(Interest Check/SU/D) SFR: The Age of Reconquista

Noblesse Oblige

The Dawn of a New Chronicle
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The great lands of Hipsania, a beautiful land of wide plains, a glorious land of breathtaking wildlife and legendary heroes, a land of religious strife. The year was 700 AA (Anno Archerea) when a secession dispute in the ancient Kingdom of Oviedo brought chaos to Hipsania. The constant battles and bloodshed failed to yield any results. It was on that dreadful day in 711 AA that the rival claimant turned to the Caliph, the ruler of the Kokondid Umayid Caliphate to help. Through the claimant, the Caliph learned of the riches that Hipsania had, squandered on by the Oviedans. The claimant also made the mistake of bringing one of the treasures required for succession. In response, the Caliph killed the claimant and amassed a grand force to claim Oviedo for himself and add it, and the people to his Caliphate and to the Kokondid faith. Through a series of battles and conflicts, they pushed the Oviedan peoples into the Northern Mountains, only to be stopped by a valiant Oviedan knight named Payo, and through him, the Kingdom continued to exist, as a bastion from the Kokonid faith.

Three Hundred Years have passed since that day, the day celebrated as the start of the reconquest. Payo and the Oviedan Kingdom have long gone away, blown back by the sands of time. In its place, seven Kingdoms, each of them professing the faith of the Vestinian religions has taken Oviedo’s place, each seeking not only to advance their position, but to unite the Hipsania region in the name of their Vestinian god. While the old Caliphate of Umayidia collapsed, and divided into various small, yet formidable Taifas. Now two faiths stand opposed to each other, seeking total war to unite the region under their gods. The Age of the Reconquista is about to begin.

Rules and Regulations:

1. No god-modding
2. No Powerplaying/Metagaming
3. Be respectful to other RPers
4. Limit 3 characters per RPer
5. Limit 2 different job class types per character.
6. No guns, This is a high Middle Ages-era RP.
7. No custom Races, the races available can only be chosen from the list below
8. Disclamer: This story is to simulate an alternate, fantastical version of the reconquista. The names of religions, characters and places may be shared with certain Real Life terms. Any similarities are purely coincidental.


Races Available (Only these races can be used at the time):
Human:
FFT_Time_mage.jpg

The most populous race in the world of Archeron, Humans are versatile, jack of all trades peoples with no special features, yet are one of the most influential and political driven races in the world.

Felidian:
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The Catfolk native to the Hispanian region since they came to the region during the fall of the Great Empire, their superb hearing and night vision capability makes them excellent trackers and superb archers, while their high reflexes make them great rogues

High Elveans:
ElezenWildwood_stand.jpg

A Sub-branch of the Great Elvean races of Gallica and the Celtanic nations. Their fair skin make them appear human, sans their pointed ears. But they rival Humanity in their ambitious nature. They have long lasting lives and greater intellect, making them suitable for magecraft, whilst not sacrificing much skill in the more physical aspects.

Liboans:
Uncorrupted_draenei.jpg

A Demonic race known for their various skin, hair and eye colors, spaded black tails and goat horns, they are feared as those who look like the Devil. Their superhuman strength makes them capable of dominating their opponents in physical combat.

Maps:
Reconquista Nations.pngReconquista Cities.png

Bio Template:
Name:
Age:
Race: (One of the 4 races available to you)
Gender:
Faction: (Either a Vestinian Hipsanian Kingdom (in Yellow), Gallica or its Vassal states (in Blue), or a Kokonid Taifa Kingdom (in Green)
Appearance:
Personality:
Job/Class:
Weapons:
Abilities:
Story:

Accepted Characters:

Hipsanian Vestinian Kingdoms:
-Luciana de Tordesillas (Kevin/Schnee) (Kingdom of Castilla)
-Vesper Skadi (Valkyrur) (County of Valira)
-Luis Garcia de la Vega (Tipsynaruto) (Duchy of Aquitania, Representing County of Gerona)
-Ryo (Damon/Rorolina Frixell) (Kingdom of Biscaria)


Hipsanian Kokonid Taifa Kingdoms:
-Verdus (Dragon King) (Old Kingdom of Oviedo)
-Amira al-Mu'tamin (Kevin/Schnee) (Taifa of Izquierda)
-Sylvie (Damon/Rorolina Frixell) (Taifa of Izquierda)

