Friday, 21 September 2012

"Raika".

Age: Roughly between early to mid-twenties.

Gender: Male

Appearance description: “Raika” has greasy, shaggy brown hair that hangs down to drape his forehead, covering both of his ears and most of the back of his neck. He has small dark blue eyes, although he is partial heterochromiac with his right eye containing faint traces of a silver hue colour. Also, he has deep, dark bags that shadow around his broken-spirited eyes.
Raika has a sickly pale complexion due to a lack of light exposure to his frail and dried up skin. His once defined square jaw and thin lips are currently concealed by a bushy and untidy beard, and he has a long diagonally scar on his left cheek, from just below his eye that snakes its way down his pasty face and beyond the hidden depths of his beard. Although he would stand proud and strong at around 6’ 4”, with an impressive muscular, athletic build of broad shoulders and immense defined muscles of his upper body, his latest appearance is that of a slight hunchback, fragile and weak man. His ripped muscles are starting to sag due to lack of training and maintenance, and his once beefed up legs look as if they are scarcely more than big-framed bones that support his entire weight. He bores a number of cuts and bruises all over his body and face, usually acquired from the numerous drunken antics and fights that he encounters as of lately. Lastly, “Raika” wears a simple, thin tonic that is forever collecting various dirt, stains and blood droplets, and the tonic itself is falling apart, with a few rips and tears in obvious and obscure places. He wears simple peasant trousers, that are also falling apart, and he disregards the use of footwear, being bare footed all the time. During the colder climates or for situations requiring stealthier attire, he will adopt a long dark hooded cloak to keep warm or remain anonymous. Despite being a fighter, he no longer carries any weapons on him, and it is evident that there are not any concealed objects among his person. In additional to his dirty and raggedy appearance, he reeks of an unpleasant stench that is almost an alchemic mixture of smells of alcohol, blood, bodily wastes, mustiness, and uncleanliness.

Personality: A former shell of this once confident and strong fighter. Depression and grief have distorted and twisted “Raika”’s personality, leaving this great fighter a mere shadow of his former self. Constantly alone when he is given the chance, “Raika” would be seen drinking glasses upon glasses of ale to avoid contact and interaction with reality and those around him, which evermore increases his social detachment and distance with people, even the ones he was once befriended to. He mumbles to people who talk to him and his mood swiftly changes to anger when his requests to be alone are ignored. His mind would seem like it has wandered somewhere else than in the present, as he thinks back on the memories. He is a broken person forever mourning and incapable of moving forwards, resulting in a vicious cycle of extreme sadness, apathy and doubtfulness. His stagnancy has affected his skills and his aptitude for combat and fighting, as he cannot concentrate or think properly, his techniques and performance are awful and disorganized, and his despair has diminished his physical strength as well.

Kingdom: Airun

School: First Fauldroth’s Training Arena – Located within the labyrinth of city of Fauldroth, there is an amphitheatre, where the open grounds are used for training the soldiers of Mount. Fauldroth. Once, it had been used to host regular bouts and the annual combat tournaments of Fauldroth, but due to the Airunese Civil war a number of years ago, a number of areas and facilities were converted and used to train the Trainee soldiers for the Fauldrothian military forces. Since the end of the Airunese Civil war, most of the facilities have returned to their original purposes, but the arena has since remained a training ground for the fighters of Fauldroth.

Within the walls of the arena are various rooms where the fighters accommodate during their training, along with a number of facility rooms that provide exercise equipment for fighters to work on different individual muscle groups, an infirmary to treat wounds and infections, a treasury store where valuable items and money are kept for safe keeping, an armoury to store weapons and armour for training purposes, a large bathing area for hygienic needs, a kitchen with a food storage room, and an enormous dining room for those hungry fighters.

Due to the nature of training that the fighters are subjected to, the style of life at the Arena has a militia custom to it. From the early morning through to the early evening, the exercise routines and the intense drill sessions throughout the day install self-discipline, combat training, and basic survival skills into the fighters. The newly recruited fighters are first taught the basic empty hand combat forms before they can progress onto the various weapon fighting forms. They then proceed to the advance empty hand combat forms and the advance fighting forms for a weapon of their choice. Every month, a week is taken out of the fighters’ training program to go on an expedition where they will be taught basic survival skills on and off the mountain. On top of that, as part of their commitment after a few years of training, a handful of skilled fighters are assigned patrol duties within Fauldroth every two weeks.

Due to the aftermath of the Airunese Civil war, the practice of magic is restricted to Restorative magic within Mount. Fauldroth. Thus the only magicians residing within the arena are Restorative magicians, as they treat the injured fighters in the infirmary. Therefore, although the fighters are physically trained to their peaks, they have zero resistance to magic since the arena is strictly a fighting facility rather than a place of study and practice of the magical arts. The Arena is also a completely all-male training facility, but there is a separate training facility located within Mount. Fauldroth where female fighters are trained as a Fauldrothian soldier.

The standard uniform of the Fauldrothian fighters when training are dark green tunic, black pants and dark brown leather boots, which are issued by the Arena.

