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Angelcynn: The Myrcian Conflict (OOC) - ALL FULL


Shin
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THE RP IS CURRENTLY FULL, I AM NOT ACTIVELY LOOKING FOR NEW PLAYERS

Angelcynn is an RP that has been going strong for nearly two years now. Set in the continent of Angelcynn, a unique location with diverse countries and a long history, the focus is very much on allowing players to take control of how they would like the story to progress. Many player characters are vitally important to the main plot line, and even supporting characters have some sway over the events that happen. Combining freeform RP segments with FE style maps, the goal is to create an experience that encourages engagement and cooperation with both the setting and other players.

All roles have already been assigned, so please ignore the roles that are crossed out! Instead, please have a look at both this thread and the IC ones to gain some idea of what would be feasible. If you have any questions, feel free to ask!

Important Characters

Prince Owen of Wyke - The "lord" of the story, a young man coming to terms with his responsibilities and the faith people have in him.
Princess Cassandra of Wyke - Owen's younger sister, loud and bold, she struggles coping with her personal life and the cruelty of war
Baron Angus Kearney - Owen's young advisor, unrefined and lacking manners, he is finding his feet in his new important position
Lady Claire Bennett - A quiet mage fresh from the Wihtwar academy, looking to try and solve the mysteries surrounding Malaphar
Sidney Faren - A thief revealed to be the daughter of a Raewaldean noble. Deals with her relationship with Owen and also her family after her escape from prison
Sir Alain of Duhamel - A diplomat from Raewald, originally a street urchin and hides his close relationship with Belial
Freya - A guard assigned to protect Cass, finding that her task is considerably more difficult because of her unusual antics.
Suleiman - A bald guard on loan from Ethel to Owen. He combines both nationalities and talents, as his father was a blacksmith from Tolouse.
Eric - An optimistic young man who fled from Deira after seeing its cruelty, he is now under the employ of Baron Esclabor.

Queen Ethel - The Queen of Raewald, currently in discussions with Prince Owen on an alliance to stop Deira
Malaphar - An enigmatic sorcerer intent on sculpting the continent to his liking, an enemy to the party and wields his terrifying magic known as "The World"
Scuttle Thames - A troubled bard who struggles with her inner demons, currently apart from the party after she became unhinged
Apellon and Arteria - A twisted pair of sibling swordfighters who have had many encounters with the party. Have cheated death, possibly with help from the vial.
King Oswald - Owen and Cass' aging father, distant as a parent but a caring king. Was last heard to be on his deathbed before the invasion.
The Vial - An elixir that appears to be able to revive the dead. Its source is unknown but it appears to have ties with Malaphar and the Fountain of Ages.

Plot Summary

In the humble country of Wyke, Prince Owen was alerted by his father than a rogue noble known as Dettard was conspiring with the bandit nation of Magonsaete. The king being too sickly to travel himself, Owen was sent in his place, taking along Lionel and his other men. His younger sister, Cassandra, then invited herself along, aiding Owen in his journey. Joined by the "charming" rogue, Sidney, Owen learned of skulduggery, vowing to get to the bottom of the issue.

Meanwhile, Lady Adeltrudis of Herman met with her father, and was introduced to Jean the Red, a Toulese noble. After being attacked at their lakeside manor, she learned of Owen's quest, taking her brother, Graham, and their butler Jeeves. Joined by Niko and Doug, the group met up with Owen's and joined forces.

Battling through the forest, Lionel's men arrived to assist Owen, following them to Dettard's castle. Once there, Dettard claimed that he was Owen's half brother, but was bested in a duel by the noble prince. Inside was the monstrous Baleros, a man-beast with strength beyond belief. With some quick thinking from Angus of Kearney, Baleros was eventually slain. However, part of the group had remained outside, with two of Lionel's men falling to enemy forces. Jeeves the butler also succumbed to his failing health, passing away shortly after the battle.

With heavy hearts, Owen and friends return to Hull, the capital, looking to find some answers. The battle at Dettard's manor had been a cruel one. Despite besting the treacherous cur, Owen's group had received their own losses. Still, there were so many things left unexplained, so many questions behind Dettard's actions. However, those had waited until they returned to the capital, where they were quickly met by the King's men. Dettard was detained, taken away to the dungeon. After much debate with his father, Owen had chosen to execute his half-brother for his treachery. However, through a suspicious dungeon fire, Cass had managed to connect with Dettard, eventually convincing her brother to not take his life. In another strange situation, Angus and Doug were made nobles of Wyke for their efforts.

