It was a tragedy, shocking people throughout the world. On a seemingly normal day, the grand capital of the nation Esteos, the pristine and beautiful Estralis city, was quite literally lost to sea. Within the span of a mere few hours, the land beneath and surrounding the city was swallowed into the ocean, leaving few survivors.
With the center of their very nation lost so suddenly, the infrastructure of Esteos crumbled almost overnight, as much of the nation's commerce and success depended on the capital. Most of the nation became lawless land, full of bandit clans taking advantage of the chaos or nobles attempting to seize power in their own holdings to establish their own kingdoms amidst the lawlessness.
Throughout the chaos, neighboring nations stepped in to keep order out of either friendship to Esteos or out of personal interest to keep their own borders secure. With so many nations attempting to establish order in such a short time, many small skirmishes and strange alliances have sprung up in the quest to keep Esteos from becoming a desolate land fit only for criminals and ruffians. Ironically, the campaign to keep the peace has caused only more strife.
In the middle of all the chaos, the only child of King Steiner of Esteos, the young prince Isaac, had been informed of his country's sudden downfall while out visiting relatives in the neighboring nation of Albium. Suddenly his life was thrown into to complete disarray; his entire immediately family dead, he finds himself now the only remaining Lord of the now defunct nation. Against the recommendation of his cousin, Princess Kimata of Albium, Isaac has made it his goal to re-establish his kingdom in the name of his late father, and to push out foreign interests to bring Esteos back to life and to find out just what caused the entire city to fall.
With his mission laid out before him, Isaac's uncle, King Ghayle of Albium, provides his young nephew with soldiers from his own elite guard so that he may hold is own as he tries to establish his new holding in Esteos.
You are a member of Prince Isaac's force, following him as he pursues his goal to return Esteos to its former glory. You could be either a friend of Prince Isaac who traveled with him to keep him safe, a member of the elite Albium guard sent by King Ghayle, a guard from Esteos assigned by King Steiner to guard his son, or anything you can think of (as long as it makes sense for you to be following Isaac, of course). Together, can you help the young lord defy the Call of the Abyss, and revive a fallen kingdom and build it once more on its own ashes?
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Fire Emblem: Call of the Abyss is a plot-driven RP based (obviously) in the Fire Emblem universe. In this RP, you will assume the role of a soldier serving under Prince Isaac of Esteos as he attempts to reclaim his homeland. This quest will involve combat against other kingdoms, bandits, and forces unseen in the pursuit of your ultimate goal, and will also involve the running of a kingdom as Isaac gains power throughout the story. Combat will play a significant role in the roleplay, as will the interactions between player characters and NPCs alike.
Important Setting Information (Please Read!) -
Map of the Continent of Castradea
Spoiler:
(I'm pretty terrible at organizing maps but I figured it would be best to just draw the general borders. The colored dots within each nation represents the capital.)
Blue Borders - Kingdom of Esteos (Capital: Sunken City of Estralis)
Red Borders - Kingdom of Albium (Capital: Corona City)
Green Borders - Ormican Federation (Capital: Dalentar City)
Purple Borders - Arcymis Magocracy (Capital: Vilduar City)
Yellow Borders - Krytocracy of Indartis (Capital: Old Southhill City)
Nations in Detail
Spoiler:
Esteos
Ruler: King Steiner IV (Deceased), currently without rule. Isaac is the last living heir.
Esteos was a land of barbarians in ages past, full of roaming clans constantly warring with each other. For hundreds of years, it was seen as a savage land of unruly bandits. This changed when the barbarian lord Esteos began leading his clan in conquest, simultaneously establishing his own kingdom and bringing civilization to an otherwise uncivilized land. Within a few decades, Esteos became a successful kingdom well-founded in trade due to high amounts of mineral wealth. Named after its founder, Esteos held little in common with its barbaric origins and became known as a place of refinement and taste until the recent cataclysm that swallowed the capital and many surrounding cities.
Esteans were known to be a patriotic lot, and embraced their own culture while resisting the cultures of surrounding areas. Many freedom fighters remain in Esteos, fighting off the would-be occupiers of the lost nation.
Albium
Ruler: King Ghayle II
Albium is the oldest kingdom present on Castradea, home to much history of economic success. Well-known for its rich farmland, Albium provides food to most of the continent. The nation is also known for its legendary cavalry, which many a knight of legend has been a member of. Albium had long been an enemy of the kingdom of Esteos until the reign of King Ghayle I, whom worked to repair relations with their neighbor. To cement the alliance between the two nations, King Steiner the III of Esteos wed his son Steiner IV to the daughter of King Ghayle, princess Valentia. Albium currently has a weak presence in Esteos, having recently recovered from a bout of plague that killed off nearly 25% of its citizenry before dying out.
Due to their family ties and recently repaired relations, Albium is among the greatest of allies to Esteos. Many intermarriages occurr and it is not uncommon for intermarriages between two families of the same nation to take place. Many families have been severed due to the sinking of Estralis.
Ormica
Ruler: The High Council, led by Chancellor Odysseia
Ormica is a collection of former city-states with a long history of infighting and conflict, only recently having been united into a single nation to strengthen the region as a whole. Ormica is culturally rich and diverse due to the individual culture of each city-state contributing to the overall melting pot that is Ormica. Ormica's relations with its neighbors are quite healthy, as Ormica prides itself on being a sociable trade state. It is therefore shocking that Ormica is investing so heavily in the occupation of Esteos, where it has a strong presence.
Ormica's diverse city-states include Dalentar, a renowned port city known for its culture of fisherman and a strong navy; Fezzikton, a city formerly home to a clan of berserkers whose traditions are still taught today; Olfheim, a city once home to a matriarchy of female pegasus knights and warriors; and Valantar, sister city to Dalentar known for its school of arts that teaches the finest of bards.
