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Greek Fire Emblem on the Forums (OOC) (7 Slots)

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Greek Fire Emblem on the Forums

A god's blessing, what value does it hold? Every mortal is born with some link to a god or goddess. This link allows them to be gifted a tiny spec of their power, a power that grows and matures within their own body into their own power. While their power is separate from those of the original god, it highly mimics that of it's originator. These gifts come in different elements and through training allow the user to command and control the elements they are linked to. For these gifts, all the gods ask in return is respect and reverence.

 

On a the continent of Greece two rival nations, Athens and Sparta, are about to have their 21st semi-centennial mock battle to see which nation and by extension which god is the strongest. Athens fight to protect the honor of the Goddess Athena while Sparta fights for Ares. The score is tied 10-10 and this battle will decide who pulls ahead. However, tensions for this battle were at an all time high as 15 years ago an outbreak of unknown origin began to take over the land. The Curse is what the people began calling it as it began to twist and mangle those who were afflicted. All the afflicted are changed not only physically or mentally. The exact physical changes are different form person to person, some had the effects occur rather slowly while others went full beast within a couple days. To add onto this paranoia, all contact with the gods had ceased just 5 years prior. All hopes were that a splendid performance between the two nations would provoke some sort of response from the gods, however one should be careful what they wish for. After the mock battle battle Athena and Ares finally made contact and both declared war against the other nation. It is now the year 1420, five years since that day and the war hasn't stopped with many casualties and no ground gained on either side.

 

Meanwhile, in the Underworld, Hades is plotting something big. He's having the souls of the dead construct some sort of weapon as well as the souls of the corrupt executed and cease from existence. Whatever the purpose the weapon it can't be good and holds a great threat not only to the mortals on the surface but also the Gods. Someone has to inform the surface about it, prevent it from ever being fired and save the lives of all those on the surface. This is the story of a group who tried to do just that.

 

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Welcome to Greek FEF or, as some would like to call it, Deceitful Turnabout Reboot. I, EXLink shall be your host. Currently I am hoping to take on 7 players, up to 9 if I feel like there are just too many good submissions. Don't worry about needing to fill roles like healer/performer/thief as character concepts and quality are more important. I will warn, however, that this FEF is not for the faint of heart. Characters deaths may occur, late in the game there is planned PvP, and if something seems unfair it probably is.

 

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The World

Map of Underworld/Surface/Heaven Level Layout

 

 


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Level Description

 

Heavenly Levels:
Realm of the Gods: As the name would suggest, this is where the all the gods live, save for the Chthonic gods.

Hall of Heroes: A large coliseum like area where the greatest warriors throughout all of history spend their afterlife engaging in combat with one another. 

Elysium: Plains of grassy fields, lush clouds and sparkling clear rivers and lakes. This is for all intents and purposes Heaven. Only those truly good are fit to come and spend their afterlife here.

Gates of Heaven: The gateway that separates the Heavens from the mortal Surface. A trail by combat is needed to pass through the gate from either side.

 


Surface Areas:
Mt. Olympus: A large mountain which leads to one of the Gates of Heaven

Surface: For more info about surface see tabs below

Temple of Styx: A temple placed at the end of the River Styx and is one of the few exits out of the underworld.

 


Underworldly Levels:
Asphodel: Burning fields of fire and ash. Rivers, lakes and seas of magma. No sky, only a rocky ceiling. This is hell alright.

Tartarus: The deepest part of the underworld where Hades and the other Chthonic gods live. It was one grand fortress made from the remains of a primordial being.

 

 

Map of the Surface

 

 


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Surface Area Descriptions

 

Athenian Territory (East of the Grand Abyss):
Boreal Wastes: A once thriving Boreal tree forest is now in the process of withering away in an eternal winter. The Nymphs who once called this home were now forced to migrate out towards either the Deep Oak or the Mandrake Thicket. The land now seems all but worthless and devoid of life, however, certain Nobles from the Vulbury Concord have found certain value in this enteral winter. It turns out the ice harvested from this region melts at an extremely slow rate. Slow enough to ice harvesting a new venture for financial gain. As such, many ice mines have been popping up trying to cash in on this new market.

Velbury Concord: What once started out as a small market town around Athens has now grown into an entity with a nation sized level of influence. The heads of this organization are the founding families and thus are also some of the wealthiest people. Some would say that the Concord holds more power within the East than Athen’s themselves, unofficially anyways. It seems that there is always someone from the main families who gets elected to head Athens. Until recently, however, as the commoner and ex-bandit Nicolos someone managed to pull ahead through the polls with an overwhelming majority. Ever since, he has been working to reduce corruption within Athens, much to the dismay of the founding families.

Wild Gardens: A Large expanse of plains spanning almost the entire Eastern half of the continent. With lush plant life and rich soil making it ripe for farming and raising animals. However, more than half of that ripe farmland is in some way shape or form owned by one of the Founders of Velbury. Eventually there may not be any independent farms or towns left in wild gardens.

Twin Plateaus: This used to be one singular Plateau before the summoning of Typhen by Gaia. The plateau is at least 800 feet higher than the ground below it. This is usually the stage for the semi-annual fight between Athens and Sparta

 


Spartan Territory (West of the Grand Abyss)
Veteran Bluffs & Fledgeling Crags: A constant overall slope northward, it is best to think of these two sections as one big one. Down south it starts as a grassland with a few large rocks scattered about, but the further you head north the less grassy and the more rugged the terrain gets. The Bluffs mark the point where its mostly all hard rock and less dirt. One may expect living in this area to be a challenge due to the lack of vegetation but there are plenty of wild goats and chickens to hunt thus the people live mostly on meat. Your rank in Sparta directly correlates with how far south or north you are in this stretch. The further north you are, the higher your perceived rank in society is. Whether it be through the military, as a master artisan or what have you. 

Bryyo Steeps: A range of extremely tall and unstable mountains that cut down through the continent. Traveling up these almost vertical mountains is just asking for an early grave as the rocks aren’t the hardest and are prone to breaking off with even the slightest of bashes. The only real way of getting around these peaks is either going around them through the ocean or a large ravine that cuts a path through to the other side.

Deep Oak: A very dense dark oak forest and the only real area in Spartan territory that any kind of big farms can be maintained. Even then, the costs of removing the great amounts of oaks that litter every inch of the area makes setting up here even more of a hassle. However, these forests are a hunters greatest dream. With a large amount of prey to hunt, it isn’t too far off to say the greatest export from this area with the large amount of wild game they acquire.

Costa de la Luna: A tropical beach area and a very popular vacation location. People travel from all over the continent to experience the rare and exotic fruit that only grow in that region. There always seems to be one festival or another going on at any one time there as well.


Unaffiliated Territories
Mangrove Thicket: This large area of shallow water is filled with trees with long extending roots into the foggy puddles. The only bit of dried “land” in this area are places where the roots are most dense. Thus, this area is largely uninhabited by most intelligent life except for the Nymphs that call this home.

Pearlsand Desert: With sand as white as snow, the dunes in between the plateaus act exactly like a desert but in a very distinct way. Instead of getting tired from a harsh sun beating down on you, it almost feels like you’re being lulled to sleep by your mother. A very soothing feeling washes over you before you collapse in an eternal sleep. Going into this area unprepared or alone is certainly as for a slow death. However, some people theorize that the sand from this area can also halt the corruption of the Cursed. There hasn’t been extensive research on it, but that hasn’t stopped crooks from selling it to desperate families.

Grand Abyss: An ocean of darkness, an ominous and foreboding sight from any on looker. Made from the summoning of Typhen by Gaia no one knows what lies past the dark depths. There are few people who make it through the Pearlsand Desert and even few  get close to its edge. However, those who have claim to hear a faint strange sound, like sparks of electricity coming from within.

Swamp of the Damned: A swamp filled with underworldly aberrations and ghouls. It is said that souls heading towards the temple of Styx on their way to the underworld get caught between the roots, thick branches and mud of the swamps. As their souls linger behind to look for new bodies a cling to life causing the mud in the swamps to form human-like figures and become essentially mud zombies. Staunch followers of Hades come to this region and help souls free themselves from this swap and help them on their way to the after life. As one can expect, in times where many people die, the swamp gets more and more congested.

Hephaestus’ Forge: An isle south of Costa de la Luna. Home of the god Hephaestus, it is said any legendary weapon forged from the Age of the Gods originated here. Many come here to ask for a weapon and few have ever returned. Those who have are mentally scared and refuse to talk about what transpired.

Hallowed Steps: Land reserved by the gods for intense worship. Located at the foot of Mt. Olympus, there is a church for each and every god of the pantheon. Feuds between the churches occur as often as feuds between the gods. However, unlike the gods, the rarely ever escalated from loud shouting.

Mt. Olympus: A towering mountain spanning way past the cloudline. It is at the peak where the “Gates of Heaven” are located. One of the few entrances to Elysium there are and the easiest to pass through. Well I say easiest but the journey there is anything. If climbing a large perilous mountain isn’t a deterrent enough, guarding the gates are some of history’s greatest warriors and are instructed to test anyone who wishes to pass through the Gate through combat. As such, only one person has been able to pass through. Hercules himself.

Predatory Tropics: A jungle filled with gargantuan beasts and threats. Luckily, they have no interest in leaving their habitats any time soon as it would take tens of soldiers to even harm one of these beasts. However, there are those strong and crazy enough to fight these beast alone or in squads of up to four. They pride themselves on maintaining balance and order within the tropics and nature. 

Draak: Home of the now extinct Dragons. This area is highly unstable due to Typhen being sealed up in Mt. Ortharies. Eruptions of lava and magma are a common place. Only the Cyclops and the Hecatances live in this place and guard the mountain from anyone who would wish to free Typhen as thanks for the gods for releasing them from Tartarus.

 

 

Athens vs. Sparta

 

Athens: The city constructed and blessed by the goddess Athena. The people of this land generally value knowledge above all else. Your worth as a person is how much of a "jack-of-all-trades" you are. For example, a chef should not only know how to cook but also grow his own crops. A musician should not only know how to play their music but also how to make their own instruments. etc. Athens is largely seen as democratic, seen being the key word as the founding members of the Velbury Concord have taken near complete political control. Rigging elections, silencing people, oppressing would be rebellions, the list goes on. I wasn't until recently that their power was beginning to be challenged by a young up start named Nicolos. They branded him a bandit as hopes to stop his rise into power and it seems he was able to stop their multiple assassination attempts and prevented a rigged election. Progress in getting rid of this corruption has been extremely slow due to the war going on between the nations. It seems real progress will only be made after the war is over. 

Sparta: Constructed and blessed by the god Ares, if there was ever a militaristic nation this would be it as it is governed by one ruling family. Ruling over the areas under their influence with an iron fist, anyone unwilling to follow order would either be killed or put through trial by combat. Only the strong prospers while the weak are fated to perish. Your place in society is how strong you are, but not just physically. While yes you can rise up through sheer might alone, intellectual might or might through mastery of a skill are also view as valid sources of strength. As such, some of the greatest specialists of the ages come from Sparta. They value strength so highly that those who are weak are treated as lesser folks which makes slavery common place here.  While it is not uncommon for someone to push their way out of slavery, it will be quite the daunting task as you must out perform your master in an art of their choosing. It is most common to see Dragonborn, Half-Nymphs and Cursed as slaves. Recently, however, the current and now deceased leader of Sparta, Roswell, was defeated in single combat by his daughter Rosanne. She wishes to change the foundation within Sparta, no longer wishing for the strong to trample the weak. In order to do that however, she needs to end this current war and quickly.

Athens & Sparta Relations: Things have always been like a friendly rivalry between these two nations. Always pushing each other to get better and outshine the other. The past couple years have strained this friendly relationship as war will tend to do. It seems the people on both sides want nothing to do with the war nor like the idea of killing each other because of the feud between the gods, yet they are obligated to. No battle ever ends with happiness on either side and moral in at an all time low. Given more time though, and we'll see how long the reluctance for the war will last.
 

 

 

Timeline (The Long Version for people who like to Read)

 

The First Moments of Time (??? to 100)
??? - The universe was only Chaos. Anything was everything as well as anything that had been or will be.

Year 1 - The first Primordial deities came into existence from the depths of Chaos and began to bring order into the universe. One such Primordial deity was “Mother Earth” or Gaia who created the entire world. This was the first moment of any recorded history.

Year 2 - Uranus, the Primordial deity of the heavens fell in love with the Gaia and they would bear many children throughout the years. These children would then be known as the Titans, the cyclopes and the hecatonchires. 

Year 5 - Uranus began to fear the power of his children and decreed that they would all be locked up deep within the depths of the earth. This place was then given the name of Tartarus.
 
Year 100 - After many brutal years of subjection under the rule of Uranus, Gaia began to plot against her lover to overthrow him. She freed her strongest and most ambitious son, the Titan Kronos. He accepted the task and made his way onto heaven wielding a scythe made of diamond. He assassinated the ruler in his sleep and took the throne to ruler from then on. His first action as ruler was to free his fellow titans from the depths of Tartarus. Thus, began the rule of the Titans

Era of the Titans and the Birth of the Gods (101 to 175)
Year 101 - This was when the first mortals appeared on earth. During this time the planet was in eternal spring and the needs of all were in abundance. However, in the realm of the gods, the reign of Kronos was much like his father. The tyrannical ruler forced marriage with the Titan Rhea, which as they bore children he feared them rising against him. Much like he did towards his own father. As a precautionary measure he decided to kill any children his wife bore so that none would even have a chance to raise against.

Year 167 - Rhea, tired of watching child after child perish at the hands of Kronos decided enough was enough. She bore her child, Zeus, in secret and left him in the care of the forest nymphs to raise him. Knowing that Kronos would be expecting another child to be born, she convinced another Titan to create a baby like familiar to take the place of her child. Without even a second thought Kronos took the bait and thus Zeus slind under the radar.

Year 175 - Upon reaching adulthood, Zeus was informed of his true family line. Outraged at the actions of his father, he asked for help from the same titan who helped his mother previously to create a nectar that would help bring his brothers and sister back from the dead. With his fellow gods now alive and well they raised their weapons against Kronos which then began the War of the Titans.

Titanomachy (176 to 186)
Year 176 - With Zeus and his fellow gods created their headquarters upon Mt. Olympus and took the title of “Gods of Olympus”. The Titans made their base in Mt. Otharies. Knowing the powers the titans possesed, Zeus decided to free the cyclops’ from Tartarus to aid him in his battle. For this gesture they were glad to help and they forged three relics for the gods. Zeus was granted his thunder and lighting, Poseidon a trident that causes mighty storms and earthquakes, and Hades received the helmet of terror which granted the wearer invisiblity when worn.

Year 186 - After ten years of nonstop war that shook the very corners of the universe, the Titans were finally defeated by the gods of Olympus when Zeus also managed to free the hecatonchires from Tartarus as well. Kronos and his fellow titans were then given a life sentence within the deepest depths of Tartarus. However, a special punishment was placed on Atlus, the general of the Titan army. He would be forced to carry the weight of the world for all eternity.

The Last Trial (187-189)
Year 187 - Upon victory, Zeus decided to split his power and reign with his three brothers. Zeus would rein over the Sky and Heavens, Poseidon would rule over the depths of the ocean and Hades would rule over the land of the dead. Every god who helped him in his fight against the titans was also given a special place in his court. This then began the rule of the gods over both the earth and mortals. However, this was only the calm before the storm.

Year 188 - Gaia, enraged to see her sons and daughters once again imprisoned sought revenge against the gods. She created one of the most vile beings, the Typhen, to defeat Zeus and the Gods of Olympus. It is said that the creation of Typhen was what caused the giant chasm in between Mt. Olympus and the Temple of Styxs Their clash was fierce but ended in the giant beast Typhen who severed and stole Zeus’ divinity and locked him away. 

Year 189 - A year had passed and the Gods were on their last leg. Barely managing to guard the entrance to the underworld all hope seems lost. However, blinded by the sight of victory, Typhen failed to notice the hidden movements of the god Hermes who stole back Zeus’ divinity and returned it to the god, empowering him once more. From behind the beast, Zeus charged and fired his strongest lightning bolt and knocked the beast unconscious. With the beast defeated they sealed him away in Mt. Otharies which occasionally spewed lava trying to keep the powerful beast chained down.

The Reign of the Gods (190 - Present)
Year 190 - The rule of the gods began in full swing. While nowhere near as tyrannical as the last two reigns, petty squabbles between the gods often got mortals involved as well as the often punishment of mortals was not too unheard of. Though the mortals didn’t get the short end of the stick as now by birth every mortal child is blessed by one of the gods.

