[center][img]https://i.imgur.com/nNyRh9s.jpg[/img][/center] [center][sub][h1][color=8882be]P L O T[/color][/h1][/sub][/center] [hr] [color=8493ca]The world has withstood the test of time since the creation of man. Hosting the five nations of Estala, Anarcas, Ibion, Cesadas, and Mirivia, the people of Aralea and Norarus have lived under the plight of tension since the first century of life. Estala, Anarcas, and Cesadas, once united during the Days of Dragons, now serve only to squabble amongst themselves, never holding a true peace for long. A dangerous pirate war brews along the Thanatian Sea, the threat beginning to expand towards the northern islands. Erigan Estali IV, bound to answer their calls for aid as the Archsage of Estala, decides to send his son, the crown prince, to settle this matter, seeing this as an opportunity for the boy to prove himself a worthy heir to the sages of yore. Alongside him, his companions of varying character and experiences, will follow. There has been a dark force within the Gift as Estala and Anarcas are incapable of progress. The source remains untapped, but Erigan Estali IV fears of a danger greater than themselves.[/color] [hr] [center][sub][h1][color=8882be]R A C E S[/color][/h1][/sub][/center] [hr] [hider=The Beorc][center][img]https://i.imgur.com/lgvYkCz.png[/img][/center] [color=8493ca]The first of Nilonne's creations, the Beorc are the populous race that live in all corners of the world. Their diversity is extended through the many different ethnic groups and cultures that reside in the five nations, from the nomadic clans roaming the plains of Ibion to the darker-skinned mercantile unions of Cesada. While some groups have developed their own language, the entirety of the Beorc population share the Common Tongue. Wielding the large array of conventional weapons such as swords and magic, they are masters of countless combat arts, as well as the greater attuned with the Gift of the two races. A majority of the Beorc discriminate against their Laguz counterparts, regarding them as sub-humans and often enslaving them.[/color][/hider] [hider=The Laguz][center][img]https://i.imgur.com/M8eLZn3.png[/img][/center] [color=8493ca]The Laguz, created alongside their bipedal cousins, are humanoids who possess the ability to morph into the animal of their tribe. In their base forms, it is uncertain if they are shorter, taller, smaller, or bigger than the Beorc; this depends on the animalia they belong to. For example, a Cat Laguz may be similar to a Beorc when they are not transformed, but a Bear Laguz may grow as tall as seven feet in their base form. In these humanoid forms, they exhibit a specific physical trait of their animalia, such as longer ears, tails, and wings. Once ruled by the Dragon Tribe, a majority of the Laguz now fall under two different classifications; the Beast Tribe, and the Bird Tribe. Like the Beorc, they may be found in all pockets of the world, but prefer to congregate with their respective animalia in dense pockets. They mostly refrain from occupying the settlements of Beorc, often sharing the same views of discrimination against them as the Beorc do for the Laguz. It is a great dishonor for the Laguz to bear arms outside of their transformed state. Rather, they fight in their animalia states, proudly wielding the strength of their tribe into combat instead of conventional arms.[/color][/hider] [hr] [center][sub][h1][color=8882be]W O R L D[/color][/h1][/sub][/center] [hr] [center][img]https://i.imgur.com/cBLHO2v.png[/img][/center] [hider=Aralea][hider=Anarcas][center][img]https://i.imgur.com/tVX3Wyl.png[/img] [color=8493ca][b]1. Blackwater[/b] 2. Floransvale 3. Chester's Retreat 4. Kah Anarcas 5. Fort Argus 6. Vezir 7. Frostfang 8. Aslopathe[/color][/center] [color=8493ca]To the extreme north of the Aralean mainland, the arid winds and frozen shores of Anarcas are uninviting for the usual outsider. With nigh year-round snowfall and perpetual wintry weather, it is often regarded as unsuitable conditions to live in, but as the people of Anarcas have endured this climate for centuries, it has become one with their identity. When one born within the nation turns fifteen years of age, or when an outsider wishes to enter the country, they are required to take the Oath of Anarcans. As the soil is frostbitten, there is very little benefit for agricultural means of sustenance during the coldest months. Fishing is a major portion of the nation's economy, although many also sell their swords for mercenary work; shipbuilding is also a notable service. Military conscription at the age of fifteen is mandatory for all individuals barring disabilities, with a minimum of two years service as the law states. Those who make a career out of the military are given lifelong benefits for themselves and their families, including governmental support in the form of housing, supplies, and other amenities. Knighthood is uncommon in Anarcas; most prefer to enlist in the Anarcan Central Army, which maintains the largest active and reserve military force through its conscription requirement. As magic is almost entirely outlawed, only the healing