Arcymis
Ruler: Grand Archmagus Oldenhaller
Arcymis is a magocracy/meritocracy where skill in magic determines one's place in society. Home to grand libraries, halls of tomes, and magic academies, Arcymis is the undisputed leading nation of the world as far as magic is concerned. Almost every citizen in Arcymis knows a bit of magic since it is so critical to their society, and those who do not are seen as second class citizens. Civil tensions have been intensifying lately due to activists opposing the harsh treatment of non-magical citizens. Grand Archmagus Oldenhaller, though advanced in age, is widely known to be one of the most powerful beings in the world due to his formidable skill in magic. Arcymis has the weakest presence in Esteos at the moment, though they are suspect for the sinking of Estralis city due to the magnitude of their magical resources.
Many a student of magic has studied at the Library of Ignis, where students of all age are taught everything about magic from the early concepts to the advanced destructive spells.
Indartis
Ruler: Judge Magister Weiss
Indartis is a Krytocracy, a nation ruled by its judges. Indartis was plagued by a civil war that lasted for one hundred years, but both sides of the war were brought into line when the judicial court stepped in to establish order. Since then, Indartis has been a notoriously ruthless nation in prosecuting its own criminals. Many argue that the judges are power-crazed and afraid of any upset in the delicate balance of the law, but none would dare speak such ideas aloud for fear of being charged with treason. Indartis has the strongest presence in Esteos, as Judge Magister Weiss is interested in expanding the domain of his kingdom.
Indartis is highly distrusted by other nations for being quite strict on their own populace. Citizens wishing to leave Indartis must pay an outrageous immigration fee which keeps most people stuck in Indartis. Discontent is present but is often rooted out.
Religion
Religion is present but not prominent on Castradea; most worship is paid to Naga, the divine dragon who gave power to the Hero-King Marth to defeat Medeus, the Earth Dragon. Many people and clergymen pay their respects to her. Many citizens also praise a nameless creator, though there is no defined religion on such a figure. Worshipers of the shadow dragon Grima are known as the Grimleal, though such cults dedicated to Grima are outlawed in every nation. Many underground Grimleal cults migrated to the lawless Esteos upon the sinking of Estralis.
There have been tales of a race of draconic shapeshifters named Manaketes; spawn of Naga who take the form of young women that are capable of transforming into dragons. Such tales are told often, but sighting of Manaketes are extremely rare.
Important People
Spoiler:
Prince Isaac Esteos - Age 22, displaced prince of Esteos. King Steiner Esteos IV - Age 48 (At death), Former King of Esteos, father of Isaac. Died during the sinking of Estralis Queen Valentia Esteos - Age 44 (At death), Former Queen of Esteos and Princess of Albium, mother of Isaac. Died during the sinking of Estralis. King Ghayle Albium II - Age 50, King of Albium, ally and uncle of Prince Isaac Princess Kimata Albium - Age 25, Princess of Albium, daughter of King Ghayle and his late wife. Cousin of Prince Isaac. Chancellor Galla Odysseia - Age 70, Leader of Ormica's council. Formerly the leader of the city of Dalentar before the formation of Ormica, she has long been known to be a no-nonsense, practical ruler. She has no children. Grand Archmagus Edwin Oldenhaller - Age 102, Ruler of Arcymis. Due to his astronomical skill in magic, he is one of the most powerful beings in the world and is suspect to having sunk the city of Estralis (though those with knowledge in magic know that such a task is impossible for one man, even Oldenhaller). Judge Magister Nolan Weiss - Age 33, A former street urchin who miraculously worked his ways into the graces of lawmen at a young age, Weiss climbed the ladder of the law until he made his way to the position of Judge Magister, leader of Indartis. Known to be a cold yet intelligent man.
Members of Isaac's Army
Spoiler:
Isaac - A lord, Age 22, displaced prince of Esteos. Easily influenced and not very confident, Isaac has hardly ever been involved in actual combat or conquest. What he lacks in skill, however, he makes up for in drive and charisma. He sways the common folk to his side with his natural charm. The biggest glutton of the army with a seemingly endless stomach.
Silas - A myrmidon, age 24, son of an Esteos noble and friend of Isaac since childhood. A known hothead whose confidence in battle leads him to victory and defeat alike. He is fiercely protective and heroic, especially towards women who he seeks to impress.
Naomi - A thief, age 20, a street urchin who had attempted to steal from Prince Isaac on the street when they were children. Instead of jailing her, Steiner took the poor girl in and had her trained as a spy for the kingdom. She has been raised like a sister to Isaac for years. Kind yet mischievous, she is a recovering kleptomaniac who still falls prey to her old habit every now and then.
Kasumi - A myrmidon, age 22, a daughter of a friend of King Steiner's. A studious young girl who studied swordplay and tactics from a young age. Because he lacks an entire trained war council, Kasumi serves as Isaac's tactician during his campaign in Esteos. Kasumi is an awkward person with little skill in social situations, so she recluses herself when her presence is not needed.
Faye - A cavalier, age 42, a veteran knight of Esteos who has been Isaac's bodyguard since he was young. Calm, level-headed and cautious, she is a voice of reason on the battlefield who uses her experience to gauge the tide of battle. She has trouble seeing opinions other than her own and dislikes being proven wrong.
Duncan - A priest of Naga, age 25, the Divine Dragon, who has been a servant of King Ghayle since he was a child. He travels with Isaac to keep him safe, to spread kindness and altruism, and to aid any other clergymen along the way. Duncan is a caring soul who tends to the injured after every battle, but he can overbearing at times.
Ririka - A mercenary, age 18, one of the soldiers provided by King Ghayle to help Isaac on his journey. Formerly a knight in training, after showing a complete ineptitude in riding horses she instead became a foot soldier. She is smitten with Isaac and tries her best to impress them with her skills with the sword. Known to be a fantastic cook.
Varos - A swordmaster, age 45, a veteran soldier in the service of King Ghayle since he was a young man. Though weary of the ways of war and ready to retire, he volunteered to be a part of Isaac's force to reclaim his former home. Though gruff and stoic, he has a soft spot for children.
Alora - A pegasus knight, age 20, one of the soldiers provided by King Ghayle and Ririka's best friend. Alora is a lover of nature and tends to her own gardens in her spare time. Alora tends to the army's animals, and is particularly protective of them. Contrary to Ririka, Alora is an awful cook.
