[center][sup][h1][color=gray]Next Post ETA: โ€”โ€”โ€”[/color][/h1][/sup][/center] [hr] [center][img]https://fontmeme.com/permalink/251202/e4929734c073a3e4c242b6457782b1e1.png[/img] [sup][sup][sup][color=silver]< Perpetually a WIP >[/color][/sup][/sup][/sup][/center] [hr] [center][img]https://images.squarespace-cdn.com/content/v1/670447eeba89c103beabb9a5/fe7ac159-279b-4d0e-9cac-63ea84ff2500/Easthaven.gif?format=1000w[/img] ๐–๐ก๐š๐ญ ๐ฎ๐ง๐ข๐ญ๐ž๐ฌ ๐š ๐ง๐š๐ญ๐ข๐จ๐ง?[/center] [b][i]Is it a conjoined effort to accomplish great feats for acknowledgment? Is it the fear of invaders and the hope that your country will be there to defend you? Is it hope for the future of your loved ones and the foundations built over generations? There are so many answers to this question, many of them right, more of them so very wrong.[/i][/b] [center][hider= ๐”—๐”ฅ๐”ข ๐”ฎ๐”ฒ๐”ข๐”ฐ๐”ฑ๐”ฆ๐”ฌ๐”ซ ๐”ฆ๐”ฐ: ๐”ด๐”ฆ๐”ฉ๐”ฉ ๐”ถ๐”ฌ๐”ฒ ๐”Ÿ๐”ข ๐”ฑ๐”ฅ๐”ข ๐” ๐”ฅ๐”ž๐”ซ๐”ค๐”ข, ๐”ฌ๐”ฏ ๐”ฃ๐”ฆ๐”ค๐”ฅ๐”ฑ ๐”ž๐”ค๐”ž๐”ฆ๐”ซ๐”ฐ๐”ฑ ๐”ฆ๐”ฑ?] [youtube]https://youtu.be/lhJJDCyxjYg?si=MW_ZsowR6P_m4yfS[/youtube][/hider][/center][center][sup][sup][color=gray]The will of the land trumps the will of man. Conquerors will fall just like any other.[/color][/sup][/sup][/center] [indent][indent]ATOBAT will be a narrative-focused fantasy roleplay [sup][sup]with anime elements[/sup][/sup] that takes place on a continent that was conquered by a Mage King and his sorcerous followers in eras past. Before their occupation on the continent their form of magic did not exist on this land, and with each year that passes the land seems to die a little more. The mages, consciously aware of the land withering beneath their very feet care not for the nature that egregiously tap from in order to transmute their marvels of creation or destruction. The story revolves around a cast of mercenaries and for-hire agents of various walks of life that ultimately share a similar goal to Brigitte Fenris: [b]breaking the stranglehold that the Mage King has on the land and its people[/b]. Assassins likely sent by the magocracts in Luxu entered the lord's castle in Stonecrown, killing most of the Fenris family with Brigitte and her pact knight Nika fleeing for their lives. Unsure of what forces are working against her, who can trusted in her home city, or where to go, they decide to travel to Blackpebble to hire a reputable mercenary with a reputation for hunting mages. The ensemble cast will start small: Brigitte, Nika, The Mage Hunter, and someone they aren't expecting to find in Blackpebble. The cast will be locked to these people for a time-period which allows this small group to interact with levity, become familiar, until the next story beat brings them to the next town where another 1 or 2 mercenaries will have the opportunity to be hired. This means that while the party begins relatively small, it will grow over time to become rather large! The dynamics between player/characters are the most important thing to me, so the starting cast are going to be individuals I've handpicked due to their willingness to work with me the GM and their comfortability with collaborating with me to ensure their interest remains piqued and they remain dedicated to writing a story together. [b]Applications will always be open for this project![/b] But I would prefer that that sheets be sent to me directly via PM before your mercenary's [Job Application] is posted in the thread. This is to be done so I am able to screen the character, work with you on things you and I disagree or agree upon, and refine the sheet so it can be approved the first time it touches the thread. If you are unwilling to wait for the initial group to organically come into contact with your character through plot progression, I would highly recommend that you refrain from wasting your time in doing so. I am familiar with that early itch of interest, but I'm equally if not more so familiar with the wane of it as something new and shiny pops up.