magics are allowed to be practiced, and those who do are either forced into military service or rounded up and kept under close surveillance. To add on to their military strength, Anarcas once possessed the largest fleet in all of the world until the War of the New Leaf. The Anarcan Navy remains a force to be reckoned with, however, due to their large manpower to build ships in short times. The Mucro Atrox are a mercenary company that acts under the jurisdiction and command of the Anarcan government. However, they are quite unlike any average mercenary company; in their highest ranks, and only for the highest contracts, it is a ring of assassins who employ malicious, inhumane methods to eliminate their targets. Until Year 493, Kah Anarcas was the capital of the nation, but due to its closer proximity towards Estala and lack of access to the sea, it was moved to Blackwater. Floransvale, named after the Floran Regent bloodline, is a castle-port city by the shore that one must pass through before being allowed to reach the capital. During the War of the New Leaf, thinking that Estala would attack the castle-city in a single push for Blackwater, stationed most of its remaining manpower at Floransvale; in reality, Estala had sent a decoy force to Floransvale to keep them at bay, and instead, sent its forces to capture Vezir and Fort Argus. Chester's Retreat, while connected to a smaller city nearby, is a military outpost beside the border of the Anarcan wastelands. As part of the military curriculum, soldiers and their officers venture into the wastelands for several months to brave the harsh conditions, while also undergoing training. Frostfang and Aslopath are the farthest settlements from the capital, resulting in smaller population and self-reliance. The commerce of mercenary work is often situated in these two cities. Besides the capital, the presence of the Mucro Atrox is also larger in these locations. Their ruler possesses the title, 'Regent of Anarcas' — as of now, there is no known heir, as the last of the Floran bloodline ended with the War of the New Leaf. Currently ruled by the Anarcan Council, there are rumors that a child of the Floran family survived the war.[/color][/hider] [hider=Estala][center][img]https://i.imgur.com/L4cLMLG.png[/img] [color=8493ca][b]1. Greymont[/b] 2. Fort Rigane 3. Port Sesta 4. Melior 5. Norathe 6. Kholat 7. Vancing Point 8. Fort Wire 9. Khaeham 10. Porostown 11. Erigrad 12. Narshe 13. Masada 14. The Boot[/color][/center] [color=8493ca]The largest nation of the Aralean mainland, the climates of Estala vary on geographical location. For the most part, the nation experiences warm summers and cool winters, with snowfall only occurring towards the northern side. Priding itself as the most diverse country in the world, drawing in all kinds of cultures and people, there has been a controversial decree that allows Laguz to live in the capital without discrimination. With this diversity, Estala boasts a strong economy without a focus on any particular trade, as there are already so much opportunity. The people are allowed to freely practice magic of all kinds, where some cities have institutions dedicated to the study of the Gift. Knighthood is mostly unheard of in Estala; small in number, they primarily migrated from the outside world, but with the recent military formation, knights have begun to grow in number as more begin to enter squireship. It does go without saying that Estala does have a conventional military force. The Estalan Royal Army draws many volunteers annually, and the newly-formed Estalan Royal Knights made their presence known during the War of the New Leaf. The Estalan Royal Navy, while not as large or strong as other nations, had also come into prominence during the wartime, where it found several victories against the Anarcan Navy. However, the most famed of the military divisions is the Estalan Magi Corps, the first and only one of its kind dating back to the Scarlet Chapter; only those with the greatest potency and expertise in the Gift are ever in consideration for their ranks. Greymont is famed for its beautiful landscape and bustling city, with the Walk of the Magi drawing many towards the alluring capital. It is one of the cities that possesses an Institute of Magi, alongside Melior, Porostown, and Narshe. Port Sesta is among the oldest harbor cities in the world, operating as a center of trade for the Archipelago. Fort Rigane is a fortification that had been manned since the days of yore; once the last bastion of resistance against the Anarcan invasion, its ruins now serve as a point of tourism and memory of Estala's triumph. Erigrad was the first settlement of the Beorc during the Days of Dragons. While the border is not as enforced due to Estala's openness towards outsiders, the castle-city of Masada once kept the Ibionese from entering, now serving as point of meeting between the noble parties. The Boot is an unofficial nickname for the trade encampment overlooking the river feeding into the Thanatos Sea. All leaders of the Estali bloodline have been peerless magi, second to none in their way with the Gift. While many have claimed different variations of the sage moniker over time, 'Archsage' is the official title that they possess. Currently, Erigan Estali IV is the Archsage of Estala, with his son, Eli Estali, as the crown prince.