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VitaVitaAR King of Knights

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Thaln has had a history of conflict. Laying to the southeast of the Kingdom of Velt, and southwest of the Kingdom of Ithillin, Thaln has found itself long embroiled in various forms of conflict. From ideological conflict between the kingdom's nobility, to the clash of warriors on a battlefield. Its history was born from warfare. It is these conditions that resulted in the rise of the Iron Rose Knights.

It was two hundred years ago when an orphaned girl, no older then sixteen, took up a fallen warrior's sword and defended the Mayonite High Priestess Anessa Fasel with her life. Despite no prior training in the art of swordplay, she fended off several armed soldiers and ensured the Priestess's safety. Due to her miraculous defense of the High Priestess, the girl was immediately granted sanctuary and assistance. But her one desire she named above all was to found an order that could defend Fasel, ensure that no harm came to the High Priestess of Mayon. It was here that the Iron Rose Knights came to be.

First lead by the girl, whose miraculous swordplay paved the way for tradition, they began as Knights of the Mayonite Clergy. Since then, successors of the orphaned Elionne Carthet have always been maidens born under a full moon, as the Starlight Saint of Roses herself was. Over time, their purpose changed. Motivated by the Mayonite tenets of the protection of those who could not protect themselves, the Iron Rose Knights slowly began to grow more distant from the Mayonite Clergy.

Two hundred years since their founding, the Iron Rose Knights have become defenders of Thaln and its people. A noble order of knights founded on Mayon's tenets of protecting the weak. Their symbol, over so many years, has remained a Iron Mayonite Rose. A link to their roots, one that will forever remain even if their duty has long since changed to serve the country as opposed to the High Priestess of Mayon. Of course, this change could never have happened if the High Priestess had not chosen to give the Knights' services over to the kingdom.

Since their founding, and the changing of their purpose, the Knights have proven themselves by again and again striking down warlords, bandits, and foul cults.

Now, Thaln is at relative peace. An era of simplicity, it seems, as compared to a past of conflict. The current King and Queen have governed wisely, and their daughter has shown herself to be a popular figure among the people.

The Iron Rose Knights stand ready, to strike at any threats that may rise.

However, can they truly prepare themselves for the danger that lies ahead?




The Iron Rose Knights stand in service of Thaln's people. An elite force that adheres to old tradition, this does not mean there is no dissent in the ranks. One of the chief sources of such dissent is their method of selecting the captains of the Iron Rose Knights.

While no-one can deny the miraculous nature of Elionne Carthet, the first captain of the Iron Rose Knights, the tradition that resulted from her has begun to wear thin on some nobles, and some within the ranks of the Knights. To pick a young girl, inexperienced even if she has fought and trained in warfare and the art of the blade, over those with more experience on the battlefield. And to choose her simply because she was born on a full moon? This has rather resulted in some strife even within the knights themselves in recent years, as the order has grown older.

And the current captain, only recently having ascended to her position, must bear it.

And some nobility even say that perhaps the time has come for such an old order to fade away...




Here's some information crucial to the setting:

Races(ONLY HUMANS ARE PLAYABLE. PLEASE ASK IF YOU DESIRE OTHERWISE. I MAY CONSIDER IT):
  • Humans: Straightforward and coming in many varieties. Humans in Thaln are ruled by the King and Queen of Thaln, living Thaln's Capital of Aimlenn.
  • Elves: Elves, too, come in several varieties.
    • High Elves: There are a handful of High Elven settlements beyond Lethienvel, but they are few and far between. Rarely, a High Elf from beyond the veil will venture into the rest of the world. High Elves boast perhaps the greatest proficiency with magic among their kind. An extremely rare sight in Thaln.
    • Dark Elves: From the Far North, Dark Elves are mysterious folk who dwell so far to the North that the sun rarely pierces the snowstorms. Another rare sight in Velt. Dark Elves are highly proficient assassins and are skilled in the art of stealth and infiltration. Notable for their purple-grey skintone.
    • Wood Elves: The most common variant of Elven kind in Velt, and the youngest, Wood Elves dwell in forest cities and towns. They are fond of solitude, but gracious hosts to visitors who arrive with their permission. Few intruders, however, return alive. Wood elves are known for their skill in archery and hunting. There is a Wood Elf Settlement in Thaln, but finding it is extremely difficult.
    • Desert Elves: The elves of the eastern continent, specifically the Near East. Unfamiliar to most of the people native to Thaln, they are nearly as rare a sight as High Elves from beyond Lethienvel. They are notable physically for their dark, tan skin.
  • Dwarves: Short, bearded folk dwelling in their deep mines and working metal, dwarves have a reputation for honesty, loyalty, and being the most stubborn people you could possibly meet. Dwarves often build vast kingdoms within mountains across the land. The dwarven capital is far North of Thaln, in the great Grey Mountains, home to their most vast halls and the Deep King. Dwarven metalworking is the best by far in the land, but they lack magical capabilities entirely. They are only ever seen in Thaln as traveling parties.
  • Nem: A diminutive race from the deserts of the south, the Nem resemble small humans, commonly reaching heights of around 3'4-3'5. They are universally pale in skintone, with red or yellow eyes and black hair. Nem males cannot grow facial hair, and as a whole they are small and agile but lacking in physical strength. They are also known for being skilled archers, and wielding curved swords(well, more like daggers to the larger races). Their language lacks an equivalent to the letter "B", and some Nem have trouble pronouncing it as a result. They are nocturnal and possess excellent night vision, but during the day their vision is slightly worse than a human's. They also easily burn in the sun and must wear covering clothing to move during the day. Most Nem live in their desert homes, but there are a few found in Thaln as well. They have an extremely low alcohol tolerance. Nem worship a night goddess known as Ila-Nem.
  • The Hundi: The Hundi are a near-human race. On average they are around the average human height, or slightly shorter. What physically sets them apart from humanity is their soft, furred, dog-like ears and tails. Loyal, proud, and honorable, the Hundi are said to be incapable of lying. On every Hundi's sixteenth birthday, they are sent on a journey to practice their highly-valued combat skills and learn about the world first-hand. An unusual custom of the race is their unique marriage rights. An opponent who defeats a Hundi in honorable combat immediately gains the position of that Hundi's fiancee, to be married as soon as possible. Hundi are most common in Ithillin, but some enter Thaln as part of their mandatory quests, or as wanderers or the occasional sellsword.
  • Ingvarr: A hardy race from the north, living in Barukstaed and even further. Bearing horns upon their heads and physical strength far beyond what their stature would suggest, Ingvarr are known as fierce warriors and share much in common culturally with the humans of the north. They pay some respects to other deities, but primarily worship their own set of gods, once again shared by many of the humans dwelling in the north as well. Fierce combatants with an honor code and a passion for battle, their culture passes down many elaborate sagas of battle.
  • Fairy: Fairies resemble female, human-like children. With the exception of the fact that human children tend not to be six inches tall at most, winged, and wearing clothing made from flowers. Fairies possess translucent insect-like wings, and all fairies are female. They tend to possess a childish immaturity, but they are in fact adults. Fairies tend to be inquisitive and curious, as it benefits such a small race of beings to investigate their surroundings thoroughly. Their curiosity extends to when they meet new people, as well. Fairies are mostly harmless, the worst they seem to be able to bring themselves to do being mischevious pranks upon other, larger races. However, harming or killing a fairy will bring the anger of other fairies upon the perpetrator, and they carry a large amount of sharp objects and know how to aim for the eyes and throat far too well. Fairies cannot die of old age, and only violence or disease can kill a fairy. A common sight in Thaln's forests.
  • Nagas: One of the monstrous races, and an extremely uncommon sight outside of the wilds, nagas are human until you reach their thighs. For, from the thighs down, a naga possesses a strong, thick snake tail instead of legs. Nagas are carnivorous and possess sharpened teeth, though no naga dwelling in Thaln is venomous. There are various races of naga across the lands, though only one dwells in Thaln. A naga's tail is incredibly strong and remarkably dangerous.
  • Harpies: A mountain-dwelling monstrous race, harpies are an unusual race of beings in that they are entirely female, relying on the males of other races for reproduction. In place of arms they have a pair of wings, and therefore lack hands and cannot create clothing or tools easily. Harpies dwelling in towns or cities often live with a roommate of another race in order to be dressed properly. A harpy's bird-like feet are highly dexterous and possess sharp claws, and their wings are strong enough to easily break a man's arm. They are light due to their hollow bones and highly cold-resistant. On average they are somewhat shorter than human females.
  • Orcs and Goblins: A pair of closely-related races, Orcs are on average a head taller than a human man, and are very burly and powerful. Goblins are far smaller and are wiry and thin. They usually possess sickly green or grey skin, and are violent barbarians who pillage and steal from others. Orcs are generally found roving in warbands, while Goblins often hide in deep, dank caves. Both Orcs and Goblins are known to eat the flesh of other races. Orcs often ride boars, often given aggression-boosting herbs.Not playable, even if you ask.
  • Trolls: A relation to Orcs and Goblins, Trolls are tall, muscular, and dim-witted beasts. Eating anything they can get their hands on, trolls are more monsters than they are sapient beings. Orcs often use them as attack dogs of a sort, filling them with aggression-boosting herbs. Not playable, even if you ask.
  • Mindless Undead: Undead reanimated by a source that does not retain their mind. These undead can be revived at any point after death, and unlike sapient undead their bodies are not preserved. Rotting corpses or skeletal warriors, mindless undead crave flesh and will attempt to consume it even though they are incapable of digesting it. With the aid of guiding intelligence, such as a necromancer, mindless undead can wield weaponry. Necromancy can also raise mindless undead. They may also occur in places of great violence or magical disturbance. While a bite from a mindless undead can cause unpleasant infection, they are usually no great threat to a prepared warrior. Mindless Undead are considered an abomination by the Dual Church of Reon and Mayon, and are exterminated whenever possible. Not playable, even if you ask.
  • Giants: A race of huge humanoids, often ranging from seventeen to twenty-five feet tall in height. They resemble, quite simply, enormous humans of either gender. They are extremely strong and physically capable, but few giants ever posses the capability of performing magic. Velt's Giants live in small settlements resembling human villages, but there are giants with a more tribal civilization further south. In spite of the size difference, half-giants are possible. They tend to be around ten feet tall and have immense strength.


