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  1. ACT I - The Jungle The sun... shown its rays for the last time as the youngest Montalt trotted into the jungle's edge. The stories were true, the canopies removed all light from the world and plunged the forces of Veletz into darkness. Orders were that he was to diverge from the main party and splinter into the mountains, hopefully to catch the enemy flanks by surprise. The force carried on as planned, if only slowed down by the horses... Perhaps something was amiss- his horse had never been so frightened to buck him from his saddle, even during the thick of battle... yet all the horses seemed to remove rider- regardless they followed their orders. After hours of scaling the mountains he took pause over a large ravine with his Father, "Beautiful from up here isn't it?" Radmir asked. "Nay, as it were I'd rather be breeding cows." Philip replied. It was true, his father was known commonly in Veletz as the "Cow Count." Cow had a more literal meaning in Veletz than in Aaun, where the people ate heartily. ACT II - The Slaughter The forces began to move eastward, though the thick forces halted their advance, men seen only moments prior faded into obscurity as Radmir rode. He looked back to see many of his comrades sinking; fear took in. The very earth below their feet began to drop and men began to die before even seeing action. Was this dark magic cast by the Coalition? Most likely. But perhaps the jungle was simply more dangerous than first expected. Finally a path was spotted for the linking of the forces, and to the road the men of Veletz trotted. The forces of the Anathema spotted light on the third hour past the high sun, catching glimpse of a large fortification raised upon the open plain. "What is that?" Radmir inquired to his fellow cavalryman. "Don't you know? The Haensers have turned this into a siege. See that?" Radmir took a long glance at the horizon, the Cavalryman continued. "They erect walls instantly. As if they paid builders gems to get it done." "Ah." said Radmir in response, for he did not know what the man spoke of- but it did sound correct. "We do not engage in battle." The order was given by Radmir's commander, and the order would be followed. "Retreat and pepper them." Radmir acknowledged the merits of this order without question, and tried his best to follow. The order given, did not last long. A fight had broken off on the west flank- and men began to surge to settle it. The Montalt followed suit, striking the Duke of Aeltarys from his horse. He saw another man slain beneath his sword shortly after. But something was amiss still- he knew it since the horses, he knew it since the earth fell, and it was all too late. A surge of men and women rode towards the Western flank- one moment they were kilometers away- the next they were upon the Veletzian forces. Was this a a trick of the light? Foul Black Magic? Radmir knew not, but he followed the order to retreat. Radmir rode and returned a hail of arrows to the oncomers, he would follow the non-engagement orders. Until he saw the Captain General removed from his steed. He would defend his leader. Charge sounded as he lanced a common soldier from his horse before being struck from his own. The Montalt narrowly escaped with his life from the muddy slogging of ground troops and headed to the treeline, glancing back in dismay. Another lance struck his iron plate, the rider retreating before he could muster a counter attack. The surge carried, the light not allowing a proper vision of the enemy. Radmir moved into the forest line and attempted to return fire- but was quickly rode down. ACT III - The Return The rays of the sky faded as the clouds fell over the land and submerged the dying Montalt into darkness. His father, nowhere to be seen since the retreat was sounded. His eyes opened at once to see the stragglers of his force slaughtered as the Coalition moved forwards slaying men around him... he knew he was soon to be slain. His eyes shut, opened, shut... It was the seventh hour past the sun's height when he heard the Coalition Spearman approach upon him, he spoke a gutteral tongue only known to Radmir as the brutish language of a Valdevian. Mustering all his might he turned to his back and raised his shortsword, and his thoughts took root. Radmir was not the strongest warrior of Veletz, he knew this to be true. He was not the bravest- for why would he flee the battle if this were true. He was not even the most witty, for the Ferrymen he grew up around could banter him into the ground. Radmir was nothing, a fleeper, a young man with a vision so far away. A cold throne, once promised to him by God- taken at this field of crimson at the edge of the world. He was weak, cowardly, mildly intelligent. But he was no traitor. When given the opportunity to fight for an eight army band he chose to stay with his kinsmen even after they had lost their home, and Brasca. He rode at Westmark with the almost assurance that he would be slain. He rode into the jungles of doom- where ground fell beneath men, where horses threw their riders, where a wall had appeared from thin air. He rode because he had faith in his Captain-General. Montalt... he thought. He was the most loyal. To Gaspard. To Veletz. To Family. And as the Pikeman went to thrust Montalt's heart, a blade sliced open the man's neck. "Rise soldier. This is no place to die."