Year 247 - Mt.Olympus was now sight of the connection between heaven and earth as decreed by Zeus and the halls of the gods would be moved further up into Elysium’s heights.

Year 384 - Ares forged the city of Sparta on the same continent as Mt.Olympus for his followers and blessed to gather. The Gods of Olympus would not soon hear the end of the God of War’s grand civilization.

Year 409 - Athena tired of hearing Ares’ non stop babbling about his great city, she constructed her own city of Athens on close by to Sparta. This essentially put a roadblock in their construction across the continent. This was the cause of non stop bickering between the two gods much to the dismay of the others.

Year 415 - Zeus was fed up with the two gods and decreed that they would settle their differences in a mock battle between their two nations every 50 years. The victor would be decided by the Olympic council and be considered the better city until the next mock battle. The two gods agreed and the first victory was granted to Athens, much to the dismay of Sparta. However, this was able to soothe the ears of all the gods for most of the fifty year time period. This then instilled a rivalry between the two nations.

Year 642 - The Velbury Concord is officially established 

1385 - Persphone, the Daughter of the Goddess Demeter, goes missing while being watched over by the Nymphs of the Great Boreal Woods. In her fury the goddess froze over the forest locking it in an eternal winter as punishment for the Nymph's negligence. It is now known as the Boreal Wastes and the life it once had is slowly beginning to wither away.

1398 - The first instance of Ice Mining begins

1400 - The first Cursed becomes afflicted and begins to spread.

Year 1410 - Contact between the gods suddenly cease and only a select few mortal are able to get in contact with the gods.

Year 1414 - The construction of the Sotiria in Tartarus begins. Nicolos is also not only the first elected commoner but also the first elected bandit to take control over Athens.

Year 1415 - After twenty competitions between both Athens and Sparta the score was even. Both sides have had ten victories and ten defeats. Both sides hoped that a victory here would reconnect the gods with the people. However, the connection was not one they had hoped for. Both Athena and Ares refused to have a victor decided and the mock was extended for the first time ever. The extensions wouldn’t let up either.

Year 1416 - Princess Rosanne bests her Father Roswell in single combat and is now crowned the Queen of Sparta 

Year 1420 (Present) - After 5 years of constant waring, the victor had not yet been decided and no hope for a declaration seems to be coming anytime soon.

 

 

Timeline (Only the important stuff)

 

??? - The universe was only Chaos. Anything was everything as well as anything that had been or will be.

Year 1 - The first Primordial deities came into existence from the depths of Chaos and began to bring order into the universe. One such Primordial deity was “Mother Earth” or Gaia who created the entire world. This was the first moment of any recorded history.

Year 1-100: Tyranical Rule of Uranus

Year 100-175: Uranus was dethroned by his son, the Titan Kronos and thus this Titan began his own tyrannical rule. However, much like before his son Zeus rose up aganinst him and started a war between the gods and the titans.

Year 176 - 186: Ten years of warring know as Titanomachy before the Gods were victorious locking away the Titans in the deepest depths of Tartarus. 

Year 187 - 189: Gaia angered at the imprisonment of her first children would no longer sit back and do nothing. Instead she summoned a powerful monster know as Typhen to destroy the gods then proceeded to sit back and do nothing afterwards. The battles between the gods and this monster always ended in Typhen's favor. However, at the last key moment Zeus was able to strike the decisive blow defeating the beat before the gods sealed him away in Mt. Otharies.

Year 190 - Reign of the gods officially begins with mortal blessings 

Year 384 - Ares first creates the City of Sparta

Year 409 - Athens creates the City of Athens

Year 415 - The first mock battle between Athens and Sparta occur to see who's the strongest 

Year 1385 - Persphone, the Daughter of the Goddess Demeter, goes missing while being watched over by the Nymphs of the Great Boreal Woods. In her fury the goddess froze over the forest locking it in an eternal winter as punishment for the Nymph's negligence. It is now known as the Boreal Wastes and the life it once had is slowly beginning to wither away.

Year 1400 - The first Cursed becomes afflicted and begins to spread.

Year 1410 - Contact between the gods suddenly cease and only a select few mortal are able to get in contact with the gods.

Year 1414 - The construction of the Sotiria in Tartarus begins. Nicolos is also not only the first elected commoner but also the first elected bandit to take control over Athens.

Year 1415 - After twenty competitions between both Athens and Sparta the score was even. Both sides have had ten victories and ten defeats. Both sides hoped that a victory here would reconnect the gods with the people. However, the connection was not one they had hoped for. Both Athena and Ares refused to have a victor decided and the mock was extended for the first time ever. The extensions wouldn’t let up either.

Year 1416 - Princess Rosanne bests her Father Roswell in single combat and is now crowned the Queen of Sparta 

Year 1420 (Present) - After 5 years of constant Waring, the victor had not yet been decided and no hope for a declaration seems to be coming anytime soon.
 

 

 

Races

 

Humans are the most populous of all the races. For an in depth description of humans please look in a mirror.
 
Half-Dragons or sometimes called Dragonborn are the result of the mating of a human and a dragon from ancient times. Using their magic, dragons are able to shape shift into a humanoid form and have married humans in the past. The result, is Dragonborn. They are human looking with much longer lifespans going into the 300s. They have unusual eye colors and pupils looking much more like a lizard's eyes and often colored red/yellow. Sometimes they have scales along their body and face. A half-dragon doesn't have to have a parent be a dragon, as dragonblood can re-emerge several generations back. When insulted, humans tend to call them half-blood, lizard, gecko, and other animal names to deem them nothing more than beasts. 

Half-Nymph or sometimes called Wildfolk are the result of mating between a Nymph and a human. They are human looking, a little shorter on average than most. Their most defining feature are unusual hair colors and eye colors. Heterocromia is almost the norm with the Wildfolk. They also can have strange glowing markings around their torso, legs, arms and even sometimes face. They have a great aptitude for magic than regular humans.

The Cursed is a corrupted form of the three above. Being corrupted changes people both physically and mentally. The Cursed affects everyone differently, but they will each have a very defining and obvious characteristic. Sometimes it's animal ears and tails, and sometimes demonic horns, sometimes extra arms and fanged teeth. This doesn't just affect the physical body but also the soul as well. As the person falls deeper into the curse, these characteristics become more pronounced until they become something that can no longer be considered human, Dragonborn or Half-Nymph. The curse also changes how the person thinks. They slowly become more hysterical and paranoid, and start to despise the other races. Eventually the curse the cures feeds into them and they attack anything that isn't cursed, wanting nothing more than to spread the affliction and almost getting enjoyment out of it. Once someone falls completely to the curse they stop ageing and will not die of natural causes. However, several cursed are able to live normal lives and can even have families of normal humans. No one knows how to slow the the affects other than through rumors and anyone who is found falling deep into the curse is executed on the spot. The spread of the Curse is also unknown, even those with no prior contact can start gaining the symptoms. However, it is know that there's a higher concentration of Cursed towards the center of then continent and then peters out the more towards the edges you get. WARNING picking this race will have drastic affects on your character both in RP and in Combat. 
 

 

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Mechanics & Game play Changes

We will be using Fire Emblem On Forums Handbook v2.3 [LINK]

 

General

 

-All supports, rather than giving +5 Crit or +5 Dodge, now all give +2.5 Crit and Dodge.
-When you reach Level 10 in First Class, you choose one weapon subcategory, either already ranked or from general category, and it gains 1 rank up. The same happens when you reach Level 10 in Promoted Class
-New formula for Ailment staves: Staff%= Staff Hit + [(User MAG - Target RES) * 3] + (SKL * 2) - (Distance between user and target * 5)
-DR is applied before a critical hit rather than after.

-At Trainee level 1, one C support slot will be available 

 

-New type of item: Gear. They grant certain effects but only one may be equipped at a time. 

-Certain items may take up more than one item slot

 

Skills

 

Stillness and Provoke are not available.
Savior, in addition to its other effects, gives the user +3 Aid.

The following new skills are available:


-Aegis (Free): When suffering an attack from Bows, Hidden Weapons, Tomes and Dragonstones, there is a (SKL+LCK)% chance to reduce the damage dealt by half.
-Aegis+/Pavise+ (Cost): When suffering an attack, there is a (SKL+LCK)% chance to reduce the damage dealt by half.

-Pavise (Free): When suffering an attack from Swords, Lances, Axes and Monsters, there is a (SKL+LCK)% chance to reduce the damage by half.


-Desperation (Free): When making an attack or counterattack, if you are < or = 30% HP, you may make any followup attacks after your first attack/counterattack.
-Desperation+ (Cost): When making an attack or counterattack, if you are < or = 40% HP, you may make any followup attacks after your first attack/counterattack, and you gain 15% crit.

-Dragon Ward (Free): When an adjacent ally suffers an attack, there is a (SKL+LCK)% chance, based on your stats, to reduce the damage by half.
-Dragon Ward+ (Cost): When an adjacent ally suffers an attack, there is a (SKL+LCK)% chance, based on your stats, to cancel it out altogether.

-Rend Heaven (Free): During an attack, you have a (SKL+LCK)% chance to deal damage equal to half your enemy’s STR or MAG stat based on the type of weapon you are wielding. (If using a physical weapon, calculate with enemy’s Strength. If using a magical weapon, calculate using the enemy’s Magic. Weapons capable of both use the stat that targets the same defensive stat as they do.)

-Trailblazer (Free): Penalties for moving into forest, desert, deep snow, and hills tiles are reduced by 1. No ill effects from Weather are suffered as well.

-Vengeance (Free) – During an attack, you have a (SKL+LCK)% chance to add half of your missing HP to your attack.

 

 

Class Changes

 

Trainee:
Rider Trainees: if going to Wyvern Rider, can pick lances or axes as their weapon proficiency. If going to Pegasus Rider, they can choose swords or lances as their starting proficiency. If they are going to Cavalier, they can choose any of the three.

First:
Cavaliers can choose between Swords/Lances and Axes/Lances for weapons.
Fighter’s “Clear a Path” ability now also applies to Pillars, to Forts, and to any miscellaneous terrains I create in the game that cost 2 MOV to move into.

Mercenary Mordhau is now replaced by:

-Alpha Strike: +3 DMG and +10 Crit against enemies at full HP
Pegasus Knights may choose between Swords and Lances for proficiencies.
Scavengers no longer have Scavenge Gold as a skill and it is replaced with:

-Top Off: When the Scavenger reduces an enemy to 0 HP in combat, they may regain one use on a consumable item in their inventory, excluding Elixirs. If the Scavenger has no consumables in their inventory below max uses, they instead gain a 1/5 Tonic in an open inventory space if there is one.
Shaman’s Ancient Gamble trades 1 SPD for 1.5 MAG (rounding up), instead of 1 SPD for 1 MAG.
Tactician has Press the Assault’s effective range reduced from 3 to 2.
Troubadour gets a buff on Healing Flow – each turn’s worth of healing is 1/2 the normal healing amount, not 1/3 the normal healing amount.
Wyvern Knights may choose between Lances and Axes for proficiencies.

Promoted:
Assassin’s Vital Strike is limited to a cap of +30 Crit at maximum.
Berserker has Berserker Barrage capped at a total of +30 crit from sacrificing DEF/RES.
Dread Fighter’s Element of Surprise also applies on pillars, and any miscellaneous 2-MOV terrain I add that isn’t completely open.
Falcon Knight’s Charge must be declared during the initial attack.
Illusionist doesn’t get Brilliant Disguise, but instead they get the following ability: Foul Play: Before movement, the Illusionist can teleport to one Illusion within three spaces as a free action once per turn.
Nomad Healer can create healing items for the following costs instead of what’s in the book: Herbs: 250g, Vulnerary: 1000g. Tonic: 500 Gold. Potion: 1250 Gold. Concoction: 2000 Gold
Nomad Trooper’s Master of the Plains activates on any open terrain outdoors.
Saint’s Splashover can be applied 3 times per map, and Doublebuff only takes 2 QL.
Shadow Sword’s Marked for Death doesn’t apply to the overall bosses of a level, but can be used on midbosses and other named enemies.
Swordsmaster has Faster than the Eye capped at +30 Evasion

 

 

New Classes

 

Apothecary
Promotes from Archer Trainee
Promotes to Great Merchant, Nomad Healer


Wields Bow (C/D)
Starting Weapon: Iron Bow
Preferred Stats: LCK, SPD


Class Skills:
Quick Salve: The Apothecary may use healing items on themselves or any adjacent ally as a free action. (After Movement)
Potent Brew: When using medicine to revive downed players, the healing is not halved.


Base Stats: 20 HP, 5 STR, 0 MAG, 4 SKL, 5 LUK, 3 DEF, 1 RES, 5 SPD, 7 CON, 6 AID, 5 MOV.
Promotion Bonuses: HP +2, STR +1, MAG +0, SKL +0, LUK +1, DEF +1, RES +0, SPD +2, CON +3, AID +3, MOV 5


Great Merchant
Promotes from Apothecary
Requires: Orion’s Bolt

Wields Bow (A/C), Lance (A/C)
Preferred Stats: LCK, DEF


Class Skills:
Payday: The Great Merchant has a (Luck)% chance during their movement and upon defeating a foe to find a Gold Bar. This is an item that has no effects other than being worth 200 Gold at a shop. Great Merchants have 1 extra inventory slot so long as it contains a Gold Bar and nothing else.
Spendthrift: If the Great Merchant is in possession of a Gold Bar in their inventory they may choose to expend it to deal +5 Damage and gain +5 DR for their next combat. The use must be declared when attacking.

Promotion Bonuses: HP +2, STR +2, MAG +0, SKL +2, LUC +3, DEF +3, RES +0, SPD +0, CON +3, AID +3, MOV 6


Malig Knight
Promotes from Wyvern Rider, Shaman, Necromancer
Requires: Elysian Whip


Wields Axes (A/C) OR Lances (A/C), Dark (A/C)
Preferred Stats: STR, MAG


Class Skills:
Wyvern
Trample but Worse tm : When the Not!Great Knight attacks unmounted units, they gain a +3 DMG against them.
Savage Blow: Has a (SKL + 1/2 LUC)% chance to deal 20% of your attacking stat to the target and adjacent enemies after combat resolves when you initiate combat. This cannot reduce HP below 1.


Promotion Bonuses: HP +3, STR +2, MAG +1, SKL +1, LUC +1, DEF +3, RES +1, SPD +1, CON +3, AID +3, MOV 6

 


Kinshi Knight
Promotes from Archer, Pegasus Knight, Nomad
Requires: Elysian Whip


Wields Lances (A/C) OR Swords (A/C), Bows (A/C)
Preferred Stats: SKL, SPD


Class Skills:
Kinshi (Pegasus)
Amaterasu: At the start of each turn, passively heals all adjacent allies for 10% of their total HP.
Ruler of the Skies: Hit +20 and Avoid +10 against other flying units.


Promotion Bonuses: HP +1, STR +2, MAG +0, SKL +2 LUC +1, DEF +0, RES +3, SPD +3, CON +3, AID +3, MOV 6

 


War Cleric
Promotes from Priest / Sister, Fighter
Requires: Faith Icon


Wields Staves (A/C), Axes (A/C)
Preferred Stats: HP, LUK


Class Skills:
Countermagic: When taking damage from a tome or other magical weapon, the War Cleric has a (SKL + LCK)% chance of the enemy suffering the damage they took.


Promotion Bonuses: HP +3, STR +3, MAG +1, SKL +0, LUK +2, DEF +0, RES +1, SPD +0, CON +5, AID +5, MOV 6
 

 

-----

The Players

Ahem, first and most importantly, YOU'RE ALL DEAD! Welcome to Tartarus in the underworld and I hope you enjoyed your say thus far. Whether you were the most heinous of villains or purest of saints you were sentenced to Tartarus to work on this strange temple like structure called the Sotiria. While its no where near as bad as burning in the fields of Asphodel, due to not needing sleep no breaks are ever given. No rest. You've been working for what seems like an eternity. Until one day a strange boy comes up to you and offers you something both tempting yet utterly ridiculous.

 

4KmcEu6.png

"Hey, I've heard from a guy that you're pretty cool. I'm thinking about running out from here for the surface to stop my father from trying to kill everyone with this thing he's building. Wanna come with?"  

 

This... boy just offered you a chance to escape the underworld. Is he serious? Whether or not you believed him you gave an answer similar to, "Sure kid." then continued toiling away. Before leaving he asked you for your preferred... weapon? Oh no he's serious isn't he. Hopefully this is just one crazy and stupid soul. Unfortunately, a couple days later you're transferred to an empty section of the compound with 7 other people and that boy is with them. Just what have you gotten yourself into?