Locations:
  • Thaln: A land covered in forests and plains, Thaln has had a remarkably bloody history. However, in recent times there has been a period of relative peace. The last notable conflict was the War of the Red Flag, between the Kingdom's armies, including the Iron Rose Knights, and the forces of the rebellious noble Anzel Cazt and his allies. It ended in a resounding victory for Thaln's forces and Cazt's soldiers were crushed, the noble himself struck down by the Iron Rose Knights' previous captain. However, she died shortly afterwards from her injuries. There have been several years of peace since then, but only recently was a replacement captain of the Knights had her sixteenth birthday and was instated. Notable landmarks include the Brennan Forest, home to the White Stone Shrine. Its capital is the city of Aimlenn, home to the Mage's College and Candaeln, home of the Iron Rose Knights.
  • Velt: The country of Velt, northwest of Thaln, is a vast land composed largely of plains and forests, with a few notable mountain ranges(such as the Northern mountain of Cahladren, home to the dwarven city of Draz'khzidra). The River Nirinel runs through the heart of Velt, and the Veltan capital of Meridan is situated on its Southwestern bank.
  • Ithillin: The land to the northeast of Thaln, ruled by King Indril of Calthir. Similar to Velt in climate and geography, though lacking in the mountainous regions to the North, Ithillin has a bustling trade with both Thaln and Velt. The country's capital is Calthir, situated to the northwest. Deep in the southeast their lies the Black Pit, Talderia, a foul crater given a wide breadth by all but the most insistent of adventurers.
  • The Veil of Tears/Lethienvel: The famed, or perhaps infamous, rushing wall of water dividing the western land of the High Elves and the lands east of them. There are gate-ways between them, though the water. There is no visible source, and yet somehow it appears to flow. Though somehow, it is difficult to tell if the water flows up or down. Its infamy stems from a tragic event in the history of the High Elves, the first occurrence of the spilling of High Elven blood by other High Elves. The tragedy and regret from this incident gave the location its name, and to this day many High Elves still have reluctance to cross the Veil. However, there are some settlements on the opposite side of the Veil.
  • Orodagor: In the land Northeast of Ithillin lies the shattered remains of a relic of a long-passed age. Orodagor, the Black Fortress, was a stronghold for the armies of Hidroroth of the Dark. Hidroroth, the poison existence born from the utter fall to evil of one of the world's deities, sought to paint the world in shadows an consume all life in a shroud of darkness. He was slain, ultimately, in the Battle of Inmoorn, thousands of years ago, his spirit left to the judgement of the Gods. Orodagor was one of the remnants of this long-passed age, abandoned for centuries. However, nearly eight-hundred years ago, a new figure appeared and made her stronghold here. The Witch-Queen of Orodagor, as she came to be known, threatened Velt and all the lands around it by sending her coven of witches to overtake the lands. She was apparently slain at Orodagor in spite of her incredibly powerful magic, but rumor has it she did not perish here.