  2. Chronicles of the Reinmaren The Fall of the Ferryman Keep Issued by the HAUPTMANN OF REINMAR On this 11th day of Sun’s Smile of 157 E.S. To The Reinmaren People and All It Concerns On this day the Forces of Reinmar and Minitz joined in the fight with Covenant against the forces of Veletz and their allies. The action started with the Covenant rallying together and the siege embankment. With the Forces of the Reinmaren, taking their places in the ranks which held the back of the great earthen embankment as the cannon’s roared to life nad began to pound away, along side the trebuchets then opened up a barrage of shot and shell against the enemies siege engines. With the Covenant siege weapons utterly obliterating the enemies without a single shot land even close to our own. The Veletzians only significant gain was the managed to send some skirmishers and were able to spike our cannonade. However the Trebuchets continued to fire till nearly the entire keep had been obliterated on the southern side. After nearly two saints hours of discipline as the Veletzians continued to harass our camp on horseback the order was finally given to sally forth out of our siege camp. After a few pushes in which the Covenant missed the mark. We finally managed to engaged the enemy after a feigned retreat. And managed to hold them at the main breech fighting them over scorched land and on the rubble of their once feared keep. After the battle raged, slowly but surely their forces within the keep began to fall and their failed flank from one of their many cowardly tunnels having to fall back. We were able to completely take the keep pushing them out, after around Ten Saints Minutes their remaining forces gave up hope and fell back leaving the keep or what was left of it firmly in the hands of the Covenant. With the Reinmaren forces bringing and forming their core of the Covenant, and taking their part in the victory. After everything was said and done victory was taken in hand and Gott’s Boons were placed on us as the Warband of Reinmaren, returned to their homes to live and celebrate another day. Saint Edmond, as my brothers go to battle over the coming years, grant them fortitude and protect them. Pray for God to show mercy to the dead, and that in hoping for victory today, we may win the peace tomorrow. GOTT MIT UNS, Hauptmann of Reinmar
  3. Campaign Report Action Report Operation Spook Issued by the HAUPTMANN OF REINMAR On this 18th day of Sun’s Smile of 150 E.S. To the people of Reinmar and Fellow Landsers! On this day in the second age of the year of our lord 150. The Landser Von Reinmar raided a weapons caravan of the Mad Baron, with 4 Landsers and himself. Wilhelm von Berkhoven prepared a trap for the enemy. Three men, under the commander of Oberlandser Klaus Berkhoven, took positions above the ridge. When the first mule in the caravan passed below them, Klaus, Daemon, and Samuel loosed a volley of Arrows and stones that stopped the leading mule dead in its tracks. As well as took out one of the four men with the mule. At the same time, further below Earendil, followed the prepared plan, blew the Horn of Reinmar, and made a bunch of noise as he charged up the hill. This sudden sound spooked the remaining mules in the caravan that had fallen behind. Leaving the other teams no choice but to retreat with their mules to prevent them from slipping down the steep cliffs and losing even more of their deadly goods. After the initial attack, the trio of remaining guards began to scramble up the hill to Klaus' group as well as to avoid what they assumed was an entire wave of cavalry reinforcements. However, another volley from Samuel and Daegon saw them halted in their advance, only to be hit shortly after by a well-placed Gott's Flame Potion that left one man barely breathing and one with toasted legs. At the same time, Wilhelm had joined Earendil on horseback and began charging toward where they assumed the rest of the caravan would be retreating. However, they charged head-first into two heavily armored cavalrymen and quickly got stuck in a two-on-two cavalry duel. Klaus quickly descended the hill to finish off the trio of caravan guards only to find them completely helpless, as the only one still in fighting shape had burnt his hands while putting out his comrades. In an act of mercy, many believe is due to the Lorraine necklace that the remaining guard clucked as he begged for mercy for him and his friends. Oberlandser Berkhoven agreed and told them to remember the mercy of Gott and to seek the church to do penance for their sins. The final act of the battle came with a final clash of the cavalry as the Wilhelm pulled a dirty trick on his enemy and stuck his halberd to the side, catching the young enemy off guard and ripping him from his horse with the spike of his halberd. While Earendil used the battle standard of the Landsers to confuse his enemy and managed to finish off his foe with a clean stab between the helmet and chest plate, cutting the jugular. The battle ended with Wilhelm offering quick prayer for their sins of killing others. Before a short celebration of cries of 'Gott Mitt Uns'. Before returning to the safety of Reinmar to patch up wounds and prepare for the next engagement. Saint Edmond, as my brothers go to battle over the coming days, grant them fortitude and protect them. Pray for God to show mercy to the dead, and that in hoping for victory today, we may win the peace tomorrow. GOTT MIT UNS, Hauptmann of Reinmar
  4. S.A 142 20/08/2023 ISSUED BY: THE OBSIDIAN THRONE Mario Judah - I Miss the Rage ᚢᚱᚷᚢᚨᚾ ᛖᛗᛖᚱᚷᛖᛋ ᚡᛁᚲᛏᛟᚱᛁᛟᚢᛋ TWO HONOURABLE FORCES CLASH ᛞᚢᚾᚷᚱᛁᛗᛗ ᛋᛗᛁᛚᛖᛋ ᚢᛈᛟᚾ ᚢᛋ OTH BRATHMORDAKIN NA YOTH URGUAN ᛁᛟᚦ ᛒᚱᚨᚦᛗᛟᚱᛞᚨᚲᛁᚾ ᚾᚨ ᛁᛟᚦ ᚢᚱᚷᚢᚨᚾ During Year 142 of The Second Age the honourable Duke of Adria, Markus Sarkozic came marching up to Urguan’s front gate with around 3000 soldiers demanding retribution for dwarven actions upon the Midlands. An ultimatum was offered to have it be settled by handing over the dwarves in question or to accept honourable combat on the archway to let valour choose the victor. Otherwise, the Duke would return to the Midlands and choose an escalation of the conflict. Grand Marshal Sigrun Ireheart and former Marshal Vithar Frostbeard marched out of the gates with a force of their own, amassing to be about 2500 dwarven legionnaires to meet them in honourable combat. Both parties fought valiantly but after an exchange of arrowfire and a small skirmish, the dwarves gained Dungrimm’s favour and routed the enemy forces, capturing the Duke of Adria, Markus Sarkozic. After the duke’s capture, he was let go safely under the agreement that all outstanding issues were to be resolved as result of the dwarven valour shown on the battlefield. LET IT BE KNOWN That there are no more issues between the honourable Grand Kingdom of Urguan and The League of Veletz. Signed, Garedyn The Emerald Grand King of Urgan, Chief of the Mossborn, Prophet of Yemekar, Seer of Hefrumm, Zealot of the Triad Sigrun ‘Dragonslayer’ Ireheart Grand Marshal of Urguan, Grand Champion of Urguan, Dragonslayer, Priest of Dungrimm.