History: “Raika”’s childhood and a part of his adolescent remain unknown; a mystery even to him to this very day. The earliest and recent events of his life that he does remember, he does not discuss with anyone, not even to the Empress of Nerepis.

However, the earliest record history of the retired Knight indicate that he was a newly, perhaps the youngest, recruit among Lady Iona Fauldroth’s private military force, the First Fauldrothian. Rumours have speculated that during the Airunese Civil war, a lone, distant, young man displayed unusual fighting techniques and single-handedly held himself against a number of Lady Fauldroth’s personal and highly skilled knights. This caught the attention of Captain Lancius Fauldroth, Lady Fauldroth’s younger brother and the commander of the First Fauldrothian. Despite the distrust that Lady Fauldroth exhibited towards the young man from the beginning of their encounter, her brother took particular interest in recruiting the young man into her military force, in hopes that “Raika”’s strange, yet effective fighting techniques could be taught to the rest of the Fauldrothian forces.

Although, after numerous attempts and sparring sessions against Captain Fauldroth, “Raika” could not display nor recall the techniques he had used against Lady Fauldroth’s soldiers. Rather than expel and waste a potential warrior, the young man was kept on and trained as a Trainee soldier, although he was reportedly known to be distant from all the other trainees, and seemed almost as if he were lost. It was also recorded, before his recruitment, and a few years during his training, that “Raika” had trouble sleeping, even to the point where he was screaming throughout the night during his sleep. Diagnosis from Restorative wizards claimed it as psychological trauma from a psychic inflitration, and although the treatment assisted in calming down “Raika”’s disturbed psyche, the damage inflicted upon his mind and memories would remain a permanent scar.

A number of years passed, and “Raika” exceeded in his training, mastering Xu Huan Zhang and the advance swordplay form, although he never formed any true companionship with the other trainee soldiers. However, he was visited by Captain Fauldroth on most days of his training, despite the cynicism and doubtfulness that Lady Fauldroth displayed toward the young trainee. “Raika” was reluctant at first, but gradually he and Captain Fauldroth connected with each other over the years. His dedication, integrity and growing friendship with Captain Fauldroth earned him his ranks among the First Fauldrothian, and he was quickly promoted as one of Lady Fauldroth’s personal knights, her youngest knight, in fact. As a knight of Lady Fauldroth, he was personally taught and trained by Captain Fauldroth, his best friend back then, about the responsibility role of a knight. He was also trained in a special fighting skill that only Captain Fauldroth taught to the First Fauldrothian knights, and the philosophical concepts behind the techniques.

After two and a half years of his knighthood training, Sir “Raika” received his first Call to arms with the First Fauldrothian knights when a warlock was reported to have infiltrated the city, and started raising the corpses of the dead. The First Fauldrothian went to deal with the incident, and they fought well against the army of zombies that the warlock had summoned. After an entire day of battling against the horde of the undead and the warlock, the First Fauldrothian were successful in eradicating the threat, although they had taken a heavy toll; Captain Fauldroth, and most of the First Fauldrothian knights had lost their lives. The surviving knights, Sir “Raika” and a handful of his companions, were admitted to the Royal Fauldrothian Infirmary where their injuries were treated.

Whilst the knights were recovering, they were paid a visit by Lady Fauldroth, who sought to find out the details of the battle and her little brother’s death. After interrogating the surviving knights and Sir “Raika”, Lady Fauldroth had Sir “Raika” arrested and detained so that he could face trial over the events of Captain Fauldroth’s death.

Six months had passed, and the lengthy trials was held and concluded with Sir “Raika” convicted over the death of Captain Fauldroth. He was given a death sentence to account for his crime, and he was imprisoned for a time before his execution date. During his captivity, the King of Airun, the only son of the Empress of Nerepis, had paid Lady Fauldroth a visit, and made a request to release the troubled ex-knight. Despite Lady Fauldroth’s irritation, she was bound to the word of her King, and so “Raika” was eventually released, but not before issuing a banishment upon the ex-knight and exiling him from Mount Fauldroth. The Airunese King was accompanied by his mother’s Valerian knights, who took “Raika” back to the capital of the central kingdom.

Over the next few weeks, “Raika” was accommodated at the Royal Valerian Palace, where he could recover from the events of Captain Fauldroth’s death, the trials, and his imprisonment. He was also offered to train and get back into shape with the Valerian Knights, but he has not lifted his sword nor practised any of his combat forms since his best friend’s death. Usually, “Raika” would be seen in various pubs and taverns throughout Nerepolis, drowning his sorrows in alcohol, or getting into drunken fights.

Coincidentally, “Raika”’s arrival may be significant as the Rite of Unifying Bond approaches upon the Kingdoms of Nerepis…

Fighter Rank: (retired) Knight
Skills and Techniques:

Xu Huan Zhang – Deceptive Palms. This close-range fighting style focuses on the use of deceptive and tricky hand movements to confuse and obscure the attention of the opponent(s). There are a number of forms within this style that aim to bewilder and bypass the opponent’s defences, allowing for grappling and striking techniques to be employed upon them. With this style, the fighter can defend themselves against two or three opponents at a time, but any more than that will overwhelm the fighter as their attention is spread thinly between the outnumbering opponents. Also, this fighting style favours more of the upper body, hands and arm movements in comparison to extensive or high kicks.