 

Character Sheet

 

Name: 
Gender: 
Age: 

Class: 
Character Skill:

Blessing: (Which God is your Character blessed under?)
Main Affinity: (Leave Blank) 
Sub Affinity: (Leave Blank)

Personal Fault: 
/Personal Skill: 
//Personal Skill:
///Personal Skill:
 
Preferred Stats: 
Weapon Profs: 
Chosen Initial Weapon: (Any weapon that fits within your class's starting proficiency)

-Initial Stats 
Level: 1
Total Level: 1
Progression Spent: (0%/330%)

(When adding your initial extra stats, place them like so, not incorporated into the base stat number: STR: 1(+2) (60%))

HP: X (Y%)
STR: X (Y%)
MAG: X (Y%)
SKL: X (Y%)
LCK: X (Y%)
DEF: X (Y%)
RES: X (Y%)
SPD: X (Y%)

CON: X
AID: X
MOV: X

Biography: 
 

 

 

Available Gods

 

Aphrodite, Goddess of Love and Beauty
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Ares, God of War,
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Artemis, Goddess of the Hunt and Archery
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Astraea, Goddess of Justice and the Stars
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Athena, Goddess of Wisdom
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Demeter, Goddess of the Seasons
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Dionysus, God of Wine and Pleasure
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Hades, Chthonic God of the Underworld
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Hermes, God of Thieves, Merchants, Travelers and Heralds
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Nyx, Chthonic Goddess of Darkness and the Night
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Poseidon, worst God of the Oceans
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Zeus, God of the Heavens and Lightning
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We will be starting in Trainee classes. Before you post your character sheet, please DM your sheets and character backstory to me on Discord or PM me on Reborn (Discord will have quicker respond time)

 

Sign-ups will be open until Wednesday 11:59 PM PST, March 25. Selection will be announced sometime Sunday, March 22.

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Player Characters

(Mug)

Aristotle The Bull (Ravioli)

 

Name: Aristotle The Bull
Gender: Male
Age: 28

Class: Soldier Trainee ->Knight -> General
Character Skill: Taunt

Blessing: Ares
Main Affinity: Fire 
Sub Affinity: Anima

Personal Fault: Toxic Wounds: Takes +3 extra Damage from ailments per turn or +1 to ailment duration if it does not deal damage
/Personal Skill: Grit: +2 DR when entering combat with a target Aristotle taunted during the last player phase. 
//Personal Skill: Steady: +15 Hit when above 50% HP
///Personal Skill: TBD
 
Preferred Stats: DEF, HP
Weapon Profs: Lance (E)
Chosen Initial Weapon: Iron Javelin 

-Initial Stats 
Level: 1
Total Level: 1
Progression Spent: (330%/330%)

HP: 20 (+2) (70%)
STR: 4 (60%)
MAG: 0 (0%)
SKL: 3 (50%)
LCK: 1 (10%)
DEF: 5 (50%)
RES: 0 (+2) (40%)
SPD: 2 (+1) (50%)

CON: 5
AID: 4
MOV: 4

 

Progression:

-Current Stats

Weapon Profs: Lance (E)


Level: 1
Total Level: 1
Progression Spent: (330%/330%)

HP: 22 (70%)
STR: 4 (60%)
MAG: 0 (0%)
SKL: 3 (50%)
LCK: 1 (10%)
DEF: 5 (50%)
RES: 2 (40%)
SPD: 3 (50%)

CON: 5
AID: 4
MOV: 4

 

Class Skills:

None

 

Inventory:

Name          | Type ( )   | RNG | WT | MT  | Hit | Crit | QL      | Special

Iron Javelin | Spear (E) | 1-2   | 6    | 5     | 75  | 0     | 40/40 |

Vulnerary (3/3)

 

Battle Stats:

Iron Javalin:
RNG: 1-2
AT: 9
Hit: 81
AS: 2
Eva: 5
Crit: 1
DG: 1


Backstory: 
Aristotle was the perfect man to be born in Sparta. He was the oldest of four sons, born to a common soldier. From a young age he was raised tough, and told that anything  he wanted was within his reach if he was strong enough. At sixteen he was already a force to be reckoned with, being naturally tall and muscular. When he joined the military he rose through the ranks quickly. His exploits earned him the name of Aristotle The Bull, after his strength, the state in which he’d leave the corpses of his enemies, and his inability to give up even after being severely wounded.

His greatest feat in combat was besting the leader of a slave uprising, a Dragonborn named Alexander. Aristotle convinced the man to single combat, and after nearly a day long battle bested him. From here Aristotle’s ego became inflated. He’d court any woman he wanted, challenging their husbands to duels if they took insult. At 25, he was invited to become a member of Roswell’s personal guard, which he accepted. He was 28 when Rosanne murdered Roswell. Aristotle went blind with rage, when he realised the change Rosanne would bring. He brought it upon himself to change that. He charged her, and was stopped by four of her guards. He was fought them, even as arrows were pelted at him from all sides. He killed three of them, before he lost his strength: the arrows were poisoned. His final act was to stab his spear to the ground and hold on to it with all his strength while grinning. He cursed Rosanne, and the Sparta she would create. His heart stopped, and Aristotle the Bull died standing.

 

 

(Mug)

Aya (Shauntaro)

 

Name: Aya
Gender: Female
Age: 23

Class: Performer Trainee -> Trickster -> Enchanter
Character Skill: Maturity

Blessing: Hermes
Main Affinity: Earth
Sub Affinity: Wind
Sub Affinity: ???

Personal Fault: Alone As Always - If Aya isn't within 3 spaces of 3 Allied units, she loses -15 Evade until her next turn.
/Personal Skill: Enjoy The Breeze - When Aya moves less than half her MOV, she gains + 15 Hit until her next turn.
//Personal Skill: Don't Worry About It - When Aya performs on an ally with a C support rank or higher, the performed ally gains +5 Crit/Dodge until end of next enemy phase.
///Personal Skill: Sisterly Figure - If an ally with C support rank or higher is attacked in the enemy phase, Aya’s support bonuses are increased by 50% until their next turn.
 
Preferred Stats: LCK, SPD
Weapon Profs: Performance (E)
Chosen Initial Weapon: Soldier's Drum

Initial Stats :
Level: 1
Total Level: 1
Progression Spent: (370%/370%)

HP: 17 (80%)
STR: 2 (5%)
MAG: 2(+2)(40%)
SKL: 2 (55%)
LCK: 5 (60%)
DEF: 1(+1)(35%)
RES: 3(+1)(40%)
SPD: 5 (55%)

CON: 3
AID: 2
MOV: 4

 

Progression:

-Current Stats

Weapon Profs: Performance (E)

 

Level: 1
Total Level: 1
Progression Spent: (370%/370%)

HP: 17 (80%)
STR: 2 (5%)
MAG: 4 (40%)
SKL: 2 (55%)
LCK: 5 (60%)
DEF: 2 (35%)
RES: 4 (40%)
SPD: 5 (55%)

 

CON: 3
AID: 2
MOV: 4

 

Class Skills:

Perform: Through Song or Dance, the Performer can use their action to grant 1 adjacent ally an additional turn this round.

 

Inventory:

Name               | Type ( )            | RNG | WT | MT  | Hit | Crit | QL      | Special

Soldier's Drum | Instrument (E) |         |        |        |       |        | 30/30 | Target ignores WTD penalties for 3 turns

Vulnerary (3/3)

 

Battle Stats:
AS: 5
Eva: 15

 

(Mug)

Ignacio Blightwater

 

Name: Ignacio Blightwater
Gender: Male
Age: It’s a Mystery! Apparent Middle Aged, 50ish in human terms. Hard to rightly tell when he be a squid-faced fella.

Class: Soldier Trainee > Soldier > Templar
Character Skill: Blossom

Blessing: Horrid Sea Uncle (Unwelcome)
Main Affinity: Water
Sub Affinity: Ice
Sub Affinity: ???

Personal Fault: Wake of Madness; The Grim Fool Smiles at Death, and Invites Them to Brunch: When I wade into the thick of battle, markedly, when 3 foes are within 3 spaces of me, I take +2 damage
/Personal Skill: Crusted with 10,000 Evils, 10,000 Curses: When I attack in the player phase with a Cursed Weapon, I gain +15 to hit, but suffer -10 Evade.
//Personal Skill: Weigh Anchor! Smash Skulls! Bodies Break as any Mast: When I attack an enemy who is at 50% or greater life, I deal 2 more damage.
///Personal Skill: Screams of the Pirate King Betrayed, Roiling Primordial Madness; A Tempest Within a Skull: An Omen yet to be foretold.

Preferred Stats: Defense, Health, Speed
Weapon Profs: Lance {E}
Chosen Initial Weapon: DEVIL’S LANCE

-Initial Stats 
Level: 1
Total Level: 1
Progression Spent: (330%/330%)

HP: 20 (100%)
STR: 4 (40%)
MAG: 0 (10%)
SKL: 3 (40%)
LCK: 1 (30%)
DEF: 5 (40%)
RES: 0 (10%)
SPD: 2 {+2} (60%)

CON: 5 {+2}
AID: 4
MOV: 4

 

Progression:

-Current Stats

Weapon Profs: Lance {E}

 

Level: 1
Total Level: 1
Progression Spent: (330%/330%)

HP: 20 (100%)
STR: 4 (40%)
MAG: 0 (10%)
SKL: 3 (40%)
LCK: 1 (30%)
DEF: 5 (40%)
RES: 0 (10%)
SPD: 4 (60%)

CON: 7
AID: 4
MOV: 4

 

Class Skills:

None

 

Inventory:

Name              | Type ( )       | RNG | WT | MT  | Hit | Crit | QL      | Special

Devil's Anchor | Piercing (E) | 1       | 14    | 16   | 60  | 0     | 40/40 | Every attack has a 31-LCK% chance of backfiring on the user

Vulnerary (3/3)

 

Battle Stats:

Devil's Anchor

RNG: 1
AT: 20
Hit: 66
AS: -3
Eva: -5
Crit: 1
DG: 1

Backfire: 30%

Biography: Ignacio is perhaps not your average hero, hell many would say he is no hero at all, but a monster. An Accursed man said to wield an anchor as tall as he, that he can swing as if it weighed not more than a feather. Dark clouds roiled in his eyes and it was said whenever his dread ship rolled upon a shore, so too followed devilish tropical storms that had no place in this world. Many such tales were told about the madman who wore the visage of a briny beast, such were the tales of the supposed lord of Dreadfleet. A mythical fleet of ships that roamed the deep waters that none dared tread. First as they were never traveled, second as the only who dared were the lawless with no other place in this realm. Such was the Dreadfleet, a home to outcasts, sinners and reprobates of all shades. Or so it would be told, it couldn’t be further from the truth.

Those of the Dreadfleet founded somewhere a floating city, named only Flotsam. It was a haven for the wrongfully condemned, outcasts of all stripes and most importantly, The Cursed. Many Cursed flocked to the city of waves and driftwood, wishing to escape the dreaded world that sought to keep them in irons. The myth was ever so alluring. Even if it had to be death, many would take that chance. Many would drown in the depths of the unnamed sea… and yet some would complete their journey. Of course some had to right? We knew of Flotsam, what it was, it couldn't be a hoax could it? It was truly real, it wasn’t some crooked tale sown with the seeds of despair and trickery. But those of the Dreadfleet knew their lot was a rough one, they were on their own. They wished to keep their numbers manageable, so they could survive. After all, no true nation would trade with what they believed were blighted sea demons in the shape of man. So they were consigned to a life of raiding, thievery, and other foul skulduggery. They made a name for themselves amongst the world, especially one promising young captain. Ignacio Blightwater.

Ignacio had a wild brilliance that many would call madness, and a knack for the sea that was uncanny. It’s storms always seemed to break for him, to hagger his foes from his tail or roll behind his sails when he struck. As to how true this was, it was hard to say. Pirates loved their superstition, their omens. What could’ve happened once could be forever storied in the chronicles of their folk heroes. What was known was he was no armchair commander, Ignacio boarded with his crew, he screamed orders from the deck, and his mighty accursed anchor thirsted for the blood of his foes. It splintered ships beneath it’s mighty weight just as well as bodies and skulls. The Dreadfleet would leave nothing, they would take what they could carry, and burn what they couldn’t. The only that would receive mercy from them were those that were Cursed themselves, slaves or the otherwise downtrodden. Ignacio made sure that those who suffered as they had would be allowed their chance at freedom, to begin anew, whether that meant as one of their crew or to be let ashore. 

How could a man like him fall? How could the Darkwater Kraken be brought low and not live out his wretched years? Betrayal, simple as that. A twisted plot that had taken over 30 years to come to fruition, the vengeant soul that became his first mate, Cursed like he. A bestial man like that of a hyena named Ash, supposed lackadaisical slacker with a wit that could cut glass. Ash had won his trust, each and every moment of his life he devoted to getting close to Ignacio. He started a lowly deckhand, then a chef, then the skipper and so on. One day he stood next to him shoulder to shoulder. He was lucky that he never was known to smile… it’d have been harder to stomach the being he hated with his entire soul had he not been. 15 long years as first mate he waited, he schemed and worked in the shadows trying to find the proper moment to strike. He had found a promising merchant ship they could raid, so valuable Ignacio couldn’t ignore it. They were low on salted provisions, forced to what they could catch when they stopped the ship or whatever fruit they could forage. It was no long term way to live, but Ash knew… he knew that ship was merely strangling behind a convoy of military ships.  

It didn’t take long for Ignacio to realize they had walked into a trap, but he never suspected it had been set by his own brother in arms. Vastly outnumbered and out manned, they were surely doomed, but the Roiling Storm would battle with a demon’s grin plastered on his face. The rictus grin of a devil born only to kill with nothing left to lose. Bodies broke, sickening crackling of bones and wood alike were the new order of the day. Pitch, iron and death were the only scents left as a living tidal wave smashed through all it could see. And it all ended at the tip of a poison dagger. Confusion, a new tempest in a skull. Pain? He’d never felt it before. But it wasn’t the last he’d feel. Sorrow filed that storming skull as the eyes attached saw something they could not believe. The face of Ash at the end of that wicked blade. The air left his lungs as the blade twisted it out from him, icy talons of death pulling a last barren thread. “No hard feelin’s Cap’n. But I always hated you. Give my father my regards in hell. He was no better than you, no no. But ‘e was blood. Now ya pay wit’ yours. Fair trade don’cha fink?”

The words stung more than the knife, the searing pain from the vile concoction entering his veins. The world was black… Ignacio felt as the blackened depths embraced him. He felt the deep waters around him as he died in his home. He screamed, HE SCREAMED! A bestial roar that rent the sky as a bolt of lightning ripped open the sky. 

It is not known what happened to Ash after that fateful night. Only that it was said, in the depths of that hour on that day there would always be a storm. Blightwater Sea would always roil with rage on the anniversary. It was said amid the peels of lightning you could hear old pirate king Ignacio screaming, a man possessed with supernatural hatred.

 

 

e5TiIke.png

Korinna (Chevaleresse)

 

Name: Korinna
Gender: Female, probably
Age: 35 (23 at death)


Class: Fighter Trainee -> Fighter -> Dread Fighter
Character Skill: Wrath


Blessing: Zeus
Main Affinity: Thunder
Sub Affinity: Heaven
 
Personal Flaw: Lost My Battle Before It Starts: Korinna takes 2 damage after every combat, regardless of the result. This cannot down her.
Personal Skill: Murder the Dawn: Korinna gains +10 Crit if her attacking stat is higher than the enemy's opposite stat.
/Personal Skill: Born With A King's Heart. . .: +15 Hit on enemies within 3 spaces of a downed ally.
//Promotion Personal Skill: . . . But Fate Fooled Me/Fulfilled my Fate: TBD
 
Preferred Stats: Strength, HP
Weapon Proficiency: Axe (E) -> Anima (D) Axe (D) -> Hack (A) Axe (C) Thunder (A) Anima (C)
Chosen Initial Weapon: Hatchet

 

Level: 1
Total Level: 1
Progression Spent: 330/330
 
Current Stats:
HP: 20 ( 60% )
STR: 6+2 ( 50% )
MAG: 0+1 ( 40%)
SKL: 2 ( 70% )
LCK: 1 ( 10% )
DEF: 3 ( 20% )
RES: 0 ( 20% )
SPD: 2+1 ( 60% )
 
MOV: 4
CON: 6
AID: 5

 

Progression:

-Current Stats

Weapon Proficiency: Axe (E)

 

Level: 1
Total Level: 1

Progression Spent: 330/330

 

HP: 20 ( 60% )
STR: 8 ( 50% )
MAG: 1 ( 40%)
SKL: 2 ( 70% )
LCK: 1 ( 10% )
DEF: 3 ( 20% )
RES: 0 ( 20% )
SPD: 3 ( 60% )
 
MOV: 4
CON: 6
AID: 5

 

Class Skills:

None

 

Inventory:

Name    | Type ( )          | RNG | WT | MT  | Hit | Crit | QL      | Special

Hatchet | Throwing (E) | 1-2   | 6     | 4     | 80  | 5     | 40/40 | 

Vulnerary (3/3)

 

Battle Stats:

Hatchet

RNG: 1-2
AT: 14
Hit: 84
AS: 3
Eva: 7
Crit: 6
DG: 1


Mothered in Athens by a desirable noblewoman, Korinna's birth would have been considered fortunate by many. In many ways, this was true: she had access to wealth and resources that someone with a poorer origin may not. However, there was one critically important fact that would determine her ultimate fate: her father was completely unknown, with her mother refusing to tell anyone - including Korinna. This became a black cloud hanging over Korinna for the rest of her life; as children of the gods were often prized, the fact that her father was unknown was a mark of shame. She could not be the product of a noble union, after all; even the most scandalous of those would be known. Was he lowborn? The unusual strength she displayed only made the rumors worse. Was she the product of an unnatural union of human and monster? Still, despite it all, her mother did her best to care for her and weather the talk. . . and her father never revealed himself, whoever he was.
 
