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Armeira

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Master Mew

Level 7
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armeira_banner-1.png

The Land of Armeira
The Map
mapvs4.jpg
Map Markers
Note: Most locations will be described in detail by YOU, the Roleplayer; feel free to form the world around you as you see fit - use the map and descriptions (when applicable) as guidelines.
1. Tuseid (Major City)
The Capital City of Armeira, the seat of its Government

Guild Halls:
  • Temple
  • Warriors Guild
  • Mages Guild
  • Assassins Guild
  • Royal Guard (Main)
  • Merchants Guild (Main)
  • Craftsmens Guild
2. Arlok (City)
Guild Halls:
  • Mages Guild (Main)
3. Migaroth (Fort)
Guild Halls:
  • Royal Guard
4. Pithis (Village)
Guild Halls:
  • Assassins Guild (Main)
5. Melaphos (City)
Guild Halls:
  • Warriors Guild
  • Craftsmens Guild
6. Tharleia (Ruins)
7. Harteil (City)
Guild Halls:
  • Warriors Guild
  • Mages Guild
8. Kaliroth (City)
Guild Halls:
  • Mages Guild
9. Peletoth (Major City)
Guild Halls:
  • Warriors Guild (Main)
  • Mages Guild
  • Temple
10. Maritheth (Fort)
Guild Halls:
  • Royal Guard
11. Yoraquet (Village)
Guild Halls:
  • Assassins Guild
  • Craftsmens Guild
12. Ignoret (Temple)
Guild Halls:
  • Temple (Main)
13. Alimbar (Major City)
Guild Halls:
  • Warriors Guild
  • Mages Guild
  • Koleiros Cult
  • Craftsmens Guild (Main)
14. Tartheth (Encampment)
Guild Halls:
  • Koleiros Cult
15. Torimeir (City)
Guild Halls:
  • Warriors Guild
16. Koleiros (Ruins)
The mysterious figure Kolos, worshipped by the Koleiros Cult, is believed to reside in these ancient ruins. Misfortune befalls any would-be adventurer who ventures too close.
17. Werak (Village)
Guild Halls:
  • Assassins Guild
  • Craftsmens Guild
18. Arimei (Fort)
Guild Halls:
  • Royal Guard
19. Yorhai (City)
Guild Halls:
  • Mages Guild
20. Talimaeus (Ruins)

Races
Note: These are the three races native to Armeira. You can create your own race if you would like, just remember that if you use a custom race for your character you will have to state where your character lived (a fictional place) prior to coming to Armeira.

Ertai
This human-like race is lean, tan-skinned, and athletic. They excel in endurance, have moderate physical strength, and low magical prowess. They originate from the Plains of Baridae region. They are known for being thoughtful, passionate, and artistic.

Herthar
This heavy-set, dark-skinned, muscular race excels in physical strength, has moderate endurance, and low magical prowess. They originate from the Sorilae Mountains region. They are known for being stubborn, proud, and generally less intelligent than other races.

Alimor
This elf-like, fair-skinned race has excellent magical prowess, moderate endurance, and little physical strength. They originate from the Avimeir Mountains region. They are known for being intelligent, sophisticated, and deep.

Guilds
The Temple
Chief-Priest: Solarus

Description:
Solarus, being an understanding and kind sort, felt that a temple catering to only one faith was too close minded and that it wouldn’t be fair. Thus, the temple isn’t simply a center for a particular religion but a place anyone can worship freely; so long as they respect others right to do so. Solarus, as chief priest, does follow a particular religion but has taught himself the ways of the others that flock to his temple as well, so he may understand the views of those who come to seek guidance. He also only leads worship in his own faith, but permits other religious ceremonies to be held in the temples other rooms, which are specialized to suit those beliefs.

The other function of the temple is a place for wisdom and enlightenment to be reached, and it compiles knowledge from throughout the land, so that those seeking it may find it easily. Solarus’ other main duty is helping knowledge seekers find the information they require and to give advice from his own knowledge, as well as settle disputes brought before him.
When not leading services, Solarus lives in his courters in the center of the temple, while well provided for, he enjoys simple pleasures, mainly reading and playing intellectual games. While previously this room, and the temple as a whole, was mostly unguarded, in light of the cult’s recent threats, the royalty saw fit to post guards in the temple in fear it, due to its religious significance and the large amount of invaluable knowledge stored within, would be a prime target for the cultists. Solarus’ courters are now guarded as well, due to his rank in the temple and well know opposition to the cult’s activities. Solarus doesn’t like these measures, but admits and accepts in times such as these it’s a vital sacrifice.
The Warriors Guild
Guild Master: Nightfall