Xu Huan Swordplay – Adapting the principles and style of Deceptive Palms, the fighter wields a double-edge bladed straight sword in combat, utilizing similar deceitful movements to fool an opponent. A by-product of Xu Huan Swordplay is that the fighter learns to be ambidextrous; being able to employ the use of both their hands during swordplay, and effectively fight with a sword in either their left or right hand. Their ambidexterity also allows the fighter to efficiently fight with a weapon in both hands, although in this case, this is limited to double-edge bladed straight swords.

LongdeMeng – Dream of the Dragon. This defensive fighting style is only taught to the First Fauldrothian Knights. One of the main components of this fighting style is its slow, fluid and graceful training form, which conceals a variety of spiralling techniques used to defend against an opponent. Its circular footwork allows the fighter to be evasive, whilst maintaining in close range of the opponent. Due to its defensive and elusive nature, this style lacks fatal, offensive moves that bring the conflict to an end. Additionally, the slow movements and stretches of the fundamental training form has been speculated to have been drawn upon principles of restoration magic, and thus, it has reported to be a healing tool, as well as a fighting style.

Weapon[s]: None.
WLtM: A male wizard who would be able to bring “Raika” out of his sorrows; one that could “fix” this fallen knight.
Colour of character text: Olive.

Other: It has been speculated that “Raika” may possess a small degree of magic within him, but it lies dormant and incontrollable. It is considered such a minor talent that enrolling him in formal education and training would have been a waste of time, although his magical talents may awaken and mature given the right circumstances and time.

Sunday, 26 August 2012

Lucia Vang.

Age: 21

Gender: Female

Appearance description: Blonde hair, usually tied in a braid, falling over halfway down her back. Greenish eyes, bony features. Light complexion. Usually wears a camouflaged outfit, a long greenish robe that drops as low as her knees, making a v-shape behind her. She also usually wears some leather armour on her chest, shoulder-blades and leather knee pads. She uses long leather boots, with a heavy grip on the bottom for easier climbing. She is medium-height, about 180cm. She has a tight quiver for her arrows, so they don't drop out, on her back, along with her bow, and a sheath for her dagger on her flank. Her throwing knives are stored on both sides of her stomach, in little sheaths.

Personality: Cold, calculative. Doesn't think much of others, is very much a loner and likes to work solo. Although the few important people in her life are very important to her, and she will protect them with her life. It takes a long while to get in her good books. Is always noting out mistakes and errors in people, systems and the world. Scarily intelligent, but never out loud. Speaks little, or seems to, at least. Is usually suspicious of strangers.

Kingdom: Wedrowth.

School: Trained and schooled merely by her uncle in the dense forest. They hunted and gathered together, living only on what the forest gave them. They routinely practised martial-arts and sword-fighting, and also shooting a bow and arrow. For sixteen years she got up when the sun did, and immediately went out with her uncle to hunt. She was always a determined fighter, and rarely reluctant towards her uncle's teachings.

History: Was born in the forest, and has lived there her whole live. Her parents disappeared after she was born, and she was left in her uncle's care in a little hut in the middle of the dense forest, miles away from any other people. She never knew what happened to her parents, and her uncle refused to tell. Lucia was trained in the art of hunting and gathering from a young age, and learned to climb trees well. She never heard much of her uncle's history, and why he was such a good fighter, but he once mentioned the Empress of Nerepis. Her uncle died of a heart attack when she was sixteen, after that she lived on her own. She sometimes visits the nearest town, Daruvia, if she is missing some supplies, but other than that she gets little human contact. She wonders sometimes if her parents are still somewhere out there, but the secret died along with her uncle, and she hasn't got a place to start looking.

Fighter Rank: Ranger.

Skills and Techniques: Expert climber, does well in hand-to-hand combat, using a unique fighting style her uncle perfected with a main focus on distraction and getting the opponent down on the ground and restrained with minimal contact. Very hand-based and quick. If done well, the opponent rarely sees it coming. Good endurance, is used to running.

Weapon/s: Uses a bow and arrow, with two different kinds of arrows. Normal ones, with sharp rocks, and fire-arrows, doused in a mix of two different tree saps, to make a highly flammable liquid that sticks easily. Has a special lighter-mechanism at the end of her bow as to light these arrows. Bow is made of a strong wood that her uncle planted when she came into his care, so the wood is as old as she is. Her uncle refused to name the tree, adding yet another unanswered question. Also has a long dagger for close-up fighting, and throwing knives. She prefers to use the bow and arrow.

WLtM: A wizard who doesn't ask too many questions, and doesn't get in the way of her arrows. She wishes she/he could counter by having more close-quarters powers, someone with Elemental powers would be fitting.

Colour of character text: Green.

Other: Hates the cold. Is used to the warm, moist temperatures of the forest.

Character Template.

Name: (It’s pretty obvious. The name of your character.)