  5. The V-formation To the interested readers and fellow scholars of military strategy, The paper below was one designed to deal with that of the Inferi threat. It was written by I, Atilan Bishop, to present to my commanders a strategy we could use for the next time the Inferi did indeed pull a bull or a mighty creature upon us and then use that bull or might creature to distract our forces so that their inferi infantry then would suddenly come upon us, just as we were taken by the bull and trying to kill it. For a long time, I kept this document classified and not public, but given the need for what we seem to be dealing with this time in Almaris, I believe it necessary to make this former essay of mine public. But I do believe that this strategy devised is one that, as I did, can be fixed to meet the needs of the situation and is not one that has to work as I did so. Pieces can be moved but what is more important than the V formation is what should be used to deal with threats in battle that are not effectively and quickly killed by just 2 soldiers. Why should we use a V-formation? This formation best suits that of a traditional battle. Basically, it’s the one where we meet the enemy and the enemy meets us on a field. To make this further clear, this battle is simply a meeting of two armies, there is no siege of a city and there is no building that exists here. So, the two V’s are an infantry division, and in the middle we will have our knights on horseback and hopefully whatever Calvary we can muster. So the main strategic reason for this strategy is that A) it allows our infantry to be more mobile which is critical for some of the Inferi at hand. B) it allows us to effectively to deal with more bulk and indomitable foes (the bull in the first ever battle with the Inferi that boar creature in the Siege of Karosgrad) So, why a v shape… let’s make the comparison to that of a regular static rectangular unit. We will arrange our forces so that’s there’s 12 men in a 4*3 rectangle for the rectangular unit shape and then in a 12-man V for the other and compare it to what happens if a boar or a bull comes charging straight forward. So the circles in red are those most likely to get hit and become a casualty, the green circles will denote the ones least likely to get hit with a bull or boar charge and the yellow indicates that it might go either way. A drawing of the a smaller V formation that only used 12 soldiers could be seen, assessing risk of the unit in its colours. So, when looking at the above. We see two guaranteed casualties in this V-formation if we are to assume the soldiers hold their ground (which a V is created to allow for mobility but in this case we are just talking about reduced casualties). We see 4 more possible casualties and yes, in this case if the creature is charging forward in a straight line without changing trajectory like they always do, then we get the same casualty assessment. However, if we use this system we see how we get half the soldiers as casualties in the bull’s charge or the malflame and this is why the V is so important! It reduces likely casualties and it’s more mobile. A drawing of a typical rectange formation of soldiers could be seen taking upon the same risk assessment as described. What makes the V Formation Mobile? So, let’s assume our rectangular formation is the traditional formation (as shown above), there are also issues with mobility. When dealing with a charging creature, infantry finds itself surrounded and unable to make a good retreat as they might bump into their infantry and also a rectangular structure keeps soldiers more rigid which works when the enemy can be held back, but if the enemy is giant creature like the bull or boar that is just too big to get pushed back by a soldiier than the infantry need the ability to move backward and sideways to allow themselves room to pull back and then counterattack. A recreation of the same rectanle strategy would be seen yet again So let’s assume the infantry closest in line to the charging enemy movies out of the way as shown here where the infantry is to pull back like so, here is what happens. Where you see the infantry pull back. There would be arrows in this drawing to indiate where each soldier would move if the bull started to charge in its straight path. Now let’s assume the infantry reconverge again after moving away and now attack the bull’s blindside or its sides to weaken it. (size of arrows doesn’t mean anything, just indicating movement) There would be arrows in this drawing to indiate where each soldier would move after being force to pull back and away. So, now this looks great but see how only 6 of the 12 are actively engaged in trying to slow the beast? If the other 6 in green move downwards or upward to do damage and encircle, they would have been just as fast as doing it in a V formation. And this is why the V is better suited here as it puts more men in the attack. Allow me to show you! Here we see the V formation as before it was mobile. Another drawing of the a smaller V formation that only used 12 soldiers could be seen, assessing risk of the unit in its colours. And now here it is when it’s mobile! We get this result shown below where instead of 6 men attacking men we get the entire formation able to do attack the creature which can be very effective. Also we see how our V becomes a straight line where either the beast continues its charge through but most likley more injured and damaged or it dies in the V that basically formed a pincer on it. If it dies, the infantry can then resume the V as before or become a rectangle formation if need be. And this is Why a V is the best strategy to use, especially when dealing with a charging bull like creature or a big beast that will need a team of infantry to kill. It allows more mobility and allows more soldiers to deal damage and injury upon the charging creature. Compared to your more traditional structure, this formation is more efficient and thus effectve. And remember often the charging creature serves as a distraction to give their infantry to rush your position and so thus, it’s critical that the large creature is dealth with swiftly and the V simply just does that better. An Example of an Application of the V-infantry formation in conjunction with other forces Now this example (shown below) that I started initially can be subject to change but I think 2 V’s are better because we still need to take into the fact the enemy infantry and other forces they may bring alongside the creatures or creature they intend to use as I have already described. However, this strategy shifts the killing of the charging creature to those on horseback like the calvary and horseback this time as we have shown how the V works with infantry. But the infantry in V’s are doing important work and also there could still be other enemy infantry or charging creatures present that would still make the V’s useful and the soldiers in the back are the ranged unit doing the very important job of killing ranged units and also other infantry and cavalry that may arise in such a battle. And since that we have shown why V’s are a good formation overall, now we have to get into the good parts of this strategy. Now let’s assume we have the same charging enemy creature similar to the bull or boar in our battles. First our horse units arrive and will form a circling tactic to disorient the target and perhaps slow him down and inflict damage. However, this depiction fails to talk about the Inferi infantry who will also be on the attack and if they are successful and get to the calvary while we let our infantry to hold their positions, we get this very bad situation. Can you see what happens here? Our horse units become surrounded and overwhelmed as they fight on two fronts, one side where they are circling around and fighting the bull and then the other where their infantry attack and this is why the infantry also will need to move forward as those on horseback move to attack the Inferi. And from there we get a better, more defensible position and it must be important to note that once the cavalry circles the creature they will be moving downwards to meet our infantry. Below is the result of a successful formation. Remember this is doable as long our cavalry will be circling and that circling will have a downward trend so it gives our infantry time and less distance to work with, making them a bit faster and ready to defined their cavalry. So now what happens is either men from the V or some of the ranged unit will go up and form a mini wall to allow our cavalry to do its work. And now, our infantry deals with their infantry and if in their ranks they contain very specialized forces such as the big ogre-like creatures or another huge imp like orc creature that could not be killed by just one man quickly, we have shown how the V is still very capable of fighting them down. Once the charging inferi is dealt with by those on horseback they can circle back and attack the infantry. And perhaps the horizontal wall that formed between the V’s can be separated and those on horseback can