However, as the party celebrated one evening, Cass was kidnapped by brutish thugs, as part of a scheme for her to bear the child of a minor noble, Talmot of Gorlois. Thwarted by Adele and Serge, the only clue the party was left with was "Mr. E". A castle guard, Freya, had been assigned to protect Cass by Earl Valter, although the threat of Mr. E was still very real - suggesting treachery within the nobility of the country.

Meeting with Raewaldean diplomats, including Alain, to discuss the state of the continent, Owen decided to travel to Raewald to speak with Queen Ethel, worried about the reports of Deira mobilising to invade Myrcia. Deciding that he would travel through the lands of Magonsaete to save time, Owen had a strange young bard, Scuttle, join his group. Owen was forced to land on a bandit infested beach and made a mysterious ally in a sorcerer who also fought against them. After meeting the wizard, Malaphar, Owen and his group entered an uneasy alliance. However, after witnessing Malaphar's blatant disregard for human life and how he manipulated those around him, Owen finally demanded answers. However, this resulted in conflict, causing Malaphar to take Owen and some of his allies to his strange world. Escaping with only Baron Nelon injured, Owen had learned Malaphar's desire to see society fall, and the threat he posed to the continent.

Stopping in a village called Magon, Owen's group took their time to rest and evaluate their choices. However, the loss of Javier had affect Scuttle too much, bringing out her darker side, Susan. Attempting to kill Claire and claim the vial, Susan was stopped by Cass and her allies. Meanwhile, Owen and Adele were able to talk to the ghost of Jeeves, learning that both he and Javier were one and the same. Owen also learned that Malaphar had opposed his father also. Later on, Cass and Owen were able to learn their father still lived... but for how much longer they could not tell.

Leaving Magon, Scuttle had escaped the group, struggling with her own internal conflict. A new group of enemies attacked Owen's party, claiming to be under the command of Malaphar. With the help of a wyvern squad claiming to be the Reliants, Owen was able to repel the threat. However, upon learning that Ywein had been slain, Laudine, their leader, demanded retribution. Things were made more complicated as Marcus, a griffon rider from Toulouse, had come with the Rhongomiant and news of Deira's invasion of Wyke.

After much heated debate, Laudine's group had left, although not before a member threw a spear intended for Serge... but had killed Emily instead. Cass had decided to use the vial to attempt to revive Emily, much to Emmet's disdain. With the appearance of Apellon and Arteria, Emmet attempted to betray the group in the search of immortality, but was met with a death sentence from Prince Owen.

Owen and his friends... and Esclabor, reached Raewald, meeting with Queen Ethel and forming a tentative alliance to try and hold back Deira. However, Owen is unsure he has made the right choice, the decision seemed far more grey after he begins to fight through Myrcia...

CURRENT CHARACTER CREATION

Spoiler

Name: Duh!
Age: No 12 year old berserkers please!
Sex: Gurl or Buoy!
Appearance: Words or pictures, go nuts.
Nationality: Be realistic in your choice, most players are likely to be from Wyke
Backstory: Try and fit the setting, if there's any doubts, ask.

HP: BASE (GROWTH%)

Str: BASE (GROWTH%)

Mag: BASE (GROWTH%)

Skl: BASE (GROWTH%)

Spd: BASE (GROWTH%)

Lck: BASE (GROWTH%)

Def: BASE (GROWTH%)

Res: BASE (GROWTH%)

After creation, characters may pick an archetype to fall under, which offer bonuses for setting a character up. Personal growths are 280 points for all characters and 30 points may be invested in non-move bases. Each character also has a choice of a single weapon at creation. Both Jeigans can be taken with another archetype, but I'd prefer to see only one or two in the party.