[/indent][/indent] [hr][hr] [hider=The Territories under the Mage King] [indent][indent][indent][sup]Tempestua's name is very befitting. It is a tempestuous continent of constant infighting between the baronies. Were it not for the iron grip of the mage king's rule from the kingdomโ€™s greater territory of Luxu, it very well might have destroyed itself in few centuries since its founding. The continent itself is full diverse; bounty, treasure, adventure, turmoil, all are plentiful and ripe for the taking by those with the motivation and self-purpose to seek it out. Were it not for the forever churning [b]Blightsquall[/b] that surrounds the oceans that surround Tempestua, perhaps eager adventurers might even take to the seas and set off to find lesser claimed lands free of the tumultuous leadership that claims their own. But that begs the question: why does one allow corruption in the lands you claim your home? The North is claimed by the iron-blooded wolves of Fenris, a lordship older than the the mage king himself and setting their belief system less-so based on the founder gods and the royal bloodlines but instead within the land itself. [b]Kurt Fenris[/b] has made the most with his barren wintery hellscape with the aid of the dwarf serfs in his fiefdom, hollowing out many of their great and mighty mountains for their precious minerals and the ore that his land is known for [b]Rimeglass[/b]. Though the North lacks soil rich enough for colorful crop yield, Kurt is benevolent enough to assure stockpiles for his people in the months of hardship, enough-so that among the many lords of Tempestua, and is one of the far more beloved leaders throughout the land. The Southern provinces are claimed by the clan Kala, known eloquently as the Summer Serpents. Its territory is what one might call a temperate paradise, even tropical along the beach settlements with fishing towns and trade hubs that pock the map even into bordering territories. Despite the landscape itself being more kind to its people, the boons of this territory end thereโ€” the Kala gained their acquired their lordship through notoriously underhanded methods. [b]Akashi Kala[/b], the Duchess of the South has openly admitted to assassinating several of her own relatives and there are claims that high profile murder throughout the other territories root back to her dealings. The Kala territory works most closely with the capital and the mage king, with Kala controlling the host of if not all mercantile that travels in and out of the capital. Last but certainly not least, we have the Haldr lineage's territory in the east. Haldr's motto is [i][Make what can be made.][/i] and from the lowest lowborn to the highest highborn these people really do embody that industrial utilitarianism. Haldr holds the largest population of dwarves remaining on the continent and at every summit of the noble houses, Lanz Haldr fights for the emancipation of the dwarves and openly allows them to live freely in his territory. This of course has put a number of targets on the man and his family's back, though few would risk destabilizing the cornerstone of invention within Tempestua. The land in Haldr's territory begins mountainous and hostile at its western end with it growing more tame and livable towards the eastern coastline.