, this can be extended to one in five men and one in ten women. Selaria sees no reason to keep women from the army; their general response to anyone who doesn't accept them is "Why do you hate having the numerical advantage?"

The standing army is exclusively volunteers, well-paid and with a promise of a small grant of land for twenty-five years of service. They fight for their own interests, and those interests are in the hands of their generals, leading to a strong sense of (largely selfish) loyalty. Regulars tend to look down on levies, seeing them as glorified meatshields, and this contempt has proven to be immensely useful as the legionaries barely flinch when the militia break and run all around them.

LEADERSHIP
The legions are kept in line by strength, not discipline. Every regiment is held in line by a number of respected sergeants, elected by the men themselves, and from the sergeants are drawn the captains. Captains, by the very nature of their election, are tough, respected men with experience, capable of getting the lads together even if it takes bashing a few heads together.
The captains answer to the commanders (usually five in a medium to large army), who lead sections of the army (First line, second line, third line, cavalry and archers/artillery). The commanders, in turn, answer to a general. The commanders and general are usually of noble birth in the monarchies, although trusted common commanders are still not uncommon, and usually drawn from iron knights in the republics, or promoted from captaincy (making commander is an automatic status upgrade to iron knight, so the military tends to attract the ambitious). Either way, generals are expected to fight when called upon and act generally as equals to the rank-and-file; all status is forgotten as soon as arrows start flying.

STRATEGY
The legions have a flexible army by its very nature, counting skilled longbowmen and heavy infantry and cavalry amongst its ranks. Their regiments are drilled to switch in and out of the front at the blow of a horn. Generally, unless something directly goes wrong, the legion archers fire off a few volleys of clothyard shafts to soften up the enemy, and unless the shootout doesn't favour them, will generally keep doing so until the enemy approaches to charging range. The heavy infantry of the legion precede their charges with two volleys of handaxes before drawing their massive axes and slamming into the enemy lines, aiming to break up their formation and close into individual one-to-one combat, where they fare best.

Cavalry are generally used to utterly crush a flank, and the concept of 'light cavalry' or even really 'subtlety' is lost to them.

IDENTIFICATION
Generally, identification is quite easy; pike militia, warriors and halberdiers bear towering standards and wear surcoats, and in the case of warriors, shields, with the colour of their nation on them and the individual insignia of their city emblazoned on top of it. Crossbow militia wear short surcoats, archers have hauberks in the appropriate colour and usually have undershirts in the colour of their city. Rural militia tend to wear capes or scarves. And every soldier is daubed in thick warpaint, applied by a priestess of the Goddess of War before the battle. Identification is... really, never a problem. At all.

MILITIA
Militia are generally drafted from the common people using the doctrine that one man in every ten is press-ganged, and the rest pay for his equipment. Volunteering to be the one in the fight is accepted, provided that the requisite amount of men are taken. Militia come in three standard variations of equipment;

Pikemen
Equipment:
Pikemen are given a shorter surcoat, a leather breastplate, sturdy leather gauntlets and boots, and a cheap iron morion.
Formation: Tightly-packed, with as much discipline as can be managed. New but promising captains usually find themselves assigned to Pike Militia, as getting the fractious and ill-disciplined pikemen into shape can prove a struggle.
Position: Usually assigned to fill in the first line.
Combat role: They are effective against cavalry and, if they manage to stand and fight, reasonably effective in defence. Generally speaking, not particularly effective, but men are men.

Crossbowmen
Equipment:
Leather armour under a short surcoat, a light crossbow, whatever melee weapon the man brings.
Formation: Tightly-packed, making use of firing by rank. In melee, generally they just run for it.
Position: Just behind the first line.
Combat role: Most of the urban militia end up as crossbowmen, it being the simplest role to understand ("Just point and shoot"). In times of war, the merchants and about half of the working-class become crossbowmen.