The Kingdom of Gallica and its Vassals:
-Joachim d'Romilly, Prince-Bishop of Angoulema, Court Chaplain of Toulousa (Kevin/Schnee) (Duchy of Toulousa)
-Leownye Grandeeny/La Pur (Tipsynaruto) (Kingdom of Gallica)
-Fae Cantigre (Oliver/[Exoskeleton]) (Kingdom of Gallica)
 
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yes, I've actually held off new SFR RP's so I can focus on creating and developing an entirely new and expansive world. Far more expansive than Strangereal was with the original RP's.
 
Name: Fae Cantigre

Age: 27

Race: High Elvean

Gender: Female

Faction: Atlantique, Gallica

Appearance:
250px-Lydie.jpg
Fae is a pale skinned woman with a yellowish blonde hair and blue eyes. She stands at 5 foot 5 and wears a soft expression upon her face. She is small and slender. She wears a white corset with a black dress and jacket(as seen in the photo). Her garb is generally that of a wealthy young lady's and consists of the colors white and black. She is always seen as fresh and clean.

Personality: Fae is a very interesting character. She is generally very warm and loving to all around her. She can be described as a worried mother figure. Fae is mostly noticed by her spacey personality and her general calm mood. She is highly concerned about cleanliness. On occasion Fae can often be seen cleaning furiously or being distracted, often in the middle of conversation, by her surroundings. Many people see her as air headed when she forgets things due to rushing too fast or excitement. Most can regard her personality as snooty but her true intentions are kind, loving, and pure.

Job/Class: Nurse/Chemist

Weapons: Body(Included in abilities)

Abilities:

Regeneration - Fae's own body works alongside the magical energy she possesses. She uses the natural flow of magical currents to constantly repair the cells in her body. This is what gives her a fresh, healthy, youthful appearance. This ability is automatically instilled and runs at a fixed time. It adds a high endurance to her list of skills and can prevent an easy death from very harsh wounds. It's an ability that cannot protect her from fatal wounds or bring her back to life(destroyed brain, stabbed in fatal organ).

First Aid - Fae's own practices as a nurse gives her the ability to heal all minor cuts and bruises. She can close any wound that has been cut as deep as three inches. Any more would require added medical care. This is just an ability for a quick fix.

Detox - Fae's other practice as a nurse. This ability is a cleanse of one's body of toxins. In order to perform this procedure Fae must concentrate steadily on one subject and using her own energies, extract the toxins from her subject's body. This technique can only be used on all organic beings except Liboans and wild beasts.

Limb blades - This ability is Fae's most well kept secret. While she rarely ever uses it nor tries to keep it a secret, it is an ability she has been born with and has been careful to use with caution. Upon activating it, all she really needs to do is use her sheer will. Once activated, her two arms or legs can shift into razor sharp silver colored blades made of a very sharp, thick steel. She can manipulate the blades on her arm into any shape, whether they take the form of a knife, axe, sword, etc. This ability is not intended for shielding purposes but any attacks to her limbs in blade form will most likelt not be felt as much as they would if they attacked her flesh and bone limbs. THis ability can be used only on her arms and legs

Potions master - Fae has the uncanny ability to mix and make potions that can both heal and hurt. She can make many medicines from plants found on the ground and many toxins using the same material. her potion making largely depends on the materials she had s access to. The trick is an old family incantation passed down through her family from generation to generation. The health potions she makes can sustain a dying patient but cannot fully heal. She can make a few poisons that can make a person sick but not outright kill. She can also make a few bombs if need be. She can make potions with magical properties too like a shrinking/growing potion, an invisibility potion and a flight potion. A list of her main potions can be see below:

Healing potion - Can bring a knocked out foe to consciousness and heal minor wounds instantly.

Poison - Can make target sick if consumed or breathed in for a prolonged amount of time.

Firebomb - Can be used as a weapon to distract and enemy, build a fire, and blow up obstacles.

Shrinking/growing potion - A potion used mostly for getting into places that is hard to clean. Shrinks a person to the full height of 6 inches and the other potion restores a person to their natural height.

Invisibility potion - Gives the user five minutes of invisibility.