Korinna discovered her heritage eventually, of course. Her uncommon gifts of strength, both physical and magical, had to come from somewhere, after all, even if they had been honed by the education, training, and competition she had as she aged. After having particular success on the plateaus, she sought out an oracle alongside a group of companions to determine the secrets behind it. After learning the truth, she set off immediately for Mount Olympus, a rage that had been building within finally set alight. Few know exactly what transpired on the journey up the mountain. Korinna had stormed up it in a rage, and never returned. Her companions did not speak of what happened. The rumors continued to plague her even in death: had she challenged the trial and been found wanting? Had her alleged monstrous heritage revealed itself? An optimistic few even said she may have ascended into Heaven. The only fact was that the hero Korinna was no longer among the living.
 

 

 

Mercia.png

Mercia Erwood, (Cole)

 

Name: Mercia Erwood
Gender: Female
Age: 56 (52 at death)

Class: Rider -> Phoenix Rider (Pegasus Rider) -> Phoenix Knight (Kinshi Knight)
Character Skill: Charisma

Blessing: Artemis
Main Affinity: Wind
Sub Affinity: Earth

Personal Fault: Hands That Have Killed (If Mercia is in combat with an enemy wielding an axe, -2 DMG.)
Personal Skill: Irrepressible Scales (If Mercia is above 50% HP, +2 RES.)
/Personal Skill: Gentle Words (If Mercia is within three spaces of three allies, +10 Hit/Evasion.)
//Personal Skill: Rise From The Ashes (If Mercia defeated an enemy in the previous turn, Amaterasu recovers an extra +5 HP.)

Preferred Stats: Skill, Speed
Weapon Proficiency: Bow (E) -> Recurve (C), Bow (D)
Chosen Initial Weapon: Iron Bow
 
Level: 1
Total Level: 1
Progression Spent: 330/330

Starting Stats:
HP: 18 (+1) (50%)
STR: 4 (+2) (50%)
MAG: 0 (0%)
SKL: 4 (55%)
LCK: 1 (+1) (45%)
DEF: 3 (20%)
RES: 1 (60%)
SPD: 3 (50%)

CON: 5
AID: 4
MOV: 4

 

Progression:

-Current Stats

Weapon Proficiency: Bow (E)

 

Level: 1
Total Level: 1
Progression Spent: 330/330


HP: 20 (50%)
STR: 6 (50%)
MAG: 0 (0%)
SKL: 4 (55%)
LCK: 2 (45%)
DEF: 3 (20%)
RES: 1 (60%)
SPD: 3 (50%)

 

CON: 5
AID: 4
MOV: 4

 

Class Skills:

Pegasus: While mounted, this unit gains +2 MOV, and a +12 bonus to their Aid stat. In addition they can fly: on outdoor maps they don’t suffer MOV penalties or gain defensive bonuses from terrain, and can move over and land on obstacles

 

Inventory:

Name      | Type ( )       | RNG | WT | MT  | Hit | Crit | QL      | Special

Iron Bow | Recurve (E) | 2      | 5     | 6     | 85  | 0     | 40/40 | 

Vulnerary (3/3)

 

Battle Stats:

Iron Bow

RNG: 2
AT: 12

Effective AT: 24
Hit: 94
AS: 3
Eva: 8
Crit: 2
DG: 2


Backstory:
Being born in Sparta is not the ideal starting point for a Dragonborn, especially one already being born to a family of Dragonborn slaves. Unfortunately, that was the reality for Mercia, and she was put to work the second she could lift anything above her head. Life was difficult and strenuous work, and her master certainly did not help matters, but Mercia got by if only thanks to her loving parents and her twin sister Owena. While the two looked just about as different as their parents did and had their fair share of personality differences, they cared about each other a great deal.

Mercia got affected quite a bit; she wasn't as good at physical labor and preferred the homely duties such as cooking or cleaning. Outdoor work just strained her and stressed her out; the difference in preferred work for Owena and her was like night and day and the two managed to bolster each other's strengths to get by easier. On her own (little amounts of) time, Mercia practiced light magic and healing magic, especially her healing magic as she would end up healing Owena's cuts and scrapes when their parents couldn't.

When the two began to reach their late 30s, the two agreed that the time for slavery was over for them. They challenged their master to a competition for their freedom, and the master cockily accepted... putting Mercia in a physical task and Owena in a magical task, the opposite of what they were good at. This was his mistake, however; the two sisters worked tirelessly to train the other in their talent. Mercia got tougher and more physically attuned with Owena's helping, and Owena was taught a decent amount of magic with Mercia's help. Against all odds, perhaps due to the master's laziness, the two won their freedom.

Unfortunately, good things were not all meant to last. Mercia planned on fleeing to Athens to study her magic further and make a better life for herself and hopefully win the respect of Sparta enough to be able to take back their parents, but Owena wished to stay in Sparta. Though it was difficult, the two managed to agree on their differences and have an amicable parting, promising to meet each other again.

Taking a trip to Athens on foot was not going to be easy, but Mercia was prepared to do whatever it took. She had no idea of what the areas were like, but she did her best to make her way through the bluffs, only to find that the steeps would be a challenge. She made her way around them, but accidentally left herself in the Swamp of the Damned, a place she had only heard of in ghost stories. Taking pity on the souls lost there, Mercia stopped her journey to utilize her healing and light magic talents to halt the zombies and help them return their souls to the afterlife.

She worked tirelessly for days and nights, constantly searching the swamp in search of lost souls, until her magical prowess gave out and she was completely exhausted. Digging her hands into the mud, sweating and gasping for breath, she was unable to cast any more and worried for her own ability to survive especially now that she could not continue to cast her magic. But then a miracle happened, a spark of hope for Mercia's kindness. A phoenix, a creature Mercia was certain was also only a legend, had appeared to her and offered her protection in return for her good deed. Together, the two flew to Athens with a sense of renewed hope.

Mercia almost became somewhat of an overnight legend as the Dragonborn who flew in on a phoenix, though many began to dismiss it as just a pegasus with some kind of illusion magic on it. Mercia did not mind this, as she was not one for too much attention. She immediately went to join the Athens army to continue her dream and was drafted in. She did, however, became popular in the Athens army for being quite the fun person; likable and kind on the outside, though somewhat rambunctious and not one to take anyone's crap on the inside.

Mercia did not want to lose the physical prowess her sister helped her with and she wanted to fight with something other than her shaky overexerted magic, but finding a proper weapon to work with was difficult for Mercia. A lance was perfect for attacking atop her phoenix, but she was having difficulty perfecting the angle. However, the second she picked up a bow it was completely natural to her as she scored a bullseye on her first attempt. From there, it was only one successful training session after another. One person even commented on her talent and said it was almost as good as the goddess Artemis' archery. This compliment always stuck out in Mercia's mind even if she humbly denied it (out of modesty and out of fear that Artemis would humiliate or smite her).

When Nicolos was elected, Mercia was quite fond of him from the start knowing how difficult it is to start from the bottom. She often visited him to show her respect as one of his knights, and even trusted him enough to tell him for certain that her so-called flaming pegasus was indeed a phoenix and tell him the truth of how she befriended one.

Unfortunately, though Mercia was one who enjoyed the peaceful competitions and making a name for herself, there was no more peace to be found soon afterwards. Mercia had to steel herself as her competitions became murders, and her kindness and sportsmanship turned into reluctance and mercilessness. Every day before going out into the battlefield, she prayed to Artemis that her archery would serve her well.

Though she was a force to be reckoned with and indeed was difficult to match even against other archers, it all ended one day. Mercia could never figure out what it was. Did she say the wrong thing to Artemis? Did Athena resent her for not praying to her due to her slight grudge for allowing the conflict to continue? Did Ares want a powerful warrior like her off of the battlefield? She couldn't understand.

She couldn't understand why when she fired an arrow directly into the heart of a rather difficult axe-wielding wyvern-riding opponent wearing a green cloak over their head, the hood had to come off and reveal her sister Owena underneath.

Mercia's phoenix could not stop her as she threw herself off, dislocating her dominant right arm and leg to just pull herself over the wyvern and to her sister's side. She tried everything. She begged for her healing magic to work and close up the wound, but lack of practice had gotten to her and she could not do anything without a staff. There was no response.

Mercia could only cry on her sister's dead body until a Spartan warrior found her and, from behind, sliced her head clean off and ended the life of the famous phoenix rider of Athens. No one could find her phoenix as well, though some liked to believe that despite the phoenix's inability to die, it flew to the Temple of Styx and found its way into Tartarus simply to be by the kind Dragonborn's side.

 

 

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Owena Erwood (Blasbo)

 

Name: Owena Erwood
Gender: Female
Age: 56 (52 at death)

Class: Rider Trainee -> Wyvern Rider -> Malig Knight
Character Skill: Daunt

Blessing: Astraea
Main Affinity: Light
Sub Affinity: Thunder

Personal Fault: Tender Heart (If Owena is fighting an enemy wielding Light Magic, -2 to damage dealt.) 
/Personal Skill: Toughened Scales (If Owena is above 50% HP, +2 DEF.)
//Personal Skill: Menacing Presence (If Owena is within three spaces of three or more enemies, +10 Hit/Evasion.)
//Personal Skill: Collateral Damage (If Owena defeats the enemy she attacks, +5 to Savage Blow proc chance)
 
Preferred Stats: Skill, Speed
Weapon Profs: Axe (E)
Chosen Initial Weapon: Iron Axe

-Initial Stats 
Level: 1
Total Level: 1

Progression Spent: (330%/330%)

HP: 18 (40%)
STR: 4 (60%)
MAG: 0(+2) (50%)
SKL: 4 (60%)
LCK: 2 (10%)
DEF: 3 (50%)
RES: 1(+2) (40%)
SPD: 3 (20%)

CON: 5
AID: 4
MOV: 4

 

Progression:

-Current Stats

Weapon Proficiency: Axe (E)

 

Level: 1
Total Level: 1
Progression Spent: (330%/330%)

HP: 18 (40%)
STR: 4 (60%)
MAG: 4 (50%)
SKL: 4 (60%)
LCK: 2 (10%)
DEF: 3 (50%)
RES: 3 (40%)
SPD: 3 (20%)

CON: 5
AID: 4
MOV: 4

 

Class Skills:

Wyvern: While mounted, this unit gains +1 MOV, and a +16 bonus to their Aid stat. In addition they can fly: on outdoor maps they don’t suffer MOV penalties or gain defensive bonuses from terrain, and can move over and land on obstacles

 

Inventory:

Name     | Type ( )       | RNG | WT | MT  | Hit | Crit | QL      | Special

Iron Axe | Hacking (E) | 1      | 8     | 8     | 75  | 0     | 40/40 | 

Vulnerary (3/3)

 

Battle Stats:

Iron Axe

RNG: 1
AT: 12
Hit: 84
AS: 0
Eva: 2
Crit: 2
DG: 2


Biography: Life is hard in Sparta for a Dragonborn, and harder for a slave. Thus, for a Dragonborn born into slavery such as Owena, life was the sort of challenge that others might find difficult to shoulder--especially with the cruel sort of master they had the misfortune to be born under. Indeed, there are only a few reasons that it was any sort of bearable at all; her loving parents, and her twin sister Mercia. As different as the two were in many ways, the bonds of family between them were as strong as anything, and they cared for each other immensely.

Owena was the one more cut out between the two for the kind of physical labor a slave generally gets assigned, and indeed she was the sort more inclined towards regular exercise--not that it endeared her any more to the slave labor given to her. More, it simply made daily life that much easier on her than it was for Mercia...when it wasn't housework, that is. It turns out, she wasn't particularly the best person for that kind of job. The two of them learned to play to each other's strengths whenever possible; for Owena, that meant training her body when allowed a spare moment, so that she might bear a little more of her sister's share of the physical labor, and fend off any who might look to take advantage of Mercia's less-than-stellar physical capabilities to force their cruelties upon her.

And so it went until they reached the age of thirty--the age when the two of them had become just about fed up with slavery. The two of them challenged their master in order to earn their freedom, and in his hubris he accepted the challenge...and, hoping to stack the deck against them, set a physical challenge for Mercia and a magical one for Owena. As is the case for so many in Greece, however, his hubris proved to be his downfall; the two of them worked with each other around the clock to strengthen these weaker areas to an area their master had not anticipated. In the end, the two of them won their freedom--and it took a lot of self-control for Owena not to beat the tar out of their former master afterwards.

This, however, was where the sisters' partnership would come to a close; while Owena intended to stay in Sparta and, through grit and might, work herself to the top so she might abolish the practice that had caused so much pain, Mercia had a different plan. It was understandable; Sparta was not the Greek nation most well-known for the study of her magics, and she could never blame her for not wanting to stay in a homeland that had mistreated her so. With that in mind, the two came to an understanding, and parted on good terms with one promise--that they would meet again someday.

While Mercia was creating the beginnings of her legend within the Swamp of the Damned and Athens, Owena was getting a head start on establishing her own; now that she was freed, she found work somewhat hard to come by, a situation she suspected might have been worsened by a certain slaver's connections. The most appealing avenue to her quickly became work as a member of a hunting party, tasked with collecting rare monster parts from the Predatory Tropics, and so that's where she settled.

The ensuing hunt was nearly a total wipe, with the quarry ending up being well over the party's heads. One by one, her fellow hunters fell to the creatures' claws, until she was the only one left. Even she doesn't entirely remember what she did at that point, her actions as fueled by raw fear and adrenaline as they were--but by the time it was over, she alone stood near the corpses of her fellows and the slain monster. Owena retrieved the monster parts and recieved a higher pay from their sale due to less hands to split them between, but the experience affected her deeply. There still weren't many jobs for her to choose from, but from that day she refused to go on hunts with anyone else--that way, no one else would die like that on her watch.

Miraculously, through grit and might along with the magical arts her sister had taught her so long ago, she went on solo hunt after solo hunt without fail, returning from each with less wounds than the previous. Her reputation spread through Sparta as the Huntress, a Dragonborn woman in a green cloak who could hunt the most dangerous monsters the Predatory Tropics had to offer all on her lonesome with nary a scratch to show for it. Naturally, this meant her advancement through Spartan society, hard and grueling as it was, as well as a good supply of coin from the monster parts she didn't keep as reminders of the hunt.

Upon a trip to the more northern regions of the Veteran Bluffs to deliver her cargo, she came across a slaver and what appeared to be a recently-hatched wyvern. The man was cruel to the wyvern, yelling obscenities at it and whipping and beating it when it did not obey him, and it took Owena no longer than a few minutes of observation to know that this could no longer stand. On the spot, she challenged him to a duel for custody of the young wyvern. Foolishly, the man accepted, and...well, for a woman who had faced among the worst the Predatory Tropics had to offer, he was little challenge at all.

Owena cared for and nurtured the wyvern, dubbed 'Atreus', patiently staying with it until it was no longer afraid of her presence, making sure he had all he needed to grow strong and healthy. And, when he insisted on accompanying her on hunts, she found it to be a potent force multiplier--between the two of them, there wasn't a monster that had a hope of standing in their way.

Through all this, and through the war raging on, she didn't pay much attention to the current ruler of Sparta--she knew they had an interest in the current institution of slavery, so she knew she would have to either change their mind or supplant them somehow anyways. Upon Rosanne's ascension to the throne, however, word drifted to her ears of a girl who wanted change, a girl who wanted to stop the status quo of the strong trampling the weak. This girl on the throne, however, needed an end to the war against Athens for that to happen.