Rural Militia
Equipment:
Varies, but generally light armour, a buckler and a shortsword, with a cape or some indication of colour. Usually some sort of light ranged weapon, a shortbow, crossbow or javelins.
Formation: Loose skirmishing formation.
Position: On the flanks or in heavy cover, such as a wood.
Combat role: Unlike the urban militia, the rural militia are actually somewhat specialised, and serve as the only real light infantry in the legions. They skirmish through rough ground, strike at vulnerable enemies, and can pepper their enemies with ranged volleys. Versatile.

SOLDIERS

The legionaries proper are assigned based either off of volunteering or off personal strengths; stocky people with better (aka, merely 'poor') discipline tend to be selected as warriors, taller people with better (aka, merely 'impetuous') control over personal bloodlust tend to become archers.

Warriors
Equipment:
A battleaxe, a kite shield, a surcoat, cheap chainmail. Leather boots and gauntlets. Plated cops, kneeguards, helmet and a greave on the forward leg. Two hatchets. It is rare, but not unknown, for an individual regiment of warriors to bear swords or another one-handed weapon due to tradition: the 17th Chenoworth Heavy Foot favour hammers after the legendary last stand of one of their captains who dual-wielded them.
Formation: Moderately tight, able to form a shield-wall when needed. Tends to break up and splinter off in close combat. Each regiment is sixty men lead by a captain, who is a hard-as-nails motherfucker promoted from the warriors himself, two sergeants and a standard bearer. These leaders generally succeed in keeping leadership tight and the generally ill-disciplined men barely in line.
Position: The first and second ranks. The senior legionaries take up positions in the second rank.
Combat role: The warriors pride themselves as the iron fist of the legions. Each man is a brave, violent bruiser who will tenderise foes that come at him, and a culture of warrior code and intense pressure not to cede ground leads to cowardice being rare; and if a warrior does falter he need only look to his banner for courage.

Archers
Equipment:
A yew longbow, a mallet (the soldier may bring his own melee weapon should he desire), a ringmail hauberk.
Formation: Loose line. Sometimes they put stakes ahead of their line, but usually not unless they can find some good terrain to hold.
Position: Between the first and second ranks, or holding key, complementary terrain such as hills.
Combat role: The longbowmen of the legion are skilled marksmen disciplined in one skill only; firing massive longbows equally massive distances and inflicting massive casualties. They fire off as many rounds over the first rank until the first shows any sign of breaking; the captains of archers must be extremely perceptive to changes in the flow of the battle, or he and his regiment will quickly end up crushed under the shieldwall of the enemy.

ELITES
Experienced warriors generally become halberdiers after fifteen to twenty years of service. Archers make the same transition into marksmen. Cavalry ... really just need to know what saddles are. These soldiers are expensive to equip and maintain, so taking up the halberd is a significant show of trust in your ability by your captains.

Halberdiers
Equipment: A halberd, a surcoat, leather boots and gauntlets. Half-plate and a sallet. Two hatchets.
Formation: Tight and disciplined, trained to fight in a slightly looser formation when it suits them. Each regiment is thirty men lead plus officers; a captain, a sergeant and a standard. The bodyguards of generals and commanders are either cavalry or double-strength regiments of halberdiers.
Position: The third rank, except for the command bodyguard of the first and second rank.
Combat role: Veteran warriors who pride themselves on their skill at holding a line, they mix the honour and brutality of the warriors with iron discipline and determination. The halberdiers are sent in at the most crucial time in the battle, to break the enemy lines and hold their own.

Marksmen

Equipment: A yew greatbow, a maul or flail, light chainmail, a light helmet with a feather.
Formation: Loose line behind stakes.
Position: Between the second and third ranks.
Combat role: Elite longbowmen selected for their strength and discipline; they fire faster and stronger and longer than the other archers. They follow the role you'd expect them to, firing volley after volley right into the foe.