charge through. An important caveat, none of this formation is set in stone. What I have described here is an example, a basic one at that too. If there is more than one charging inferi, we can split those on horseback or we also allow the infantry to engage. Also important to note all those on horseback is assumed to have their horses and themselves wearing significant armor and I highly encourage those on horseback to carry shields. Also physics dictates that a horse with heavy armor is less pushed by an explosion compared to an infantry and that’s why it’s often good to use the cavalry on them. If the creature is capable of explosive powers like that bull in the first battle of the Inferi War Furthermore, those in the reserves can be pushed forward and moved out to fight in the V’s or be moved out to fit the need of the situation at hand. To the readers who have made it this and to the true scholars of military stratagem, If you have read this far, I thank you for having read this paper in full. I ask that you simply take the time to see and understand how the V can play and be used in a battle. To take the time to think on this, perhaps make your own stratagems. If you are a officer in your military, perhaps use this but in full understanding of your own military’s capacity and strength. And just as important, in this paper, I made no talk of the weapons to use and this was an intentional thing. For I know, I know not every army can make certain weapons like pikes or spears standard issue in an infantry loadout. Furthermore, sometimes it might be better in some situations to use a sword over a spear or perhaps in that V formation you have one line of spears and one line of swords for example. But either way, more importantly this paper was designed to promote the use of a strategy that ought to be used more often to fit the need for this kind of situation as I described above. And I, speak to you as an experienced soldier who has fought battles with Inferis, Rozanians and scores of bandits beyond count. Though I will not call myself a scholar in anyway, I do wish to tell you that I am not a man who speaks with little experience of a lack of knowledge and that I do not want you as the reader to have questions about this author’s military knowledge such that it derails the more necessary conversation about the V formation that we all ought to have as fine military men of our nations who would do what it took to make sure our fellow comrades returned home to their wives, husbands, parents and children. Sincerely, Lord Atilan Bishop, Soldier at heart and Military strategist in the Mind, Squire of the Dawn of the Blades This Document was reviewed by; His Serene Highness, Jarad Munnel, Ac’Luxz of Helious, Taur and Ruke of Alterk, and Lunderia, Magin of Vali’mae, Co’tr of Voclia, Cond’pos of Oblen, Vaton of Achyae & Sievis, Gin of Sen’nyor, Patriarch of Munnel, Ac’Luxz of the Mali’Solaril
  6. Maehr'Sae Hiylun'ehya Aher'Dagr: Blessed Warfare _______________________________________________________ -Sillumiran changing patrols near a statue of a young Seth Calith "Poverty comes easily to these soils, this south land where many lessers have trod. Though to us? Courage is native to these hearts. The fruit of Wisdom and Strong Law. Through use of Wisdom we keep ourselves free of Tyranny or Poverty" -Pamphilos of The Hyptos, on colonizing the south _________________________________________________________________ Preface: It is true, that to many who have come to the south have done so to escape harsh realities of the lands of the north. Old kingdoms had risen and fallen in the south, even during the time man had held it in his grasp, it was not easily tamed, for they too were picked apart by nomads and their walls lay ruined. Just as the islanders, and of so many more. Yet what separates the wheat from the chaff, that adversary, that trial to overcome? That is where LIFE is had. TRUE life. Where all is to gain. We have many privileges, but always should you seek to see them greater! Always have we embodied that spirit, but perhaps no time more than now! The Silver Soul Sings for her Motherland! For it is by our hands, our spears, our shields that we raise you, and in your embrace we are held! It has ALWAYS been true! Since even that antediluvian age when Larihei lead the first of the 'aheral to found and defend the first sacred cihi. Not shy to raise heavy blade and shield or staff and spell to take what was needed and guard once gained! Not evil or disorderly, It is an act most sacred and revered. For it is in these ages we shape the course of true eternity. After all, Eternal is our Motherland, our Motherland is Eternal. ______________________________________________________________ -Larihei of War, leading the blessed citizenry on the solemn duty, her owl, wide-gazing as they guard their sacred citystate Let us now speak upon the ways of BLESSED WARFARE! Aher'Dagr, the way of Blessed War represents a true and sacred method of battle, it is by these ethics and codes we perform so as to stand as one concise unit against all foes! Even if we are made of great individuals. After all, individually a great silvered hero may be able to stand against any foe, but in their discipline, together? None could ever best them. May they be learned by those all, even in passing do they impart the ancient lessons of our blessed society. Camaraderie - Together, stalwart. Neighbor besides neighbor, family guarding family Sacred Spirit - Pure, Unbroken, our sacred blood, our ancient ways. We have much to stand for, and more to take Bravery - Defiant, Mighty, grand of courage and hearty in thought and deed! Never bent Loyalty - Our ancient bonds are deep, and not so easily should it shatter All of these epitomized in our Blessed Warfare! Fight! So none extra may bleed our sacred blood! __________________________________________________________ -Certain Mali'thilln Hero parading after victory over a Snelven Prince 'Killing is the greatest act of Greed,' quote the BRIGHTLORD. This is true! For why would you celebrate these acts that would seemingly debase the soul? It is because, in my deed, thought, and action, I seek not to lay mere death upon my foe, but every encounter to better myself and truly become more perfect, the greater hero of my people! In these times we find ourselves in, it is more important than ever to strengthen yourself and seek to grow to be even greater! Indeed, in this time of ASCENT, where legends are made, and we grow ever-mighty, may we rejoice! For never have we strayed from our most ANCIENT TRADITIONS!!!! Since the most ancient times, the Elven Phalanx has been the premier method of war, it is through these traditions passed on through el'sillumiran and the multitudes of the bands of battle of the various elven citystates, that we can see truly what is right! To battle together, shield to shield, spikes levied against our foe is to be a force stronger than even MIGHTY scattered individuals! If a minotaur charged your line? You have a ton of spikes aimed at it and shields! If a magic user is casting spells? Throw a spear or sling! You have rows of others ready to do the same! If there is an impassable obstruction? Scatter! Reform with discipline to protect your casters and rear ranks! You can count upon heroic specialists to fill out other roles! _______________________________________________________________________________ -Least Magical Elven Phalanx _______________________________________________________________________________ Indeed, who can ever forget the tale of the Night of Four Drakes! For in that time, Haelun'or was not waging great campaign, and instead, the citizenry was made of the multitudes. Those many and varied who brought their skills as individuals to make our community brighter and wealthier! Wiser and stronger. Though, in that night of rejoicing, quickly did the alarm klaxons sound and worry take over the scene. Fiendish Drakes had flown forth to engage! Though, well-drilled and organized, Mali'thilln rallied before their Sillumiran. The two on duty served their parts well as sergeants of the populace! Defenders of the silver law! For they had drilled into the citizens, the formations of their 'aheral lines, their spears levied they did Hard Battle alongside that brave silver warrior, whilst the specialist sharpshooter, in shining mail drew his bow, and with his arrows, felled two of those invaders of the flight of drakes! The others felled by spikes of the phalanx! SO much rejoicing, as TOGETHER the strong citizenry defended themselves and their sacred motherland! Suffering no casualty, save for injury of the brave sillumir commander, and an auxiliary visitor! Indeed, shoulder to shoulder, defending your fellow citizens is the safest place to make war! -Wouldn't it be great to have a fellow hero besides you? _______________________________________________________________________________________ Listed here are descriptions of the various forces in service to the Great Silver Citystate Auxiliary Citizen Soldier Sillumiran Blessed Band _____________________________________________________________________________________ -Common is it to see men of the tribe, foreigners and expats coming to take privilege, utilizing their skills In this era, silver armies are composed of great forces! Many derived not just from the core citizenry and her colonies, but even from lands far afield! Foreigners, and ex-patriots, those who wish to find themselves at the benefit of our blessed society, Indeed, Seek out the benefits that arise when one has served as Auxiliary, as no matter if you are a dwarf, an elf, or even a stunted High-Goblin, you will earn the same great privileges and offers bestowed to even Citizen Soldiers who arise to become Sillumiran! A quart of silver, Land, and the servants to tend it! Auxiliaries who prove themselves superb in character and skill may be asked to directly enter a Sillumiran specialization should they be recommended by their comrades in the silver army to their betters! Their most common roles tend to be to serve as policemen under Sillumir captains, or to fight along with the citizenry in war. Auxiliaries who volunteer for, or perform impressive tasks are most beloved in the city! Most have come from abroad, places as far afield as the great Scydrian Steppe, who's horse archers and charioteers are greatly prized, to the expats of Starland, who return for the promise of a pure life free of the looming darkness of their claimed land. All are welcome to earn privileges, as it is a deed most blessed! ___________________________________________ -After All, This is LITERALLY us The Citizen Soldier is the common Mali'thilln! Prepped and capable! With arms provided by the state! For it is assumed that even the most common Mali'thilln in accordance to Maehr'sae Hiylun'ehya has tuned their bodies and minds with drills and practice to make themselves useful even in sudden battle. More often than not the sole reason for our Mighty Citystate's successes has been a populace which has always been ready to don the Silver Helm of Battle and defend their Sacred Motherland with spear and spell! Indeed, from their ranks that magicians and other experts such as alchemists and casters have proven critical! It is around them, that many a wise Commander of Armies has built a force around! _______________________________________________________________________________________________________ -“Enact the Silver Law with an Iron Fist, our foes forever kept at bay by the authority of the Blessed Republic... Sillumiran, The Weeping Blades, it is they who have undertaken the oath to Larihei of Law, to uphold her ways and the mandates of our ancient democracies. They are members of the Citizen Soldiers who have chosen to serve, and in times of war they are known as the veteran forces. Heavily drilled and determined, for in their sacred oaths they undertake the impurity of general battle, of even being forced to harm those of sacred blood in times of dire circumstance. It is these units clad in full armor, and gleaming silver shields that serve as sergeants and vanguard, in the 'aheral phalanx and many varied roles! Starting with the most seldom seen Vihai, whom only whispers are herd of their vital deeds, to the general forces from whom the heavy ranks are drawn the legendary Jaggernoth, the 'Aheral Cataphracts, the Silver Magicians, though in their ancient roles as Guardians of The Silver Order, El'sillumiran serve as the city's guard of the blessed citizens first and foremost. Sillumiran are subsidized by the state, with their own housing, education, and silver paid in their name. Once promoted to a specialization, el'sillumiranare granted a quart of silver, land, and the servants to tend it! Which is most typically used to expand their Talonnii's holdings and status. ________________________________________________________________________________________ -A farmer has the tools of their trade, a 'Lad' has tools of their own TRULY, battle is best only when it yields substantial reward. So if it is WEALTH, and PRIVILEGE, that are best when taken by the tip of a spear, then none can be more gifted with such blessings than that very own Chosen of The Blessed Band! This is a specialized band, which in its wide and varied service has more than once been the key linchpin to securing our great republic and valiant democracy! Indeed, these are HEROS! Their tools are the shield and spear, for it is by those they take sweet wine from the vine, their wealth and bring blessings to our citystate. If one was to ask the typical citizen what is their profession, be they sillumiran or not, they may answer plainly things such as tailor, or mason, lawman, scribe... But to ask one of the Blessed Band is to get a simple reply! War! War! War! Amongst this Band of no MERE soldiers, but WARRIORS, those PICKED for this most specialized band. Hand chosen from the ranks of the mightiest sillumiran, or citizen troops, or raised up through ways of ancient sacred training, the 'Gymnos'Yallir'. They must actively practice That 'Blessed Life'. This is a state where one does not need, for he is provided for by his lands, talonnii, or estate, where one is free to display and practice their profession full time just as any other job, for indeed they must be an expert at their field. It often does not allow much room to be toiling for mere existence. Luckily, nearly all of the citizens of our blessed citystate are those birthed into means! ________________________________________________________________ A final message to those who have not forgotten ....... The Citadel beckons. Elcihi invites you home, mali'thill. Your eternal paradise awaits you. It is the duty of the immortal to live amidst their kin. Forsake the descendants and live with your fellow mali'aheral.. It is the will of Larihei. Your privileges to be vast, and succor you will find.
  7. Through a Soldier's Eyes Doomsday The haeseni people had flourished out of their houses. Chants echoed past the city walls and clamoring reached a young soldier’s ears. Through a glass paned window, a Haeseni oathedman peered at the bustling market of Karosgrad. “EA SAY FER, DU SAY SAVOY.” A voice said through the crowd of soldiers, women, and men. The oathedman looked to the newly installed shops of Karosgrad. There, a large rally of around one hundred and fifty soldiers of Sedan raised their fists as they gathered around the Prince Lucien of Savoy. Throughout the square, roars and shouts shivered the market carts. “KRUSAE ZWY KONGZEM!” The soldiers said about their cheers. As the allies shouted about, the oatheman’s brain had finally been rattled, “The day had come to defend…” – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – Among the Battlefield Arrows soared through the bright blue sky across Eastfleet. The overwhelming projectiles from the Tripartite Coalition swarmed the Imperial Army. The oathedman strung back his bow, shooting high across the battlefield where his ferrum-tipped arrows struck down the unfortunate Orenians. Upon the command of Grigori Vyronov, Durorn Ireheart, Grand King Bakir Ireheart, and Prince Lucien, the forces of the Coalition charged forth towards South Bridge. Among the rally, the Haeseni oathedman charged forward with sword in hand. His blade clashed forth onto the Imperial soldiers, slicing across the plated army. His brothers of the Coalition violently cut down the numbers whilst the Imperial forces fought back with all their might. The Haeseni soldier looked to his plated feet. His visor gazed down at the bloodied, cold, and solemn bodies of men and women who fought bravely for their nation. “WE ARE WINNING!” Grand King Bakir Ireheart shouted across the battlefield. The oathedman looked aloft, his eyes gazed across Eastfleet. It was true, the Orenian forces had been further cut down, their bodies lying cold on the soil. “FINISH THEM OFF!” Bakir shouted once again. At that, roars echoed across the allied forces of the Tripiarte Coalition. Their blades pierced through the Orenians at a rapid pace while the oathedman grew a smile. It didn’t take long until the Imperial rally had been reduced to only those who played dead inside the corpses. That day, the Coalition had defended their land. At that, the oathedman roared in triumph. “The imperials are dead, we claim victory!” – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – A Day of Celebration “KRUSAE ZWY KONGZEM!” The drunken oathedman said. There he sat in the tavern sharing drinks with his brotherhood. Cheers roared through the Capital City of Karosgrad, “To the palace!” A noble called to those in the market. “The koeng has a speech!” A joyful crowd rushed into the palace, attempting to find a seat in the throne room. Barely did the oathedman listen to the Koeng, all he knew was that day was a day of victory for the Coalition. With a starting rally of 18,200 for the Coalition and 11,700 for the Imperial Army, the Imperials managed to survive with only 100 left alive. Truly a victory for the forces of the Tripiarte. “This is one of many victories we will claim!” The oathedman raised a fist, the rest following the motion shortly after. – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – .
  8. A forceful de-militarization of the South, Naval Superiority ​ ​ The abandonment of the Dwarvish naval port in the East meant the expansion of the Kingdom’s power over their enemies’ water. Thanks to the colonists sent by Lord Franz I of Vladovic, the port town and fort was taken. However, all the ships that were previously at bay were now long gone. They now sit at the closed and vulnerable bay near the Grand Kingdom’s capital. And so it had begun, the counts, barons, and dukes of the Kingdom all took it upon themselves to construct a broad navy spanning to massive galleons to a new breed of warships, the Steam Boat. ​ ​ ​ For strategic purposes, these warships are faster than their predecessors while taking up large amounts of coal to power them. They pack a punch for those witnessing its might, the HMS King Daniel. So therefore, those of the Kingdom of Oren’s mass arsenal set sail for the bay of the vulnerable Dwarvish warships for King and Country, for the Canonist faith, and for Glory! ​ The skies fill with smoke in the Southern Isles as the fleet makes its journey towards the defenseless ships, trapped in the bay. After the passing of Port Davier, the Orenian fleet closes in on its prey. Ever so closely, the fleet makes anchor around a few isles, out of vision, to plot. In the next hour, they raise anchors and perfect the steam engines, rams, ballistas, and catapults, and men-at-arms ready to seize the day. Type of Battle: Pillage Time & Date: 3/8/2015 5 P.M. EST Attacking Forces: Reformed Kingdom of Oren and Allies. Defending Forces: Grand Kingdom of Urguan and Allies Location and Boundaries: Dwarven Naval Port ​ Terms of Victory: Victory for attacking team: If the defenders are all killed or driven out of the battle area. Or. If the defender’s ships are destroyed or occupied by attackers. Victory for the defending team: If the attackers are all killed or driven out of the battle area. Or. If the attacker’s ships are destroyed or occupied by defenders. Battle area terms will be discussed on by the leaders of both sides. Rewards: Victory for the attackers means the attacking force can willingly do what they want with the spoils of war. That includes the remaining ships and structures around the base. (For 1 Hour) Victory for the defenders means the region may not be war claimed for a time based off the suggestions of non affiliated Game Moderators with the consent of both sides. This also includes that they can do what they want willingly to captured ships. Rules: Server rules TNT is allowed Swimming in armor is allowed (For the sake of decency) Ships may be boarded by ladders No new modifications to defenses or ships No team killing No fake statuses No returning to battle No meta-gaming ​ ​All items in this location may not be transferred to another, starting now.
  9. First off, this (redone) lore is a collaboration between myself and Lanader. Second, about the original (which was purely his work, and I will take no credit there). When he first posted it, there were multiple of us in the community whom took a great interest in the idea. First off, support mages - Wat? Since when did we have those? We want support mages! - and second, it just seemed like an aspect of RP that would be new. Of course, this received a lot of support, eventually being accepted by the old MT. However, the LT was yet to reach a verdict on the lore. When the old lore system was abolished, everything in implemented and accepted lore was moved to official canon lore. This lore, was one of them. Myself, still having not forgotten about this, one day modreq'd to have some locks removed on a building left behind by the previous owner. Lanader was the one to answer, and of course, myself, wondering, if it was official lore, why it hadn't in fact started up, asked him about it. He said that whilst the MT had accepted the lore, the LT had not, with the majority of the vote being undecided with one saying no, because it was apparently too similar to Ascended lore. I then offered to try rewriting it, in hopes of having it truly accepted. The ordinary playerbase will never know Ascended lore, apart from what was known publicly in Aegis. Of course, clerics would be the most obvious source to compare to, as they are, in essence, weakened Ascended (yes yes, technically not. I don't care, in the end, it's the closest thing). Now, I compared the two. Whilst I found similarities, it was clear that I couldn't changed Lanader's original lore without changing everything. So I added on. Lanader may or may not have already sent this in via PM. However, public interest is always important, and can help sway/quicken the decision. This is our remade lore for battle monks. I hope you enjoy, and I hope the changes we've made to the original lore will be of satisfaction to the LT. And without further ado, we present to you... The Battle Monks of the West ~*~ "They will die for what they believe in.." The Creation A long time ago, there were four men. These men went by the name of Rezu, Zera, Saydhi, and Adi'ken. These men were born within great and large tribes that focused on self-discipline and being at peace with themselves. But these men had no great gods, no leaders, no spirits to look up to. They believed in the world, and to the world they were grounded. But as with any culture, any race or group of people, there are those who rose up to bring about change. These men were Rezu, Zera, Saydhi, and Adi'ken. These men believed they were inspired by a greater force, but what it was, none of them could give a name to. But, when they spoke up, they were exiled and banished, in a rare act of anger by the tribes. And thus, they grew to be wanderers. Alone in the realm of Aegis, they walked long and far, shunned by humans, elves, dwarves, and orcs, for various reasons. But the men, staying true even still to the basis of their culture, continued to believe in this greater being, and would eventually be rewarded for it. They had been running, blindly, through a large and old forest, before they came across a great temple. They ventured inwards, and saw various artifacts strewn about. Whilst some men might have plundered the temple, these men did not. Instead, they began the process of repairing it, and picking up the pieces. They did not fiddle, nor experiment, nor fool around with the artifacts, but instead, cleaned, preserved, and honoured them. And there, they continued to live. It was for many long years that they had lain, meditated, and rested there. After some time, they thought they felt a strange, but comforting presence as they walked through the ruins, and this only reinforced their beliefs further. And so they crafted long staves, and placed upon each end, some sort of valuable crystal. These staves, they thought, were merely symbolic, and they often compared their crystals to their philosophy, but they were, otherwise, unimportant except as a symbol of their unity. And further years came to pass. And at last, the men were discovered. Six armoured bandits came, and they rushed into the temple. In moments, artifacts were destroyed or plundered, the temple desecrated, and the men were sent fleeing for their lives, right down to the bottom of the temple. The story of what exactly happened in that deep and dark place is not known by any, for Rezu, Zera, Saydhi, and Adi'ken refused to tell, but it was believed and widely accepted that the presence (which they would later call the "Great Spirit") granted them