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Character Creation
There are no playable races other than humans in this game. Your character's skill in battle is defined by his or her stats, which are themselves determined by the class they belong to and their own personal skills.
The stats, measured on a scale of 1 to 10, are:
Str (Strength) - Determines the character's physical prowess.
Skl (Skill) - Determines grace and aptitude in combat, as well as efficiency in tasks involving dexterity.
Mag (Magic) - Determines a character's magical prowess.
Spd (Speed) - Determines a character's agility and initiative.
Def (Defense) - Determines a character's physical resistance to damage.
Res (Resistance) - Determines a character's resistance to magical damage.
Combat is determined by approximation on my part based on the situation; the character's class versus the enemy's class, the stats of each character, the weapons equipped, and the terrain of the battle. The battles are not mathematically decided, they are done with approximation and as a general rule, player characters have an upper hand on untrained bandits and soldiers.
Each class has a predetermined stat distribution. Each player character can add +1 to two of their stats to reflect their own personal strengths. Classes are not restricted by gender in any instance.
Upon reaching a certain point in the story, your characters may be promoted past their original base class. You may choose a second tier class to advance to, and upon doing so, you can add another +1 to one your stats in addition to the two +1 bonuses that carry on from your base class. A second promotion can later be received to a third tier class, and yet another +1 to your stats can be added. No stat can have more than one +1 bonus. Each second tier class only has one third tier class, so choose your promotion wisely!
List of Basic Classes
Spoiler:
Lord (Isaac only)
A balanced class capable of wielding rapiers in addition to normal swords.
Str - 4
Skl - 4
Mag - 2
Spd - 3
Def - 3
Res - 2
Promotes to: Great Lord
Cavalier
A horse-mounted soldier proficient at leading the charge. Can wield swords and lances.
Str - 4
Skl - 4
Mag - 1
Spd - 7
Def - 5
Res - 2
Promotes to: Paladin, Great Knight
Knight
A heavily armored soldier that specializes in taking damage in place of comrades. Can wield lances.
Str - 4
Skl -3
Mag - 1
Spd - 2
Def - 7
Res - 4
Promotes to: General, Great Knight
Myrmidon
A skilled swordsman capable of taking on opponents with great skill and tenacity. Can wield swords.
Str - 3
Skl - 6
Mag - 1
Spd - 4
Def - 4
Res - 3
Promotes to: Swordmaster, Assassin
Thief
A rogue with a knack for sneaking past enemy defenses and opening locks. Though considered dishonorable, they are often employed as a necessary evil in wartime. Can wield swords.
Str - 2
Skl - 7
Mag - 2
Spd - 4
Def - 3
Res - 4
Promotes to: Trickster, Assassin
Barbarian
Barbarians are strong, undisciplined fighters that can crush their foes with raw tenacity and ferocity. Can wield axes.
Str - 7
Skl - 3
Mag - 1
Spd - 5
Def - 5
Res - 2
Promotes to: Berserker, Warrior
Fighter
Fighters are closely related to the Barbarian, but more disciplined and less specialized in simple brute force. Can wield axes.
Str - 5
Skl - 4
Mag - 1
Spd -6
Def - 4
Res - 4
Promotes to: Hero, Warrior
Mercenary
Mercenaries are balanced warriors who fight for money, and are standard fare in many armies. Can wield swords.
Str - 4
Skl -5
Mag - 2
Spd - 4
Def - 4
Res - 4
Promotes to: Hero, Bow Knight
Archer
Archers are wielders of the bow, capable of attacking from a distance and are deadly to flying units. Can wield bows.
Str - 3
Skl - 5
Mag - 2
Spd - 5
Def - 3
Res - 3
Promotes to: Sniper, Bow Knight
Mage
A mage can use magic to harm enemies at both close and long range. Though they are often physically frail, they make up for this with their power in magic. Can wield magic tomes.
Str - 2
Skl - 3
Mag - 7
Spd - 4
Def - 2
Res - 4
Promotes to: Sage, Dark Knight
Dark Mage
A dark mage is similar to the mage, yet delves into the sinister arts of dark magic. As a result they are typically more resistant to magical attacks. Can wield magic tomes, and can use dark magic as well.
Str - 2
Skl - 3
Mag - 6
Spd - 4
Def - 2
Res - 5
Promotes to: Sorceror, Dark Knight
Cleric
A cleric heals his or her allies on the battle field, but is quite incapable of defending themselves and often requires protection from others to stay safe. Wields divine staves.
Str - 2
Skl - 3
Mag - 6
Spd - 5
Def - 3
Res - 4
Promotes to: War Cleric, Sage
Pegasus Knight
Riders on winged horses, Pegasus Knights make excellent scouts and can rain death from above with their lances. However, they are quite susceptible to the arrows of archers. Can wield lances.
Str - 4
Skl - 4
Mag - 4
Spd - 6
Def - 2
Res - 2
Promotes to: Dark Flier, Falcon Knight
Wyvern Rider
More durable than their fellow fliers the Pegasus Knights, Wyvern Knights fly their fearsome mounts into battle to strike fear into the hearts of their enemies. Can wield axes.
Str - 5
Skl - 4
Mag - 2
Spd - 5
Def - 4
Res - 3
Promotes to: Wyvern Lord, Griffon Rider
Bard/Dancer
Players can choose either Bard or Dancer as they are functionally the same, yet lead to different promotion paths. Bards and Dancers use their art to inspire their fellow comrades, leading to increased battle performance. However, they themselves are physically weak. Can wield swords.
Str - 2
Skl - 4
Mag - 3
Spd - 4
Def - 2
Res - 3
Promotes to: Minstrel (Bard), Acrobat (Dancer)
List of Second Tier classes
Spoiler:
Great Lord (Isaac only)
A horse-mounted lord, having far more developed skills in combat than before.
Str - 5
Skl - 5
Mag - 2
Spd - 5
Def - 5
Res - 5
Promotes to: Grand Lord
Paladin
A horse-mounted leader of soldiers, the paladin combines speed with deadly swords and spears.