Age: (Again, It’s pretty clear, but yeah, this is the age of your character, which should be between 15 to 25 years old.)

Gender: (…need I say more?)

Appearance description: (The description of the physical appearance of your character. It is important to make write as much description as you can so that we can visualize your character more easily during the roleplay.)

Personality: (This is how your character would act to other roleplay's characters so it is important that you add in as much detail as you can so that we can see how you’d like your character to act towards other characters. Also it helps others to roleplay your character the way you’d like it to act towards characters.)

Kingdom: (Which of the six Kingdoms does your Character originate from?)

School: (Please give a name to your characters place of origin; describe what kind of school they came from, the area it is located in [snowy mountains/ desert/etc.], specific customs of that place, style of the place.)

History: (This is your background story of your character. This may be kept secret, but please contact the gamemaster for it to be approved. But remember; a lot of these people would have been trained most of their lives in these schools to get to the right standard.)


FIGHTERS ONLY

Fighter Rank: (What Rank is your Fighter?)

Skills and Techniques: (Please describe or list the skills and techniques they have learnt as a fighter.)

Weapon/s: (What weapon/s do they use? Which one do they prefer?)


MAGICIANS ONLY
Magical Art/s: (Which magical art does their talents run in?)

Spell/s: (Please describe or list the spells they have studies and what effects it produces when they cast it.)

Magician Title: (What is the Title of your Magician and their abilities?)

Magical device/s: (What magical devices and objects do they use? And what it is used for. It is acceptable if your character doesn’t have a magical device.)

Magical Entity/ies: (Please list the magical entity/ies your magician has captured, if any at all.)


  • Name:
  • Description:
  • Personality:
  • Magical Entity Type: (Familiar, Kudan or Eidolon?)
  • Element/Magical Art: (What element or magical art does the entity have an affinity with?)
  • Magical Abilities & Spells: (Please describe or list the spells they have possess and what effects it produces when they cast it.)

WLtM: (Would Like to Meet. What kind of personality would you like your character to pair with? This is so I can gain an idea of who I can pair with who in the roleplay. This may be kept secret, but please contact the gamemaster.)

Colour of character text: (This colour is assigned to use for your own character in the roleplay for speech, thoughts and other stuff. State what colour it is and make sure that it isn't the same as anyone else's colour.)

Other: (Is there any extra detail that you would like us to know about your character?)

Monday, 4 April 2011

Magical Entities.

The Magicians of Nerepis utilize a form of magic where they capture and invoke the abilities and powers of magical entities within magical cards. There are many different magical entities within Nerepis, varying in different abilities, forms, intelligence, personalities, sizes, and strengths. They can be classified as such:
  • Foliots – The smallest and weakest of all the magical entities. They had once existed as part of a stronger magical entity but they have been broken down by years of urbanisation and the landscapes became more settled by civilisation. Naked to the invisible eye, a single foliot on its own barely has any magical might, but when summon and gathered together, the collective power of foliots can achieve only the simplest of spells, or provide minor aid for stronger magic. Their support is effective when used for spells that have an affinity with the foliot’s elemental nature. Although having incredibly weak abilities and without any conscious behaviour, foliots are not required to be bound and captured by cards so they can be called upon really quickly, and they can be found almost anywhere in Nerepis, which makes them fairly reliable.
  • Familiars – These magical entities take on the forms of standard animals of nature, however their identities are anything but natural, as they are distinct from their non-magical cousins by their unusually coloured appearances. Though unnatural, the looks of the Familiars are stunningly beautiful, astonishingly mesmerising that the untrained minds of people become momentarily lost, allowing the Familiars to attack or escape. But once they are bound and captured within a card, their glamour charm becomes tainted and ineffective to all. The behavioural characteristics of Familiars, although slightly fickle, are no different to the traits of animals, and they can be found among the company of their non-magical cousins, or kept as household pets by people of the magical community. Their magical capability is limited to briefly bestowing bestially might on whoever the Magician desires upon. I.e. Speed from a Horse-shaped Familiar. Strength from a Bull-shaped Familiar. Flight, however, is too demanding upon the inconsistent nature of Familiars so levitation is granted instead.
  • Kudans – Magical entities with reasonable amount of power appear as fantastical creatures, hybrids of two or more animals of nature, or a physical feature of the environment, or merged with inanimate objects. They do not possess the glamour charm or Familiars, but with sufficient sorcery, they can easily defend themselves without the use of feeble tricks. Living in herds of various other Kudans within the rural areas of Nerepis, they tend to be cautious towards Nerepians, but most of the time they can be aggressive and so will attack upon sight. A lone Kudan will either be separated or exiled from the herd, or scouting the environment. Once they are bound and captured, they have to be tamed before it accept the Magician and offer their master a number of useful magical abilities and spells, which can be expressed in spellcasting or manifesting the Kudan itself to achieve the task.
  • Eidolons Taking upon ethereal or physical manifestations of the humanoid form merged with one or more animals of nature, or a physical feature of the environment, or fused with inanimate objects, are magical entities that possess a high potent for magic. They can usually be found with herds of Kudans, acting as ‘shepards’ to guide and protect the lesser magical entities. Eidolons are somewhat intelligent magical entities in comparison to their magical juniors, but their intellect isn’t as advanced or complicated when compared to that of human intellect. Eidolons have their own distinctive and unique personality, so each one is different to another, with the exception of twin Eidolons. They have an empathic method of communication that can allow them to commune with other Eidolons, their magical juniors and even humans by sharing their emotions to those around them. Eidolons are not so easily to be captured, as they will challenge Magicians to a magical combat or trial before collaborating with them. They offer a tremendous amount of powerful spells and magical power available for the Magician, who can request for the Eidolon’s aid from the card or from the Eidolon's visible form.
  • Archons – The oldest, wisest and most powerful magical entities, consequently, do not have any physical form, nor can they be captured within a card. In actual fact, they are not present within the Nerepian world at all. Instead they exist outside of reality where only the strongest of Wizards and Magisters can summon these great entities. The intellect of an Archon is vast beyond the collective intelligence of all humans and they have a colossal magnitude of magic and power ready at their disposal. Summoning an Archon is profoundly difficult for most magicians of their own power but the collaborated forces of five or more Wizards, or two or more Magisters/Magistresses are enough to call forth an Archon into reality for a short period of time. When summoned to Nerepis, an Archon can rightfully respond or reject the summoning request so it is not always guaranteed that an Archon will materialize if there is enough magical power calling forth the Archon. A sacrifice of equivalent value must be given up to the Archon if one is enquiring their services.
Oni – There is a particular sub-classification of magical entities that, although being almost parallel to their supernatural siblings, are entirely malicious and stronger than the average Familiars, Kudans and Eidolons. Wandering aimlessly on Nerepis, they are fuelled by their aggression towards the Nerepians and their magical brethren, which drives them to assault them upon first sight. Though they are magical entities, they are not obtainable for the magic of Card, as their hatred prevents the magical cards from capturing them. They tend to have a slightly darker appearance, but behave similarly to the rest of the magical entities. Oni is the prefix rather than the name of these hostile magical entities, so if a Nerepian encounters them, they will be known as Oni Familiars, Oni Kudans or Oni Eidolons.