[/color][/hider] [hider=Ibion][center][img]https://i.imgur.com/zlWN4KJ.png[/img] [color=8493ca][b]1. Ayrith[/b] 2. Jakrin 3. Sanada Wharf 4. Assegai 5. Voloss 6. Cirno[/color][/center] [color=8493ca]Ibion was purchased by Lady Assegai of Narshe in Year 552, making it the youngest nation in the world. With sultry weather expanding across the vast plains, several nomadic tribes have resided within this grassy sea for centuries. Outside of the established settlements, the Laguz freely roam the lands, coexisting with other animalia or integrated with the nomads themselves. With game regularly in season, hunting is an important part of the commerce, with many materials in high demand all around the world. Generally a peaceful country, the state of Ibion is closely attached to Estala, as the two have held good relations since the purchase. While there is enough military presence to police the towns and cities of Ibion, the scattered pockets of mountains host a number of bandit groups who regularly raid the landscape. Although, this danger has also worsened with the rise of piracy along their shores. Dozens of nomadic clans ride along the Ibion Expanse, with their territories left alone and respected by the government. The two largest clans, the Shu and the Aldan, live opposite to one another on the expanse; they have been fought one another for centuries, but in recent times, the threat of a clan war continues to boil. Ibion is currently ruled by Lady Assegai of Narshe, the original purchaser of the territories.[/color][/hider][/hider] [hider=Norarus][hider=Cesadas][center][img]https://i.imgur.com/w6hP9vc.png[/img] [color=8493ca][b]1. Myre[/b] 2. Kunta 3. Durand Keep 4. Port Sylvanus 5. Baidu 6. Rokhan[/color][/center] [color=8493ca]The Confederation of Cesadas has been the heart of the world's economic stability for as long as any could remember. Besides Estala and the Archipelago, the lands are rife with tourism, primarily during the hot summers where one may enjoy the beautiful waters around Baidu and Rokhan. As the sole civilized settlement on Norarus, it is unfortunately the center of the Laguz slave trade, due to its close proximity to Mirivia. During the War of the New Leaf, the Cilan Quay was annexed by Cesadas, who now occupy the island as the Sadan Quay. In part of its bustling wealth, sellswords and shady characters swell the market and cities. The Sadan Sabers, renowned for their distinction of unorthodox strategy and style in combat, host a large, well-equipped cavalry in their ranks, outnumbering their infantry with four to one. However, while their cavalry are terrors on an open battlefield through their fearsome charges, their foot soldiers are nothing to scoff at. The Sadan Fleet often employ similar tactics, boasting the largest ships equipped with rams. It is not an uncommon sight for mercenaries to join the ranks of the Sabers. While many people visit Myre to barter their wares and seek out opportunities, only the wealthiest individuals and their subjects are able to reside in the walls of the capital. This trade circulates northward to Kunta and Port Sylvanus, where transportation of these goods occur across the Thanatian Sea; the hilly, mountainous terrain inland do not favor trading. Durand Keep, originally situated as the city of Durandal, was once a seat of power for the dragon race, and the first to be overthrown by Cilla the Untamed. Along the southern border of Cesadas, a wall dubbed the Shield was erected to keep undesirables from Mirivia from entering the country. There are more mercenaries manning the wall than actual military, often leading to several smuggling operations for the Laguz slave trade. From left to right, they are called the First Shield and beyond. Sasin T'haar, the wealthy Chancellor of Cesadas, rules from the confines of his decorated throne. He is an aggressive authoritarian, rumored to 'hear every word from every corner of the world' and pursue his interests vehemently, even when he is not directly involved. The Chancellor will only interfere when any of his assets are threatened, or if there is a profit for himself.[/color][/hider] [hider=Mirivia][center][img]https://i.imgur.com/qFi00mN.png[/img][/center] [color=8493ca]Discovered to be the oldest nation in the world, not much else is known about Mirivia, as most refuse to venture into the Laguz-prominent lands. In addition to this, almost all of the country is said to be covered in many, many miles of sand dunes, which is very unsuitable for travel when the year-round arid weather is factored. This also complicates the matter of locating the only known settlement, The Shire. Besides the stretching deserts, scorching temperatures, the large presence of Laguz, and the existence of one settlement, not much else is known about Mirivia.