Flight potion - Gives the user a good two hours of the ability to hover two feet above ground. Once in the air the user can maneuver as if he/she is walking on solid ground.


Story:

Fae was born and raised in the palace of Atlantique. Her mother served under the royal family as a head nurse. Her father was brutal warrior. Fae grew up in good health and learned to have a genuinely good heart. She has always respected her fellow companion and grew up not judging any one person for any of their faults. She took on the art of her mother's nursing at a young age.

In her teens Fae was already an accomplished healer and assisted her mother throughout her duties. When her father died in a result from a sparring accident Fae felt the need to train her body for combat, mostly as a defensive technique if she ever needed to use it(which she has against dozens to terribly filthy muggers and rapists). She trained with many of the palace guards and made many friends who respected her combat techniques in the process. By the end of her teens Fae's mother pushed her to keep up with the practices of nursing and so Fae went on to study at a nursing school.

While enrolled at the age of 20 she became interested in potion making. She studied various recipes and techniques and graduated an official potions master at the age of 24. From there she began her own practice of nursing outside of the palace and bought a small but cozy two floor space where she ran her own clinic, lived, and sold potions.

Over the years, her potions business began booming along with her nurse practice(although she still did not posses the skill of her mother). She often got a broad range of customers, including international spies, neighborhood children, to some of the palace guards she remained friends with. She soon saved up a nice sum of money for a traveling. Her desire to travel and discover more potion recipes and nursing practices all over the world would soon come to pass once she had saved up enough money to support her and her housing bills for a a year.

At age 27 she decided to get ready to set off on her journey.

 
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Name:
Luciana de Tordesillas

Age:
17

Race:
Felidian

Gender:
Female

Faction:
Hipsanian Valenians (Kingdom of Castilla)

Appearance:
nahaara_by_ivloongoddess83-d4m626x.png

Luciana stands at 5'4" and is of thin, slender build, she is far from muscular, yet strong enough to wield a sword effortlessly in battle. She has short blood red hair that extends to just above her shoulders. and green colored eyes. Her skin is somewhat fair in complexion with no deformities. As traditional to her race, Luciana has cat eyes and tail, both red in color.

Luciana wears lightweight armor consisting of white and black leather straps sewn together. She has white leather armor on her upper arms, and a white miniature skirt laden with belts. Luciana wears long black boots as well.

Personality:
As a soldier and squire to a Castillan knight, Luciana is always dutiful, focusing on the job at all times, paying no heed to her own troubles or ills. As a result, she is always playing the role of, as her master calls her, "El Caballero Andante" The Knight Errant due to helping others while traveling the countryside of their kingdom, and even going beyond the Kingdom's borders. Luciana tries to play herself off as a stoic individual, though in reality, she is really shy, and does not really strike up a conversation, stuttering a bit sometimes when she is spoken to, a frequent problem due to her constant traveling. Despite this, Luciana is confident in her skills.

Job Class:
Squire/Jinete

Weapons:
Luciana has 3 weapons in tow:

Her first weapon is her sword, La Espada Ángel (Shown in picture above). The Sword is an arming sword, roughly 30 inches from tip to the base of the blade. Made of steel, the sword has angel wings etched from tip to blade, with psalms from the Valentian bible, written in the ancient Felidian language. The Angel Wings etched on stretch from the tip to the blade and is etched on both sides.

Her second weapon is a standard Castillan Javelin. The Castillan Javelin is one of many Middle Age polearms, of which these versions are used as the calvary counterpart to a Dragon Knight's Spear. 5 feet long from tip to foot, the Javelin has a sharp arrowhead at the top, making it a good thrusting weapon. Javelins are also resistant to sword strikes due to their Odinwood-based shafts.

Her third and final weapon is the Castillan Shield (Shown in picture above), which can be used in conjunction with her sword or javelin. The shield is boxy in appearance, a foot-by foot wooden and iron shield ordained with the coat of arms of the Kingdom of Castilla, (a golden castle on a red background).

Abilities:

Javelin Throw: Whether mounted or not, Luciana can throw her Javelin far distances, her superb eyesight means that she can accurately hit her target more so than most other people.

Jump (Standing only): Luciana can jump up high into the air and strike her opponent from above.

Spiral Dive (Mounted only): Luciana can jump up from a mount, and Dive towards her opponent, using the momentum helped by whatever she is riding to spin around, drilling into the opponent.