Saturday, 19 March 2011

Titles and Ranks.

Magician Titles
These titles serve as an official classification to a magician’s gifts in one or more magical circles. E.g. Restorative Sorceress, Psychic Mage, etc… Their tutors must officially recognize the titles before a magician can adapt it to their name. The term Magician is not an official title itself but generally used to describe a practitioner of magic with unidentifiable abilities and knowledge, or a practitioner that has not yet obtained an official magician title.

Novice – Practitioners of magic that have only just come into their magical talents, or have just discovered their potential for another aspect of their magical circle. They will not have had any formal education in magic and will know very little spells, potentially even none at all.

Mage – Magicians who have just begun undertaking formal education in magic by a tutor and can cast a handful of minor spells. They may also start to develop their gifts in a certain magical circle.

Sorcerer/Sorceress – These are Magicians are currently in the middle of their magical studies. They will be accustomed to at least 4 or more magical circles and will know a variety of strong and weak spells.

Wizard – Powerful Magicians that have just finished their tutoring in the magical arts. Though their talents may run primarily to a specific magical circle, they are able to cast a number of major and minor spells of other magical circles with ease. They can also take on Mages of their own to educate in magic.

Magister/Magistress – Only the smartest and strongest of Magicians can be recognized as Magisters/Magistresses of the Realm. They are renowned as Magicians of all the magical circles, who are clever and potent enough to cast many powerful magic with relatively little ease. Such practitioners of magic are very rarely established as Magister/Magistress as one must dedicate their entire life to the study of magic and possess an enormous reserve of magical energy.

Other Magician terms:

Necromancer – A psychic magician that has the innate ability to perceive and communicate with the deceased, usually for divination purposes. Although not deliberately evil, their magic is typically seen as strange and unethical and so the majority of the magical community frowns upon them. They may also be talented in restorative magic.

Warlock/Witch – An evil magician that focuses their powerful magic on harming and hindering others. They are quite secretive bunch and they are usually conspiring against others and even their own to gain what they want. Also they do not dress specifically to identify their ill intentions so it is very hard to distinguish who is a warlock/witch and who isn’t.

Alchemist – They are experimental magicians that fancy themselves as ‘Junior Archons’. These magicians try to mix magic with all manner of things in order to aid and benefit society with their unusual results. Their restorative magic has been enhanced due to their numerous experiments and they are proficient with ailment spells.

Fighter Ranks

These titles serve as an official classification to a fighter’s capability with one or more weapons. Their tutors must officially recognize the titles before a fighter can adapt it to their name. The term Fighter is not an official title itself but generally used to describe an individual with unspecified expertise with one or more weapons and is trained in a number of skills and techniques, or has not yet obtained an official fighter rank.

Trainee – A person who is undertaken and trained by a master fighter in the basics of combating and survival in the wild. Trainees start out with the fundamental principle of hand-to-hand fighting and because they are very weak, they are coached using wooden weaponry.