Other:
  • The Church of Reon/The Church of Mayon: The largest religion among humans in Thaln, originating from Velt, this dualistic religion worships both the Sun Goddess Reon and the Moon Goddess Mayon. Both Goddesses, it is said, cannot be separated from one another. Reon's symbol is a highly-stylized lily, and Mayon's is a similarly-stylized rose. Chapels to the goddesses are paired, and adherents focus on either one or the other. Paladins of both goddesses are a common sight, with Reonite paladins being highly aggressive combatants while Mayonite paladins are often more intended to keep peace. The religion is deeply anti-slavery, and Reonite paladins are often deployed to break slavery rings and free those being sold through them. Worship for either sect features the sacrifice of lilies for Reon and roses for Mayon. In Thaln, Mayon worship is more common then Reon worship, but both goddesses are revered.
    • Reon: The sun goddess Reon is believed to have the form of a beautiful maiden. While unimpressive in stature in spite of her nature as a deity, it is said that the goddess possesses a fiery nature. She is described as having fair skin, flowing, long blonde hair, and alert blue eyes. She is clad in red and gold robes. Reon is said to have a palace on the surface of the Sun, a paradise that all her worshippers go to after death. Naturally, the aspect most strongly symbolizing her is fire. Lilies are even burned to be sacrificed to her. The weaponry of Reonite Paladins is often enchanted so that it is capable of in some way channeling this divine fire. Reonite Paladins are highly aggressive fighters, their purpose being to destroy evil.
    • Mayon: The moon goddess Mayon also takes the form of a beautiful maiden. She is taller than Reon, with shorter, black hair and somewhat darker skin. Her eyes are a soft shade of amber. She wears robes of blue and white, and like her counterpart possesses a palace, though naturally hers is situated on the moon. The aspect that most strongly symbolizes her is water, for water is directly effected by the phases of the moon. Incorporating water into weaponry in a direct manner is difficult, so unlike Reonite Paladins, Paladins of Mayon do not often use such enchantments. They are more protective, often wielding enormous tower shields for the purpose of defending themselves and the innocent from evil. Roses a cast into the water as a sacrifice to the Moon Goddess.
  • Magic: Many races possess a natural internal source of mana. However, not everyone has enough to achieve the status of a mage. Magi are practioners of magic educated by a tutor or by a Mage's College, honing their skills in order to cast a variety of spells. Spells require some concentration and the ability to cast, using chants ranging of at least one word. Stronger spells require more words and therefore take more time to cast. Running low on mana is dangerous as it may strain the caster's body, causing them to lose consciousness or worse. Magic users educated outside of the accepted systems are known as witches, and are viewed with no small amount of suspicion.





So, um, basically to summarize this is an RP about an order of Knights in a conflict-filled country, taking place in a fantasy setting filled with all kinds of different fantasy-related things. Of course, Thaln has less interaction with some of the other races then some other countries do, but it's a fantasy RP nonetheless.

I'm not going to be the only one guiding this RP, as well! My friends @Raineh Daze and @Rune_Alchemist will be joining me as co-GMs!

Additionally, for the sake of maintaining a consistent pace, we will be enforcing a strict posting schedule for this RP. Players must post at least once a week, barring outside circumstances interfering, and inform myself or one of my fellow GMs if they are unable to make it. Players who do not post at least once a week may face removal from the RP after two weeks.

A final note, as indicated by tags, there's heavy anime influence in the setting and this RP.




Bios:
  • Name:
  • Age:
  • Gender:
  • Race: Human(unless you discuss it with me AND your idea is approved. Nonhuman Iron Rose Knights must be an extreme minority)
  • Appearance:
  • Personality:
  • Brief Backstory:
  • Equipment:
  • Skills:


@Raineh Daze@PigeonOfAstora@Richard Horthy@Rune_Alchemist@Saiyan@HereComesTheSnow@Psyker Landshark@Rin
Hidden 4 mos ago Post by Rune_Alchemist
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Rune_Alchemist Absolute Depravity

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Hiyooo~
Wind based magic archer shall be up...hopefully on friday.
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Excited. As. <beeeeeeeep>
Hidden 4 mos ago Post by Richard Horthy
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Is there a character sheet template around? Or is it mostly all the stuff that we think should be used to fit enough stuff in?
Hidden 4 mos ago Post by VitaVitaAR
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VitaVitaAR King of Knights