abilities which would allow them to beat off the invaders, and so the crystals began to glow and spark. After a short battle, the bandits had either fled or died, and the monks reclaimed what they could. The men eventually learnt of their former tribes' troubles. They were beginning to die out, engaged in a civil war with each other. When one tribe came to them to ask them to come back and help them end the war, and thus preserve the tribes, Zera told them no. And, in anger, the man representing the tribes said slander against Zera's "Spirit. " And so, Zera killed him, even before the masses came to slaughter him. And so came the first Monk to give his life for the spirits. ~*~ Monks in Present Day The monks, after receiving the blessing, knew they had found a basis through which they could truly spread their beliefs. They began to treasure and honour, even worship the temple, for it's spirit's saving of them. They believe they owe their lives to the Great Spirit, and so, they decided, they would protect it's holy places and name with their lives. By the end of Aegis, however, the temple was destroyed, taking Adi'ken with it. As Rezu and Saydhi continued on, they found the blessing weakening, and soon after arriving in Asulon, resolved to build further temples and shrines, and keep their religion alive. In time, with the aid of the blessing, they garnered others to worship the Spirit, and others who would even go on to become monks themselves. And so began the Battle Monks of the West, for that was where they had discovered the first temple. And when Rezu and Saydhi had died peacefully in their beds, the former initiates took over, and they continued the order until present day. The current Battle Monks of Anthos believe their duties are to protect the spirit's holy places at almost any cost. They must, however, first and foremost, never let the religion die, so there must always be one person and one holy place. They do not necessarily use their powers for good, albeit most do, however, are considered more to be neutral. Most do not go out of their way to protect others except for fellow monks and, on occasion, their flock. As such, they are considered to be a lawful neutral alignment, and are simply good-natured. They do not often concern themselves with outsiders, and as such, rarely participate in wars, nor actively seek to bring peace to the world. ~*~ Appearance The monks wear robes, cut short, with trousers, to allow for mobility. Unlike many other mages, they are also able to wear small amounts of armour, most often consisting of bracers, large metal "belts," chain skirts, and so forth. They most often wield staves bearing two long, thin, crystals. These crystals may be a variety of colours, but appear to be mostly cosmetic, until a monk begins to draw on his blessing. Once a monk begins to draw on his blessing, it begins to spark, flow, and glow with energy. ~*~ Magic (Lanader and myself thought it'd be interesting to see a support-mage rather than a pew pew mage, etc..) (Yes, we realize we have not SAID what their magic does. Well, here you go!) The Battle Monks, once they activate their blessing by channeling energy through their staves, gain various powers to help them and allies turn the tide in a fight. Firstly, they will be able to provide a support-type of magic to their allies. For example, if Monk A is fighting with Swordsman A against Swordsman B, Monk A can buff Swordsman A with a status effect such as strength, and perhaps turn the tide in a fight. How this would work RPly is this: Much like Clerics and Druii, the Monks draw power (which they call "nature energy") from a deity as well. The energy they draw from this deity can then be directed through the staff to the long crystals at the end. These crystals begin to glow and spark, and begins to collect the energy that the monk is drawing. Once enough of said energy is drawn, they can release this energy into allies or themselves, and the power drawn from the deity will allow for things such as increased force behind blows, greater strength, skin which grows tougher, greater morale and stamina, and various other such buffs. However, these buffs drain the energy from the crystals, from the monk, and from the deity, and once it runs out, all active buffs are no longer effective, and a monk will have to pray/meditate nearby a shrine. There are tiers of a sort for this magic, and it IS necessary to go through each tier before attaining some significant, new level of power. As explained, a Monk cannot cast magic without his staff, as it is the medium through which a monk can draw energy without overloading his body with various buffs, and thus, destroy/severely damage it. This is due to a deity's power being far too great for a mortal body to redirect by itself, particularly when it causes temporary changes to the body. As such, attempting to draw the energy of the Great Spirit without a staff will cause the monk attempting to utilize it to die (and by this, I mean a Perma-Death. Your character is gone. Dead. It cannot come back. So yes, you are welcome to try using it without a staff. Just remember, your character does it, he's gone. Dead). With each tier comes newer, stronger, longer lasting, spells. However, it's unlikely that any buff would persist throughout a long fight until at least the "4th" tier. At the fifth, it's possible a buff may last through two, but only with a lot of practice. It should be noted that a monk's staff is personal and truly unique. It cannot channel any magic except for the blessings (albeit a monk can still learn non-restricted magic barring Clerical), and is indestructible, except for by an Elder Monk's severing magic. It cannot be wielded by any other monk. A monk may have multiple staves, but each can only be used by himself. (When the actual order comes, the names of shown tiers may change. Also, many buffs here are based on MC status effects.) Initiates: When a monk first receives the blessing of the "spirits," they must practice gathering and utilizing nature energy, and then pushing it into their staves' crystals for usage. At mid-point of this stage, they should be able to push small amounts of energy into others or themselves, allowing for a small, weak boost to stamina, and an increase in speed (increase to speed does not mean agility nor dexterity. It is quite simply a character's SPEED). (Speed I) Novices: When a monk has practiced and meditated multiple times at a temple or shrine, they will be given a task to complete. This task is meant for the initiate to see their own values, their own strengths and weaknesses, and then act upon it. Their loyalty to the battle monks and to the spirit are tested as well, and if the initiate in question is found insufficient, punishment may follow, or they may simply have to wait longer. An initiate can ask for his first trial at any time. If he passes, he becomes a Novice of the Order. A Novice begins to grow to understand the Spirit, and his bond becomes closer to it. They begin to see the true nature of the energy they draw upon from the spirits, and begins to grow comfortable with it's usage. Their magic allows for them to direct energy to the eyes without damaging them, allowing the monk to enhance his or an ally's vision to the point they could see relative shapes in pitch black darkness, and see almost regularly on a moonlit night. They can also inspire others, which would increase morale in combat and give hope when one would