Members: Nightfall (Guildmaster), Dusk

Description:
The warriors guild, a guild that can turn anyone into a great warrior. This guild has existed for thousands of years, and no one really knows when it was first founded. Some believe it was created mere days after the creation of Armeira, while others argue that it probably hasn't existed that long. The Warrior's Guild is rumored to be the best guild in Armeria, though some may argue that others are better. This guild will take in anyone that has any skill in fighting. Everyone who joins the guild is trained in archery and swordsmanship, along with other valuable fighting skills. There are even rumors that some of the higher-ups in the guild are taught basic magic.
Anyone who joins the guild is first made an apprentice. Apprentices are trained by a warrior until the warrior thinks they are ready for combat, and then the true test begins. What happens in the test is a mystery, though most of the time it involves going to a hidden location and bringing back a rare item. Once an apprentice completes the test, they are made a warrior. Many warriors spend time patrolling the borders and streets of their cities, while other train longer and are sent to wars. All warriors work on missions, which could be anything from climbing a dangerous mountain and bringing back a rare plant to capturing an outlaw. There are three main branches of warriors in the Warrior's Guild:
1. Close-range
Close-range warriors are handy with a sword, knife, or axe, and are often used on the front line of a fight.
2. Ranged
Ranged warriors are skilled with long range weapons such as a bow and arrows. They generally have good eyesight and memory.
3. Others
Other warriors are ones that haven't show efficiency in long or close ranged weapons. All new warriors are placed in this branch until they prove that they can fight well with a certain weapon.

Each branch is ruled over by a Master. The Masters are known to be skillful, serious warriors. Rumors say that they can move through the forest invisibly and make stealthy kills better than an assassin. The Guldmaster rules over the three Masters and the three branches.

The guilds are peaceful inside and out, and no fights have ever been known to happen between warriors. Warriors learn more than just fighting skills, they learn to connect more with the world around them and join in harmony with the flora and fauna of Armeria.
The Mages Guild
Guild Master: Xavier Fireblade

Description:
Description:
The mage's guild is a large white castle on a hill overlooking the city of Arlok. The castle surrounds large, peaceful grounds and there is a lake back behind the castle. The interior is brightly lit and there are many tapestries of an ornate nature hanging on the walls. The Mages have colors of red and blue as their main colors and as such much of the decor in the castle is based off of these two colors.
The Assassins Guild
Guild Master: Alias

Members: Alias (Guildmaster)

Description:
The Assassin's Guild; one of the oldest establishments in Armeria, because there has always been a need for killing. Founded on shadows and misdirection, little is known about the origins and older history of this Guild. When you want to hire them, they find you. There are three ways to be initiated; murder someone (innocent) yourself, find a base of theirs, or be chosen by them. Turning down any of these offers results in a swift, painless death- unless you resist, in which case it's most likely going to be very painful.

They have three main branches in the Guild; those who only kill the people they know are corrupt, known as the Nobles. Those who only kill their targets and anyone who might pose a threat to their mission; the Shadows. And those who kill anyone and everyone who gets in their way; the Assailants. It should be noted here that not all Assassins are stealthy; the best ones are, but the most violent of the Assailants leaves no witness.

Each of these three branches has their own group of leaders, of whom report directly to Alias. They chose who advances in the guild; from Origin to Shadowknife to Nightwalker to Reaper to Death. All Deaths are the 'council' that lead each branch. And anyone in the guild can become Guildmaster at any time; simply killing the current one will suffice. However, one may also be nominated by the Guildmaster before his natural death and then he may become one.

Now, on the subject of their Marks, their targets. Each Mark recieved is first sorted by difficulty; the easiest ones go straight to the Origins without any further sorting. For Shadowknives and up, though, each Mark is checked to see if it would best fit the talents of a Noble, Shadow, or Assailant. If a Mark comes in that only the Deaths can handle, a specific Death is chosen for his exact talents. There have only been three Marks in the history of the Guild that the Guildmaster himself has had to handle; one was the king at the time, one was the queen, and one was the leader of an invading army.

Now onto the requisites of each branch; to advance far as a Noble, extreme stealth is a must. Since Nobles only kill their target, they must focus on getting a deadly strike in quickly and getting out. Assailants are also usually stealth based, but with more focus on combat; they see no reason to not fight off the guards that come after their Mark has been downed. The Assailants, however, are straight-up combat. Bigger axes and swords, heavier armor... their goal is to intimidate, as well.
The Royal Guard
Guild Master: Emperor Bartholomew Paldebez IV

The Royal Guard Guild is comprised of four main divisions to cover all the bases the Emperor could ever want: Assaulters, Protectorates, Cauldreins, and Beastlords.

Assaulters:
Powerful fighters. What they lack in the training of the members of the Warriors' Guild, they more than make up for with their equipment, which was once touted as second only to that of legends. While their main point is their powerful weaponry, their other aspects vary from soldier to soldier. Several choose to try to be as versatile as possible. Some forgo armor to carry heavy weaponry with ease. Others teach themselves a branch of magic and combine their spells with their equipment. The leader of the unit is a massive armored troll by the name of Corvus Bashwood. His past and why he has decided to aid races his own are on bad terms with are things known only to him.

Protectorates:
They are led by a fiercely loyal and powerful knight known as Sir Rwalatheus. Acting as the spiritual opposite of Assaulters, they focus in on heavy and specialized armor. This has the unfortunate side effect of causing most's agility to be on the low end, and for all but the most rugged or specialized to rely on light or alternative weaponry. However, their durability makes it a relative non-issue for them, and makes them a favorite in the palace. Like the Assaulters, although they rarely reach mastery with it, some do choose to learn magic, either to enchant their armor, or to attack their enemies.