Noble: +1 Str (or +2 Mag if magical),15% skill+luck growths, automatic Charm skill, automatically gained by Main Lord, must be monoweapon
Promoted Jeigan: -100 points for growth allocation, +6 HP, +14 base points, +4 Weapon Ranks, level --/1 start
Unpromoted Jeigan: -50 points for growth allocation, +2 HP, +9 base points, +2 Weapon Ranks, level 10 start
Mounted Unit: +2 move, mounted attributes, +1 base skill
Archer: +2 str/skl/spd, bowlocked initially, +20 growth points
Thwomp: +5 HP, +1 Str, +3 Def, +10% Def growth, may choose two weapons at creation, armoured unit, strength+def must be greater than skill+speed bases before bonuses applied.
Strong Footman: +3 HP, +2 Str, +1 Skl, +5% strength and speed growths
Speedy Footman: +1 Str, +3 Skl, +2 speed, +5% skill and speed growths
Foot Mage: +3 Mag and +4 Res, +10% Magic and +25% Res growths, unit must be on foot and use only magic. If the unit chooses to be a staff user, they take +2 Mag and +4 Res, with the option of being part of the clergy or not.

Flying Unit:+2 move, flying movement and attributes, +1 HP or +1 Res, must remain monoweapon
Thief Unit: +1 move, +10% skill growth, +5% speed growth, thief functionality

Bases and Growths are assigned as below;

HP cost – starts base 10, +3 for each point invested, max 31 (base 14 for Jeigans)
Str cost – starts base 1, +1 Str for each point invested
Magic cost – starts base 0 +1 for every point invested
Skill cost – starts base 0, +1.5 for every point invested
Speed cost – starts base 0, +1 for every point invested
Luck – base randomly generated between 0 and 5 after stats, +1.5 for every point invested
Defense – starts base 0, +1 for every point invested
Res – starts base 0, +1 for every two points invested (+1 for each point for Jeigans)
HP – Base 30% +10% for 10
Str – Base 0% +10% for 10
Mag – Base 10% +5% for 10
Skl – Base 0% +10% for 10
Spd – Base 15% +5% for 10
Lck – Base 0% 10% for 10, 20% for 15, 30% for 20, 40% for 25, 55% for 35, 70 for 45
Def – Base 10% +5% for 10 (Base 15% for Jeigans)
Res – Base 10% +5% for 10 (+10% for 10 for Jeigans)

Any leftovers can be put anywhere for a 1:1 cost 

Each character has 3 skill points which they may use to purchase skills with. However, the entire party will share a skill pool, which has limited copies of each skill. If people are unable to decide on unique skills, then the skill is forfeited by the party. Cost is in brackets. Skills cannot stack with themselves other than increased weapon rank. Originally, there were only a limited pool of skills available, but all of the below are available!

(1)Vantage x2 - Go first at under 50% HP

(1)Adept x4 - Skill% Chance of second attack

(1)Hit +10 x2 - +10 to hit rate

(1)Avoid +10 x2 - +10 to avoid rate

(1)Prayer x2 - 2*Luck% chance to avoid lethal hit

(1)+1 Weapon Rank x13 (max C at creation)

(2)Extra Weapon type x4

(2)Charge x2 - If current HP and AS are both greater than enemy, engage second round of combat

(2)Hit +20 x2 - +20 to hit rate

(2)Critical +10 x2 - +10 to critical rate before calculating critical chance

(2)Sol x2 - Skill% to regain damage dealt as HP

(2)Nihil x2 - Negates skills on enemy

(2)Personal Weapon x2 - Weapon only usable by character, discuss with GM

(2)Mule x2 - +1 move, mounted unit

(2)Marksman x1 - Grants the use of firearms

(3)Luna x1 - Skill% chance to negate relevant defense

(3)Wrath x1 - +30 Crit under 50% HP

(3)Elite x1 - 1.2x XP gain

(3)Pursuit x1 - Needs 1 more AS than opponent to double instead of 4

Happy ARGH-PEEing! 

 

 


1. Main Lord - Essentially the Marth/Roy/Hiro Protagonist of the story. The Prince/Princess of Wyke. Important for the player to be active, because you'll be calling a lot of the shots.
2. Advisor - The senior advisor to the Main Lord. Not necessarily old, but certainly more experienced than the Main Lord.
3. Vassals - A knight serving the Main Lord, although the class is very flexible. Whilst they don't necessarily have much command, they still have reasonable input into discussions. There is room for up to three of these.
4. Lancer - A friend/rival of Main Lord, not necessarily from the same noble house or even Wyke. Roughly in the same social ballpark, their voice in court is often heard.
5. Sibling - The younger sibling of either the Main Lord or Lancer. Whilst not quite as influential as either, their wellbeing is still a priority. Possibly scope for two of these, one for each.
6. Mercenaries - Fighters hired to fight the Lord's cause. Not quite as much social status as the vassals, but far more flexibility into their antics. Scope for two or three of these depending on number of vassals.
7. Defector - A character from another country who joined on their own accord. The social status of this role is variable but there is likely to be a fair level of plot relevance.
8. Tag Along - An individual from a minor background who joins for their own reasons. Possibly a thief or a mage of some sort.