Str - 6
Skl - 4
Mag - 2
Spd - 8
Def - 6
Res - 4
Promotes to: White Knight
Great Knight
A heavily armored knight on a horse, a strong soldier whose only fear is magic. Can wield any number of swords, lances and axes.
Str - 6
Skl - 5
Mag - 1
Spd - 7
Def - 7
Res - 3
Promotes to: Templar
General
A soldier in massive armor that takes the front lines of battle, bringing their incredible defense to bear on their enemies. Can wield spears and axes.
Str - 5
Skl -3
Mag - 2
Spd - 3
Def - 8
Res - 6
Promotes to: Guardian
Swordmaster
A warrior dedicated to the art of swordsmanship, the swordmaster brings his deadly mastery to the battlefield. Can wield swords.
Str - 5
Skl - 7
Mag - 2
Spd - 5
Def - 4
Res - 4
Promotes to: Trueblade
Assassin
A skilled killer trained in the use of blades and arrows, capable of snuffing out life in an instant. Wields swords and bows and retains their class ability to open locks.
Str - 4
Skl - 7
Mag - 2
Spd - 5
Def - 5
Res - 4
Promotes to: Nightblade
Trickster
A deft and agile rogue with a skill in the blade as well as healing magic. They enhance the abilities of their allies while making their own strikes. They wield swords and staffs and retain their ability to open locks.
Str - 3
Skl - 8
Mag - 4
Spd - 4
Def - 3
Res - 5
Promotes to: Mirage
Berserker
Berserkers are incredibly strong juggernauts of destruction that best skill with their massive strength. Can wield axes.
Str - 8
Skl - 3
Mag - 1
Spd - 6
Def - 6
Res - 3
Promotes to: Primal Warrior
Warrior
Warriors are honorable and proud fighters, bringing victories with their skill in combat. Can use axes and bows.
Str - 7
Skl - 5
Mag - 1
Spd -6
Def - 5
Res - 5
Promotes to: Warlord
Hero
Heroes are beacons of both inspiration and skill, and are often subject of many tales and legends. Their balanced abilities make them great survivalists. They wield swords and axes.
Str - 6
Skl -5
Mag - 2
Spd - 6
Def - 6
Res - 5
Promotes to: Legendary Hero
Bow Knight
Bow Knights are horse-mounted archers and warriors, capable of performing deadly shots while riding at great speeds. In addition, they can wield swords in the case of close combat.
Str - 5
Skl -6
Mag - 3
Spd - 7
Def - 5
Res - 4
Promotes to: Master Cavalryman
Sniper
Snipers have the eyes of hawks, making shots thought impossible to find chinks in armor and to kill their opponents before they even know they're there. They are masters of the bow.
Str - 5
Skl - 7
Mag - 2
Spd - 5
Def - 4
Res - 3
Promotes to: Bowmaster
Sage
Sages are masters of magic, capable of commanding it to both heal and harm. Can wield tomes and staves.
Str - 2
Skl - 4
Mag - 8
Spd - 5
Def - 3
Res - 6
Promotes to: Archmage
Sorcerer
The sorcerer has dedicated him/herself to mastering the sinister art of dark magic. They can cause great pain to their enemies using their tomes, and retain their ability to cast dark magic.
Str - 3
Skl - 3
Mag - 7
Spd - 4
Def - 4
Res - 7
Promotes to: Magus
Dark Knight
The Dark Knight trades the use of dark magic for the use of swords, armor, and a horse. They are well-rounded combatants, capable of slaying with sword and spell alike. Can wield swords and tomes; cannot wield dark magic tomes.
Str - 5
Skl - 5
Mag - 6
Spd - 7
Def - 4
Res - 5
Promotes to: Battlemage
War Cleric
A war cleric has added the art of warfare to their repertoire of healing spells and are now well capable of defending themselves and keeping their allies alive. Can wield staves and axes.
Str - 4
Skl - 4
Mag - 6
Spd - 5
Def - 5
Res - 5
Promotes to: Saint
Dark Flier
Pegasus riders that compliment their command of the sky and the lance by mastering the art of casting magic from tomes. Can wield lances and tomes.
Str - 5
Skl - 4
Mag - 6
Spd - 7
Def - 3
Res - 4
Promotes to: Storm Warden
Falcon Knight
Contrary to the name, Falcon Knights ride upon newly acquired and extremely rare winged unicorns. With their new mounts and newly acquired skills in staves, they are a force known to enemy and ally alike. Can wield lances and staves.
Str - 5
Skl - 5
Mag - 5
Spd - 7
Def - 4
Res - 3
Promotes to: Sky Warden
Wyvern Lord
Riders of armored wyverns, the Wyvern Lord is a feared combatant that brings ferocity to the skies and onto opponents below. Can wield axes and spears.
Str - 7
Skl - 4
Mag - 2
Spd - 6
Def - 5
Res - 4
Promotes to: Wyvern Master
Griffon Rider
As proud and noble as their mounts, Griffon Knights swap their wyverns for a mighty griffon. They are balanced masters of the sky, and are to be feared by many. Can wield axes and swords.
Str - 6
Skl - 5
Mag - 3
Spd - 6
Def - 5
Res - 3
Promotes to: Griffon Master
Minstrel
An advanced bard who has complimented his skill in music and his proficiency with the sword by learning to wield magic tomes. Can wield swords and tomes.
Str - 3
Skl - 6
Mag - 5
Spd - 4
Def - 3
Res - 4
Promotes to: Battle Herald
Acrobat
Acrobats keep the spirits of their allies up with their deft and agile movements, leading to improved morale yet similarly weak combat skills. With their speed, they can usually avoid a fight before it comes to them. Can wield swords.
Str - 2
Skl - 6
Mag - 4
Spd - 6
Def - 2
Res - 3
Promotes to: War Dancer
List of Third Tier Classes
Spoiler:
Grand Lord (Isaac only)
Having realized his true potential, Isaac has become a capable warrior and mage, combining both his skill with the blade with passable skill in both the tome and staff to aid his allies. Can wield swords, tomes, and staves.