[/sup][/indent][/indent][/indent][/hider] [indent][hider=Map of Tempestua][img]https://cdn.discordapp.com/attachments/624270632946761758/1445773587024973834/AF72E56F-4124-48A5-AD0C-CC8F352634B1.png?ex=69319114&is=69303f94&hm=912948413cd3e874d4094e9c45439abfe07102f36a86a80d3cf935d3a5729e08&[/img] [color=#FDFFC4]โ€”โ€”โ€”โ€” Fenris โ€”โ€”โ€”โ€” Nordic and indigenous cultural similarities. A cold landscape of frozen soil and hardy trees. Stone is more plentiful than seed, and fire is coveted by the commonfolk. :: Towns and Cities of Note :: - Stonecrown (The main city of Fenris) - Blackpebble (Large town off the outskirts of Stonecrown) - Stillcreek (Small mining town on the border of Fenris)[/color] [color=#FFC773]โ€”โ€”โ€”โ€” Luxu โ€”โ€”โ€”โ€” Western european and mediterranean cultural similarities. Comfortable weather with rolling plains and hillsides. Despite being the most prosperous region on the map, it contains the most oppressed people. Blood is worth more than gold. :: Towns and Cities of Note :: - Gildawn (The main city of Luxu where the Mage King lives) - Mulcharm (City that holds the Royal Mage Academy, eastern edge of Luxu) - Shimmer (Former Dwarvish town now occupied by farmers)[/color] [color=#D1D6A7]โ€”โ€”โ€”โ€” Kala โ€”โ€”โ€”โ€” Indian and old Ottoman cultural similarities. Warmest and closest to the planet's equator, tropical to a degree with palm trees along the coast. The region with the highest density of merchants, gambling, slave trade, brothels. Wealth supersedes anything here, you can buy your freedom just for a jealous friend to hire an assassin to kill you tomorrow. :: Towns and Cities of Note :: - Nuogio (The main city of Kala, bustling economic and crime hub ) - Palee (Port city along the eastern shore) - Milia (Large farming town with grape vineyards and fruit trees)[/color] [color=#A8FFAB]โ€”โ€”โ€”โ€” Haldr โ€”โ€”โ€”โ€” Germanic and eastern european cultural similarities. Ranges from cold and dry on its western edge to more temperate in the east, but Haldr is by far the most developed land on the continent structurally. The people have roads with plenty of towns and small cities to make a home at. The land of opportunity, if you want to work with your hands go to Haldr to build your own future. :: Towns and Cities of Note :: - Brika (The main city of Baldr, industrial hub) - Grindstone (Dwarvish town near the border of Fenris) - Verdmund (City near the edge of the Rootlands, lumber depot)[/color][/hider][/indent] [indent][indent][hider=Aura & Other Magics][sub][color=gray]Aura is described by the Mage King and his descendants as the life force produced by a living being's soul. Everything from the trees, to the birds and sky produces aura and drawing from that aura is how a mage is capable of producing magic. Upon birth, what determines a mage from someone simply able to practice magic, is an [b]aura core[/b] which are often inherited through bloodline genetically but cores can appear in anyone with a high capacity for magic. The more lively a region is, the more rich in aura the environment will be and people of noble bloodlines typically have a higher of capacity of Aura within themselves. This doesn't necessarily mean commoners in more mage centric regions cannot perform higher levels of magic, that is why Magic Academies were constructed in Luxu. However, individuals with lower aura capacity are required to draw it from around the living things around them rather than drawing the aura from themselves. The result of this could be accidentally killing wildlife, decaying forests, or even draining the mage's own lifeforce to the brink of death. For this reason magic, while a major part of Tempestua societies, is heavily policed by the Mage Knights that work directly beneath the king and have a presence in every region of the continent in an effort to prevent catastrophic events from occurring. Magic is varied and can take almost any form. Whether it be summoning familiars, producing fire out of this air, or creating portals from one location to another, nearly anything that is a byproduct of aura can be defined as magic. Studying magic allows one to learn how to alter the aspect of the aura produced and manipulate its shape, but some magic is passed down from generation to generation through one's bloodline. The mage king's lineage for example, are the only mages that have been capable of the prior spoken portal magic as scholars have attempted to produce formulas capable of moving one's body