Ideally I'd be recruiting 10 players, but there's scope for a few each way depending on things.

 

 


Mechanical Information
- Map and battle functionality very similar to FE
- Format alternates between battles and more open roleplay
- Stats and growths akin to FE, although a compensatory mechanic for significantly below average stats is present
- Single RN used for hit, crit and skill calculations
- Crit = Skill, Hit = 2*Skill+Luck, Avoid remains untouched
- Constitution and weapon weight are not present
- Any foot unit may rescue another non-armoured foot unit
- Mounted units may rescue any foot unit but not another mounted unit
- Rescue halves skill and speed of rescuing unit
- Only bows and magic may double at 2 range

- Weapon stats are likely to be similar to GBA values but are subject to change

- Magic is a single rank, there is no magical split

General Reminders
- Activity is expected, posting fewer than 4 times a month is a good way to get the boot
- Post in coherent sentences, with appropriate punctuation and capitalisation
- General courtesy and not breaking setting are also expected. An unpleasant character is fine, an unpleasant player is another
- GM decisions are essentially final, if you goofed, tough 

 

 

Angelcynn is a continent with relatively few neighbours, colonised over 800 years ago by foreign settlers. Over the centuries, the continent has seen multiple new kingdoms arise, as well as many conflicts over land and wealth. There are six kingdoms on the continent, with two being major powers.

The continent is roughly comparable to 1400’s Europe, although Magonsaete are significantly behind the other countries. Popular noble pastimes include archery, hunting, music, poetry, art and jousting. Siege weaponry has been commonplace for years, and crossbows have become more advanced. Cannons are a concept that are being experimented with but are currently considered rather crude and unreliable. Handheld firearms are not present nor have they been considered for use in battle.

Monotheist religion has widely spread across the continent, with a single creator deity with little influence on the current world. The Church of Engel is mostly popular among nobility, with commoners taking relatively little interest in it. Wihtwar tend to worship the power of natural order than any particular deity, and the concept of faith is laughable in Magonsaete.

The story begins in the kingdom of Wyke, where the child of King Oswald faces a few struggles from within the country. Could this possibly be a sign of things to come? 

 

 


123cdcc4d23c2716ed31c0233fc37edf.png 


Wyke

 


The youngest kingdom on the continent, having only been established 350 years ago. Isolated from the other powers by sea and far smaller than any of the others, Wyke has made up for its lack of numbers by efficient use of resources and groundbreaking tactics. With a large forest in its centre and prosperous waters around it, Wyke generally gets by with little trouble.

Under the reign of King Oswald, Wyke has done well in maintaining good relations with both Deira and Raewald. He was also responsible for the contact with Toulouse, which resulted in a wealth of information. Still, Magonsaete always remains a concern, the prospect of bandit hoards has remained an issue since the country's formation.


Deira

 

The first kingdom on the continent, a vast country with large amounts of natural resources from its plentiful mountains. The climate is variable and often harsh during the winter, where the poor often struggle to survive. Its capital is perhaps the wealthiest and most developed on the continent. With large number of armed forces, particularly air squadrons, Deira's military is a force to be reckoned with.

King Olaf is known as a proud ruler, with little interest in the internal politics of other nations. Much like his father before him, he imposes the harsh reparations on Myrcia. Relations with Raewald are still very poor, but there seem to be no signs of war in the near future.


Raewald

 

Formed after Deira, Raewald is similar in size but vasty different in climate and landscape. With hills and plains that stretch out for miles, Raewald is relatively easy to transverse on horseback. Whilst not as economically powerful as Deira, the food situation is far better and generally the poor are better off. Settlements are scattered throughout the country, each of roughly equal size. Its capital sits in the centre of the kingdom, amongst the hills. To counter Deira's flying forces, Raewald have invested heavily in ranged troops. Due to its proximity to Wihtwar, Raewald has significantly more magic users than other countries.]