Owena had long felt disdain for the war between Athens and Sparta, viewing it as an unjust conflict drawn out by two gods who could not stand to see their egos bruised before the mortals, but this news was the sort of convincing that she needed to join the fray. She quickly came into her own as the feared Spartan Huntress; the Athenian soldiers who faced them, even those armed with bows, fared little better than the monsters from the Tropics against her, and tales spread of her cleaving through an entire batallion with one swing of her axe. Those who thought to wall her out with armor found themselves merely useful conductors for the destructive magics she'd honed throughout the years.

Such a capable fighter was bound to have a target painted on her head, though--and such was the case during her last battle. Perhaps she had gotten overconfident or sloppy, that she had failed to notice the archer riding the phoenix aiming right at her; whatever the case, though, she failed to notice until the arrow had struck true in her heart. As she turned around to look at her attacker, hood falling away from her face, she recognized the horrified face staring back at her as belonging to her kin.

She fell to the earth below, sustaining further injuries on impact, and as Atreus roared in fury and began to rampage through the armies below Owena could hear another impact and sickening crack. Turning her head, she saw her sister crawling towards us, felt the slight tingling of a feeble attempt at healing magic, and knew at that moment she didn't mean it. She knew her time was soon upon her, and wanted at least to give Mercia peace at the end. She raised a hand towards her, opened her mouth to tell her, "I forgive you..."

And then, before any words passed her lips, the last of her life left her.

Atreus, meanwhile, faithful to the end, rampaged through the Athenian ranks and caused as much damage as he could before sustaining fatal injuries, and managed to move back to his Dragonborn companion's side before he passed on to Tartarus with her.

 

 

(Mug)

Eulalia Anastasius (PowderMiner)

 

Name: Eulalia Anastasius
Gender: Female
Age: 32 (26 at death)

Class: Light Trainee -> Hunter -> Holy Guard
Character Skill: Vengeance

Blessing: Dionysus
Main Affinity: Dark
Sub Affinity: Water

Personal Fault: Tragōidía: Bow attacks against Eulalia get +10 crit.
Personal Skill: Saturikón: When within 3 tiles of 2 allies over 50% HP, Eulalia gains +2 AS.

Preferred Stats: Magic, Luck
Weapon Profs: Light (E)
Chosen Initial Weapon: Blessed Iron

Level: 1
Total Level: 1
Progression Spent: (330%/330%)

HP: 16 (+4) (100%)
STR: 0 (+2) (50%)
MAG: 4 (40%)
SKL: 3 (50%)
LCK: 3 (40%)
DEF: 1 (10%)
RES: 4 (10%)
SPD: 3 (30%)


CON: 4
AID: 3
MOV: 4

 

Progression:

-Current Stats

Weapon Proficiency: Light (E)

 

Level: 1
Total Level: 1
Progression Spent: (330%/330%)

HP: 20 (100%)
STR: 2 (50%)
MAG: 4 (40%)
SKL: 3 (50%)
LCK: 3 (40%)
DEF: 1 (10%)
RES: 4 (10%)
SPD: 3 (30%)


CON: 4
AID: 3
MOV: 4

 

Class Skills:

None

 

Inventory:

Name           | Type ( )        | RNG | WT | MT  | Hit | Crit | QL      | Special

Blessed Iron | Warding (E) | 1-2   | 5     | 3     | 75  | 0    | 40/40 | +3 DR in range 1 when equipped

Vulnerary (3/3)

 

Battle Stats:

Blessed Iron

RNG: 1-2
AT: 7
Hit: 81
AS: 2
Eva: 7
Crit: 1
DG: 3


Backstory: 
Theatre in Athens has always existed in a somewhat odd place. On one hand, as it is an extremely sacred tradition of Dionysus, it cannot be banned lest the anger of the god be invoked, and it is important that there be those who practice it – but it is often a controversial affair, and there are many who chafe at its presence. Tragedy and satyr plays are one thing; sometimes, they offend people through their portrayal of particular histories through particular tones, such as portraying the faults of a historical ruler as a fatal flaw, or juxtaposing the somewhat tragic affairs of some heroes with bawdy rowdiness and festivity respectively. But the form of theatre that is by far the most controversial in the Velbury Concord as a whole is comedy. Though some comedies, especially in recent decades, are mostly harmless and comic affairs that present no threat, comedies in their classic form are biting and mocking satire of political, commercial, and philosophical figures, providing questioning and unflattering portrayals of important people that often damage their perception in the public sphere. Reprisals for these are a delicate affair, hard to accomplish without some form of blowback for anyone but the most powerful, but the threat of them nonetheless has winnowed the presence of these classic satirical comedies.

It was for this reason that Anastasios, a popular and basically competent, made his name in the arts of the tragedy and the satyr play rather than in comedy. A particularly prolific playwright, Anastasios was known for releasing several plays in any given year, and while occasionally they would prove to be flops due to sheer volume, he was a generally competent playwright, if perhaps with few plays that truly reached the level of exceptional. His tragedies and satyr plays occasionally racked up minor controversy, but never reached the point of being truly incendiary, and all told Anastasios managed to eke out for himself an existence that was comfortable and moderately famous, if perhaps not in the higher echelons of society.

His daughter Eulalia, born in 1388 (certainly a very eventful time to end up living in, hers), was never quite satisfied with this state of events. She often chafed with some of the values of the Velbury Concord, the wealth and power that swirled around that august body feeling to her rather unvirtuous, but she often agreed to an extent with the values of Athens itself. For a playwright to be able to properly convey the message that she wished to convey, Eulalia felt, she ought to be master of all aspects of being a playwright – to create the masks that conveyed her characters, to set up the space of her play to create a world, and of course to act herself, as she knew best how she wanted it done. But this butted up against her father’s career – the man had limited himself to certain kinds of play, and he could not truly claim to be well-versed in comedies. Furthermore, he only occasionally excelled, whereas Eulalia wanted to excel in everything! But many other playwrights were like him… it was the norm. So the solution laid not in chastising her father, but in going out there into the world and becoming the playwright she wanted to see. She was going to create proper plays to honor Dionysus with.

And boy, did she. A real firebrand from the start, Eulalia took longer in constructing her plays than did her father, meaning that despite having started at 20, she had 6 or so plays to her name at the age of 26 – but each of them were well-crafted. At first this was through taking lessons from her father’s best works, and more and more, Eulalia’s plays gained merit through her own particular style and flair. The problem was that this style and flair involved making particularly strong statements on very controversial subjects, especially thanks to the era of Cursed and the later cutting of contact with the gods. Each play, if sometimes a little technically awkward early on, had built into it from top to bottom an incisive message, which was only hammered in further and further by each character and dialogue and each act. The impact and punch of these plays was hard to dismiss, but was very easy to get riled up by, so more and more her plays became social tension points – and she only laughed at this. Nothing would stop her.

First, she created two satyr plays – a kind of tragicomic, bawdy, rowdy play with satyrs in the role of the chorus, which were holy to Dionysus, for Eulalia really was pious to the gods, and still is to Dionysus. These were relatively uncontroversial, making a couple of people uncomfortable, perhaps. Then, in the first two years after the disappearance of the gods, she created two tragedies which rather blatantly addressed the issue – the first implying that corruption loses the favor of the gods, and the second implying that Athens as it was created is far different from the caricature it had become. These plays were very controversial, but Eulalia saw no consequences, and as they were indeed works of art, they only inflated her ego and drove her to bull on forwards no matter what – which she did. Next up were two comedies, comedies of the classical, bitingly political sense. Firstly, she directly criticized the families of the Velbury Concord as a whole, criticizing the riches that ruled the city… playing into Nicolos’ campaign. This saw her life become more difficult as some of these families began to pull strings to damage her reputation, but this only spurred Eulalia on, and she criticized a prominent opponent of Nicolos, a Velbury elite named Alkaios, as the election approached in the play The Madman, which portrayed the man as a vicious, unhinged sadist who used the most cruel and crude of means to bully those in the way into submission, culminating in fairly direct accusations of murder. It was a brutally satiric play, and imprinted itself heavily into the public consciousness, as much as it created a political firestorm.

Unfortunately for Eulalia, her portrayal of the man was fairly correct, and while she had always held the view that no consequences would come to her that would truly matter, she was proven wrong when Alkaios himself showed up to one of the performances of the Madman towards the end of 1414, stood up in the seats, drew a bow, and shot her in the head, killing her quite dead on the spot. Now, of course, despite his ability to pay his way out of direct punishment, his reputation was shot by proving such an incisive play directly right with public murder, and this dealt a blow to the credibility of the Velbury politicians which helped Nicolos ultimately be elected to the head of Athens. But he was still in some level of power, and Eulalia was still dead.

Always a woman of strong passions no matter what, and little regard for what was supposed to be possible and what was supposed to be unachievable or ill-advised, Eulalia listened to accounts of what happened to Alkaios afterwards from others who died, and listening to accounts of the growing chaos between Athens and Sparta, Eulalia came to a decision, one many would find impossible: she was going to find a way out of the depths of Tartarus, and she was going to find Alkaios, and she was going to murder him very very dead.

 

 

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Vlassis (Goggy)

 

Name: Vlassis
Gender: Male 
Age: 258 (61 at time of death)

Class: Soldier Trainee -> Knight -> General
Character Skill: Guard

Blessing: Hades
Main Affinity: Fire
Sub Affinity: Dark

Personal Flaw: Cast from the Light: When fighting Monks/Nuns and their promotions, +2 Damage taken.
Personal Skill: Instinction: If the character is over 50% HP, +2 DEF until their next combat.
/Personal Skill: 
//Personal Skill:

Preferred Stats: Defense, Health -> Defense, Health -> Defense, Strength
Weapon Proficiency: Lance (E) -> Piercing (C), Lance (D) -> Piercing (A), Lance (C), Bludgeon (A), Axe (C).
Chosen Weapon: Iron Lance

Level: 
Total Level: 
Progression Spent: 330/330%
 
HP: 20 (60%)
STR: 4(+1) (60%)
MAG: 0 (0%)
SKL: 3 (50%)
LCK: 1 (10%)
DEF: 5(+1)(60%)
RES: 0(+2) (60%)
SPD: 2 (30%)

MOV: 4
CON: 5
AID: 4

 

Progression:

-Current Stats

Weapon Proficiency: Lance (E)

 

Level: 1
Total Level: 1
Progression Spent: (330%/330%)

 

HP: 20 (60%)
STR: 5 (60%)
MAG: 0 (0%)
SKL: 3 (50%)
LCK: 1 (10%)
DEF: 6 (60%)
RES: 2 (60%)
SPD: 2 (30%)

MOV: 4
CON: 5
AID: 4

 

Class Skills:

None

 

Inventory:

Name        | Type ( )        | RNG | WT | MT  | Hit | Crit | QL      | Special

Iron Lance | Piercing (E)  | 1      | 7     | 7     | 80  | 0    | 40/40 | 

Vulnerary (3/3)

 

Battle Stats:

Iron Lance

RNG: 1
AT: 12
Hit: 86
AS: 0
Eva: 1
Crit: 1
DG: 1


Biography:

Long ago, years before the true war between Athens and Sparta, there was the lesser known tale of the Wandering Daemon. A warrior who had no home, instead traveling all of Greece for an unknown purpose. Were they honing their skills by seeking stronger opponents to fight? Were they searching for a mystical item for a nefarious purpose? No one knows, only that they wandered and fought those who were considered worthy opponents. 

Though not many live now who remember, this warrior’s name was Vlassis, a boy born in Sparta and to a simple family. Vlassis grew into his life as a hardheaded and quick to fight kid, always ready to go against injustice that he saw. But no matter what triumphs or losses he experienced through his life growing up, Vlassis was always left with a strange bit of hollowness in him, as if lacking calling. It was this lack of feeling that led Vlassis to leave his family, taking to the roads to find that purpose.

For many years afterwards, Vlassis was lost to the world, only remembered as an elusive warrior who traveled from place to place, fighting against both human and mythical foe alike in their search and only stopping occasionally to rest. Much of the exact details of his travels are a mystery, but the rumors of his life are often dramatized as larger than life, such as traveling through the Pearlsand Desert on his own and gazing into the Grand Abyss, to hunting several beasts inside of the Predatory Tropics. Regardless, during his life Vlassis was rather well known for his mystery and strength, even if he could never find a true purpose in life.

Unfortunately, as with all stories, Vlassis did not get the ending he wished for. Invited to a noble’s feast, Vlassis was poisoned and subsequently challenged to a duel, a revenge plotted by one whose father was killed by Vlassis’ hand. At his weakest, from both the poison and being far past his prime, the warrior’s heart was torn apart, and ultimately cast into Tartarus. Though he did not fully understand how low he had fallen, Vlassis accepted this punishment, accepting the fate of eventually withering away to nothing.

 

And so the Wandering Daemon’s story had ended, a life spent finding his purpose without ever discovering it. Of course, five years after the war between Spatra and Athens began, that purpose may finally present itself…

Character personality: Despite his looks and history, Vlassis is a very calm individual, polite to allies and enemies alike and almost always willing to part with a word of advice, if needed. He’s quick to follow others, but is unable to muster much motivation to do anymore than walk forward and fight on his own. His main motivation for fighting with Argos is simply for being able to fight for a cause.

 

 

Non-Player Characters

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Argos von Bodin "The Invoker of Mayhem"

 

Name: Argos von Bodin, “Invoker of Mayhem”
Gender: Male
Age: 20

Class: Initiate > Mercenary > Hero
Character Skill: Renewal

Blessing: Aspect of Zagreus (Hades & Demeter) 
Main Affinity: Fire
Sub Affinity: Ice

Personal Flaw: Excessive Show-Off: When HP >= 50%, +2 damage taken
/Personal Skill: Dynamic Mayhem Blade!: When HP >= 50%, +2 damage dealt
//Personal Skill: Hero’s Righteous Blazing Typhoon!: When 3 allies are within 3 spaces, +2 AS
///Personal Skill: Indignation of Divine Chthonic Union: When adjacent to an ally with a C support rank or higher, support bonuses are increased by 50% for both parties.

Preferred Stats: Skill, Speed
Weapon Proficiency: Swords (E) 

Chosen Initial Weapon: Wooden Sword

-Initial Stats
Level: 1
Total Level: 1
Progression Spent: 360%/360%

HP: 18 (90%)
STR: 4 (+1) (60%)
MAG: 0 (0%)
SKL: 5 (50%)
LCK: 2 (10%)
DEF: 2 (+1) (50%)
RES: 0 (40%)
SPD: 4 (+2) (60%)

MOV: 4
CON: 4
AID: 3

Progression:

-Current Stats

Weapon Proficiency: Swords (E)

 

Level: 1
Total Level: 1
Progression Spent: 360%/360%


HP: 18 (90%)
STR: 5 (60%)
MAG: 0 (0%)
SKL: 5 (50%)
LCK: 2 (10%)
DEF: 3 (50%)
RES: 0 (40%)
SPD: 6 (60%)

MOV: 4
CON: 4
AID: 3

 

Class Skills:

Tactical Retreat: If the character falls to 0 HP and is not recovered in 3 phases, they do not die, but instead retreat to safety, able to be deployed in the next mission.

Heroic Potential: On generation, they gain an additional 30 points to spend on their Stat Growths. This can be used to have a Cost Character Skill with the same Stat Growths as a player character with a Free Character Skill

 

Inventory:

Name                | Type ( )     | RNG | WT | MT  | Hit | Crit | QL      | Special
Wooden Sword | Crush (E)   | 1      | 5     | 6     | 80  | 0    | 40/40 |

Vulnerary (3/3)

 

Battle Stats:

Wooden Sword:
RNG: 1
AT: 11
Hit: 91
AS: 5
Eva: 12
Crit: 2
DG: 2

 

uS6MqmD.png

Alunda

 

Name: Alunda
Gender: Female
Age: 28 (18 at Death)

Class: Acolyte > Maid > Steward
Character Skill: Cancel+ (Cost)

Blessing: Aphrodite
Main Affinity: Heaven 
Sub Affinity: Light

Sub Affinity: ???