Guard – These are intermediate fighters who have been trained by their masters for a number of years and are familiar in the utility of one or more weapons and fighting techniques. After a few years of exercising and working out, these fighters are physically strong enough to handle their weapon with ease.

Warrior – They are expert fighters specializing in the practice and skills of three or more weapons, though they usually have a favourite weapon that they like to fight with. After finishing their training with their masters, they may set out and become freemen where they use their fighting skills to protect the Realm. They can be employed by a village, town or city and protect the people or they can travel independently, helping out those who cannot protect themselves, or using their skills to earn a living, or they may undertake a Trainee of their own to pass on and teach them how to fight.

Knight – Skilled warriors that compete to become part of a royal military force. If they succeed, they are recognized and rewarded as professional fighters, who use their expertise in fighting and weaponry to protect and fight for their Kingdom and the Realm.

Captain/Champion – After a number of years of their services as a Knight, they maybe promoted as a Captain of their own small personal force of fighters. Captains are brilliant fighters who can lead his men effectively into a battle. Champions are warriors that have made a successful career of being a fighter and they have obtained a reputation as being formidable fighters, with a number of victorious contests and matches to their name.

Other Fighter terms:
Ninja – A hired fighter that specializes in espionage, sabotage, infiltration, and assassination and unorthodox methods to eliminate their target(s). They don dark clothing and lighter armoury and weaponry than most other fighters so they can use speed and stealth to their advantages.

Ranger – A fighter that talented in the use of long-ranged weapons and possesses a brilliant accuracy to attack their foes at a distance. Rangers tend to be excellent hunters as they are familiar with the terrain they hunt on and they are experts in surviving the wild landscapes. Like Ninjas and Thieves, they wear camouflage and lighter armoury and weaponry as to be discreet and quick in hunting down their preys.

Thief – Not necessarily a fighter, but more known as a criminal. However, along with their usually talents of stealing, stealth, creating or disarming traps and detecting hidden paths and routes, they are skilled with close contact fighting, either with their bare hands or with a dagger. Their light armoury and weaponry serves to make them swift opponents and their dark clothing conceals their visibility among the shadows. Though they may appear similar to Ninjas, there is a noticeable difference in their fighting techniques and their motives.

The Magical Arts.

Card: The speciality of this magical art is that it draws upon the powers of a magical entity captured within magical cards. To capture a magical entity, it must first be weaken and bound before it can be magically confined to a card. Once detained, the Magician must sign it with a given name and ensure the bond between the captive entity and the Magician’s will.
The different types of magical entities that a Magician can capture and call upon can be found here.

Elemental: Calls forth the powers of mother nature, the elements of Air, Water, Earth, Fire, Wood and Metal. Each element can be manipulated and bent to the will of the user.

Restorative: The Healing magical arts. Any spell that heals wounds, cures poison, paralysis or sleep. Some can even cure the strangest of ailments, like turning humans transformed into beast back to their original form or vice versa. It is believed that there are even spells within this division that can raise fallen comrades.

Protection: Used to call forth shields or wards or physical dimensions to block the corresponding attack on the intended target. Another skill in this tree of the magical arts is the ability to create seals, either on or around an object to even advanced cases such as animals or even humans.

Marker: Magic called forth by drawing or writing powerful symbols of the arcane, an art that was taught by the oldest civilization, through these runes you may call forth anything that it allows.
To use these magical characters, first one would have to brand the rune(s) they wished to use on a surface. Then upon releasing the seal of the mark, they can call forth the chosen spell that the rune(s) have bestowed for the user. The longer the sequence of runes is written, the more complex and stronger, however slower, the spell being cast, due to the more power being gathered to call forth the magic.

Psychic: A delicate magical art based on the subtle elements of the psyche. This sensitive circle of magic compiles spells focused on the minds of living creatures, the deceptive illusions, the extraordinary senses of awareness and communication and the mystical paths of the preceding or forthcoming events.

Epocha: The art of magic concentrated on the twisting the localized time within the area, the aging passage of time within living beings, and the transportation of people and objects. Tremendous magical power is required to perform some of the simpler Epocha spells because manipulating the element of time and space can be demanding for a wizard’s magical reserves.

The Kingdoms.





Valeria
The Central Kingdom of Nerepis, the heart of the Nerepian world. The largest country connects with the Kingdom of Quaria in the north, and the Kingdom of Airun in the south-east, but it has relations in the Kingdoms of Dalara, Wedrowth, and Etruria. The Valerian terrain richly consists of acres of flat fertile land, but there are a few occasional rolling country hills and valleys, exploratory woodland areas and snaking rivers to distinguish the landmarks.
Valeria is the home to the Nerepian culture and society, where there is a diverse range of peoples, cultures and magical arts due to so many people emigrating from the other six kingdoms. While Nerepolis is capital city to the central kingdom, it is also the stronghold for the Valerian Senate and home to the Empress of Nerepis and her influential family.
Having a vast amount of agricultural land, Valeria is well known for its farming industries and mass food productions. As long as the farmers have a successful harvest each year, and one has enough money to purchase the food, the people of Valeria will never grow hungry again. Their sources of water also hail from the Valerian lakes and rivers that flow throughout the country, being collected and filtered to make it consumable for people.
Due to the variety of people from all over the world, there are a numerous skilled fighters and talented magicians living within Valeria, so magic and might exist along side with each other. The Valerian society has, in one way or another, incorporated the magical arts into everyday lifestyles and as such, there is an equal balance to warriors and wizards among the population. An individual may train and work hard to become a warrior or they may study and be taught to develop their magical arts as a wizard if they have matured any innate magical powers when they were younger. As a result of this equality, the country has it’s own military force composed of both fighters and magicians. The Valerian Kingdom seems to react and enhance a magician’s capability for Marker magic when drawing and writing their spells.