The nobility of Raewald is somewhat of an issue currently. The previous king, Edwin, died without any successors or immediate family, leaving his wife, Ethel to try to arrange things with the royal court. Edwin previously made it very difficult for other nations to interact with Wihtwar, and diplomatic relations with Deira are tenuous at best. However, Raewald and Wihtwar are on very good terms, due to a funding arrangement with the college.


Wihtwar

 

Not much is known about the insular governing of Wihtwar. Centuries ago, foreign scholars colonised the west of the continent, establishing a college at its heart. Able to fend off any attackers from within its walls, conquering the small country is an ambition long forgotten by Raewald. Rumours are that a council of elders are at the heart of their infrastructure, but returning scholars have not been able to say much on the matter.


Myrcia

 

A formerly rich mercantile nation formed by the wealthy of Deira. With a topography blending both Deira and Raewald, Myrcia had enjoyed centuries of prosperity and economic growth. However, after a recent famine, things soon went south for the country, who turned to Deira for aid. Still paying harsh fees to Deira, many feel that the country is being leeched for all it is worth. With a rather lackluster military with no particular specialisation, Myrcia are likely to be paying taxes for the forseeable future.

Run by a democratically elected council, Myrcia's current leader is Baron Ida. His stance generally is to appease his neighbours to avoid conflict, a sentiment that the general population do not necessarily share.


Magonsaete

 

Magonsaete is less a nation than a vaguely alligned mass of bandit clans. Home to some of the most terrifying of fighters, nobody has been successful in taming the country, whose inhabitants often cross the border in order to loot and pillage. Each clan has their own leader, but there is little organisation or structure beyond that and attacks are often poorly timed and badly planned. Still, Magonsaete is a force to be reckoned with and any sort of coordination would turn them into a deadly force.


Toulouse

 

A strange foreign nation, with little interactions with the continent. Toulous seemingly know a great deal about Angelcynn's politics and choose to remain uninvolved with anyone but Wyke. It is very likely that Toulouse are significantly more advanced than the people of Angelcynn.

 

Edited by Shin
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First maybe even though I'm late to interest in Skype, I'm down to clown and could honestly do anything. I'd probably rank my preferences as... Advisor/Vassal/Sibling as roughly equal top tier, Tagalong > Lancer > Defector as mid, but I'm cool with picking up scraps (both in character creation and role selection, as long as everyone is sane).

E: Since Vassal is nobody's #1 choice, I'm gonna put a stake down for one of those slots if I get in

Edited by Terrador
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Hey Shinman

Preferably:

1. Sibling of either the Noble or the Lancer, no real clash between which

2. MERCENARY beat things with sword

3. Defector, gotta be all edgy and cool like

Edited by I have opinions
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hmmm..... i think ill give this roleplay a shot, i need to get around to roleplaying in more groups anyway.

1. Tag along

2. mercenaries.

3. Deflector.

anyone of thoes minor roles id be fine with.

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Well, guess I'm late to the party.

1. Defecator Defector (but to which country?)

2. Mercenary

3. Main Lord (but only if he's a whiny inept leader who everyone secretly wants to die in a horrible "accident")

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Wow, that filled very fast! I'm afraid 14 is a little larger than I was hoping for! I've done my best to remain fair and allocated people their first choice if possible, although a handful got their second and one sod got their third pick. Apologies to Rapier and Thany, I was unable to work you into the roster, due to the nature of allocation. Fret not, I'm sure there'll be opportunities for you both to find a slot, whether it's later in this RP or in another!

Please work in conjunction with the other players during character creation, I should have all of you on Skype so we'll hash together a group and discuss details. Siblings need to coordinate with the Lancer and Main Lord, it would also be nice for the vassals to ensure that the Main Lord isn't left with a Sniper advisor and three archers.

[spoiler=Da cast]

Main Lord: Xinnidy

Main Lord's sibling: Opinions

Main Lord's advisor: Jedi

Main Lord's noble vassals: Terrador, Oersted, SB

The Lancer: Ether

Lancer's sibling: Poly

Dem Mercs: scorri and Toogee

Defector: Tryhard

Tag-along: Rein

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Yo, I'm flexible af here, I'd like to see people put initial hopeful claims on classes/statroles/skills before I put anything concrete down, as I'm prrrrrrretty sure I could make something NONTRASH from anything.