Personal Fault: Insecure: When 3 allies are within 3 spaces: -15 Eva
/Personal Skill: Succubus Touch: Male allies receive +5 HP restored
//Personal Skill: Piercing Curses: When attacking enemies with HP >= 50%: +15 Hit
///Personal Skill: TBD
 
Preferred Stats: 
Weapon Profs: Staff (E) 
Chosen Initial Weapon: Heal

-Initial Stats 
Level: 1
Total Level: 1
Progression Spent: (300%/300%)

HP: 15 (60%)
STR: 2 (20%)
MAG: 3(+2) (50%)
SKL: 1(+2) (45%)
LCK: 4 (40%)
DEF: 1 (20%)
RES: 6 (30%)
SPD: 5 (45%)

CON: 3
AID: 2
MOV: 4

Progression:

-Current Stats

Weapon Profs: Staff (E)


Level: 1
Total Level: 1
Progression Spent: (300%/300%)

HP: 15 (60%)
STR: 2 (20%)
MAG: 5 (50%)
SKL: 3 (45%)
LCK: 4 (40%)
DEF: 1 (20%)
RES: 6 (30%)
SPD: 5 (45%)

CON: 3
AID: 2
MOV: 4

Class Skills:
None

Inventory:
Name | Type ( )         | RNG | WT | MT  | Hit | Crit | QL      | Special
Heal   | Healing (E)   | 1       | -     | -      | -    | -     | 30/30 | Heals (10+Mag) HP
Vulnerary (3/3)

Battle Stats:
Heal:
HP Restored: 15
AS: 5
Eva: 14
DG: 4

 

 

 

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"I... Charon...     .     .     .    Shop..."

 

Current Funds: 0,000g

 

Physical Weapons:

 

Swords:
Iron Sword - 500g

Slim Sword - 750g
Iron Rapier - 500g

Wooden Sword - 500g
Iron Blade - 500g
 

Lances:
Slim Lance - 750g
Iron Lance - 500g

Iron Javelin - 1000g
Iron Pilum - 500g

Iron Halberd - 500g
Pike - 500g

 


Axes:
Iron Axe - 500g

Quarterstaff - 500g
Iron Mace - 500g

Hatchet - 1000g
Hand Axe - 750g


Hidden:
Iron Dagger - 500g

Iron Knife - 500g
Chakram - 1000g

Poison Dart - 500g
Bolas - 500g


Bows:
Training Bow - 500g
Iron Bow - 500g

Iron Longbow - 1000g
Yew Bow - 1000g

Wooden Greatbow - 500g
Iron Greatbow - 500g
Iron Crossbow - 1000g

 

 

Magic, Staffs & Performances:

 

Anima:
Fire - 500g
Singe - 500g

Wind - 500g
Ice Shard - 500g

Thunder - 500g
Jolt - 500g


Light:
Lightning - 500g
Photon - 500g

Prelude - 500g
Flash - 500g

Blessed Iron - 500g
Light Screen - 500g


Dark:
Flux - 500g
Worm - 500g

Miasma - 500g
Shade - 500g

Swarm - 500g
Hustle - 500g


Staffs:
Heal - 500g

Clear - 1000g
Shove - 1000g

Slow - 1000g
Befuddle - 1000g


Performances:
Hermes' Whistle - 1000g
Artemis' Song - 1000g

Soldier's Drums - 500g
Charming Flute - 500g

Surprising Shimmy - 1000g
Distracting Dance - 1000g

 

 

Consumable Items:

 

Healing Items:

Vulnerary - 2000g
Concoction - 4000g

 

 

Self-Only Healing Items:
Herbs - 500g
Tonic - 1000g
Potion - 2500g

 

 

Misc/Utility:
Door Key - TBD
Chest Key - TBD

 

Equipables:

 

Affinity Stone - 3000g
(When bought a single affinity element is linked to it. When equip, the user the user will have that affinity)

Affinity Gauntlet - 500g
(Does nothing on it's own but multiple affinity stones can be attached to it granting the wearer all the affinities from all the attached stones. Also grants Crit equal to this equation: (# of Stones Attached - 2)*5

Stat Ring - 1000g
(When bought a single stat is linked to it. It will increase that stat by these given amounts: +3 HP, +1 Str, +1 Mag, +2 Skl, +3 Luk, +1 Def, +1 Res, +1 Spd)

 

Special/Limited Time:

 

Limited Time (Most Likely for only Part 1):

x1 Trident - 2000g

Name  | Type ( )          | RNG | WT | MT  | Hit | Crit | QL      | Special
Trident | Piercing (E)   | 1      | 7     | 7     | 80  | 0     | 30/30 | Grants +15 Hit/Eva against enemies with the Fire Affinity. Water Affinity Locked: Can spend 2 extra Weapon Quality to shove the opponent 1 space back if an attack lands. Must be declared as attack is initiated.

 

x1 Jolting Axe - 2000g

Name         | Type ( )       | RNG | WT | MT  | Hit | Crit | QL      | Special
Jolting Axe | Hacking (E) | 1      | 8     | 8     | 75  | 0    | 30/30 | Grants +15 Hit/Eva against enemies with the Water Affinity. Thunder Affinity Locked: Can spend 4 extra Weapon Quality to deal half of the dealt damage to the enemy to an adjacent unit. Must be declared as attack is initiated.

 

x1 Glavenus - 2000g

Name      | Type ( )     | RNG | WT | MT  | Hit | Crit | QL      | Special
Glavenus | Crush (E)   | 1      | 7     | 8     | 70  | 0    | 30/30 |  Grants +15 Hit/Eva against enemies with the Dark Affinity. Fire Affinity Locked: Can spend 2 extra Weapon Quality to target the Foe's Res instead of Def. Must be declared as attack is initiated.

 

Limited Stock:
x1 Angelic Cloth - 5000g
x1 Blade Ring - 5000g
x1 Energy Ring - 5000g
x1 Secret Scroll - 5000g
x1 Goddess Icon - 5000g
x1 Iron Shield - 5000g
x1 Element Ring - 5000g
x1 Dancer Ribbon - 5000g

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"I never thought I'd be fighting alongside comrades again. But Fate is a mistress of many surprises."

Spoiler

Name: Vlassis
Gender: Male 
Age: 258 (61 at time of death)

 

Class: Soldier Trainee -> Knight -> General

Character Skill: Guard

 

Blessing: Hades
Main Affinity: (Leave Blank) 
Sub Affinity: (Leave Blank)

 

Personal Flaw: Cast from the Light: When fighting Monks/Nuns and their promotions, +2 Damage taken.
Personal Skill: Instinction: If the character is over 50% HP, +2 DEF until their next combat.
/Personal Skill: 
//Personal Skill:

 

Preferred Stats: Defense, Health -> Defense, Health -> Defense, Strength

Weapon Proficiency: Lance (E) -> Piercing (C), Lance (D) -> Piercing (A), Lance (C), Bludgeon (A), Axe (C).

Chosen Weapon: Iron Lance

 

Level: 
Total Level: 
Progression Spent: 330/330%
 

HP: 20 (60%)
STR: 4(+1) (60%)
MAG: 0 (0%)
SKL: 3 (50%)
LCK: 1 (10%)
DEF: 5(+1)(60%)
RES: 0(+2) (60%)
SPD: 2 (30%)

MOV: 4
CON: 5
AID: 4

 

Biography: Long ago, years before the true war between Athens and Sparta, there was the lesser known tale of the Wandering Daemon. A warrior who had no home, instead traveling all of Greece for an unknown purpose. Were they honing their skills by seeking stronger opponents to fight? Were they searching for a mystical item for a nefarious purpose? No one knows, only that they wandered and fought those who were considered worthy opponents. 

 

Though not many live now who remember, this warrior’s name was Vlassis, a boy born in Sparta and to a simple family. Vlassis grew into his life as a hardheaded and quick to fight kid, always ready to go against injustice that he saw. But no matter what triumphs or losses he experienced through his life growing up, Vlassis was always left with a strange bit of hollowness in him, as if lacking calling. It was this lack of feeling that led Vlassis to leave his family, taking to the roads to find that purpose.

 

For many years afterwards, Vlassis was lost to the world, only remembered as an elusive warrior who traveled from place to place, fighting against both human and mythical foe alike in their search and only stopping occasionally to rest. Much of the exact details of his travels are a mystery, but the rumors of his life are often dramatized as larger than life, such as traveling through the Pearlsand Desert on his own and gazing into the Grand Abyss, to hunting several beasts inside of the Predatory Tropics. Regardless, during his life Vlassis was rather well known for his mystery and strength, even if he could never find a true purpose in life.

 

Unfortunately, as with all stories, Vlassis did not get the ending he wished for. Invited to a noble’s feast, Vlassis was poisoned and subsequently challenged to a duel, a revenge plotted by one whose father was killed by Vlassis’ hand. At his weakest, from both the poison and being far past his prime, the warrior’s heart was torn apart, and ultimately cast into Tartarus. Though he did not fully understand how low he had fallen, Vlassis accepted this punishment, accepting the fate of eventually withering away to nothing.

And so the Wandering Daemon’s story had ended, a life spent finding his purpose without ever discovering it. Of course, five years after the war between Spatra and Athens began, that purpose may finally present itself…

 

Character personality: Despite his looks and history, Vlassis is a very calm individual, polite to allies and enemies alike and almost always willing to part with a word of advice, if needed. He’s quick to follow others, but is unable to muster much motivation to do anymore than walk forward and fight on his own. His main motivation for fighting with Argos is simply for being able to fight for a cause.

 

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Mug will exist if he makes it in. 

 

"You're going up above huh? I'll help you out. I've got a score to settle with a little Queen up there. Just think of the songs, "The Undying Bull." Quite the name right?"

 

 

 


Name: Aristotle The Bull
Gender: Male
Age: 28

Class: Soldier Trainee ->Knight -> General
Character Skill: Taunt

Blessing: Ares
Main Affinity: (Leave Blank) 
Sub Affinity: (Leave Blank)

Personal Fault: Toxic Wounds: Takes +3 extra Damage from ailments per turn or +1 to ailment duration if it does not deal damage
/Personal Skill: Grit: +2 DR when entering combat with a target Aristotle taunted during the last player phase. 
//Personal Skill: Steady: +15 Hit when above 50% HP
///Personal Skill: TBD
 
Preferred Stats: DEF, HP
Weapon Profs: Lance (E)
Chosen Initial Weapon: Iron Javelin 

-Initial Stats 
Level: 1
Total Level: 1
Progression Spent: (330%/330%)


HP: 20 (+2) (70%)
STR: 4 (60%)
MAG: 0 (0%)
SKL: 3 (50%)
LCK: 1 (10%)
DEF: 5 (50%)
RES: 0 (+2) (40%)
SPD: 2  (+1)(50%)

CON: 5
AID: 4
MOV: 4

Backstory: 

Aristotle was the perfect man to be born in Sparta. He was the oldest of four sons, born to a common soldier. From a young age he was raised tough, and told that anything  he wanted was within his reach if he was strong enough. At sixteen he was already a force to be reckoned with, being naturally tall and muscular. When he joined the military he rose through the ranks quickly. His exploits earned him the name of Aristotle The Bull, after his strength, the state in which he’d leave the corpses of his enemies, and his inability to give up even after being severely wounded.

 

His greatest feat in combat was besting the leader of a slave uprising, a Dragonborn named Alexander. Aristotle convinced the man to single combat, and after nearly a day long battle bested him. From here Aristotle’s ego became inflated. He’d court any woman he wanted, challenging their husbands to duels if they took insult. At 25, he was invited to become a member of Roswell’s personal guard, which he accepted. He was 28 when Rosanne murdered Roswell. Aristotle went blind with rage, when he realised the change Rosanne would bring. He brought it upon himself to change that. He charged her, and was stopped by four of her guards. He was fought them, even as arrows were pelted at him from all sides. He killed three of them, before he lost his strength: the arrows were poisoned. His final act was to stab his spear to the ground and hold on to it with all his strength while grinning. He cursed Rosanne, and the Sparta she would create. His heart stopped, and Aristotle the Bull died standing.

 

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"...I'm tired of fighting, but I'm not sure how much longer I can bear to wallow in self-pity. So please... Please let me try to make up for my mistakes in any way that I can."

 

Spoiler

Name: Mercia Erwood
Gender: Female
Age: 56 (52 at death)

 

Class: Rider -> Phoenix Rider (Pegasus Rider) -> Phoenix Knight (Kinshi Knight)
Character Skill: Charisma

 

Blessing: Artemis
Main Affinity: N/A
Sub Affinity: N/A

 

Personal Fault: Hands That Have Killed (If Mercia is in combat with an enemy wielding an axe, -2 DMG.)
Personal Skill: Irrepressible Scales (If Mercia is above 50% HP, +2 RES.)
/Personal Skill: Gentle Words (If Mercia is within three spaces of three allies, +10 Hit/Evasion.)
//Personal Skill: Rise From The Ashes (If Mercia defeated an enemy in the previous turn, Amaterasu recovers an extra +5 HP.)

 

Preferred Stats: Skill, Speed
Weapon Proficiency: Bow (E) -> Recurve (C), Bow (D)
Chosen Initial Weapon: Iron Bow
 
Level: 1
Total Level: 1
Progression Spent: 330/330

 

Starting Stats:
HP: 18 (+1) (50%)
STR: 4 (+2) (50%)
MAG: 0 (0%)
SKL: 4 (55%)
LCK: 1 (+1) (45%)
DEF: 3 (20%)
RES: 1 (60%)
SPD: 3 (50%)

 

CON: 5
AID: 4
MOV: 4

 

Backstory:
Being born in Sparta is not the ideal starting point for a Dragonborn, especially one already being born to a family of Dragonborn slaves. Unfortunately, that was the reality for Mercia, and she was put to work the second she could lift anything above her head. Life was difficult and strenuous work, and her master certainly did not help matters, but Mercia got by if only thanks to her loving parents and her twin sister Owena. While the two looked just about as different as their parents did and had their fair share of personality differences, they cared about each other a great deal.

 

Mercia got affected quite a bit; she wasn't as good at physical labor and preferred the homely duties such as cooking or cleaning. Outdoor work just strained her and stressed her out; the difference in preferred work for Owena and her was like night and day and the two managed to bolster each other's strengths to get by easier. On her own (little amounts of) time, Mercia practiced light magic and healing magic, especially her healing magic as she would end up healing Owena's cuts and scrapes when their parents couldn't.

 

When the two began to reach their late 30s, the two agreed that the time for slavery was over for them. They challenged their master to a competition for their freedom, and the master cockily accepted... putting Mercia in a physical task and Owena in a magical task, the opposite of what they were good at. This was his mistake, however; the two sisters worked tirelessly to train the other in their talent. Mercia got tougher and more physically attuned with Owena's helping, and Owena was taught a decent amount of magic with Mercia's help. Against all odds, perhaps due to the master's laziness, the two won their freedom.

 

Unfortunately, good things were not all meant to last. Mercia planned on fleeing to Athens to study her magic further and make a better life for herself and hopefully win the respect of Sparta enough to be able to take back their parents, but Owena wished to stay in Sparta. Though it was difficult, the two managed to agree on their differences and have an amicable parting, promising to meet each other again.

 

Taking a trip to Athens on foot was not going to be easy, but Mercia was prepared to do whatever it took. She had no idea of what the areas were like, but she did her best to make her way through the bluffs, only to find that the steeps would be a challenge. She made her way around them, but accidentally left herself in the Swamp of the Damned, a place she had only heard of in ghost stories. Taking pity on the souls lost there, Mercia stopped her journey to utilize her healing and light magic talents to halt the zombies and help them return their souls to the afterlife.

 

She worked tirelessly for days and nights, constantly searching the swamp in search of lost souls, until her magical prowess gave out and she was completely exhausted. Digging her hands into the mud, sweating and gasping for breath, she was unable to cast any more and worried for her own ability to survive especially now that she could not continue to cast her magic. But then a miracle happened, a spark of hope for Mercia's kindness. A phoenix, a creature Mercia was certain was also only a legend, had appeared to her and offered her protection in return for her good deed. Together, the two flew to Athens with a sense of renewed hope.

 

Mercia almost became somewhat of an overnight legend as the Dragonborn who flew in on a phoenix, though many began to dismiss it as just a pegasus with some kind of illusion magic on it. Mercia did not mind this, as she was not one for too much attention. She immediately went to join the Athens army to continue her dream and was drafted in. She did, however, became popular in the Athens army for being quite the fun person; likable and kind on the outside, though somewhat rambunctious and not one to take anyone's crap on the inside.

 

Mercia did not want to lose the physical prowess her sister helped her with and she wanted to fight with something other than her shaky overexerted magic, but finding a proper weapon to work with was difficult for Mercia. A lance was perfect for attacking atop her phoenix, but she was having difficulty perfecting the angle. However, the second she picked up a bow it was completely natural to her as she scored a bullseye on her first attempt. From there, it was only one successful training session after another. One person even commented on her talent and said it was almost as good as the goddess Artemis' archery. This compliment always stuck out in Mercia's mind even if she humbly denied it (out of modesty and out of fear that Artemis would humiliate or smite her).