Quaria
Located in the North of Nerepis, Quaria is the Kingdom of bitter coldness and cruel weather of heavy snow and wintry ice. Despite the harsh conditions, there is an undeniable beauty that spans from the Northern coastal land of Nerepis to the five large islands and the dozen smaller and inhabitable islands neighbouring them.
The islands are loosely confederated but each has their own individual leadership—there is no official ruler of the country.
The Quarian natives hunt for their food, either by fishing in the icy waters around their islands or searching and killing the northern animals residing there. Plant life is very scarce because of the poor conditions of the North but the natives make up for it by foraging berries, leaves and roots from sources that survive the cold, and seaweed from the oceans.
Each of the five islands has their own societies with various different customs and traditions among the Quarian people, believing in their culture’s faiths and worshipping their numerous deities.
The trained skill seems to surpass mystic magical arts, as sorcery and wizardry are rare among the communities, particularly in the most northern regions of Quaria. The Quarian population is therefore composed of defiant fighters outnumbering disciplined magicians.
However, magic is not totally lost within the Frozen North Kingdom, as a small number of magicians exist among every Quarian town and village to serve as advisors, healers and magical guardians of their homes. The White Hall of Quaria is the only formal institution where young magicians of the Northern communities can be sent to learn the lore of magic. Magicians may find that their Psychic magical art is heightened when practiced upon the icy lands of Quaria.

Dalara
The desert plain of the south is what dwells in the Southern Kingdom of Nerepis. Once a great nation, Dalara is now a wasteland of sandstorms and collapsed ruins of ancient cities, its shadow still lives on as a reminder of the tremendous province that stood long ago. Despite the ruined buildings and desert wilderness, civilization still reside in this kingdom among the old structures, where they have set up village camps and shanty towns on the ancient stones.
A Chief-Master, one who is highly skilled in combat and fighting, leads his or her own barbaric clan in this ruthless wilderness. There is much fighting between the different clans in that a true ruler of the country cannot be decided.
The indigenous Dalarans hunt their food from the wild animals of the sandy landscapes and their vegetation comes from the unusually flora of the desert, where most of them are harmful and have dangerous and hallucinogenic side effects, but the Dalaran people have learnt over the years to prepare these plants into edible sources. Their water is quite limited but they do manage to obtain some from few small lakes or from the occasional rainfall.
Due to the barbarian ways of the Dalaran clans, many of the people are strong and tough fighters, taught by the respectful Chief-Masters of their clans, as formal schooling is very lacking in the desert. Only a handful of the desert people practice the magical arts, for the arcane teachings disappeared long ago with the magnificent nation. But it is believed that the magic of Restorative is quite potent when utilized upon the sandy Kingdom of Dalara.

Airun
Airun is the south-eastern Kingdom of the Mountains, connecting to Mainland Valeria in the North, and in the South, the mountain boundaries conceal the deserts of the Dalaran plains. A number of mountains make up the region of this country, where the Six Mountains and one great Imperial Mountain are governed by the Lords and Ladies of this Kingdom. There is also the rare areas of flat fertile lands, which are sparsely scattered throughout the mountainous kingdom, and inhabited by a small handful of villages and communities. The great cities of Airun are all located within the heart of the mountains, which were once created to survive a great storm caused by an unknown force many years ago. The exposed lands of Airun are treacherous, as Airun has an unusual, yet unique seasonal pattern that differs from the main seasonal pattern of the rest of Nerepis.
Named after their respective mountains, the Airunese Lords and Ladies manage the Mountains of Airun, where they have their own sets of rules and customs. Generally, their legitimate blood heirs succeed leadership of the Mountain once their Lord/Lady retires or passes away, however it is not unheard of for a Lord/Lady to adopt a trusted individual into their Mountain if they cannot secure a legitimate blood heir. The great Imperial Mountain is home to the Airunese King, where he resides within the capital city of Airun, Aietha.
Each city does not live completely in the dark as for some phenomenal reason; every sunrise the interior walls inside the mountain illuminated a vivid light, each mountain having its own colour. The glowing walls would extinguish their lights once the sun had settled for the night.
The people rely on the vegetation and the wildlife on the mountainsides to ensure their survival and their source of water comes from an underground reservoir that flows through the entire country, allowing the population of the seven mountains to draw water from the large rivers under the mountains. The villagers gain their source of food from growing crops and rearing animals and their water supplies come from wells that link to the underground reservoir.
Every Airunese city has its own training facilities in where civilians can go to train as a fighter or a magician. Which they choose to become is dependent on which Mountain and training facility they travel to. As such, each Airunese Lord/Lady have a small cohort of either fighters or magicians or a mixture of both but the King of Airun commands a larger militia of the finest Airunese fighters and magicians. Due to a civil war several years ago, the Kingdom is still scarred and suffering from it. As such, a few Mountain cities prohibit the practice and way of the magical arts, though magicians are still welcome to the mountain cities as long as they do not utilize their magic. A magician’s abilities in the magical arts of the Elements are at their highest peak when they call upon the elemental forces of the Mountainous Kingdom.