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I have a mage statted up, but I can change to something else if I need to for whatever reason.

EDIT

Name: Claire Bennett
Age: 18
Sex: Female
Nationality: H U L L B O Y S (pls no stabberino)
Appearance: Claire is roughly 5'8" tall, is kind of on the slim side and doesn't have a lot of muscle. Her black hair is a tad longer than shoulder length, and her eyes are green - a slightly darker shade of green than emerald. Her attire is usually varying shades of blue, her favourite colour, although she has a preference for the lighter ones. Somewhat pale skinned.
Backstory: Claire grew up in the capital of Wyke, with her rather distant and uncaring mother and often-absent father, a royal knight. When he was home, her father would tell her tales of knights, wizards and heroes, and she was captivated by their exploits. Sadly, he was taken by illness when Claire was nine years old, but the stories he would tell her stayed with her. They inspired her to try and become a knight like her father and the ones in the stories, although she quickly learned that she was inept with a sword, a lance and a bow (especially the sword - she almost beheaded her instructor at one point). When this all failed, she turned to magic.
When she voiced the idea to her mother, she was sent away to Wihtwar almost immediately - as if the woman was glad to have her daughter out of her hair. As it turned out, Claire wasn't exactly bad at using books to set things on fire (in fact, she was pretty good at it), to the point that her ego became somewhat bloated, and she became somewhat condescending towards other students who she didn't consider to be on her level. After eventually finishing her education, and thanks to her father's success in his lifetime, Claire ended up becoming a vassal serving the royal family, deciding that few other positions could be worthy of her talents.
While she can be kind of a jerk to people she doesn't know or considers beneath her, she will listen to the words of those she respects - be it through rank, or through proof of their competence. She still finds herself drawn to storytellers, due to memories of her father, although she considers it a somewhat childish habit and feigns disinterest if the matter is ever pressed. She strives to improve herself at every opportunity, partly to feed her own ego, and partly because she hopes that one day that parents would be telling their kids stories about her - although she realises that this is probably just a pipe dream.
10 + 9 [3] 30 + 25 [25]
1 + 0 [3] 0 + 0 [25]
3 + 4 [7] 20 + 25 [75]
0 + 6 [11] 0 + 40 [115]
0 + 8 [19] 15 + 35 [185]
0 + 6 [23] 0 + 55 [220]
0 + 4 [26] 10 + 20 [260]
3 + 3 [30] 20 + 10 [280]
19 HP (55%)
1 Str (0%)
7 Mag (45%)
6 Skl (40%)
8 Spd (50%)
8 Lck (55%)
4 Def (30%)
6 Res (30%)
5 Mov
Weapon: WIZARDRY
would like prayer but i'll take what i can get

Edited by SB.
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I'm just glad I made it into the RP at all :).

This might be too early to bring up, but how does the RP start? For the mercs, are they already hired or do you want them to hold off their appearance until the rest of the group is set up and has a need for hired guns?

Prelim profile. I still have to mess with stats and stuff.

Doug_zpsrqrlq9zs.png

Name: Doug Magee
Age: 17
Sex: Male
Appearance: At 5'6" and 105 lbs, Doug certainly has the build of you average peg knight. He is often mistaken for a girl if approached from behind. Hell, even his face is somewhat ambiguous. His voice is clearly male, assuming he doesn't up his pitch. The freckles are a cute look, something Doug tries to avoid at all costs. But it's the clothes that make the man, right? Too bad he's wearing a dress. Underneath the armor shoulder pad and breastplate is a short sleeved blue dress that goes halfway down his thighs. He insists it is simply a long shirt and he wears shorts underneath. To spare humanity of his hairy legs, Doug managed to get a pair of black stockings. Brown boots round out the outfit.

The reason for Doug's unconventional attire is his old pegasus, Oldtimer. Age has turned his white coat grey. His eyes have a light glaze of cataracts, making him nearsighted at best. As a result of his sight, Oldtimer believes Doug is a girl (but only in that particular outfit) and thus let's him ride. Hearing is touch and go, but can still catch a shrill whistle. Despite all these issues, Oldtimer can still fly and weave with his younger contemporaries.