Cauldreins:
A division once existing in the past, long forgotten and rumored to be evil, which has made a resurgence due to the Spellbreakers' Division offering no real perks over The Mages' Guild. The Cauldreins use and study alchemy practices, be it witchcraft, summoning, medicine, or simple Chemistry/other sciences, to assist their Emperor. A young woman named Leah Epstein heads up this guild: mainly as her distant relatives were witches. Her severe confidence problems tend to get in the way of her work, unfortunately.

Beastlords:
The Beastlords were the product of the Archers having relatively little to do, an infestation of rats, and the Emperor giving a smartass comment to the Mounteds over how they only ride horses. The Beastlords are basically arcitechs, jousters, archers, and animal experts all rolled up into one. Their knowledge of land, from township to wilderness, allows them to assist in effective manners based on the area in a wide variety of circumstances. Their other skill lies with beasts: if it's big enough, a Beastlord can ride it. And after that, you get to pick your poison: get bombarded by projectiles, or get impaled on their polearms. Their leader is a man named Ryan Coyot - a druid with the capability to become beast himself.

Members: Emperor Bartholomew Paldebez (Guildmaster), Ryan Coyot

The Koleiros Cult
Guild Master: Xaruz Zxarkone

Description:
The Koleiros are a fairly well-rounded cult, having members of all kinds. The highest rank is Chief Priest, occupied by Xaruz. From here, the rankings branch depending on your class. For warriors, the next lowest rank is the Chief Commander, the leader of the majority of the warriors that have allied themselves with the Koleiros. The mage equivalent would be Chief Necromancer, and the assassin equivalent would be Chief Assassin. The next lowest ranks would be Commander, Death Harvester, and Shadow Traveler for warriors, mages, and assassins, respectively. Then the lowest ranks for the three classes are the standard Warrior, Necromancer, and Assassin. Oh, and when referencing these titles, it would be better if you were to put a Koleiros in front of it. For example, "Koleiros Death Reaper" or "Koleiros Assassin"
The Merchants Guild
Guild Master: Abbas Faysal

Description:
This guild, based out of the capital city for the moment, hails from a far-off land of deserts and deep jungles. The capital base is currently the extent of their operations within the empire-but they do own several ports in that distant land and do a brisk business in foreign goods-they don’t, oddly enough employ many locals to guard or sell their wares, their labor pool seems to come exclusively from their home-land. Their guards are well-trained and they boast a few magic-users amongst their ranks.

The guild is organized thusly-Abbas is at the top of course, bearing the title of “Merchant Lord” below him are four Under-Lords-people with authority, but still bound to the will of the Merchant Lord. The Under-Lords are his lieutenants-they manage the day to day running of the guild and occasionally meet with their lord to offer him advice. Below the Under-Lords are the Merchants themselves-those who sell the guards. After them, there are the guards, led by the Under-Lords and under overall command of the Merchant Lord.

Insofar as anyone can tell, they are here to make a profit and expand their operations-but there are rumors, whispers, that they seek something more. What is known however, it that they maintain a "trade fleet" of sorts-based out of several docks that Abbas has purchased, this trading fleet is compromised of strange ships from the far-off homeland of the guild. These ships are notable for their fan-shaped sails and curved bows-as well as their heavy armament. The larger ships within the fleet could feasibly served as a battleship if it came down to it. It would appear that the Isman capacity for ranged warfare is not limited to mere archery-as several pirates learned to their peril when the guild first appeared.

The Guild also has a policy of active expansion-when they first arrived in the land, they quickly bought up a full block of the city and began construction on a grand head-quarters made of white stone, and in a show of wealth, three solid gold domes were erected atop the building-it is rumored, that within the guild-house, similar treasures exist. This has lead several thieves and other corrupt figures to attempt to break into the magnificent structure-however, the magic-users in the employ of the guild quickly detected them (by still unknown means) and the next day, the thieves heads were left outside the building as warning to others.

That very day, the entire block was invited to a feast hosted by the guild-the eating was opulent and the service was excellent. Each visitor left the guild-house with a valuable gift and the promise of further feats in the future-this strange mixture of brutality and overwhelming generosity has left many figures befuddled. It is worth noting however, that during the feast, most area's of the guild house were off-limits to visitors.

Bearing all of this in mind, the future of the guild is still uncertain-will it flourish? Or fail? Time will tell in that respect.
The Craftsmens Guild
Guild Master: Coal

Members: Coal (Guildmaster)

Description:
Have you ever wondered where your weapons and armor comes from? Most would simply answer that they don't know or care. However, nearly all of it comes from the nearly unknown Craftsmens Guild.

Hardly anyone in Armeira would live the same way if not for this guild, because it's experienced members create everything from swords to magic spears to cooking utensils. No one really knows anything about this guild, because it mainly operates literally underground and doesn't have guilds in very many cities. However, you can only appreciate the weapons and armor you own if you visit the guild.

Many craftsmen devote their time to creating magical weapons, which are believed to be highly paid for in areas far away from Armeira. Sometimes these weapons are nothing more than a knife that can be recalled to the owner's hand, while others are much more complex, like a gem that can transform into a flaming battleaxe at will. The way that the guild creates these items is unknown, though many believe the skill has been passed down over hundreds of years.