 

When Nicolos was elected, Mercia was quite fond of him from the start knowing how difficult it is to start from the bottom. She often visited him to show her respect as one of his knights, and even trusted him enough to tell him for certain that her so-called flaming pegasus was indeed a phoenix and tell him the truth of how she befriended one.

 

Unfortunately, though Mercia was one who enjoyed the peaceful competitions and making a name for herself, there was no more peace to be found soon afterwards. Mercia had to steel herself as her competitions became murders, and her kindness and sportsmanship turned into reluctance and mercilessness. Every day before going out into the battlefield, she prayed to Artemis that her archery would serve her well.

 

Though she was a force to be reckoned with and indeed was difficult to match even against other archers, it all ended one day. Mercia could never figure out what it was. Did she say the wrong thing to Artemis? Did Athena resent her for not praying to her due to her slight grudge for allowing the conflict to continue? Did Ares want a powerful warrior like her off of the battlefield? She couldn't understand.

 

She couldn't understand why when she fired an arrow directly into the heart of a rather difficult axe-wielding wyvern-riding opponent wearing a green cloak over their head, the hood had to come off and reveal her sister Owena underneath.

 

Mercia's phoenix could not stop her as she threw herself off, dislocating her dominant right arm and leg to just pull herself over the wyvern and to her sister's side. She tried everything. She begged for her healing magic to work and close up the wound, but lack of practice had gotten to her and she could not do anything without a staff. There was no response.

 

Mercia could only cry on her sister's dead body until a Spartan warrior found her and, from behind, sliced her head clean off and ended the life of the famous phoenix rider of Athens. No one could find her phoenix as well, though some liked to believe that despite the phoenix's inability to die, it flew to the Temple of Styx and found its way into Tartarus simply to be by the kind Dragonborn's side.

 

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Spoiler

lYqsDlt.png

"Tartarus brings back too many memories of Sparta's worst indulgences. If you're busting out, then count me in."

Spoiler

Name: Owena Erwood
Gender: Female
Age: 56 (52 at death)

 

Class: Rider Trainee -> Wyvern Rider -> Malig Knight
Character Skill: Daunt

 

Blessing: Astraea
Main Affinity: (Leave Blank) 
Sub Affinity: (Leave Blank)

 

Personal Fault: Tender Heart (If Owena is fighting an enemy wielding Light Magic, -2 to damage dealt.) 
/Personal Skill: Toughened Scales (If Owena is above 50% HP, +2 DEF.)
//Personal Skill: Menacing Presence (If Owena is within three spaces of three or more enemies, +10 Hit/Evasion.)
//Personal Skill: Collateral Damage (If Owena defeats the enemy she attacks, +5 to Savage Blow proc chance)
 
Preferred Stats: Skill, Speed
Weapon Profs: Axe (E)
Chosen Initial Weapon: Iron Axe

 

-Initial Stats 
Level: 1
Total Level: 1

 

Progression Spent: (330%/330%)

 

HP: 18 (40%)
STR: 4 (60%)
MAG: 0(+2) (50%)
SKL: 4 (60%)
LCK: 2 (10%)
DEF: 3 (50%)
RES: 1(+2) (40%)
SPD: 3 (20%)

CON: 5
AID: 4
MOV: 4

 

Biography: Life is hard in Sparta for a Dragonborn, and harder for a slave. Thus, for a Dragonborn born into slavery such as Owena, life was the sort of challenge that others might find difficult to shoulder--especially with the cruel sort of master they had the misfortune to be born under. Indeed, there are only a few reasons that it was any sort of bearable at all; her loving parents, and her twin sister Mercia. As different as the two were in many ways, the bonds of family between them were as strong as anything, and they cared for each other immensely.

 

Owena was the one more cut out between the two for the kind of physical labor a slave generally gets assigned, and indeed she was the sort more inclined towards regular exercise--not that it endeared her any more to the slave labor given to her. More, it simply made daily life that much easier on her than it was for Mercia...when it wasn't housework, that is. It turns out, she wasn't particularly the best person for that kind of job. The two of them learned to play to each other's strengths whenever possible; for Owena, that meant training her body when allowed a spare moment, so that she might bear a little more of her sister's share of the physical labor, and fend off any who might look to take advantage of Mercia's less-than-stellar physical capabilities to force their cruelties upon her.

 

And so it went until they reached the age of thirty--the age when the two of them had become just about fed up with slavery. The two of them challenged their master in order to earn their freedom, and in his hubris he accepted the challenge...and, hoping to stack the deck against them, set a physical challenge for Mercia and a magical one for Owena. As is the case for so many in Greece, however, his hubris proved to be his downfall; the two of them worked with each other around the clock to strengthen these weaker areas to an area their master had not anticipated. In the end, the two of them won their freedom--and it took a lot of self-control for Owena not to beat the tar out of their former master afterwards.

 

This, however, was where the sisters' partnership would come to a close; while Owena intended to stay in Sparta and, through grit and might, work herself to the top so she might abolish the practice that had caused so much pain, Mercia had a different plan. It was understandable; Sparta was not the Greek nation most well-known for the study of her magics, and she could never blame her for not wanting to stay in a homeland that had mistreated her so. With that in mind, the two came to an understanding, and parted on good terms with one promise--that they would meet again someday.

 

While Mercia was creating the beginnings of her legend within the Swamp of the Damned and Athens, Owena was getting a head start on establishing her own; now that she was freed, she found work somewhat hard to come by, a situation she suspected might have been worsened by a certain slaver's connections. The most appealing avenue to her quickly became work as a member of a hunting party, tasked with collecting rare monster parts from the Predatory Tropics, and so that's where she settled.

 

The ensuing hunt was nearly a total wipe, with the quarry ending up being well over the party's heads. One by one, her fellow hunters fell to the creatures' claws, until she was the only one left. Even she doesn't entirely remember what she did at that point, her actions as fueled by raw fear and adrenaline as they were--but by the time it was over, she alone stood near the corpses of her fellows and the slain monster. Owena retrieved the monster parts and recieved a higher pay from their sale due to less hands to split them between, but the experience affected her deeply. There still weren't many jobs for her to choose from, but from that day she refused to go on hunts with anyone else--that way, no one else would die like that on her watch.

 

Miraculously, through grit and might along with the magical arts her sister had taught her so long ago, she went on solo hunt after solo hunt without fail, returning from each with less wounds than the previous. Her reputation spread through Sparta as the Huntress, a Dragonborn woman in a green cloak who could hunt the most dangerous monsters the Predatory Tropics had to offer all on her lonesome with nary a scratch to show for it. Naturally, this meant her advancement through Spartan society, hard and grueling as it was, as well as a good supply of coin from the monster parts she didn't keep as reminders of the hunt.

 

Upon a trip to the more northern regions of the Veteran Bluffs to deliver her cargo, she came across a slaver and what appeared to be a recently-hatched wyvern. The man was cruel to the wyvern, yelling

obscenities at it and whipping and beating it when it did not obey him, and it took Owena no longer than a few minutes of observation to know that this could no longer stand. On the spot, she challenged him to a duel for custody of the young wyvern. Foolishly, the man accepted, and...well, for a woman who had faced among the worst the Predatory Tropics had to offer, he was little challenge at all.

 

Owena cared for and nurtured the wyvern, dubbed 'Atreus', patiently staying with it until it was no longer afraid of her presence, making sure he had all he needed to grow strong and healthy. And, when he insisted on accompanying her on hunts, she found it to be a potent force multiplier--between the two of them, there wasn't a monster that had a hope of standing in their way.

 

Through all this, and through the war raging on, she didn't pay much attention to the current ruler of Sparta--she knew they had an interest in the current institution of slavery, so she knew she would have to either change their mind or supplant them somehow anyways. Upon Rosanne's ascension to the throne, however, word drifted to her ears of a girl who wanted change, a girl who wanted to stop the status quo of the strong trampling the weak. This girl on the throne, however, needed an end to the war against Athens for that to happen.

 

Owena had long felt disdain for the war between Athens and Sparta, viewing it as an unjust conflict drawn out by two gods who could not stand to see their egos bruised before the mortals, but this news was the sort of convincing that she needed to join the fray. She quickly came into her own as the feared Spartan Huntress; the Athenian soldiers who faced them, even those armed with bows, fared little better than the monsters from the Tropics against her, and tales spread of her cleaving through an entire batallion with one swing of her axe. Those who thought to wall her out with armor found themselves merely useful conductors for the destructive magics she'd honed throughout the years.

 

Such a capable fighter was bound to have a target painted on her head, though--and such was the case during her last battle. Perhaps she had gotten overconfident or sloppy, that she had failed to notice the archer riding the phoenix aiming right at her; whatever the case, though, she failed to notice until the arrow had struck true in her heart. As she turned around to look at her attacker, hood falling away from her face, she recognized the horrified face staring back at her as belonging to her kin.

 

She fell to the earth below, sustaining further injuries on impact, and as Atreus roared in fury and began to rampage through the armies below Owena could hear another impact and sickening crack. Turning her head, she saw her sister crawling towards us, felt the slight tingling of a feeble attempt at healing magic, and knew at that moment she didn't mean it. She knew her time was soon upon her, and wanted at least to give Mercia peace at the end. She raised a hand towards her, opened her mouth to tell her, "I forgive you..."

 

And then, before any words passed her lips, the last of her life left her.

 

Atreus, meanwhile, faithful to the end, rampaged through the Athenian ranks and caused as much damage as he could before sustaining fatal injuries, and managed to move back to his Dragonborn companion's side before he passed on to Tartarus with her.

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e5TiIke.png

"Stay out of my way and we'll get along fine."

Name: Korinna
Gender: Female, probably
Age: 35 (23 at death)
Class: Fighter Trainee -> Fighter -> Dread Fighter
Character Skill: Wrath
Blessing: Zeus
Main Affinity
Sub Affinity
 
Personal Flaw: Lost My Battle Before It Starts: Korinna takes 2 damage after every combat, regardless of the result. This cannot down her.
Personal Skill: Murder the Dawn: Korinna gains +10 Crit if her attacking stat is higher than the enemy's opposite stat.
/Personal Skill: Born With A King's Heart. . .: +15 Hit on enemies within 3 spaces of a downed ally.
//Promotion Personal Skill: . . . But Fate Fooled Me/Fulfilled my Fate: TBD
 
Preferred Stats: Strength, HP
Weapon Proficiency: Axe (E) -> Anima (D) Axe (D) -> Hack (A) Axe (C) Thunder (A) Anima (C)
Chosen Initial Weapon: Hatchet
Progression Spent: 330/330
 
Current Stats:
HP: 20 ( 60% )
STR: 6+2 ( 50% )
MAG: 0+1 ( 40%)
SKL: 2 ( 70% )
LCK: 1 ( 10% )
DEF: 3 ( 20% )
RES: 0 ( 20% )
SPD: 2+1 ( 60% )
 
MOV: 4
CON: 6
AID: 5
 
Mothered in Athens by a desirable noblewoman, Korinna's birth would have been considered fortunate by many. In many ways, this was true: she had access to wealth and resources that someone with a poorer origin may not. However, there was one critically important fact that would determine her ultimate fate: her father was completely unknown, with her mother refusing to tell anyone - including Korinna. This became a black cloud hanging over Korinna for the rest of her life; as children of the gods were often prized, the fact that her father was unknown was a mark of shame. She could not be the product of a noble union, after all; even the most scandalous of those would be known. Was he lowborn? The unusual strength she displayed only made the rumors worse. Was she the product of an unnatural union of human and monster? Still, despite it all, her mother did her best to care for her and weather the talk. . . and her father never revealed himself, whoever he was.
 
Korinna discovered her heritage eventually, of course. Her uncommon gifts of strength, both physical and magical, had to come from somewhere, after all, even if they had been honed by the education, training, and competition she had as she aged. After having particular success on the plateaus, she sought out an oracle alongside a group of companions to determine the secrets behind it. After learning the truth, she set off immediately for Mount Olympus, a rage that had been building within finally set alight. Few know exactly what transpired on the journey up the mountain. Korinna had stormed up it in a rage, and never returned. Her companions did not speak of what happened. The rumors continued to plague her even in death: had she challenged the trial and been found wanting? Had her alleged monstrous heritage revealed itself? An optimistic few even said she may have ascended into Heaven. The only fact was that the hero Korinna was no longer among the living.

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(Mug TBM)

"All I will offer is my best. Or so I'd say, but we are going to need someone to focus on keeping people alive, ironic as that is."

 

Spoiler

Name: Aurelia Vita
Gender: Female
Age: 55(50 at the time of her Death)

 

Class: Acolyte > Sister > War Cleric
Character Skill: Center

 

Blessing: Artemis
Main Affinity: (Leave Blank) 
Sub Affinity: (Leave Blank)

 

Personal Fault: Fallen Star: When fighting enemies with the ??? affinity, +2 Damage taken.
Personal Skill: Anceint Moonlight: When healing a downed ally, +5 HP recovered.
/Personal Skill: Arising Wind: If within 3 spaces of 3 allies, +10 Hit/Evade 
//Personal Skill: Lunar Huntress: TBD

 

Preferred stats: Resistance, Luck 
Weapon profs: Staff(E) 
Chosen Initial Weapon: Heal
 
-Initial Stats
Level: 1 
Total Level: 1

Progression spent: 330%/330%

 

HP: 15(+2=4) (60%) 
STR: 2(+2) (40%) 
MAG: 3 (30%)
SKL: 1 (50%)
LCK: 4 (45%)
DEF: 1 (30%)
RES: 6 (30%)
SPD: 5 (45%)
 
CON: 3 (-)
AID: 2 {-)
MOV: 4 (-)

 

Bio: Born an Orphan to parents that participated in the last war, taken in by the church, and famed for her unnatural hunting skill, Aurelia quickly rose to promonence, becoming part of Artemis' Hunters. From there, she spent her time homing her skills hunting and living within the Deep Oak, along with traveling to meet up with the rest of the Hunters occasionally for training. She participated in a number of events, and went on a number of hunts during her life all across the West.

 

Then came the latest war. Leading from the front, she participated in the combat before dying herself at the age of 50, her bow and axe claiming many lives before she was downed for good. Living so long is a testament to her own skills, with her dying happy.

 

Come to Tartarus, shackled, and put to work. For whatever reason, ever more people were needed, and the ones in charge often sealed the new souls ability to fight back. They still had those who fought, schemed, and burned for their actions, but it was of little use alone.. This treatment over one who had dedicated her life to Artemis and Sparta combined with her situation led her to thinking of what had occurred in recent years.

 

Now, for whatever reason, this kid seems to have given her a shot at actually fighting. Given how things are still going on the surface from what she has heard, she isn't going to pass up this chance. However, given conditions, she has decided to use one of the first skills she learned in the Church, and hopefully keep the ones she will be working with alive. After they make it out though, woe befall any that get in her way. For whatever reason she was brought to Tarturus to construct that thing, one thing she is certain of. She will attempt to ascend Mount Olympus all the way from Tartarus, even if it gets her killed again.

 

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{Mug will be added if I ca get help with it if Iggy here gets in.}

"BWAHAHAHA! I am the Roiling Kraken! I am the Tempest in a Skull! Now... you got any mangoes?

Spoiler

Name: Ignacio Blightwater

Gender: Male

Age: It’s a Mystery! Apparent Middle Aged, 50ish in human terms. Hard to rightly tell when he be a squid-faced fella.

 

Class: Soldier Trainee > Soldier > Templar

Character Skill: Blossom

 

Blessing: Horrid Sea Uncle (Unwelcome)

Main Affinity: (Leave Blank) 

Sub Affinity: (Leave Blank)

Sub Affinity: ???

 

Personal Fault: Wake of Madness; The Grim Fool Smiles at Death, and Invites Them to Brunch: When I wade into the thick of battle, markedly, when 3 foes are within 3 spaces of me, I take +2 damage

 

/Personal Skill: Crusted with 10,000 Evils, 10,000 Curses: When I attack in the player phase with a Cursed Weapon, I gain +15 to hit, but suffer -10 Evade.

 

//Personal Skill: Weigh Anchor! Smash Skulls! Bodies Break as any Mast: When I attack an enemy who is at 50% or greater life, I deal 2 more damage.

 

///Personal Skill: Screams of the Pirate King Betrayed, Roiling Primordial Madness; A Tempest Within a Skull: An Omen yet to be foretold.