Str - 7
Skl - 7
Mag - 5
Spd - 7
Def - 7
Res - 7
White Knight
A fabled hero, the White Knight is a living embodiment of hope and inspiration on the battlefield with their glistening armor and snow-white horses. Can wield swords, lances and staves.
Str - 7
Skl - 5
Mag - 5
Spd - 9
Def - 7
Res - 5
Templar
The templar is a rare master of battle, capable of wielding any weapon and defending themselves with both their incredible offense and their nearly impenetrable armor. Can wield swords, axes and lances.
Str - 8
Skl - 7
Mag - 1
Spd - 8
Def - 8
Res - 5
Guardian
The Guardians, nearly invincible with their layers upon layer of masterfully crafted armor, take it upon themselves to defend their allies and take the punishment that others could not. In addition, they have been granted passable skill with healing magic. Can wield lances, axes and staves.
Str - 6
Skl - 5
Mag - 4
Spd - 3
Def - 9
Res - 8
Trueblade
The Trueblade is to the sword as the artist is to the canvas; the legendary Trueblades have taken the art of bladewielding and have turned it into a spectacle to behold. Their supreme skill in the blade often causes enemies to be mesmerized by the blade that heralds their deaths. Can wield swords.
Str - 7
Skl - 9
Mag - 2
Spd - 7
Def - 6
Res - 6
Nightblade
A nightblade is among one of the most lethal types of human being on the planet, being skilled in so many ways of killing their opponents that they are nearly impossible to predict. They can wield swords, bows and magic tomes, and can pick locks like the earlier classes.
Str - 5
Skl - 9
Mag - 4
Spd - 7
Def - 6
Res - 6
Mirage
The Mirage is an elusive combatant that has a habit of simply not being there when an opponent strikes. Utilizing their speed, agility, and swordsmanship, the Mirage can elude opponents and strike them down before they even realize they have lost. Can wield swords and staves.
Str - 5
Skl - 9
Mag - 5
Spd - 8
Def - 5
Res - 6
Primal Warrior
There exists no greater might than the fury of the Primal Warrior. Fighters that are trained in the art of losing themselves in the heat of battle, a Primal Warrior embraces his most primal urges to become an animalistic wrecking ball feared by enemies and allies alike. Can wield axes.
Str - 9
Skl - 3
Mag - 1
Spd - 8
Def - 7
Res - 5
Warlord
Warriors of great skill and copious experience who have weathered battle after battle to live and tell the tale. They are masterful soldiers and commanders, and are more than a match for any opponent. Can wield axes, bows and lances.
Str - 8
Skl - 7
Mag - 1
Spd - 7
Def - 7
Res - 6
Promotes to: Warlord
Legendary Hero
Tales of their exploits have elevated some heroes past that of a normal hero; the legendary hero is a masterful combatant who strikes fear into their enemies through renown and fame alone. Can wield swords, axes and bows.
Str - 8
Skl - 7
Mag - 2
Spd - 6
Def - 8
Res - 6
Master Cavalryman
Some soldiers form such close bonds with their horses that the two can act as one being, lending the speed and strength of the mount to the skill and weapon mastery of the Cavalryman. Can wield bows, swords and lances.
Str - 6
Skl - 8
Mag - 3
Spd - 9
Def - 6
Res - 6
Bowmaster
Legends tell of men who can cleanly shoot leaves falling off of a tree in autumn, or men who can perfectly pierce the helmet of a knight from yards away. These men are the Bowmasters, who wield their bows with grace, strength, and perfected skill. Can wield bows.
Str - 5
Skl - 9
Mag - 2
Spd - 6
Def - 5
Res - 5
Archmage
No spell is out of the reach of the archmage. With their combined experience of casting and studying, the Archmage is a destructive force that few ever survive witnessing. Can wield tomes, staves, and dark tomes alike.
Str - 3
Skl - 6
Mag - 9
Spd - 6
Def - 4
Res - 8
Magus
The Magus has embraced dark magic as a lifestyle, and is nearly invulnerable to the magic of enemies. The darkness of dark magic can corrupt many a soul, but the Magus has bested and may have even embraced the corruption. Can wield magic tomes and dark tomes.
Str - 3
Skl - 5
Mag - 8
Spd - 6
Def - 7
Res - 9
Battlemage
A master of sword, spell and horsemanship, the Battlemage can adapt to nearly any situation with their skills. They can wield swords, tomes, and staves.
Str - 8
Skl - 6
Mag - 8
Spd - 7
Def - 6
Res - 7
Saint
Soldiers have no need to fear death when the healing touch of a Saint is nearby. The Saint heals opponents with their strong magic and delivers judgement upon foes with their weapons. They can wield staves, axes, and lances.
Str - 6
Skl - 5
Mag - 8
Spd - 6
Def - 7
Res - 8
Storm Warden
Storm Wardens are named after their black pegasi and their affinity with lightning magic, said to resemble storm clouds that rain destruction on their enemies. Can wield lances and tomes, and receive a bonus to their damage when using lightning tomes.
Str - 7
Skl - 5
Mag - 8
Spd - 8
Def - 6
Res - 5
Sky Warden
Known as 'flying saints', Sky Wardens protect their allies by keeping watch from above. Enemies know to beware the bright white feathers of a Sky Warden's horned Pegasus, as it heralds a rain of arrows or a soon-to-strike lance. Can wield lances, staves, and bows.
Str - 6
Skl - 7
Mag - 6
Spd - 8
Def - 6
Res - 6
Wyvern Master
Wyvern Masters are often closer to their draconic mounts than their own family and friends, and are among the most feared of opponents. Their immense strength is complimented by their fierce, heavily armored wyverns. Can wield axes and lances.
Str - 8
Skl - 6
Mag - 2
Spd - 8
Def - 7
Res - 7
Griffon Master
Griffon Masters are the warriors of legend, riding in on armored griffons while themselves adorned in glistening, golden armor. The graceful Griffon Master is skilled in defense, keeping enemies away from their allies and healing the injured. Can wield axes, swords, and staves.