The guilds have a modest appearance when viewed from above. Most of the time they simply look like a small warehouse, but once you go down the stairs inside, it's a completely different story. A large network of caves sprawls for miles underground, with hundreds of forges inside. There are even rumors that each guild is connected through underground tunnels.

The main symbol of the Craftsmen's Guild is a golden hammer, and most of the time this emblem is etched into everything the guild makes.

Deities
Note: These characters will be RP'd by Master Mew
Lumen
The chief deity of the primary Armeira religion, the Goddess of Creation and Light. She supposedly created the world and is the supreme force of good. She’s an angelic female entity with eight arms that she supposedly uses to craft new creations. She does watch over the world, but doe not like to intervene on her own unless all else fails. She is believed to send ‘Heralds of Light’, chosen warriors she imbues with her power to deal with great threats in her place, anyone could be chosen to be a Herald of Light, no matter what the past. Lumen’s powers include control over light, the ability to create matter and energy at a whim, and having created the universe. Her Heralds are stronger, faster, and more durable than normal and are given the ‘Armor of the Sun’, glowing white armor far superior to normal mortal armor. She is the ‘tie-breaker’ between Zhishi and Tatakai, both making their argument and her making the choice. She’s also Kelos’ mortal nemesis and the two are constantly trying to foil and defeat the other one.​

Zhishi
Another important God of the primary Armeira religion, the God of Knowledge and Peace. He’s a good and all knowing entity, believed to be the source of all knowledge. His appearance is a massive Asian style dragon coiled around a white orb, which contains the ‘Great Library’, where all knowledge that has, does, and will ever exist is stored. Only one that truly reaches enlightenment and has passed Zhishi’s trials may enter this place. He is all knowing but might do things that are the most efficient instead of that which will benefit all and never acts on instinct. Above all, he wants Peace to reign, and would gladly sacrifice lives for that goal. He also knows all magical skills and can use them to great effect, it is believed any Mage or magic user with his blessing will be near omnipotent. He and Tatakai often argue until Lumen can settle the dispute.​

Tatakai
Another God of the Primary Armeira Religion and closely related to Zhishi. He is the God of War and Instinct. He is as good and omnipresent as his counterpart, but he resembles a samurai-like statue of bronze, with a face that rotates under his helmet to show his different moods, like Kabuki masks. He is believed to give favored warriors support and strength in battle, a warrior blessed by Tatakai is believed to be unstoppable in battle. Tatakai tends to act first and ask questions later, preferring to ‘listen to his gut’ than to his head, but is still the perfect military strategist. He doesn’t believe in reckless war and if there would be a way to spare lives and win the battle, he will try and accomplish it. He and Zhishi argue over whatever issue calls the attention of the Gods, until Lumen decides to break the stalemate or the two, somehow, manage to agree on anything.​

Kolos

The mysterious being worshipped by the Koleiros Cult, said to be the origin of chaos and destruction. Little is known of this dark figure.​

Foreign Deities:
Amala Ahlam

The goddess of the Isman religion is one of chance and luck-as well as profit and war. Hers is a varied portfolio. She is held responsible for the care of the continent that the Isman hail from and that continent with it’s hot days and steamy jungles suits her personality to a tee-she is fierce when it comes to defending what she considers hers-temples, monuments and such as. She is of the opinion that good and evil are abstract concepts best left to the fools who would preoccupy their thoughts with such things. For her, triumph in battle for a worthy cause is what matters-what the cause is and how that victory is achieved are irrelevant. She does hold herself and her followers to certain standards however-killers of innocents and children and such as are stoned or beheaded most commonly. It should be noted, to her, battle means many things-the battle for profit. A legal battle-the battle for rank and survival. The battle of life. She urges her followers to gain as much as they can-to become as powerful as they can. Amala’s symbol is a gold coin with two swords crossing in front of it.​

Taiyo and Tsuki

The chief deities of the Doran religion, they’re actually two incarnations of the same entity. Drago’s location on the planet results in a near permanent solar eclipse during the day during the second half of the year, and the moon is not visible during the night of first half. Thus, during the first half of the year, this entity is the Sun God Taiyo, a hotheaded, battle loving, and somewhat childish entity, but also a God of Life and Agriculture, who allows life to flourish. During the latter half of the year, he is the Moon God Tsuki, a calm and collected, magic using entity, but also the God of Death and the Sea, allowing life to decrease on land but flourish in the sea, allowing the Doran to fish, due to the moon‘s effects on the tides. This cycle also follows the life cycle of the Doran, aggressive and battle loving in youth, calm and magic using in adulthood. Taiyo and Tsuki can both communicate at any time, but one of them is dominant depending on which time of year it is. Taiyo’s powers is the power of fire and the ability to control plant life, increase its growth, as well as representing physical power. Tsuki has the powers of gravity and can control water with ease, as well as marine life, and can use vast magical powers. Taiyo is a fiery red and orange Western dragon perched a top of orange glowing sphere, Tsuki is a blue and white dragon of similar type perched on an orb resembling a moon. The two are not jealous deities and have no problem with Doran worshiping other deities along side them, and because of this, most Doran worship them and another religion.​