Story:
Luciana was born on March 2, 1018 Anno Archraea, in Palencia, the Capital of the Kingdom of Castilla. Luciana was part of the prestigous Tordesillas noble family, who served as Lord Mayors of the local county where the capital was. At the age of 6, Luciana would be tutored by a member of the Castillan court, one the King's Stewards in the art of warfare and diplomacy. She was a physical person, learning how to wrestle, throwing javelins and learning swordplay, which was a common trait for the female-majority Felidian race.

She would learn the traits from her master, a Knight by the name of Rodrigo de Cea, and instilled in her a passionate sense of justice, even though she goes about it in a way different than he would intend on doing so. Even after she became of age at 16, she would still travel with her old mentor as she learns to master her skills. Her travels would send her to the new Kingdom of Jaca, where Garcia, son of the Great King Raul, is to be crowned as its first King.
 
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Is Salies the capitol?

Name:

Lady Leowyne Grandeeny

Leowyne the Pure (La Pur)


Age:

26

Race:
Human

Gender:

Female


Faction:
Ile-de-Gallia, Gallica

Appearance:

paladinface.png


Leowyne is a magnificent specimen of humanity. At 188 cm in height and weighing in at a solid 66 kg. She isn't thin nor slender, but a natural medium build. Low fat level with a strong bone structure with muscles, perfect for her job. This makes her strong, hardy with very good endurance. Her shape is curvy in a normal fashion without being overt nor unusual. One thing she has over other females is that she has long legs. Typical Gallican, Leowyne has pale, unblemished skin, sharp blue eyes and rich golden blond hair. Her hair is set in a long ponytail, reaching pass her shoulder blades, while her fringe goes left to right. The side bangs reach down to her chest, while her ponytail is tied by a length of black ribbon done in a bow. Leowyne's face is set in a serious expression as a result of her job, her personality and devotion. While she doesn't always frown, her eyebrows angle in slightly, giving her a more serious look.

Attire: Detail 1, Detail 2, Colour
As a paladin, Leowyne's armour is bright and as righteous as they get. White and silver with gold detailing with royal blue for her cloak, Leowyne is much more impressive than those she leads and fight beside and rightfully so. Consisting of medium weight plate armour, her legs, chest, waist and arms are covered. Her shoulder pauldron are often not worn to give her shoulders more maneuverability, but they are there available should she want it. Her waist armour consist of a several large plating. At the bottom, she wears a white dress which reaches down to her mid calves which can split at the front in the middle. On top of that, she has another just shorter skirt of yellow, with black designs on it before another white skirt above that, much shorter. The actual plating is in four pieces. One large one with a cross motif behind her waist, two triple layered plating on her sides and a single center plating at the front between her legs with a cross motif. The center plating is secured onto a long cloth that reaches to her knee, although the plating itself only goes to half thigh. The cloak, as said, is royal blue and is decorated with black designs as well as having a white fur trimming at the top.

Personality:
Leowyne is the model image of a paladin. She embodies the virtue of Good, Law, Honour, Compassion, Wisdom,Courage, Perseverance
, Loyalty and Chivalry. She lives by the ethos that she can walk in all manner of time and place and be able to hold her head high without fear nor guilty of wrong doing from authority or God. Her type of Paladin is the Virtuous type. While all paladins are virtuous to a certain degree, Leowyne's type is to inspire others to live and act in a similar fashion and manner as them, regardless of race or religion. She hopes to lead by example and right the moral and unjust inbalance that is within society. Her chivalric nature means that she is inclined to follow proper knight etiquette and introduce herself to those of strength and in times where applicable (eg not in a mass battlefield). Her pride is of astronomical level in a positive sense. She isn't the arrogant type, but her pride in the way she holds herself, her ideals and her Paladin code. In respect to her abilities and position, she is humble and more than ready to admit wrong should she truly be. In battle, she prefers face to face honourable battles and dislikes cowardly actions. However, she does not dislike strategising, but has to be concrete and practical, which she will further fine tune and adapt to the situations. However, regardless, it would remain honourable. An example is, she would not mind setting ambushes, nor using flanking maneuvers during large battles, nor mind using high ground, but cowardly actions such as taking civilian hostages would disgust her.