Str - 8
Skl - 6
Mag - 7
Spd - 8
Def - 6
Res - 7
Battle Herald
Masters of sword and song, the battle herald regales their fellow soldiers with the deeds of heroes past, inspiring them to press forward with their march against any enemy. Can wield swords and tomes.
Str - 5
Skl - 7
Mag - 6
Spd - 6
Def - 5
Res - 5
War Dancer
The movements of a War Dancer are captivating towards allies and enemies alike, and they are the greatest beacons of inspiration and morale on the field of war. Can wield swords, lances, and staves.
Str - 5
Skl - 8
Mag - 4
Spd - 7
Def - 4
Res - 4
Weapons
The three physical weapons (Swords, Lances, Axes) act in a 'weapon triangle' that determine which weapons are advantageous to others, similar to a game of rock, paper, scissors.
Swords best Axes, Axes best Lances, Lances best Swords.
This is not a definite indicator of combat victory and a lance wielder can still defeat an axe wielder in combat; the axe wielder will simply have an advantage.
In addition, tomes, staves, and bows exist.
Tomes are necessary for the casting of destructive spells. Tomes are of four elements; lightning, fire, wind, and dark magic. Only dark mages, sorcerers, archmages, and maguses can wield dark tomes.
Staves are necessary for the casting of divine spells that heal and aid companions.
Bows can attack from a distance!
When beginning your character, you start with the iron version of any weapon your class is capable of wielding (if you are a tome or staff user, you start with the 'basic' heal staff/two 'basic' tomes of two elements of your choice).
List of Weapons
Spoiler:
Swords Iron Sword - The basic sword. Steel Sword - Superior to the iron sword. Silver Sword - Made of blessed silver, the Silver sword is a coveted weapon of many warriors. Far superior to the Steel Sword. Brave Sword - The Brave Sword is a rare weapon forgeable only by the most skilled of smiths. Its design enables the wielder to attack with much greater speed than normal. Killing Edge - The killing edge is a katana capable of striking the critical weaknesses of enemies with great frequency. Though not as powerful as a Silver Sword, a lucky strike from a Killing Edge can spell death for any opponent. Magic Sword - The Magic sword acts a focus for magical energy that allows the wielder to call down a bolt of lightning on their enemies without any prior skill in magic. Armorslayer - The Armorslayer is a sword with a broadened tip, designed specifically to combat the massive armor of enemies such as knights and generals.
Lances Iron Lance - A basic lance. Steel Lance - Superior to the Iron Lance. Silver Lance- A lance made of blessed silver, superior to the steel lance. Brave Lance - A lance designed to enable rapid strikes and and swipes, enabling even a sluggish general to be on par with an opponent such as an assassin. Killing Lance - A lance with a curved tip that increases the chance of a critical strike much like a Killing Edge. Beast Slayer - A lance made to pierce the hide of an animal. Does great damage to the horses of units such as cavaliers and to the pegasi of the pegasus knights. Javelin - Spears made for throwing, allowing the wielder to attack from a distance. Throwing Spear - A superior version of the javelin.
Axes Iron Axe - A basic axe. Steel Axe - Superior to the Iron axe. Silver Axe- An axe made of blessed silver, superior to the steel axe Brave Axe - An axe designed to enable rapid strikes and and swipes. Killer Axe - An axe with a wit a sharpened edge that increases the chance of a critical strike much like a Killing Edge. Hammer - A war hammer that can easily harm the most heavily armored of opponents such as the general or guardian. Throwing Axe - Axes made for throwing, allowing the wielder to attack from a distance. Tomahawk - A superior version of the throwing axe.
Bows (All bows are especially deadly to flying units) Iron Bow - A basic bow. Steel Bow - Superior to the Iron bow. Silver Bow - A bow made of blessed silver, superior to the steel bow. Killing Bow - A bow with wicked, serrated arrows that increase the chance of a critical strike much like a Killing Edge. Long Bow - A bow that can attack from an even greater distance than a normal bow. Scoped Bow - A large bow with a telescopic scope on it, allowing attacks from massive distances. Difficult to carry about due to its size and weight. Hunting Bow - A bow that is deadly to horses and pegasi. Dragon Hunter's Bow - A weapon specifically designed to pierce the hides of wyverns and dragons.
Tomes (Tomes labeled with an asterisk are known as 'dark' can only be used by the appropriate classes) Fire Tomes Fire - A basic fireball spell. Elfire - An intermediate spell that summons a burst of fire underneath the feat of an enemy. Bolganone - An advanced spell that summons a font of lava underneath a foe. Valflame - A master's spell that causes an explosion of flame on an enemy, harming those nearby.
Lightning Tomes Thunder - A basic thunderbolt spell. Elthunder - An intermediate spell that launches a larger lightning bolt at an enemy. Thoron - An advanced spell that strikes an opponent with a pillar of lightning from the sky. Mjolnir - A master's spell that brings forth the might of a lightning storm onto an enemy and surrounding beings.
Wind Tomes Wind - A basic wind blast spell. Elwind - An intermediate spell that summons a small tornado that rushes at an enemy. Arcwind - An advanced spell that summons a torrent of wind underneath an enemy. Forseti - A master's spell that drops a tornado on an enemy and the surrounding area.
Dark Tomes Flux* - A basic dark magic spell that poisons an enemy in addition to doing damage. Nosferatu* - An intermediate dark magic spell that drains the life from an enemy, giving it to the caster. Ruin* - An advanced dark magic spell that does damage and decreases an enemy's strength. Waste* - A master's dark magic spell that combines the effect of Flux, Nosferatu, and Ruin.
Staves Heal Staff - A basic healer's staff that heals an ally. Mend Staff - An intermediate healer's staff that heals an ally better than a heal staff. Aid Staff - An advanced healer's staff that heals an ally better than a mend staff, and can heal from a great distance. Savior's Staff - A master healer's staff that heals an ally completely from any distance. Rescue Staff - An advanced staff that warps an ally from any part of the battlefield to the location of the caster. Enhance Staff - An intermediate staff that enhances the strength and skill of an ally. Protect Staff - An intermediate staff that enhances the defense and resistance of an ally.