Wedrowth
Set in the West of Nerepis, the great Kingdom of the Forests is separated and neighbours the western costal borders of Valeria. The entire Kingdom is virtually a jungle of Nerepis.
Living in tree huts or within cavernous opening of the trunks at the bottom of the trees, the forest contain several communities, big and small, which are all guided by the respectful Shaman-Chieftains of each Wedrowthian tribes. But the Kingdom of The Forests is under the rule of the High Priest, who resides in a large settled village within the heart of the jungle – Fiorde.
They live off the fruit foraged from the trees, the wild animals of the woods and natural vegetation growing along side with the mighty trees. Numerous little rivers meander through the country towards ocean, which provides the habitants of Wedrowth the necessary water to live off.
As suggested by the titles of their leaders, the Wedrowthians are a spiritual society, where there are several stone shrines and temples to worship the Magical Entities as divine deities and the magical arts are a daily practice of life in their culture. Magicians within the Kingdom of Wedrowth tend to capture and cooperate with Magical entities without any trouble.
Obviously not everyone is gifted in the magical arts so Wedrowthian fighters specialise their skills at assassination, close contact fighting, stealth, forestry skills and expertises in the caring and nursing of Magical Entities to survive in the wild environment. Though they have no magical capability of their own, they still have faith in the magical entities to watch over them and keep them safe.
With many more Magicians than Fighters in Wedrowth, the High Priest can request the aid of his fellow spiritual siblings to assist him in defending the Kingdom. He may also enlist the Wedrowthian fighters as reinforcement if necessary.

Etruria
The hilly landscape and mountainous island is home to the Etruria, Kingdom of the Volcanoes. The Kingdom is situated southwest of the Realm, separated from the mainland, where the volcanic country is neighbouring with Wedrowth to the North, and Dalara to the East. Aside from the four Volcanic Mountains, the Island of the Etrurian terrain consists of tropical forests and murky swamps. A parallel of this miserable scenery is seen in the towns and cities of Etruria, where overpopulation has been a rising problem over the last century. An increase in poverty has caused the rapidly expanding population to build and live in shanty settlements around and within the run-down areas of Etrurian towns and cities.
The most densely populated settlement is at the bottom of the largest dormant volanco of Etruria, Mount Kanavaar. This is where the Etrurian capital city is located, which is also under the same name of its volcano. It is in Kanavaar where the King of Etruria rules from his home, along with his council of Etrurian Lords that are elected personally by the King to administrate and govern the Kingdom and its people.
Due to the humidity and warm climate, the Etrurian jungles produce various exotic fruits and vegetation that can be collected and processed before it can be edible for human consumption. A beneficial side effect surrounding the four Volcanoes is that there are a few regions with rich soil, which is used for farming of crops and rearing of farm animals. Water is obtained from the few rivers running through the country or filtered wells connecting to the lakes near the cities and towns.
Etruria has a mixture of fighters and magicians from several schools in the settled regions but as a result of the economic depression, only the rich can afford to be trained as a fighter or educated as a magician, while the poor must be self-taught at home. The costs of such equipment and quality are too expensive for the poor so they mostly manage with hand-to-hand combating and second-hand weaponry for their fighters, and inheriting precious devices and using worn-out books for their magicians. Fighters of the richer and poorer societies seem to overpopulate magicians, with the majority of wealthy fighters being recruited into the Etrurian Army, which also has a small number of wealthy magicians to aid military. Upon the kingdom of Etruria, the resultant spells of magicians will be slightly augmented when they employ their talents in the Protective branch of the magical arts.

Miaronde
Similar to the lost civilisation of Dalara, Miaronde was a famous Kingdom that once located within the seas touching the costal shores of Valeria, Airun and Dalara. A distinct difference to Dalara is that while there are still the ancient ruins serving as a reminder of that glorious culture, Miaronde has no such evidence. Rumours and hereditary stories of this great society was said to have existed around four thousand years ago. Encouraged explorers and sailors have wandered the far corners of the ocean in search of anything to prove its existence, but every voyage turned out unsuccessful. Critics have speculated that Miaronde may have nothing more than a fictional tale, while a minority of people believe that the Miarondian nation is still out there somewhere in the Nerepian seas. Expeditionary Magicians have found that, while they were searching for this missing Kingdom in the central seas, a certain section of the ocean mysteriously amplified their magical arts so that Epocha spells were less strenuous to cast.