through space with disastrous results. This is theorized to be a genetic knowledge passed down, having the body and mana core similar to the previous mage's iteration and passing down lost knowledge without the mage needing to actually learn the nitty-gritty bits of how it works. This gives [b]nobles[/b] the upper-hand, giving them a head start in adopting the utilization of aura quite early in their lives. This doesn't mean that non-noble individuals haven't gained repute in the practice of magic; [b]Abelor Therian, Raquel Leveloir, Morganna Felayne[/b] and many more famous mages have been recorded in history books for their contributions towards the commoner study of magic. But what even the Mage Academies will tell you is that, if you aren't born with a talent for magic or at the least a core, practicing magic is harmful to your biology- rapidly aging the body and cutting your lifespan shorter than what it might have been. The magic that is used by the elves and fae is much different than what the mages use. They don't necessarily cast spells with intricate formula, they don't weave aura into specific shapes for intended effects. Wild Magic, as it is called, does not drain aura from the user or the land and instead simply alters it through strange and unknowable means. Fae have shown this by turning strangers that wander too far into the Rootlands into flora or fauna that can add to the ecosystem. Elves within their primitive societies often willingly transfigured themselves into trees of the forests they lived, many of those trees with elvish faces still etched onto them in Rh'yala.[/color][/sub][/hider][/indent] [indent][indent][hider=Rimeglass][sub][color=gray]In a bygone era long before the first colonizers arrived in Tempestua wiping out the elves and enslaving the dwarves, the northern man tribes communed with a voice in the massive glacier known as Heavenspeak. The Heavenspeak very much a construction made naturally of the earth itself offered blessings to the north tribes in exchange for ritual bloodshed in the form of a great [b]Pack Hunt[/b]. A representative from each tribe would select their most formidable hunter to set out within their alpine forests and through unity they would seek out the apex predator of their lands to bring back to the glacier, a mighty Ice Wyrm. Some years the Pack would eb wiped out, and in their death the blood debt to the Heavenspeak would be paid, but should the survivors of the Pack return to the glacier with the Wyrm the voice would spill its own blood in return. From the great glacier glowing azure liquid would course out into the many rivers, and in the frigid waters a strange crystalline structure would form. The [b]Rimeglass[/b] would be taken and meticulously forged by ancient dwarven smiths to form blade for the hunters who survived the Pack Hunt. Those blades aren't forged anymore, haven't been for centuries. But the original Rimeglass blades have been passed down for generations, and many of them are wielded by the warriors of Fenris to be feared by man and mage alike. Recently though, as the serpentine mines of the north have grown deeper and deeper, naturally occurring Rimeglass has been found. Though it does not hold the same cultural significance or luster as the crystals gifted from the Heavenspeak, its harder than steel properties have found use by the people of Fenris. Dwarven laborers use it for picks and hammers to easily carve away at the land, smiths chip it down into small munitions to be fired by their primitive firearms, and even more recently, the duchy of Fenris have began to reinforce their castle walls with slaps of this blue crystalline material. Mages of Tempestua's other regions have come to despise the North for finding abundance of this material due to its capability of nullifying the effects of magic and snuffing out aura should it wound you. Researchers in Luxu's Mage Academy have attributed [b]Rimeglass[/b] to being the reason that most northborn individuals lack the aptitude to perform magic. They theorize that some naturally occurring phenomenon within the ice mountains saps the land and all of its living people of their [b]aura[/b] which seemingly prevented them from utilizing magic at any capacity. But northmen know that magic doesnโ€™t necessarily need to be what the mages and sorcerers foreign to their land know it to be.