In addition to these weapons, there are legendary artifacts that are far beyond the power of normal weapons. These weapons may be found throughout the story.
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Character Sheet:
Spoiler:
Name: Gender: Age: Class: Stats (After two +1 Bonuses):
Str:
Skl:
Spd:
Mag:
Def:
Res: Weapon: Nationality: Appearance: (Hair colors are quite vivid in this setting; go nuts if you want, just don't have a character with a rainbow for hair.) Bio/Backstory: Personality: Misc Information (Optional):
I have no problem with pre-established relationships between your characters and other player characters or even the pre-established NPCs in Isaac's army if you so wish; they are made with basic personalities to allow such. I would just ask that you not relate your character family-wise to royalty such as Isaac, Ghayle, Weiss, or others. In addition, I would ask that you not establish yourself as an NPC's lover; I plan to make the NPCs able to fall in love over the course of the RP in true Fire Emblem fashion. You can't start with an NPC as a lover, but you can establish such a relationship over time.
If you don't wish to relate your character with an NPC, that's fine too! The focus is on the Player Characters and Isaac; the NPCs are there to simply give Isaac's army a larger head count and a bit of variety.
In addition to your appearance, I am offering the option to select a sprite portrait much like those given to the NPCs, so that I can use them to make graphics and the like for the characters in the RP. Like I said, this optional, but I will need a portrait if you want me to make anything such as a character sheet in the style of the Fire Emblem games.
You can find portraits here and here. Simply choose which portrait you like and let me know which character's portrait you've chosen, in addition to any color corrections you might want me to make (blue hair, darker skin,etc). I will do what I can to match your descriptions.
Enjoy the RP, everyone!
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Rules:
1 - All UESP forum rules apply.
2 - No god-modding or spamming. Doesn't really need to be said, but it has been said.
3 - I ask that you keep your posts as gramatically correct as possible. Eloquence is not mandated, but don't just submit simple "X did y" posts. Add some detail.
4 - I will try to make combat fair so that you aren't getting destroyed by simple bandits, but they will still pose a challenge to the group. Your character CAN die and if that happens, I will allow you to make another character. As a general rule, I won't kill characters without good reason.
5 - Have fun and be respectful to others. This is meant to be a fun pastime, so treat it as such!
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Name: Carn
Gender: Male
Age: 22
Class: Dark Mage
Stats (After two +1 Bonuses):
Str: 2
Skl: 3
Spd: 4
Mag: 7
Def: 2
Res:6
Weapon: Thunder, Flux
Nationality: Arcymis
Appearance: (Hair colors are quite vivid in this setting; go nuts if you want, just don't have a character with a rainbow for hair.) Boyish features, silver hair and violet eyes, Carn has had many admirers in the past. He is a bit shorter than average height but it only adds to his charm.
Bio/Backstory: Carn was born into a family of lesser nobles. Being magically gifted at an early age he distinguished himself among the many would-be mages with a special affinity for dark magic. His willingness to use the dark arts is often at best unnerving for those he chooses to surround himself with and often puts him at odds with the more religious folk such as priests and clerics. It is for his skill and that alone he was chosen to be a part of the army he finds himself in. He hates being a soldier not because he is opposed to killing, it's just that he's quite lazy. He has never had to work hard for anything because it all came naturally to him.
Personality: rough around the edges but he can be truly kind at times. However he's usually quite insufferable to be around.
Misc Information (Optional): He has a serious obsession with the dark magic known as Imhullu. It is unknown where Carn learned of such things but he inquires about it in every settlement the army passes through.
Winter, I'd like to join this but I have literally no idea with anything in the Fire Emblem universe, how accessible will this RP be to me? I really don't want to slow anyone down due to my lack of knowledge.
Fire Emblem is an extremely simple universe to be completely honest, anything that might remotely be out of reach can easily be explained and the Castraedea continent lore (The original lore I made for this RP) is largely independent from other Fire Emblem games.
tl;dr: Don't worry, it's not hard and anything that needs explaining can easily be explained.
Name: Julian Gender: Male Age: 23 Class: Wyvern Rider Stats (After two +1 Bonuses):
Str: 6
Skl: 4
Spd: 5
Mag: 2
Def: 5
Res: 3 Weapon: Iron Axe Nationality: Albium Appearance: (Hair colors are quite vivid in this setting; go nuts if you want, just don't have a character with a rainbow for hair.) Julian is of average height but is a fairly well built young man though his features give him a little bit of a boyish charm Bio/Backstory: Julian was born and raised in Albium to a military family. Julian's family was famed for producing Pegasus knights- a tradition that Julian was more than happy to continue. However due to some bizzare twist of fate during Julian's training he found a seriously injured Wyvern. Over a long period and with the aid of his friend -Alora- the Wyvern was nursed back to health and Julian bonded with the creature when he slowly started to aid it in flying. After this, Julian gave up on his goal of becoming a Pegasus Knight and instead put what he knew to use with his Wyvern. Generally amongst the other Wyvern riders, Julian is looked down upon mainly because his Wyvern was a wild beast rather than being bred for this kind of life. Personality: Julian is a kind young man with a heart of gold, though he does have a mischievous steak a mile long- he often acts in a way that many would call 'unprofessional'. He is also extremely protective of his Wyvern. Misc Information (Optional): Julian is friendly with Alora and by extension a friend of Ririka.
Despite only knowing her for a short time, Julian is rather smitten by Naomi though he is way, way too nervous to tell her.
He has named his Wyvern Zeke.
Childhood friend of Selana.
Last edited by Justice knight on Sun Mar 09, 2014 8:28 pm, edited 2 times in total.
Like Justice I don't know anything about the setting but I think I might cook up a sheet. Thinking of joining as a thief.
Also do we need to use one of the images from those links or can we use different FE style images? The reason I'm asking is because a certain Deviant Art User (http://diethe.deviantart.com/gallery/) made some really good ones based off characters from several series. Obviously I wouldn't use any non-human ones or other ones that wouldn't be appropriate with the setting but there are several human ones that are really good.