Classes
Barbarian
Violent by trade, you live, and die, by your sword. Or spear. Or club. Or whatever common yet potentially lethal object might be lying around.​
Fighter
A refined, calculated warrior - rigid and disciplined.​
Ranger
A knowledgeable, competent explorer - you know the land of Armeira the back of your hand, and your handy with a blade if need be.​
Sorceror
Specializing in destructive magic, you wouldn't hesitate to turn your opponent into a pile of ashes on a mere whim.​
Wizard
Specializing in benign, often elemental magic, wizards live in harmony with the world around them, viewing magic as commodity not to be used casually, and always for the better of those around them.​
Outlaw
You go your own path, shunning the morals and principals the world attempts to impose upon you - you'll cheat, steal, lie, and kill to achieve your goals if necessary, and you don't care what anyone else thinks of it.​
Noble
An upper-class member of society, you live by your wealth and generally leave the laborious or menial tasks of life to those beneath you.​

Bestiary
Creature: Talyx
Appearance: A panther-like, green and black striped predator with large, bat-like wings.
Talyx.png

Behavior: Ambush Predator - Primarily Nocturnal
Native Region: Avimeir Mountains
Commonality: Rare
Stats:
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Creature: Rotaer
Appearance: A large, dark blue lizard with large, reflective eyes.
rotaer.png

Behavior: Grazing Herbivore
Native Region: Avimeir Mountains
Commonality: Common
Stats:
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Creature: Yarurk
Appearance: A massive, sand-colored serpent
yarurk.png

Behavior: Ambush Predator
Native Region: Plains of Baridae
Commonality: Semi-Rare
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Creature: Talik
Appearance: An light-brown, elk-like animal
Behavior: Grazing Herbivore
Native Region: Plains of Baridae
Commonality: Common
Stats:
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Creature: Wyvern
Appearance: Wyvern
wyvern3.png

Behavior: Bold Predator
Native Region: Sorilae Mountains
Commonality: Common
Stats:
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Creature: Kurtah
Appearance: A dark grey, Mountain Goat-like creature
Behavior: Grazing Herbivore
Native Region: Sorilae Mountains
Commonality: Common
Stats:
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Creature: Aridak
Appearance: A bipedal, highly intelligent reptile with long, black claws and a spiked, club-like tail
Behavior: Highly Aggressive
Native Region: Tark-Meir Mountains
Commonality: Common
Stats:
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Creature: Dragon
Appearance: Dragon
dragon1.png

Behavior: Territorial Predator
Native Region: Tark-Meir Mountains
Commonality: Semi-Rare
Stats:
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Creature: Kraken
Appearance: Kraken
kraken1.png

Behavior: Highly Aggressive Predator
Native Region: Sea of Tuseid
Commonality: Rare
Stats:
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Creature: Kyra
Appearance: A bright green, fanged Sea Serpent
kyra.png

Behavior: Highly Aggressive Predator
Native Region: Sea of Rorost
Commonality: Rare
Stats:
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Cast of Characters
Note: Character Levels will be determined primarily by a gain of .5 per Real-Life day in which you post a substantial entry in the RP, and will be kept track of by the GM (feel free to add your level to your profile if you would like, but it is not required and would likely grow tiresome). Levels will primarily affect GM actions in regards to your character. Guildmasters of major guilds have a starting Level of 5, while all other characters will begin at Level 1.

PM Master Mew to apportion Stat Points (1 per Level)
Abbas Faysal
Race: Isman
Class: Sorcerer
Guilds: Merchants (Guildmaster)
Level: 9.5
Stats:
Strength:

Stamina:

Speed:

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Blunt:

Hand-to-Hand:

Marksman:
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Magic (Healing):
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Magic (Elemental/Nature):
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Unapportioned Stat Points: 1​
RP'r: Byzantine


Aeternus Nauta
Race: Cariton
Class: Paladin
Guilds: N/A
Level: 8
Stats:
Strength:
•••
Stamina:

Speed:
•••
Agility/Acrobatics:

Blade:
••••
Blunt:

Hand-to-Hand:
••
Marksman:

Magic (Destruction):

Magic (Healing):
•••
Magic (Elemental/Nature):

Mana:
••
Stealth:


Unapportioned Stat Points: 1​
RP'r: Renewal


Alias
Race: Brae
Class: Assassin
Guilds: Assassin (Guildmaster)
Level: 12
Stats:
Strength:

Stamina:

Speed:
•••
Agility/Acrobatics:
•••••
Blade:
••••
Blunt:

Hand-to-Hand:

Marksman:

Magic (Destruction):

Magic (Healing):

Magic (Elemental/Nature):

Mana:

Stealth:
•••••

Unapportioned Stat Points: 6​
RP'r: Sarcastically Insane


Alyra Ta'muur
Race: Isman
Class: Warrior
Guilds: N/A
Level: 9
alyraavatar.png

Stats:
Strength:
••••
Stamina:
••••
Speed:
••••
Agility/Acrobatics:
••
Blade:
••••••
Blunt:

Hand-to-Hand:
••
Marksman:
•••
Magic (Destruction):
••
Magic (Healing):
••
Magic (Elemental/Nature):

Mana:
••
Stealth:
••

Unapportioned Stat Points: 0​
RP'r: Master Mew


Anola Durka
Race: Ertai
Class: Ranger
Guilds: N/A
Level: 1.5
Stats:
Strength:
•••
Stamina:

Speed:

Agility/Acrobatics:
••
Blade:
••
Blunt:

Hand-to-Hand:

Marksman:

Magic (Destruction):

Magic (Healing):

Magic (Elemental/Nature):

Mana:

Stealth:


Unapportioned Stat Points: 0​
RP'r: Epic Scizor


Bowie
Race: Ertai
Class: Ninja
Guilds: N/A
Level: 10.5
Stats:
Strength:

Stamina:
••
Speed:
••
Agility/Acrobatics:

Blade:

Blunt:

Hand-to-Hand:

Marksman:

Magic (Destruction):

Magic (Healing):

Magic (Elemental/Nature):

Mana:
•••
Stealth:
••••••••••

Unapportioned Stat Points: 0​
RP'r: Flyin Pikachu295


Coal
Race: Drakun
Class: War Mage
Guilds: Craftsmen (Guildmaster)
Level: 15.5
Divine Gifts:
Cutlass of Light - Lumen
Stats:
Strength:
••
Stamina:
•••
Speed:

Agility/Acrobatics:

Blade:
••••••••••

Blunt:
••
Hand-to-Hand:

Marksman:

Magic (Destruction):
••••••••••
Magic (Healing):

Magic (Elemental/Nature):
••
Mana:
••
Stealth:


Unapportioned Stat Points: 0​
RP'r: Gray


Dusk
Race: Darkya
Class: Warrior
Guilds: Warriors
Level: 20
Stats:
Strength:
•••
Stamina:
•••••
Speed:
••••••
Agility/Acrobatics:

Blade:
•••••••••
Blunt:

Hand-to-Hand:
••
Marksman:
•••••
Magic (Destruction):
•••
Magic (Healing):

Magic (Elemental/Nature):

Mana:

Stealth:
••••

Unapportioned Stat Points: 1​
RP'r: Gray

Eliot
Race: Ertai
Class: Druid
Guilds: N/A
Level: 4.5
Stats:
Strength:

Stamina:

Speed:

Agility/Acrobatics:

Blade:
••
Blunt:

Hand-to-Hand:
••
Marksman:

Magic (Destruction):

Magic (Healing):
••
Magic (Elemental/Nature):
•••••••••
Mana:

Stealth:


Unapportioned Stat Points: 0​
RP'r: Kamina!


Emperor Bartholomew Paldebez IV
Race: Human
Class: Bored Leader (Emperor)
Guilds: Royal Guard (Guildmaster)
Level: 16
Stats:
Strength:
••
Stamina:
••
Speed:

Agility/Acrobatics:

Blade:
•••
Blunt:

Hand-to-Hand:

Marksman:

Magic (Destruction):

Magic (Healing):

Magic (Elemental/Nature):

Mana:

Stealth:


Unapportioned Stat Points: 22​
RP'r: System Error


Morden Orthos
Race: Ertai
Class: Outlaw
Guilds: N/A
Level: 9
Divine Gifts:
Armor of the Sun (Armor) - Lumen
Stats:
Strength:

Stamina:
••
Speed:
•••
Agility/Acrobatics:
•••
Blade:
•••
Blunt:

Hand-to-Hand:
••
Marksman:
••••
Magic (Destruction):

Magic (Healing):

Magic (Elemental/Nature):

Mana:

Stealth:
•••••

Unapportioned Stat Points: 1​
RP'r: Ombrare

Nightfall
Race: Darkya
Class: Warrior
Guilds: Warriors (Guildmaster)
Level: 23
Stats:
Strength:
•••••
Stamina:
••••
Speed:
•••••
Agility/Acrobatics:

Blade:
••••••••••
Blunt:

Hand-to-Hand:

Marksman:
•••••••
Magic (Destruction):
•••
Magic (Healing):

Magic (Elemental/Nature):

Mana:

Stealth:
••••••

Unapportioned Stat Points: 1​
RP'r: Gray

Relic
Race: Doran
Class: Warrior
Guilds: N/A
Level: 10
Stats:
Strength:
••
Stamina:
••
Speed:
••••
Agility/Acrobatics:
••
Blade:

Blunt:

Hand-to-Hand:
•••••
Marksman:

Magic (Destruction):
••
Magic (Healing):

Magic (Elemental/Nature):

Mana:

Stealth:
••••

Unapportioned Stat Points: 2​
RP'r: Godzillawolf


Ryan Coyot
Race: Alimor
Class: Druid
Guilds: N/A
Level: 13
Stats:
Strength:
•••
Stamina:
••
Speed:
••
Agility/Acrobatics:

Blade:
•••••
Blunt:

Hand-to-Hand:
•••
Marksman:
••
Magic (Destruction):
••
Magic (Healing):
••••
Magic (Elemental/Nature):
••••
Mana:

Stealth:
••

Unapportioned Stat Points: 1​
RP'r: Hyper Weavile


Silion
Race: Razarion
Class: Barbarian
Guilds: N/A
Level: 11
Stats:
Strength:
••
Stamina:
••••
Speed:
••••••
Agility/Acrobatics:
••••••
Blade:

Blunt:

Hand-to-Hand:
••
Marksman:
••••••
Magic (Destruction):

Magic (Healing):

Magic (Elemental/Nature):

Mana:

Stealth:
••

Unapportioned Stat Points: 1​
RP'r: jinouga

Solarus
Race: Doran
Class: Druid
Guilds: Temple (Chief-Priest)
Level: 13.5
Stats:
Strength:
•••
Stamina:
••••
Speed:

Agility/Acrobatics:

Blade:

Blunt:
••
Hand-to-Hand:

Marksman:

Magic (Destruction):
••••
Magic (Healing):

Magic (Elemental/Nature):
•••••
Mana:
•••••
Stealth:


Unapportioned Stat Points: 2​
RP'r: Godzillawolf


Xaruz Zxarkone
Race: Korzon
Class: Necromancer
Guilds: Koleiros Cult (Guildmaster)
Level: 13
Stats:
Strength:

Stamina:
••
Speed:
••
Agility/Acrobatics:
••••
Blade:
••••
Blunt:

Hand-to-Hand:

Marksman:

Magic (Destruction):
•••••
Magic (Healing):
•••
Magic (Elemental/Nature):
••••
Mana:
•••
Stealth:


Unapportioned Stat Points: 1​
RP'r: Ombrare

Xavier Fireblade
Race: Alimor
Class:Battlemage
Guilds: Mages Guild (Guildmaster)
Level: 13
Stats:
Strength:
••
Stamina:
••
Speed:
••
Agility/Acrobatics:
•••
Blade:
•••
Blunt:

Hand-to-Hand:
••
Marksman:
•••
Magic (Destruction):
•••
Magic (Healing):
•••
Magic (Elemental/Nature):
•••
Mana:
•••
Stealth:


Unapportioned Stat Points: 2​
RP'r: Hide in Plain Sight

The bright morning sun rose boldly over the horizon of Armeira, painting the landscape in vibrant tones of orange and yellow at the dawn of a new day. A dark day it was destined to be, though few now knew it, as the chants of cultists rang out in the ruined halls of Koleiros for the first time in an age. Soon enough, the world of Armeira would be thrown into chaos, with prophets in the streets foretelling the destruction Armeira, and ancient beasts rising up from the depths of the earth to tame the races of mer and men once more. The Koleiros Cult had reformed, and a new age of darkness was destined to soon befall Armeira...

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Alias yawned.

"That new enchantment on my eyes is really starting to itch. Maybe I should go see what's-his-face over at the Mage's Guild about it. I'm sure it'd be entertaining, at least."
 
Dusk had been awake for several hours already, cleaning up a small room he had rented for the time he was in Melaphos. The owners of the room had been generous with the cost, at least for now. He needed to get some sort of job that could at least help pay the rent. He could always go hunting to get food.

It sure had been a long trip from his old village in the east. Dusk wasn't sure why he had chosen this Warrior's Guild to join. He always could've gone to Peletoth, of course, and joined the Guild there. He'd heard that there was the best Warrior's Guild there.

Dusk stood up and left his room, eating a bit of breakfast first. He walked down the street, ignoring the curious looks thrown his way by human and creature alike. Dusk walked up to the guild, then noticed the doors and windows were boarded up.

Hmmm, Dusk thought. Is it possible that there isn't a Guildmaster here?

"Hey, you!" a man called. "Don't you know that there isn't a Guildmaster for the Warrior's Guild yet?"

No Guildmaster? Dusk thought. That sure is strange.

Dusk still needed to train though. He walked around the building, noticing one window that was open. Dust slowly trickled out of the window, as if no one had been in the building in years. Dusk climbed into the Guild.

"Surely no one'll mind if I take a training dummy," Dusk mumbled, and grabbed one that was sitting against the wall, lifting it onto his shoulder. He'd seen people - and creatures - carrying stranger things.

A few minutes later, at his rented room, Dusk's knife bones were out, and he was raising a bow at the training dummy hanging from the ceiling. He released the arrow, and it grazed the dummy's side, impaling itself in the wall.

"I need better aim," Dusk mumbled, wrenching the arrow out of the wall. "Well, the landlord did say I could renovate any way I want."

Dusk launched a well-placed slash at the dummy's neck, and its body came flying off its head.

"I'll need to fix that," Dusk said to no one in particular. Talking to himself was a bad habit he'd picked up during his coming-of-age ritual.
 
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Silion flies over his forest home. the cool breeze felt plesant across his scaly underbelly. Several of his pack mates join him, screeching to alert him. They scan the plains just outside of the forest, watching for prey.
 
Relic, the noble Doran assassin stealthly marched through the city streets, searching, he knew the Assassin Guild's location, clues to it, but he had trouble finding it easily, it was normal for this to be the case, who expected such a thing to be easy?