[/color][/sub][/hider][/indent][/indent][/indent] [indent][indent][indent][indent][hider=The People of Tempestua][sub][color=gray] Northern Genealogy - [i]Typically fair skinned with a taller stature than the rest of Tempestuaโ€™s humans. A woman from the Fenris region could stand upwards of six feet in height, while men in their prime can scale to nearly seven feet tall. The original three tribes of the north were known as the Smoke, Fire, and Ash; bloodlines tracing back to those clans can still be found throughout the Fenris region to this day. Martial preferences here are typically axes or swords paired with a shield for close quarters combat. Their hunters aren't opposed to using bows but they would rather sneak up on their game and execute them with a sword or long knife rather than kill it from a distance.[/i] Southern Genealogy - [i]People from the Southern region of Kala are known to have a variety of skin complexions as in the past it was known to be a melting pot of various cultures. After the mages occupied the continent the diversity has thinned out, but native southerners have olive to light brown skin tones and some even a strange golden eye color. Traces of elvish culture can be seen in their military still utilizing glaives and longbows, even their green gold armor with serpentine motifs takes after the old elvish armor worn in decades past. Hunting quarry is less common here, but there are more fishermen in the region of Kala than anywhere else on the continent.[/i] Western Genealogy - [i]The most influenced by the mage's culture. Little to any resemblance remains of the western tribal human culture, the majority of the people in Luxu have cream colored or tan skin with golden or fiery orange hair if they're descended from the original occupants that arrived with the Mage King. Their speech is refined, their clothes are vibrant colors that focus on appearance over function, and the marble spires of their cities scream 'Look at me!' as people enter them. [/i] Eastern Genealogy - [i]The beasts of the east, closest kinsmen to the Northern tribes and home to some of the largest dwarven populations remaining. The east was shaped by the giants centuries ago and the stoneblood lineage still carries on in this era. Eastmen are hardy, muscular, and on average built a bit broader than the other humans of Tempestua. While not as tall as the northmen, they are taller on average than those in the south and west. The most notable trait about humans from the east is that they have a somewhat gray tinge to their skin. Hammers, hammers, hammers; sledgehammers, warhammers, if it is a blunt weapon or flintlock its from Haldr. [/i] Dwarves Half-breeds [hr][img]https://i.imgur.com/N1TSbda.jpeg[/img][hr][img]https://i.imgur.com/Gwi4s6a.png[/img][right]Text[/right] [hr][img]https://cdn.discordapp.com/attachments/1439670951603212288/1445196650841768047/image0.jpg?ex=692f77c4&is=692e2644&hm=0e440a5200fdf41cff02d27b2436e2cc0ef85723b568a49b161df84884378db4&[/img][/color][/sub][/hider][/indent][/indent][/indent][/indent] [indent][indent][indent][indent][indent][hider=Places of