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@Richard Horthy: Character sheet template is at the end of the post, but I'll post it here too:

[list][*][u][b]Name[/b][/u]:
[*][u][b]Age[/b][/u]:
[*][u][b]Gender[/b][/u]:
[*][u][b]Race[/b][/u]: Human(unless you discuss it with me AND your idea is approved. Nonhuman Iron Rose Knights must be an extreme minority)
[*][u][b]Appearance[/b][/u]:
[*][u][b]Personality[/b][/u]:
[*][u][b]Brief Backstory[/b][/u]:
[*][u][b]Equipment[/b][/u]:
[*][u][b]Skills[/b][/u]:[/list]
1x Thank Thank
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@VitaVitaAR Shit, I must've missed it. Thanks for that!
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@Richard Horthy: No problem!
Hidden 4 mos ago Post by Pyromania99
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This will be fun :)
Hidden 4 mos ago Post by Psyker Landshark
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So despite me saying the exact opposite half an hour ago, I'm reconsidering reapping Renar. Mostly because looking it back over, I liked what I had going three years ago and didn't get to use him that much.

@HereComesTheSnow I'm a fucking liar lmao
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get ya deads on
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1x Thank Thank
Hidden 4 mos ago Post by Rune_Alchemist
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@VitaVitaAR
Alright, here we go. four hours until work and I managed to get everything written and mostly to where I feel comfortable with it. I think I got the timeline generally right, but otherwise do tell if there are problems. I'll see about fixing them when I can get a minute.

If it wasn't quite clear, the intent is that she made a name for herself during the rebellion if that's acceptable.

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@Rune_Alchemist: Accepted.
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Made some edits and adjustments from last time. Renar is aged down just enough to have barely missed the war, because I didn't want to adjust his backstory too much to deal with it.
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Hidden 4 mos ago Post by Pyromania99
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Here she is. I think the sheet is correct now.

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@Pyromania99: Accepted.
Hidden 4 mos ago Post by ERode
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You plan on tossing timeskips around in this RP, or is it mostly going to be fairly regular temporal progression?
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@ERode: No huge timeskips, but I'll skip over say, riding back to the capital after a mission, or stretches of time where not much happens.
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  • Name: Paladin Tyaethe Radistirin, First and Youngest of the Knights.
  • Age: 238
  • Gender: Female
  • Race: Human (Vampire)
  • Appearance:


  • Personality: The opinion of those who only have to interact with the Iron Roses in their capacity as knights is that Tyaethe is a serious, no-nonsense veteran. This is completely true provided that she's acting in her capacity as a knight of the church, off rescuing people or doing simple military work--she's quite serious, if prone to taking the aggressive and faster option. When there's a real fight on hand or something strong to oppose, she gets more hot-headed... and in general is quite prone to an "ATTACK ATTACK ATTACK" mentality, prone to forgetting that most people do not share her ability to disregard physical injury.
    Off the battlefield, outside of religious matters she's quite lazy. There's no equipment for her to upkeep, no physical exercise to keep in shape, no family matters to attend to, and even the captain only needs so much assistance in a day. It leaves her plenty of time for either emulating a cat and finding somewhere inconvenient but comfortable to nap, or playing tricks and teasing other members of the Iron Roses. Or helping them as the case may be. At times, the vampire can actually seem her age, bored of the repetitiveness of time and duty--but still obliged to be here.
    Unless she respects you, making fun of her height or age is quite a way to set her off.
  • Brief Backstory: Coming from a minor noble family, Tyaethe was always expected to carry on her family's duty as knights of the crown. Yet due to favours owed by a highly influential and religious duke to her father, the standard of education that the girl received was much higher than her family would have expected--until the duke's own outspoken nature and the cause of the original favour came back. Having made enemies with a vampire of some age, and defied death once before, they came back for vengeance during a feast. Perhaps the vampire recognised Tyaethe as the child of one of its enemies and wanted to make a more ironic point, or maybe they just didn't want to kill a child in training--but of the attack, she was the only survivor, and quite confused at that.
    With her teacher dead, but his influence still felt, the girl went to the church and pledged herself to training as a paladin and to become a knight in Mayon's service--with no idea of what she had been afflicted with. When this became apparent, it was already too late to back out... despite Reon's virulent hatred for vampires in particular, Mayon had no such compulsion against intelligent but unwitting undead and showed no signs of displeasure. So, even though the church would normally have resisted accepting the undead into their ranks, Tyaethe completed her training as best as possible despite the lack of ageing and became a paladin.
    Hot-headed and somewhat hard to work with, Tyaethe spent most of her time as a crusading knight-errant and working on her magical abilities--not wanting to go to yet another social function made doubly awkward by her apparent age, or snap at another companion for bringing attention to the fact. Her tendency for long trips away from most paladins helped with forgetting what she was, and Tyaethe developed a reasonably good reputation for her abilities.
    Which is about when Elionne prevented the assassination of Falthir and impressed the older paladin so much that she was the first to swear her service--before the Iron Roses had even been founded--and was something of a teacher. This, combined with her apparent age, is the source of the "First and Youngest" title... which she still hates hearing. Unfortunately, it's open knowledge, along with her condition, leaving Tyaethe with a very strange reputation.
    When Elionne disappeared, the vampire didn't know more than anyone else, though she certainly took the news hard. In the end, Tyaethe stuck with the knights, though she's become touchier about her apparent age over time, and has a tendency to act as a stumbling block to changing tradition. Occasionally, nobles looking to advance their control over the knights have been dismayed to learn that the circumstances of Tyaethe's original vow to join the knights more or less require Elionne to be the one to make her leave or be proved dead. Of course, that's outweighed by the people who are glad she hasn't gone anywhere; finding someone willing and able to fight dragons when they intermittently show up, let alone one so gleeful about it, would be... difficult if the paladin were to retire or go travelling.
  • Equipment: The only piece of "real" equipment that Tyaethe possesses is her sword--a blessed blade enchanted to have no weight to the wielder, so that even someone in her situation can wield it without any difficulty, and as resilient to damage as it could be made. Everything else, aside from her scarfs, is nothing more than a magical construct created as needed.
    Though it isn't really equipment, she also has two hundred years of accumulated money left over for whatever might need the investment--not a bad amount.
  • Skills: As one would expect of the most experienced knight in the order, Tyaethe's greatest asset is her swordsmanship, despite the link between vampirism and magical power. She takes pride in achieving victory through nothing more than the mundane application of skill, now honed over entire lifetimes, and insists that using some magical enhancement hardly detracts from the achievement; there are enough people around physically monstrous enough to achieve the same effects regardless. Some people have disagreed with this. Whatever their opinion on magically assisted swordsmanship, her skill is sufficient that she only gets excited when prodigies join the knights and provide some decent competition until they leave, or age catches up.
    Of course, as a vampire, there is no avoiding the massive raw magical power requirement to survive the process, one Tyaethe seems to have naturally exceeded by a considerable margin despite her development. Although dependent on regularly feeding to be able to fuel this level, the point that the paladin considers to be satiated and not a danger--and therefore maintaining something approaching her natural capacity--is akin to standing next to a bonfire of mana.
    All of this energy is regularly redirected into one of the least efficient spells possible, generating an illusion and enforcing its reality through stubbornness and sheer magical energy. In practical terms, it amounts to a minor capacity for shapeshifting and conjuration, no matter the mechanism behind it. This, of course, is how the paladin maintains an adult appearance as needed, or actually armours herself as a knight--ageing up or conjuring armour as appropriate. Due to its nature as little more than raw magic, it protects even better against magical attacks than physical, although it also provides the (rather unnecessary) protection of normal armour.
    With the illusions requiring constant investment, there is a limit to how long they can be maintained, with the armoured one being particularly extreme and reserved only for combat itself. Merely looking how she would if she had grown normally can be kept up with little difficulty, as long as she's awake.
    Then, of course, there are the abilities that stem directly from being a vampire. Using mana for physical enhancement is the most obvious, and where even the weakest vampires get a dreaded reputation: unless starving, even the least combat-trained vampire can boost themselves to scary levels. The other one is that inflicting damage that can't just be healed away is a matter of some difficulty without holy blessing or a talent for decapitation. It also has a few minor talents that are occasionally handy--obviously, seeing in the dark is a big one, but her other senses are quite sharp, although not to extreme levels. Except for two exceptions: heartbeats and the smell of blood. Quite hard to sneak up on, this one.
    Having pretty terrible unaided eyesight isn't a skill, but it's noteworthy.
  • Other: Yes, drinking blood is required--blood becomes mana, mana sustains life. Yes, the sun is dangerous. It isn't quite lethal, though: Reon hates vampires but she's aware it's not a choice.
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