despair. (Night Vision) Adepts: When a monk believes his bond with the Great Spirit is strong enough, a monk can ask for a second trial. This trial varies per person, but it again tests loyalty, knowledge, and their own personal self. If found insufficient, he may be punished, or he may try again, depending. If he is, however, found sufficient, he begins the journey to join the Order as a true monk. He begins to learn to affect himself and others in greater ways. As such, he is beginning to learn to "toughen" skin, so that it is somewhat harder to cut, like scar tissue without the debilitations that would come with such. At this stage, a monk would truly begin to feel willing to kill or die for the spirits. (Resistance I) Monks: The final trial to become a monk is a show of prowess. A show of prowess of strength, knowledge, loyalty, and of the self. As such, it is often a dangerous expedition, and one must be careful not to fail, as, unless the monk was lucky enough to simply be given a trial by one of the Elder Monks through a duel and other such things, the trial will most likely end in the monk's death (this does not have to be PK). However, if the monk can succeed in completing the tasks set before him, he is honoured as a full-fledged monk. He is sworn to the spirits, and he has complete, unwavering faith in them. He will not betray the spirits or his order for ANYTHING, be it money, or land, or glory. They can push nature energy behind strikes, making them more meaningful and far more powerful. For an extremely short amount of time, the power derived by the nature energy can even protect against lesser burns and fires. After this point, a monk is able to do almost anything that is available to monks, and can even experiment with various abilities not listed here. They can also teach other monks. They are able to construct small shrines to the Spirit as needed, which, to believers, will exude a feeling of peace and comfort. (Strength + Fire Resistance) Great Monks: These monks have done great things for the Battle Monks, or else is extremely deeply attuned to the spirits. For this, "tier," per se, it is possible to self-teach into reaching it by practicing the spells often. At this tier, one would become able to grant an even more resistant skin and immune system, and has essentially mastered all basic (listed) abilities. Also, their previous buffs become stronger and longer. They may continue experimentation with new spells, however, canonification of said spells requires a lore post. (All previous abilities gain an additional level, and Health Boost. Stronger the buff, the sooner it'd fade. Second level buffs would likely only last a few seconds MCly, maybe a quarter to a half of a fight RPly.) Elder Monks: No great differences between Greats and Elders. However, an Elder Monk is chosen by another Elder Monk, and these can take control of greater decisions concerning the Order. As such, they also have the power to sever a monk's power, if needed and only if the spirits are in accordance. (In other words, this cannot be done unless the Monk in question had somehow power-gamed or acted in a way that does not follow lore. Regulates magic and so forth.) ~*~ Requirements/General Information -Monk staves are personal and truly unique. They cannot channel other magic types, cannot be used by other monks other than the one who first used it, or at least until they die, and are otherwise indestructible. -The magic cannot be self taught until the monk has truly become a Monk. After that point, he can choose to learn until he becomes a Great Monk. -To join, one would have to find the monk in RP. This CAN be done through forum RP, but it will not be done through apps. After that point, a monk will show them around, and let them stay so that they can observe existing monks RP. They would also likely accompany the Monks as part of the flock, until they decide to join or not. -A Battle Monk should venture around Anthos and try to spread his beliefs, and should attempt to garner a flock. -A Battle Monk cannot cast magic without his staff, unless the player wants to PK his character. By joining you acknowledge said fact. -A Monk will die and kill for his spirit, and the strongest will take it to the extreme. The slightest slander of their beliefs may end with him ripping out the offender's heart, or otherwise brutally murdering him. -The glowing staff is mainly cosmetic, however, they channel their magic through it. -The Monks use an alternative for mana: They, like druii, clerics, and so forth, draw from an otherworldly entity, called nature energy. Unlike regular mages, they cannot regenerate power on their own, and must meditate or pray at a shrine instead. After some IC time, they will have gained the power to keep going. -Monks are NOT protagonists. That is to say, they aren't necessarily good people, and it can be hard to move them to do something except in self-preservation or preservation of the spirit/religion. They are merely support mages, whom, if NEEDED, will use his magic to aid others and himself. So a criminal runs across the rooftop, at night, and guards can't see him? They come up to a monk and ask, "Can you grant us vision?" The monk is unlikely to do so, except for POSSIBLY as a way to show that his religion is the greater one. -For monks to properly draw nature energy from the spirits, they must go through great amounts of training and meditation to understand the world around them as best as possible. Whilst this may not necessarily be scientific knowledge (it might be metaphysical, it might be metaphorical... He must simply have knowledge of some great sort of the world as a whole). -Battle Monks' magic can alter the monk in question physically and mentally permanently, after great amounts of training and extended usage. This is not to say that they would be able to grow extremely overpowered (use your common-sense when you RP the long term side effects), but they would have longer life-spans, and unlike most mages, no physical retribution to the use of their magic. Their connection to the spirit, rather, makes them more indifferent to outsiders, and they become more observers than activists. They also would kill and die for their Spirit, and at "tier five," we're talking a small slander could lead to them trying to break a neck. ~*~ Significant Items/Artifacts of the Monks Staves of the original Monks: These staves are greatly prized and held within glass cases. They were used by the original monks who were first blessed by the great spirit. No monk has used them to channel his power since, and it would be considered a crime to do so unless it were a last resort to defend a holy place. Head of the "Spirit": One of the most prized items within the order, it was placed upon the shrine in which the original monks defended. It ranges back from Aegis. It appears to be an old skull, and was carried with the last monks to Anthos. All Monk Staves: As each staff is personal and truly unique, each staff is thus an artifact of the Order. These staves can - and many of them HAVE - channelled the Spirit's nature energy. The Chalice of Hope: One of the original artifacts, it is said that Zera drank from it after successfully defending the original temple. There are no other artifacts or any important items at this time. EDIT: Please give feedback and how we could further improve this, playerbase. We want to hear your opinions.
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