One issue that plagues Leowyne is her devotion to her paladin code and her devotion to her liege. There are at times where they clash and as a just and honourable knight of her King, but also a devout follower of the Order of the Temples (aka Templars) and her code, she is conflicted with certain things, such as war and combat. As a person, she is not afraid to approach people regardless of how they seem. In fact, the sick and the poor are those that she actively seek to approach as they are those that require the most attention. She is respectful of a person's opinion and beliefs, even if she does not believe in so. As a Virtuous type Paladin, she is less worried about religious supremacy than well being of people. This has put her and her Order at odds at times with the main Vestinian Church, with the Temples situated in Gallica and the Temples own work work for the Vestinian religion, it never went above slight murmuring and grumbling. Her alignment to the lawfully good means she is rather stiff in regards to less morally correct things. Things get complicated with companions. Should her companions be somewhat neutral in their alignment and actions, Leowyne would chastise them and try to convince them to stop, even if she isnt successful in the first try. She knows that this is contradictory when compared with strangers, but she attempts to rehabilitate those that she believes can be saved. While she trusts the law enforcements, she is most certain when it is done by her own hands.


Job/Class:
Paladin

Weapons:
Leowyne is odd in that she holds two of what most consider a main weapon. On her, she has two bastard sword of high repute.

Caliburn: What most would consider her main and most iconic weapon. Caliburn is 100 cm in total length. It is a highly decorated and ornate blade of blue, gold and silver colours, matching perfectly with her armour. It is rather broad near the hilt, which has scriptures engraved along the guard and a large cross at the rain guard. All along the body of the blade are highly decorative patterns, making highly valued. It is bestowed upon her by her Church Order upon becoming a Paladin. An extremely holy item, it is used to reflect Leowyne as a person in a sword. Proud, righteous and unwavering. Caliburn is clipped onto her left waist.

Arondight: The other half of her sword pair. Arondight is longer at 115 cm, but not as wide as Caliburn. It's colours are much more simplistic, being dark grey and white. Its hilt and cross guard is predominately grey with only the cross on the guard being white. This stands out amongst the duller colours, particularly when it is sheathed. Its glory is only revealed when it is unsheathed, with the entire blade being a tremendous white. Its sheath comes with a black cloak of sort and decorative chain around it. Arondight was given to Leowyne in one of her darker times, where in a campaign against barbarians, she was able to save all but one village from being plundered. She watched in horror on a hill as it burned, held back only by the collective strength of the handful of soldiers left. Greatly outnumbered, it was suicidal, even for Leowyne to charge in and her men knew it. Admist her depression, her Order presented her Arondight, it in itself a cryptic metaphor message. "Despite being enshrouded in darkess, Light shall always pierce through the will of the determined. Its dark sheath and bright blade was a metaphor for her to forever be the light, even when enshrouded with darkness. Similarly to Caliburn, Arondight is extremely sought after for its magnificent craftsmenship. It is also clipped onto her left waist, under Caliburn. Both swords makes an oblique X when strapped to her hip, much alike katanas, with Arondight being the more horizontal one, while Caliburn is angled more vertically.

Jitte: An odd little baton that Leowyne got from a trader she helped. While it pales in comparison to Caliburn and Arondight, Leowyne uses it extensively in times where a sword would be overkill. It is 38 cm in length and is held on the right of her waist, behind the waist armour with the hilt sticking out enough to grab and pull out quickly.


Abilities:


Strength: Leowyne has immense strength, even amongst soldiers and warriors. It is what allows her to wield her bastard swords with one hand. That in turn allows her to dual wield if necessary. With her strength compounded with skill and grace, Leowyne can easily batter through lines of soldiers and defenses and match blow for blow with the strongest males.


Light Magic: While by no means on the same level as clerics and healers, Leowyne is capable of white healing magic for wounds and ailments of moderate level. However, light magic also includes offensive holy magic that is manifestation of her Paladin aura and holy powers. As a Paladin of great power, she has many holy sword techniques and magic. Her offensive magic is split between sword and materialisation. During materialisation, Leowyne can shape and concentrate her aura and spirit into shapes and launch them at blitzing speed. Materialisation is not limited to just weapons. Gates can be materialised for different attacks, such as opening a large gate that results in a hail of arrows. The more large and battle scale the magic is, the more draining it is.