----------

Solarus stood in his courters, several books in front of him, reading intently. He used his tail to turn the page, his front limbs were long sense useless and his toothy maul not fit for such a task. He patiantly awaited someone to seek him out for knowledge, afterall, it was his duty.
 
A shadowy figure stood inside one of the windows near the top of the building, waiting for the opportune moment to strike. The Koleiros Assassin had been sent out to dispose of Solarus, so his beliefs wouldn't interfere with their own. He silently notched an arrow, aimed for Solarus's neck, and fired with a slight twang.
 
Dusk continued to practice his fighting skills, alternating between using a bow and using his knife bones. He was getting better, too. Several times in a row, the arrows he fired pierced the dummy's chest where its heart would be. Many of his slashes were becoming more well-aimed as Dusk learned the areas where a humanoid body would be most likely to have weaknesses. Since most warriors he had ever seen seemed humanoid, it was a good place to start. Dusk continued attacking the training dummy until it was ripped nearly everywhere, and there were many, many holes it the neck and chest.

Meanwhile, outside the Melaphos Warriors Guild...

Nightfall stood, pulling wooden boards off of the doors and windows of the guild. He noticed that, strangely, one of the windows was open.

After the boards were all taken down, Nightfall opened the door to the guild and entered. Dust, having laid relatively undisturbed for so long, flew into the air with every step.

"This is going to take a lot of renovation," Nightfall mumbled under his breath.

Several hours later, Nihtfall emerged from the guild, which was now completely clean and open to warriors.

"That was NOT what I signed up for as a Guildmaster," Nightfall said, coughing. "Shouldn't somebody else have to clean up?"

Strangely enough, two of the training dummies had been missing when Nightfall checked. He set off through the city to find whoever had taken them.
 
Last edited:
Another Koleiros Assassin was leaping through the streets of Melaphos, carrying the training dummy from the Warrior's Guild on his back. The new recruits of the Koleiros cult would need practice, and currently, scavenging from other cities was the only way to gain supplies.
 
Several warriors materialized from the shadows in front of the assassin with the training dummy, weilding battleaxes and swords.

"Halt!" one of them ordered, swinging his battleaxe at the assassin. "Thief!"

Several more warriors came up behind the assassin, these ones holding crossbows in one hand and knifes in the other.
 
The Assassin looked wildly between the two groups of guards, before smirking, and vanishing into the shadows. In truth, he simply used a spell that allowed him to turn invisible, and was now silently climbing up a nearby house.
 
Silion continues to scan for prey. once or twice a small rabbit would dive into their burrow. His pack mates suddenly scream in terror behind him. He turns, only to see a massive bat like creature about to swallow him. He dives, just barely avoiding the creature, with brushes against his tail feathers, giving it several deep cuts.
 
Solarus' head snapped around and incinerated the arrow with fire. "You'll have to do better than that, assassin." he said, the guards entering the room. "A Doran doesn't live to see my age by being hard of hearing, next time, try to notch your arrow more quietly." he said. His eyes glowed green and vines sprouted from the ground under the assassin, trying to wrap up his legs.
 
The Assassin struggled to break free of the vines, as he drew his knife and started hacking the plants into pieces. Unfortunately, the foliage was growing faster than he could chop it away, and in seconds, he was utterly consumed by them, and once the vines completely covered him, the retreated back into the ground, leaving nothing but thin air in their wake.
 
Solarus nodded, normally violence wasn't in his nature, but defending his life was another story, and considering who it was, he couldn't take chances. He returned to his reading, the guards continueing to watch the windows and protect him.
 
As Relic stepped past a dark alley, a faint voice was heard from it.

"Come to see from the shadows, initiate."
 
Relic turned and walked towards the voice, ready to defend himself is needed. "I am here."
 
"Have you not been chosen to become an Origin, boy? The answer shall decide on how much longer you live."

---

Alias and several high-ranking Assassins walked into the Mage's Guild of Tusied.

"Hello," he said, "we were wondering if we could purchase a mass teleportation spell to the main Guild Hall on official Guild-To-Guild buisness? I have to talk to your Guildmaster."
 
A mage in a dark blue robe looked at Alias and nodded. "Yes you may. Our Guildmaster just returned today. Head down this hallway and go through the large double doors in the back. That will lead you to his chambers." The mage pointed in the correct direction.
 
Alias walked down the hall, followed by his underlings.

"Wait here," he said at the door, "and just make sure they don't start throwing nuclear fireball spells at me."

"Sir," one of the men asked, "what is 'nuclear'?"

"Nevermind." Alias then silently entered the room and walked up behind the man who was obviously the Guildmaster; Alias had yet to aquaint himself to this newer one.

"HELLO!" he yelled into the man's ear, "I need an enchantment fixed."
 
Xavier turned around, a look of annoyance on his face. "Did you really have to yell?" He asked in a quiet tone. "Because loud noises echo in this castle... amplifying even the quietest of sounds... but I'm rambling a bit here." Xavier smiled and pulled a pair of small glasses out of a pocket in his jacket and put them on. "What is this enchantment and what is wrong with it?" He asked in an academic tone, clearly interested in Alias' problem.
 
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