Nationality: Deira

Backstory: Doug was born poor out in the wilderness. In a country like Deira, the only way to get out of poverty was to join the military. Being stick skinny, he wasn’t able to put on any sort of heavy armor. A swordsman would have been an option, if Doug didn’t cut his hand open every time he swung a sword.

Neither of those options interested Doug anyways. He dreamed of flying through the skies, rescuing damsels in distress and raining terror upon enemies from above. He wanted to be a Pegasus knight (wyverns were flying crocodiles that Man had no business riding on top of). Plus, the squadrons were filled with cute girls in short skirts, paradise for a teenage boy like himself. In his attempt to join, Doug found out that a) they only accepted girls, b) he wasn’t the first guy to try joining, and c) the Pegasus would straight up murder him if he tried to mount, if the instructor didn’t do it for attempting to use her squadron to pick up girls.

Doug was about to settle into a life of living dirt poor when he came across an old Pegasus among a herd of horses. All of them were destined to be slaughtered for horsemeat. Thinking this was his one chance to become a peg knight, he snuck the old peg off and was determined to ride upon it. The first attempts were less than ideal: the steed’s cataracts were the only thing stopping it from crushing Doug’s skull. He tried delicious treats, kind words, and even alcohol to get the peg to accept him as a rider. Nothing would work. In a last ditch attempt, he bought an old peg knight outfit and tried it on. The peg stood at attention: his cataracts could not tell if Doug was that annoying boy or a respected knight. Doug sighed in despair: the only way to realize his dream was to dress like a girl. And so, he adjusted his skirt, resigned to the fact that he was never ever going to get laid.

After several test flights, Doug was getting the hang of flying. Even his steed, who Doug had named “Oldtimer”, showed that he still had skill as a war horse. It was around this time that he heard of the lucrative work offered as a mercenary. Anyone could do it, even a cross-dressing boy and his decrepit flying stallion. Most of his jobs consisted of deliveries, but bandit run-ins were still common. He realized this was a hard job to do alone, and searched for a group. He found the Reliants, a group none for their loyalty to their contract and to each other. Perhaps inspired by Doug's story on how he managed to tame a pegasus, they accepted him. It was here that he learned to fight and work with others in battle. He had a place to stay and, after some brief teasing, managed to fit in with the others.

That lasted about a month. Their last job had hurt the interests of a mysterious third party. That enemy reacted swiftly. By the time Doug and the others came back, their base was captured and many of their friends were dead. Doug's group was then ambushed. Obeying their leader, Doug grabbed the second in command, Niko, by the collar, dragged him upon his steed, and flew away from the scene, likely never to return.

They flew until they reached Wyke. It would be here that they would start over, not knowing that their next job would was the biggest they had ever conquered...

HP: 16 (75%)

Str: 6 (50%)

Mag: 0 (10%)

Skl: 7 (40%)

Spd: 8 (40%)

Lck: 4 (40%)

Def: 4 (25%)

Res: 3 (30%)

Flying Unit: Flying movement and attributes, +1 HP or +1 Res, must remain monoweapon

(3)Elite

Edited by Toogee
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Name: Sidney Faren/ Charlotte Montana
Age: 21
Sex: Female
Appearance: Somewhat tall and with a decently strong build, Sidney has shoulder-length chestnut red-brown hair. She wears a short sleeved red coat over a white shirt, accompanied by black pants and brown boots. Her skin is somewhat tan and she has bright green eyes. She sometimes wears red-tinted sunglasses otherwise kept by her shirt collar.
Nationality: Raewalden
Backstory: As a youth, then-named Charlotte was never keen on following rules. Born in Raewald, Charlotte's family was somewhat wealthy, and she was expected to become a proper soldier and trained in bows. Unlike what was planned, however, she found herself with a taste for adventure. She met up with some of the poorer citizens and became caught up in unsavory activities such as robberies at only 13 for pure thrill. Eventually she and several other comrades were caught and sent to jail, where she brooded and bided her time. After two years she managed to escape, but with her history beyond disgraced she headed for foreign lands and took up a new name- Sidney. Quick-witted and clever, she didn't find any trouble making a living stealing and selling goods across the continent, evading the law for years and leaving her past behind for good. Her recent travels have found her in Wyke, and who knows what the future could hold...

Class: Thief
stats on sheet!

Edited by Reinfleche
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