Tempestua][center][img]https://fontmeme.com/permalink/251202/c77be9c98199962a8cf24b0a9f0c0ad0.png[/img][/center][img]https://i.imgur.com/okBWzX9.jpeg[/img][img]https://i.imgur.com/sKbwhk8.jpeg[/img][img]https://i.imgur.com/Vm4dD2a.jpeg[/img] [center][img]https://fontmeme.com/permalink/251202/2c7872d1855bed8554cc29484c4e3513.png[/img][/center][img]https://cdnb.artstation.com/p/assets/images/images/019/957/737/original/allan-de-paepe-ezgif-com-gif-maker-2.gif?1565738377[/img][img]https://i.ytimg.com/vi/veDZJo8OHYg/hq720.jpg?sqp=-oaymwE7CK4FEIIDSFryq4qpAy0IARUAAAAAGAElAADIQj0AgKJD8AEB-AHUBoAC4AOKAgwIABABGE8gVShlMA8=&rs=AOn4CLDB7h_EMA3Nnovtj6YgJAeyBb-kaQ[/img][img]https://images.squarespace-cdn.com/content/v1/670447eeba89c103beabb9a5/6e0627c5-3d1f-4765-901e-56c647b12f18/Dockside.gif?format=1000w[/img] [center][img]https://fontmeme.com/permalink/251202/2fa27a81fa37f259e8d14f272bb7da14.png[/img][/center][img]https://i.imgur.com/Mk7sbX4.jpeg[/img][img]https://storage.googleapis.com/patreon_about/Patreon-about-farm.gif[/img][img]https://storage.googleapis.com/patreon_about/Patreon-about-seatown.gif[/img][/hider][/indent][/indent][/indent][/indent][/indent][hr][hr] [hider=Stat Explanation][sub][color=silver][b]Aura[/b] indicates the capacity in which you can hold and degree you can manipulate the aura of the world and within yourself. The higher your Aura score is, the more likely you are to have a unique mana core. [b]( E: No Capacity, D: Low Capacity, C: Average Capacity, B: High Capacity, A: Advanced Capacity, S: Abnormal Capacity )[/b] [b]Charisma[/b] should be pretty easy for our tabletop enjoyers to wrap their head around. It is a measure of one's capability to sway others with their words or actions. Influencing people is sometimes more effective than magic or wielding a blade. [b]( E: Zero Influence, D: Low Influence, C: Average Influence, B: High Degree of Influence, A: Notoriously Influential, S: Unrivaled Influence )[/b] [b]Guile[/b] determines a person's skill in concealing and deceiving. Whether that be hiding their presence in the shadows, or make their intentions in combat more difficult to read. The shadier you are with your words and actions, the higher your guile would be. [b]( E: Earnest, D: Easy to Read, C: Can Deceive, B: Skilled At Deceit, A: Masterful Deceiver, S: Unreadable )[/b] [b]Tenacity[/b] equates to how difficult it is to kill your character, it's as simple as that. How this takes shape is really for you to determine; whether you wear the thickest armor on this side of the continent, or you're a mage that specializes in barriers, or even someone too angry to die. [b]( E: Squishy Softy, D: Not That Durable, C: Durable, B: High Effort to Kill, A: Immense Effort to Kill, S: Nearly Impossible to Kill )[/b] [b]Efficacy[/b] is a person's trained skill or talent in handling weaponry or tools. They could have learned to wield weapons, instruments, simple craftsmanship from a young age, or heck maybe they're just born with it. [b](E: Unskilled With Things, D: Capacity to Learn, C: Adept At Their Skill, B: Proficiency in Their Skill, A: Master at their Skill, S: Sword God, Steve from Minecraft )[/b] Players will have 10 points to spend at the start of the story, with opportunities to gain an extra point through strenuous training or having great character development. It only takes 1 additional point for E to be bumped up to D, and so forth. E: 1 point D: 2 points C: 3 points B: 4 points A: 5 points S: 6 points [b]While your stats are primarily for me the GM to gauge your character's strengths and weaknesses, I will also be periodically offer [stat checks] throughout the story to offer your characters a moment to show off where their skillsets shine the most and also influence the direction a scene would take. An example of this will be found below: [i] Within the Hopskeep Tavern, the man you've all been searching for sits with a few other unsavory looking individuals at a table with an old metal stein filled with frothy ale in front of him. Bertrand Blaire glances at the ensemble with his one silvery blue eye, measuring each of them with an air of caution before reaching down to his grab his stein and take a swig. An old and tattered brown scarf wrapped around his neck is pulled up with his free hand