 

Preferred Stats: Defense, Health, Speed

Weapon Profs: Lance {E}

Chosen Initial Weapon: DEVIL’S LANCE

 

-Initial Stats 

Level: 1

Total Level: 1

Progression Spent: (330%/330%)

 

(When adding your initial extra stats, place them like so, not incorporated into the base stat number: STR: 1(+2) (60%))

 

HP: 20 (100%)

STR: 4 (40%)

MAG: 0 (10%)

SKL: 3 (40%)

LCK: 1 (30%)

DEF: 5 (40%)

RES: 0 (10%)

SPD: 2 {+2} (60%)

 

CON: 5 {+2}

AID: 4

MOV: 4

 

Biography: Ignacio is perhaps not your average hero, hell many would say he is no hero at all, but a monster. An Accursed man said to wield an anchor as tall as he, that he can swing as if it weighed not more than a feather. Dark clouds roiled in his eyes and it was said whenever his dread ship rolled upon a shore, so too followed devilish tropical storms that had no place in this world. Many such tales were told about the madman who wore the visage of a briny beast, such were the tales of the supposed lord of Dreadfleet. A mythical fleet of ships that roamed the deep waters that none dared tread. First as they were never traveled, second as the only who dared were the lawless with no other place in this realm. Such was the Dreadfleet, a home to outcasts, sinners and reprobates of all shades. Or so it would be told, it couldn’t be further from the truth.

 

Those of the Dreadfleet founded somewhere a floating city, named only Flotsam. It was a haven for the wrongfully condemned, outcasts of all stripes and most importantly, The Cursed. Many Cursed flocked to the city of waves and driftwood, wishing to escape the dreaded world that sought to keep them in irons. The myth was ever so alluring. Even if it had to be death, many would take that chance. Many would drown in the depths of the unnamed sea… and yet some would complete their journey. Of course some had to right? We knew of Flotsam, what it was, it couldn't be a hoax could it? It was truly real, it wasn’t some crooked tale sown with the seeds of despair and trickery. But those of the Dreadfleet knew their lot was a rough one, they were on their own. They wished to keep their numbers manageable, so they could survive. After all, no true nation would trade with what they believed were blighted sea demons in the shape of man. So they were consigned to a life of raiding, thievery, and other foul skulduggery. They made a name for themselves amongst the world, especially one promising young captain. Ignacio Blightwater.

 

Ignacio had a wild brilliance that many would call madness, and a knack for the sea that was uncanny. It’s storms always seemed to break for him, to hagger his foes from his tail or roll behind his sails when he struck. As to how true this was, it was hard to say. Pirates loved their superstition, their omens. What could’ve happened once could be forever storied in the chronicles of their folk heroes. What was known was he was no armchair commander, Ignacio boarded with his crew, he screamed orders from the deck, and his mighty accursed anchor thirsted for the blood of his foes. It splintered ships beneath it’s mighty weight just as well as bodies and skulls. The Dreadfleet would leave nothing, they would take what they could carry, and burn what they couldn’t. The only that would receive mercy from them were those that were Cursed themselves, slaves or the otherwise downtrodden. Ignacio made sure that those who suffered as they had would be allowed their chance at freedom, to begin anew, whether that meant as one of their crew or to be let ashore. 

 

How could a man like him fall? How could the Darkwater Kraken be brought low and not live out his wretched years? Betrayal, simple as that. A twisted plot that had taken over 30 years to come to fruition, the vengeant soul that became his first mate, Cursed like he. A bestial man like that of a hyena named Ash, supposed lackadaisical slacker with a wit that could cut glass. Ash had won his trust, each and every moment of his life he devoted to getting close to Ignacio. He started a lowly deckhand, then a chef, then the skipper and so on. One day he stood next to him shoulder to shoulder. He was lucky that he never was known to smile… it’d have been harder to stomach the being he hated with his entire soul had he not been. 15 long years as first mate he waited, he schemed and worked in the shadows trying to find the proper moment to strike. He had found a promising merchant ship they could raid, so valuable Ignacio couldn’t ignore it. They were low on salted provisions, forced to what they could catch when they stopped the ship or whatever fruit they could forage. It was no long term way to live, but Ash knew… he knew that ship was merely strangling behind a convoy of military ships.  

 

It didn’t take long for Ignacio to realize they had walked into a trap, but he never suspected it had been set by his own brother in arms. Vastly outnumbered and out manned, they were surely doomed, but the Roiling Storm would battle with a demon’s grin plastered on his face. The rictus grin of a devil born only to kill with nothing left to lose. Bodies broke, sickening crackling of bones and wood alike were the new order of the day. Pitch, iron and death were the only scents left as a living tidal wave smashed through all it could see. And it all ended at the tip of a poison dagger. Confusion, a new tempest in a skull. Pain? He’d never felt it before. But it wasn’t the last he’d feel. Sorrow filed that storming skull as the eyes attached saw something they could not believe. The face of Ash at the end of that wicked blade. The air left his lungs as the blade twisted it out from him, icy talons of death pulling a last barren thread. “No hard feelin’s Cap’n. But I always hated you. Give my father my regards in hell. He was no better than you, no no. But ‘e was blood. Now ya pay wit’ yours. Fair trade don’cha fink?”

 

The words stung more than the knife, the searing pain from the vile concoction entering his veins. The world was black… Ignacio felt as the blackened depths embraced him. He felt the deep waters around him as he died in his home. He screamed, HE SCREAMED! A bestial roar that rent the sky as a bolt of lightning ripped open the sky. 

 

It is not known what happened to Ash after that fateful night. Only that it was said, in the depths of that hour on that day there would always be a storm. Blightwater Sea would always roil with rage on the anniversary. It was said amid the peels of lightning you could hear old pirate king Ignacio screaming, a man possessed with supernatural hatred.

 

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I have received requests to extend the application date due to life circumstances. I'm increasing it by 4 days to Wednesday 11:59 PM PST, March 25.

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(mug will be made soon)
6osxv03.png
"Heyy Argos.... remember not to bother too many passerby's again yeah?" 

Character Sheet:

Spoiler

 

Name: Aya
Gender: Female
Age: 23


Class: Performer Trainee -> Trickster -> Enchanter
Character Skill: Maturity

Blessing: Hermes
Main Affinity: (Leave Blank) 
Sub Affinity: (Leave Blank)
Sub Affinity: ???
 

Personal Fault: Alone As Always - If Aya isn't within 3 spaces of 3 Allied units, she loses -15 Evade until her next turn.
/Personal Skill: Enjoy The Breeze - When Aya moves less than half her MOV, she gains + 15 Hit until her next turn.
//Personal Skill: Don't Worry About It - When Aya performs on an ally with a C support rank or higher, the performed ally gains +5 Crit/Dodge until end of next enemy phase.
///Personal Skill: Sisterly Figure - If an ally with C support rank or higher is attacked in the enemy phase, Aya’s support bonuses are increased by 50% until their next turn.
 
Preferred Stats: LCK, SPD
Weapon Profs: Performance (E)
Chosen Initial Weapon: Soldier's Drum


Initial Stats :
Level: 1
Total Level: 1
Progression Spent: (370%/370%)

HP: 17 (80%)
STR: 2 (5%)
MAG: 2(+2)(40%)
SKL: 2 (55%)
LCK: 5 (60%)
DEF: 1(+1)(35%)
RES: 3(+1)(40%)
SPD: 5 (55%)


CON: 3
AID: 2
MOV: 4

 


Backstory:

Spoiler

 

Born in the Velbury Concord near the border of the Boreal Wastes, Aya was just a normal girl you could find anywhere. She lived a relatively normal life with her father being an ice miner in the Boreal Wastes while her mother worked to sell it, Aya helping out on some occasions. Her life was honestly nothing special, though she couldn't say she had many people she could've spent time with aside from her parents. When a time came where she could have made some new friends.. To put it simply, she ended up setting out on her own soon after. Was it for a job, education, sight-seeing, soul-searching? No one really knew, she probably just wanted to get away from her hometown, leaving her worried parents behind even though she wished not to cause them any trouble.
 

Through travels she picked up on street smarts and various skills as well as a new outlook on life, or so she thought. As time went by she started losing any sense of order or direction in her life, perhaps she had already started losing it back home when she decided she'd leave. Things didn't get better as they went on, that's for sure. Before she knew it, her physical appearance began to change, and eventually it felt like her mind would constantly dip back and forth from the void itself. What lead to her demise wasn't clear, either. But those who knew of her last said she still had her charming personality at the very least.


Aya would then emerge from the pool of Styx, fear and dread that she should have felt was absent, and she in fact felt more sane than she was still alive. Could it be because of the new location, the lack of the old physical "baggage" or did the tenseness translate into some sort of mental adrenaline? But needless to say , it didn't take long for her to poke her head into people's business. This time, the person ended up being Argos. Through some ...rather interesting... shenanigans, Aya had been assigned as a servant of Argos by his father Hades instead of being sent to the Sotiria, as if she somehow dodged a galaxy sized bullet. Though as time passed, it felt less like she'd been given a master to serve, and more like a younger brother to look after.


Naturally, this would mean she'd very well have to be dragged along with Argos' endeavor, she didn't mind however, since she felt that someone needed to keep the guy out of the trouble that he seems to have such an affinity for.

 

 

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"One might think this tragedy is about my fall but ohhhh no, ohhhhhh no, it's going to be someone else's entirely."

Spoiler

Name: Eulalia Anastasius

Gender: Female

Age: 32 (26 at death)


Class: Light Trainee -> Hunter -> Holy Guard

Character Skill: Vengeance

 

Blessing: Dionysus

Main Affinity: (Leave Blank)
Sub Affinity: ur mum

 

Personal Fault: Tragōidía: Bow attacks against Eulalia get +10 crit.

Personal Skill: Saturikón: When within 3 tiles of 2 allies over 50% HP, Eulalia gains +2 AS.

 

Preferred Stats: Magic, Luck

Weapon Profs: Light (E)

Chosen Initial Weapon: Blessed Iron


Level: 1

Total Level: 1

Progression Spent: (330%/330%)

 

HP: 16 (+4) (100%)

STR: 0 (+2) (50%)

MAG: 4 (40%)

SKL: 3 (50%)

LCK: 3 (40%)

DEF: 1 (10%)

RES: 4 (10%)

SPD: 3 (30%)

CON: 4

AID: 3

MOV: 4

 

Backstory: 

Theatre in Athens has always existed in a somewhat odd place. On one hand, as it is an extremely sacred tradition of Dionysus, it cannot be banned lest the anger of the god be invoked, and it is important that there be those who practice it – but it is often a controversial affair, and there are many who chafe at its presence. Tragedy and satyr plays are one thing; sometimes, they offend people through their portrayal of particular histories through particular tones, such as portraying the faults of a historical ruler as a fatal flaw, or juxtaposing the somewhat tragic affairs of some heroes with bawdy rowdiness and festivity respectively. But the form of theatre that is by far the most controversial in the Velbury Concord as a whole is comedy. Though some comedies, especially in recent decades, are mostly harmless and comic affairs that present no threat, comedies in their classic form are biting and mocking satire of political, commercial, and philosophical figures, providing questioning and unflattering portrayals of important people that often damage their perception in the public sphere. Reprisals for these are a delicate affair, hard to accomplish without some form of blowback for anyone but the most powerful, but the threat of them nonetheless has winnowed the presence of these classic satirical comedies.

 

It was for this reason that Anastasios, a popular and basically competent, made his name in the arts of the tragedy and the satyr play rather than in comedy. A particularly prolific playwright, Anastasios was known for releasing several plays in any given year, and while occasionally they would prove to be flops due to sheer volume, he was a generally competent playwright, if perhaps with few plays that truly reached the level of exceptional. His tragedies and satyr plays occasionally racked up minor controversy, but never reached the point of being truly incendiary, and all told Anastasios managed to eke out for himself an existence that was comfortable and moderately famous, if perhaps not in the higher echelons of society.

 

His daughter Eulalia, born in 1388 (certainly a very eventful time to end up living in, hers), was never quite satisfied with this state of events. She often chafed with some of the values of the Velbury Concord, the wealth and power that swirled around that august body feeling to her rather unvirtuous, but she often agreed to an extent with the values of Athens itself. For a playwright to be able to properly convey the message that she wished to convey, Eulalia felt, she ought to be master of all aspects of being a playwright – to create the masks that conveyed her characters, to set up the space of her play to create a world, and of course to act herself, as she knew best how she wanted it done. But this butted up against her father’s career – the man had limited himself to certain kinds of play, and he could not truly claim to be well-versed in comedies. Furthermore, he only occasionally excelled, whereas Eulalia wanted to excel in everything! But many other playwrights were like him… it was the norm. So the solution laid not in chastising her father, but in going out there into the world and becoming the playwright she wanted to see. She was going to create proper plays to honor Dionysus with.

 

And boy, did she. A real firebrand from the start, Eulalia took longer in constructing her plays than did her father, meaning that despite having started at 20, she had 6 or so plays to her name at the age of 26 – but each of them were well-crafted. At first this was through taking lessons from her father’s best works, and more and more, Eulalia’s plays gained merit through her own particular style and flair. The problem was that this style and flair involved making particularly strong statements on very controversial subjects, especially thanks to the era of Cursed and the later cutting of contact with the gods. Each play, if sometimes a little technically awkward early on, had built into it from top to bottom an incisive message, which was only hammered in further and further by each character and dialogue and each act. The impact and punch of these plays was hard to dismiss, but was very easy to get riled up by, so more and more her plays became social tension points – and she only laughed at this. Nothing would stop her.

 

First, she created two satyr plays – a kind of tragicomic, bawdy, rowdy play with satyrs in the role of the chorus, which were holy to Dionysus, for Eulalia really was pious to the gods, and still is to Dionysus. These were relatively uncontroversial, making a couple of people uncomfortable, perhaps. Then, in the first two years after the disappearance of the gods, she created two tragedies which rather blatantly addressed the issue – the first implying that corruption loses the favor of the gods, and the second implying that Athens as it was created is far different from the caricature it had become. These plays were very controversial, but Eulalia saw no consequences, and as they were indeed works of art, they only inflated her ego and drove her to bull on forwards no matter what – which she did. Next up were two comedies, comedies of the classical, bitingly political sense. Firstly, she directly criticized the families of the Velbury Concord as a whole, criticizing the riches that ruled the city… playing into Nicolos’ campaign. This saw her life become more difficult as some of these families began to pull strings to damage her reputation, but this only spurred Eulalia on, and she criticized a prominent opponent of Nicolos, a Velbury elite named Alkaios, as the election approached in the play The Madman, which portrayed the man as a vicious, unhinged sadist who used the most cruel and crude of means to bully those in the way into submission, culminating in fairly direct accusations of murder. It was a brutally satiric play, and imprinted itself heavily into the public consciousness, as much as it created a political firestorm.

 

Unfortunately for Eulalia, her portrayal of the man was fairly correct, and while she had always held the view that no consequences would come to her that would truly matter, she was proven wrong when Alkaios himself showed up to one of the performances of the Madman towards the end of 1414, stood up in the seats, drew a bow, and shot her in the head, killing her quite dead on the spot. Now, of course, despite his ability to pay his way out of direct punishment, his reputation was shot by proving such an incisive play directly right with public murder, and this dealt a blow to the credibility of the Velbury politicians which helped Nicolos ultimately be elected to the head of Athens. But he was still in some level of power, and Eulalia was still dead.

 

Always a woman of strong passions no matter what, and little regard for what was supposed to be possible and what was supposed to be unachievable or ill-advised, Eulalia listened to accounts of what happened to Alkaios afterwards from others who died, and listening to accounts of the growing chaos between Athens and Sparta, Eulalia came to a decision, one many would find impossible: she was going to find a way out of the depths of Tartarus, and she was going to find Alkaios, and she was going to murder him very very dead.

 

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"I'll be back for you."

 

Spoiler

Name: Hypatia Demostrate
Gender: Female
Age: 248 (52 at death - born 1172, died 1224)

 

Class: Fighter Trainee -> Bandit -> Berserker
Character Skill: Wrath+

 

Blessing: Ares
Main Affinity: …?
Sub Affinity: …?

 

Personal Fault - Spartan Rage: -15 Evasion when under 50% HP.
Personal Skill [T] - Greatest of Sparta: Being within 3 spaces of 3 allies grants +2 DMG.
Personal Skill [F] - Wrath of Ares: +1 DEF/RES when under 50% HP.
Personal Skill [P] - Guardian’s Judgement: While in Enemy Phase and she is hit by an attack, +10 Crit on the counterattack.

 
Preferred Stats: STR, HP
Weapon Profs: Axes (E)
Chosen Initial Weapon: Hand Axe

 

Initial Stats 
Level/Total Level: 1T/1
Progression Spent: (0%/300%)

 

HP: 20+4 (80%) 
STR: 6+1 (60%)
MAG: 0 
SKL: 2 (45%)
LCK: 1 (10%)
DEF: 3 (35%)
RES: 0+1 (30%)
SPD: 2 (40%)

 

CON: 6
AID: 5
MOV: 4

 

(mug to be added)

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