Here is Alistair Theirin from Dragon Age for example.
Hidden:
So we have come to solve every squabble in the village personally? The last thing you never see
I was going to be a thief but since Kerr is going for that now I'll need to do more thinking. I'll be female, anyway; probably wont stray to far from my usual Alva-Rosa-Séverine archetype. Which reminds me: how is the Fire Emblem world when it comes to gender-roles? Would it be possible to have a female in the guard or will I have to be crafty about it?
@Velvet: Gender is fairly equal in Fire Emblem, though in the games typically only females can be Pegasus Knights or Wyvern Riders. I think that's absolutely silly (and males can be Wyvern Riders in the newest game, so yay!) so I just decided to lift gender restrictions.
Having a female in the guard wouldn't be a problem at all.
@Kerr: Kerr, I'm completely fine with that so long as it's a transparent PNG and in the style of the GBA Fire Emblems like Rekka no Ken or Sacred Stones (which is where the sprites I linked to are from). That way we can have a consistent art style! :D
Don't forget I can make color alterations. :D I'm doing this for a reason. I like visual representation and stuff in RPs and with the portraits I can make some killer things like character sheets in the original Fire Emblem style.
Name:Gale Lancewind
Gender:Male
Age:21
Class:Dark Mage
Stats (After two +1 Bonuses):
Str:3
Skl:3
Spd:4
Mag:7
Def:3
Res:4
Weapon:Wind, Nosferatu
Nationality:Indartus
Appearance: (Hair colors are quite vivid in this setting; go nuts if you want, just don't have a character with a rainbow for hair.)
Bio/Backstory: Gale was born to a merchant in Indartus and practiced to take up ownership of his father's store, however when his father died of a wasting disease Gale was orphaned and his home taken to pay for his father's debts. When he had no way to make a living he grasped at straws and turned to magic. He found himself with an affinity for blasting things with wind and in lucky act of chance he found and taken in as an apprentice to a dark mage from Ormus, he trained with his new master improving his grasp of magic as much as he could.
Personality: Gale likes spicy food and holding large amounts of money, he also likes to give that money to those that need it more than him. All in all, Gale is quiet and uninteresting at times.
Misc Information (Optional): Because of his training in dark magic, Gale has an interest in draining spells that makes his enemies suffer as much as possible and is not ashamed of it.
HatofMadness wrote:To protect the forums from devastation.
To unite all members within our nation.
To denounce the evils of truth and love.
Until our post count reaches the stars above.
@TLD: That's Lucia from Radiant Dawn, who doesn't have a Sprite image since Radiant Dawn was a GameCube game.
Trust in Winter, however, for I have used my darling pixlr skills and the resources of deviantart users to whip one up.
Forgot to make it completely transparent but I can fix that if you like it.
@Derp: I'll get right to separating Gale's sprite, Derp. Just a question; how'd he come to serve Prince Isaac? Also, I believe you used the initial stats for the Mage, not the Dark Mage.
The DM's stat table is as such;
Str - 2
Skl - 3
Mag - 6
Spd - 4
Def - 2
Res - 5
With greater resistance than a normal mage but slightly inferior magic power.
Thanks for bringing it up, I fixed the issue, if you see anything else I did wrong, please inform me.
Name:Gale Lancewind
Gender:Male
Age:21
Class:Dark Mage
Stats (After two +1 Bonuses):
Str:2
Skl:3
Spd:4
Mag:7
Def:3
Res:5
Weapon:Wind, Nosferatu
Nationality:Indartus
Bio/Backstory: Gale was born to a merchant in Indartus and practiced to take up ownership of his father's store, however when his father died of a wasting disease Gale was orphaned and his home taken to pay for his father's debts. When he had no way to make a living he grasped at straws and turned to magic. He found himself with an affinity for blasting things with wind and in a lucky act of chance he found and taken in as an apprentice to a dark mage from Ormica, he trained with his new master improving his grasp of magic as much as he could. When Gale's master left Indartus, he smuggled his apprentice with him and took him to Ormica where he was granted a promotion to a full mage. When Gale heard of the chaos in Esteos he signed on with the army banking on a chance make a name for himself and reaffirm to himself his magical capabilities.
Personality: Gale likes spicy food and holding large amounts of money, he also likes to give that money to those that need it more than him. All in all, Gale is quiet and uninteresting at times.
Misc Information (Optional): Because of his training in dark magic, Gale has an interest in draining spells that makes his enemies suffer as much as possible and is not ashamed of it.
Last edited by Derp53 on Sun Mar 09, 2014 5:31 pm, edited 1 time in total.
HatofMadness wrote:To protect the forums from devastation.
To unite all members within our nation.
To denounce the evils of truth and love.
Until our post count reaches the stars above.
Name:Selana Valuzi
Gender: Female
Age:22
Class: Mage
Stats (After two +1 Bonuses):
Str: 2
Skl: 3
Spd: 4
Mag: 7
Def: 2
Res: 4
Weapon: Fire and wind tomes.
Nationality: Albium
Appearance: (Hair colors are quite vivid in this setting; go nuts if you want, just don't have a character with a rainbow for hair.) (without the sword)
Bio/Backstory: Selana grew up in Albium and befriended Julian, son of a family of that was known for producing pegaus knights at a young age. She was apprenticed to a mage at the age of 9 after she showed signs of magical ablities. She spent 10 long years studying the magical arts and completed her education at the age of 19. She used her magical skills to entertain as a source of income whilst serving a practical purpose. She usually intervened when a crime happened near her.
Personality: Selana is a kind woman that respects magic. She tries to avoid abusing it and doesn't mind using it to entertain others. She has no opinion on dark mages and respects everyone.
Misc Information (Optional): Childhood friend of Julian
Hope this is okay. Also, could you put the sprite version you found next to the the character in the OP?
Last edited by The SheoDovah on Sun Mar 09, 2014 5:36 pm, edited 1 time in total.
RANDOM SILLY STATEMENT AS SIGNATURE! Praise Sheogorath!