[/color][/hider][/hider] [hider=The Archipelago][center][img]https://i.imgur.com/RZ8AZGU.png[/img][/center] [color=8493ca]This ring of islands were formed shortly after the Scarlet Chapter, when Erigan the Dragonseer drew the Gift from a violent storm caused from the imbalance in the atmosphere. Formerly a single landmass called the Court of Scales, otherwise known as the dragon race's seat of power, the earth shattered with the First Dragon's defeat, separating into the four islands that make up the Archipelago today. They draw in large amounts of tourism, as well as being a center of transportation and trade between the two continents. The first island, Moros Harbor, also happens to be the smallest of the four; with no noble liege to give structure to the island, it is a quiet settlement operated by its own people. Norathe is the second island, and as it is the largest by size, it does have a government to situate its lands. Much of its area was once the mountainous portion of the former Court of Scales. The heart of the Archipelago lies on the third island, where the Island—Kingdom of Rozel rules as the primary power. Chivalry claims its roots on this island, where many knights embark with the Rozelian sigil. Their ruler, King Freud Moro, leads the Archipelago in its alliance against the pirate factions. Annexed by Cesadas during the War of the New Leaf, the Sadan Quay remains an ideal location for travelers and traders alike. It was formerly known as the Cilan Quay before its current occupation by Cesadas. The Archipelago is currently in a state of war against the pirate factions, allied under the leadership of the Rozelian Kingdom.[/color][/hider] [hider=Seeker's Bay][color=8493ca]Formerly an uninhabited island, it has since been claimed by pirates from several factions. It is the hub of piracy, where they have created their own base of operations. There is a large port on the northern coast where the pirates gather and gamble. Only certain people, such as traders, are allowed there; the Swindler's Market lies within the center of Seeker's Bay.[/color][/hider] [hider=M'raan Isles][color=8493ca]An uninhabited island that is surrounded by dangerous rock and water formations, such as typhoons and storms. The landscape is barren, and the horizon is dreary, leading to an overall unpleasant and demonic atmosphere. There are many who have attempted to sail to the strange landmark, though none have lived and returned to tell the tale.[/color][/hider] [center][h1][b][u][color=8882be]Rules[/color][/u][/b][/h1][/center] [color=8493ca]— All RPG rules apply. — My word is absolute law. If I tell you to change something, it must be changed, no exceptions. — Posts are required to be at least three paragraphs long. — Romance is allowed, but keep things on a fade-to-black level. — Each participant is [b]required[/b] to have at least two characters at once, with a limit of four characters.[/color] [hider=Class List]Key: [b]Bold[/b] means Armored class, [u]Underlined[/u] means Horseback class, [i]Italicized[/i] means Flying class [color=8493ca][s]Lord (varies) ⇨ Great Lord (varies)[/s] Myrmidon (Sword) ⇨ Swordmaster (Sword) Fighter (Axe) ⇨ Warrior (Axe / Bow) or Hero (Axe / Sword) Mercenary (Sword) ⇨ Hero (Sword / Axe) or [u]Ranger (Sword / Bow)[/u] Soldier (Lance) ⇨ [b]Halberdier (Lance)[/b] [b]Lieutenant (Lance)[/b] ⇨ [b]General (Lance / Axe / Sword)[/b] or [b][u]Great Knight (Lance / Axe / Sword)[/u][/b] Archer (Bow) ⇨ Sniper (Bow) or [u]Ranger (Bow / Sword)[/u] Thief (Daggers / Knives) ⇨ Rogue (Daggers / Knives) or Assassin (Daggers / Knives) Pirate (Axe) ⇨ Berserker (Axe) or Corsair (Axe / Sword) [u]Nomad (Bow)[/u] ⇨ [u]Nomadic Trooper (Bow / Sword)[/u] [u]Sword Knight (Sword)[/u] ⇨ [u]Sword Paladin (Sword / Axe)[/u] [u]Lance Knight (Lance)[/u] ⇨ [u]Lance Paladin (Lance / Bow)[/u] [u]Axe Knight (Axe)[/u] ⇨ [u]Axe Paladin (Axe / Sword)[/u] [u]Bow Knight (Bow)[/u] ⇨ [u]Bow Paladin (Bow / Lance)[/u] Fire Mage (Fire Magic) ⇨ Fire Sage (Anima Magic / Staves) Thunder Mage (Thunder Magic) ⇨ Thunder Sage (Anima Magic / Staves) Wind Mage (Wind Magic) ⇨ Wind Sage (Anima Magic / Staves) Monk (Light Magic) ⇨ Bishop (Light Magic / Staves) Priest / Cleric (Staves) ⇨ Bishop (Light Magic / Staves) [u]Troubadour (Staves)[/u] ⇨ [u]Valkyrie (Light Magic / Staves)[/u] Shaman (Dark Magic) ⇨ Druid (Dark Magic / Staves) [i]Pegasus Knight (Lance)[/i] ⇨ [i]Falcon Knight (Lance / Sword)[/i] [i]Wyvern Rider (Lance)[/i] ⇨ [i][b]Wyvern Lord (Lance / Axe)[/b][/i] or [i]Griffon Rider (Axe)[/i] Bard / Dancer (Support)[/color][/hider] [hider=Character Sheet][color=8493ca]Appearance Picture (optional, mandatory if no description) Name: (name of the character) Title(s): (if nobility) Age: (age of the character) Class: (refer to the class list; custom classes may be allowed, but they must be within reason and be approved by the GMs) Race: (race of the character; if they are a Laguz, include the animal that they are) Birthplace: (where they are born) Appearance Description: (optional) Personality: (their character traits) Biography: (the character's backstory) Inventory: (what they currently carry; weapons/items should be from the Fire Emblem games unless personalized, which will need to be approved) Other: (miscellaneous)[/color][/hider]