Cavalry
Equipment: Precise nature varies on the wealth of the regiment. For poorer regiments, chainmail or even ringmail, with round wooden shields and leather barding. For the richer ones, particularly ones made up of knights, the riders wear plate, and the wolves wear ringmail-and-cloth barding. Those in plate usually don't need shields, and favour longaxes and falchions; those with shields tend towards bastard swords. Wolves can't match the charge of a horse, so lances are practically unknown.
Formation: Generally a loose rabble; there's a reason the infantry refer to them derisively as 'packs'. Lead by captains or First Knights, depending on the regiment's status, and always having a bannerman.
Position: Varies, but generally on the flanks.
Combat role: Shock cavalry to break lines; the hammer to the legionaries' anvil. If one were to compare them to a mediaeval knight, these men would be just as impetuous but lack the lances and crushing charges of the age of chivalry. In response to that, though, the mounts are almost as tough as the riders. That said, the cavalry is not the strength of the legions; they rely on their infantry and their longbowmen to hold out and win battles.

LEADERS

Sergeants and Standard-bearers
Equipment: Sergeants and the standard bearer get a platemail cuirass, heater shields and a more impressive helmet with a single plume.

Captains
Equipment: Captains wear partial platemail and bear a morningstar as a symbol of their authority, and a lighter heater shield. They also get a three-plumed helmet.

QUESTIONS
This is largely drawn from resources I have in the background, not made up on the spot; therefore, I should be able to expand on this if you have anything you'd like... expanded upon.

#28 Phoenix

Phoenix

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Posted 31 December 2012 - 12:51 AM

RotE TIMELINE
This is just a little something I decided to do for fun, but it's a group project. Relevant dates and events prior(and later during) to the rp will be added here and marked for the season and year they took place in. It needs to be noted that the new year begins in spring in RotE, not winter. Most rper specific entries will be in the Return of the Emblem Era since it covers one hundred years but there will be historical entries all over the place. This thing will be updated pretty much whenever there's a new entry to add.

Note: Most eras won't have entries for awhile, but check back every so often. Eras with a '*' in them are currently empty so ignore those. They're just there because I don't want to have to put them in place later.

Spoiler - *Rebellion Era: 4970-5000


Spoiler - Restoration Era: 1-1000 A.R.


Spoiler - *Ursium/Kigen War Era: 1001-1008 A.R.


Spoiler - *The Calm Era: 1009-1987 A.R.


Spoiler - *Magic Rising Era: 1988-2591 A.R.


Spoiler - *Kigen/Corvian War Era: 2592-2796 A.R.


Spoiler - Rune Era: 2797-2997 A.R.


Spoiler - *Resurgence Era: 2998-3001 A.R.


Spoiler - Reformation Era: 3002-3465 A.R.


Spoiler - Slayer Era: 3466-3496 A.R.


Spoiler - Emerging Nations Era: 3497-3950 A.R.


Spoiler - Warring Powers Era: 3951-4899 A.R.


Spoiler - Return of the Emblem Era: 4900-5000 A.R.


The Four Orders
The Four Orders are a religious conglomerate in Ursium that has attempted to rectify the philosophical differences between each order and coexist as for distinct yet cohesive religions. Despite disputes dating all the way back to its founding, the Four Orders have met with relative success and share a grand cathedral in Europa, Ursium, as well as a divine representative who serves as a single avatar for all four major gods.

Each religion shares a common theme of sorts, the Exemplars. Exemplars are individuals of saintly character who strive to live their lives as exemplars of their chosen god. Being an Exemplar of more than one god while not impossible has always proven to be extremely difficult. From a mortal standpoint, becoming an Exemplar is a kind of salvation, at least for those hoping to avoid the uncertainty of the Gate. While every other mortal that passes is lost to the Gate, the Exemplars were instead brought to the domain of the gods to stay at their sides. Becoming an Exemplar and being recognized by the gods as such promises eventual immortality and a new life in the realm of the gods after death.

Spoiler - The Order of Wrath

Spoiler - The Order of Mercy

Spoiler - The Order of Nature

Spoiler - The Order of Truth


Other Religions
Pending ...


Edited by Phoenix, 04 May 2013 - 08:32 PM.





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