to wipe the foam and froth from his gray-stubbled lips before glancing to his compatriots at the table within a sharptoothed grin. "Look'n like we'll need t' find somewhere else t' drink boys." Bertrand growled out in his gravely broken voice. The group of three, including Bertrand rise from their wooden chairs in unison, and the one-eyed man sunk his hand down into one of the pockets of his tanned leather leggings to pull out a handful of small copper coins to set out on the table. They were in a rush, making their way past the ensemble exchanging a dirty look with Brig and the Mercenaries as they would quickly make their way to the door. [color=gold][u]Charisma Check[/u][/color][/i] [/b][/color][/sub][/hider] [hider=แด„สœแด€ส€แด€แด„แด›แด‡ส€ ๊œฑสœแด‡แด‡แด› แด„ส€แด‡แด…ษชแด› แด›แด แด‡xษชแด›] [table= //////= EXIT'S POST DESIGN v5 =\\\\\\][row][sub][sub][sup][h1][color=2e2c2c]..[/color][color=silver]BRIGITTE FENRIS[/color] [sub][sup][color=888888]22, SHE/HERS[/color][/sup][/sub] [sub][color=white][sub][sub][color=2e2c2c][sub].....[sub].[/sub][/sub][/color][sup][b]โ–‡โ–‡โ–‡โ–‡โ–‡โ–‡โ–‡โ–‡โ–‡โ–‡โ–‡โ–‡โ–‡โ–‡โ–‡โ–‡โ–‡โ–‡โ–‡โ–‡โ–‡โ–‡โ–‡โ–‡โ–‡โ–‡โ–‡โ–‡โ–‡โ–‡โ–‡โ–‡โ–‡โ–‡โ–‡โ–‡โ–‡โ–‡โ–‡โ–‡โ–‡โ–‡โ–‡โ–‡โ–‡โ–‡โ–‡โ–‡โ–‡โ–‡โ–‡โ–‡โ–‡โ–‡โ–‡โ–‡โ–‡โ–‡โ–‡โ–‡โ–‡โ–‡โ–‡โ–‡โ–‡โ–‡โ–‡โ–‡โ–‡โ–‡โ–‡โ–‡โ–‡โ–‡โ–‡โ–‡โ–‡โ–‡โ–‡โ–‡โ–‡โ–‡โ–‡โ–‡โ–‡โ–‡โ–‡โ–‡โ–‡โ–‡โ–‡โ–‡โ–‡โ–‡โ–‡โ–‡โ–‡โ–‡โ–‡โ–‡โ–‡โ–‡โ–‡โ–‡โ–‡โ–‡[/b][/sup][/sub][/sub][/color][/sub][/h1][/sup][/sub][/sub][/row][row][cell][quote][color=888888][sup][color=2e2c2c]_[/color][/sup] [sup][color=white]Relevant Experience:[/color] Brigitte served alongside her father in Stonecrown as the scion of House Fenris. Her upbringing was harsh, with elite trainers of multiple disciplines being hired to assist in training her so that she would be a fitting ruler of the north when her father passed on. The White Lion, Hati Polder a former mercenary that worked his way up the totem pole to become a commander under Duke Haldr trained her in the art of war, strategy, with the signs of his less-than-honorable combat being a stain on her Fenris name. While her father Kurt Fenris governed the land and tended to the knights and northmen armies, Brigitte founded the Snowstalkers, a small group of specialized covert soldiers that patrol the borders of the northern province. The cutthroat teachings passed onto her by Hati served the north well, as few criminals ever leave the Fenris territory and if they do it typically ends up being in a pewter coffin. [color=white]Why You Should Hire Me:[/color] "There are no beasts in Tempestua that I would rather have gutted and made into a mantle piece than filthy Luxun nobles. They take from the land, from their own people, but the darkest stain that they will soon regret is the mistake of taking my father from me. Northblood runs through my veins, and though Kurt Fenris may have fallen the wolf does not die so easily. They say that war is a fire that spreads, and consumes the land and the forests, leaving nothing left but coal and ash for the people to scrounge up. But that coal and ash is made for new life to sprout anew, so set that fire with me; let these mages think that their sickening power upon this land remains unchecked for a little while longer. So that [b]you and me[/b], we can sprawl out from the shadows when they least expect it. Follow me and I promise you, this world will change, their blood might be gold but [b]mine[/b] is iron! And the blades of Fenris are cold, just like the embrace of death."[/sup][/color][/quote][/cell][cell][sup][sup][img=////// IMAGE GOES HERE \\\\\\]https://i.imgur.com/KSqOtEE.jpeg[/img][/sup][/sup][table][row][cell][sup]AURA CHARISMA GUILE TENACITY EFFICACY[/sup][/cell][cell][color=888888][sup]E C B D A[/sup][/color] [color=2e2c2c]____________________[/color][/cell][/row][/table] [sub][color=2e2c2c]________________________________________[/color][/sub] [/cell][/row][/table] [/hider]