Story:
Leowyne was born in Ile-de-Gallia to Count and Countess Grandeeny as their eldest child. She would subsequently have four other siblings, two sisters and two brothers. Coming from a family that is of high nobility, even within the capitol, one would assume that Leowyne would grow up carefree and pampered without having to worry about anything besides parties, socialising and marriage. She was, however, born with a righteous spirit and a clear mind. From as far as she could remember, Leowyne has had dreams of God, calling to her about helping the weak and being a champion of the just. While most noble children would ignore these messages and indulge themselves on their lifestyle, Leowyne was not blinded nor drunk on what her parents provided her with. At an early age, she would openly tell her parents these dreams and spoke often of growing up to help those in need. Initially, they thought it was just childish innocence and that when she was older, Leowyne would go back into a more proper mindest for nobility. Unfortunately, she was just as insistent as ever. At age eight, Leowyne was now steadily sneaking out to the commoner district and helping the poorer people and those in the Church in that area. Count and Countess Grandeeny believed that this has gone too far and that started the frictionous relationship between Leowyne and the entire Grandeeny family.

Her father and her often got into heated arguments throughout the next few years. Count Grandeeny insisted that she should be obedient and act as a noble should, that the commoners are below their time and attention, whilst Leowyne, who was still having dreams, insisted that she was born to serve. Her siblings were completely different, enjoying their station and saw Leowyne as an oddity and soon enough, estranged. The next four years, Leowyne combated her father viciously, ignoring all the snide remarks and looks from her siblings and other nobles. On her twelfth birthday, Leowyne made up her mind after another heated argument. She formally discarded her titles and the name Grandeeny and fled the estate at night. She had no concrete plans whatsoever besides fleeing to the Church she used to visit when she was small. Just barely into her teens, Leowyne had thought herself well disguised that night and on hindsight, she would always groan to herself how unprepared she was. Dressed in fine silk clothes (the most plain she had) along with some "inconspicuous" earrings that could feed a family for months and with her hair clean and done up in a fancy style (she had thought it was plain), it was a wonder that she wasn't robbed and sold that night. However, she had managed to reach the Church without issues. When Leowyne told the old nun her plan, she was surprised and shock when she was met with resistance and persuasions for her to return. Should they have accepted and hidden her, House Grandeeny would find out soon and would crush those involved. As if by fate or guided by God, on that very night, a Temple Paladin, cloaked, saw witness of the small girl's determination and heard of her claim of constant dreams and messages since birth. Moreover, he was even more astounded that as a counter threat, the small girl threatened to leave the capitol herself should her refuge be refused. Laughing out loudly, the Paladin interjected, offering to take her in and giving her a way to fulfill her wish. He himself felt like it was Fate guided by God that he should meet this girl and within minutes, he and Leowyne left the Gallica capitol. The biggest turning point in Leowyne's life was that one meeting.

The Paladin was Everard de Vichy and explained to her that he was going to set her on a path that would allow her to realise her dream. Vichy, was in fact, the Grand Master of the Temples, the highest Paladin of the Order and was not afraid of any lash back from the Count. The Temple's influence is so expansive that it reaches to the very tip of Gallican hierarchy and the very corners of the country, making it much more powerful than the Count. Rather than make her a run of the mill nun, Vichy instead took Leowyne under his own wing and began training her to become a Paladin. He trusted her dreams, so rather than modelling her into a specific type of Paladin, he allowed her to follow her heart and become. The end result was that Leowyne cares more about the helping of the weak above that of conversion. While she is dedicated to her Order and her Church, she doesn't go out of her way to persecute non believers as that is not what her priorities are. An oddity, but one Vichy accepts nonetheless.


The Grandeeny family never managed to find nor trace Leowyne whilst she spent the next five years under the care of the Grand Master. His personal interest in Leowyne meant that Vichy took her on as his squire personally and was more thorough and tougher on her in training.
Vichy was also a highly respected warrior as well as a Paladin and as a subject of Gallica, Vichy is obligated to fight for the sake of his Liege should he be called upon on. As Vichy's protege, Leowyne obviously followed him everywhere, including battlefields. A young girl from 12 to 18 stood out, especially so in combat zones. Leowyne requested that she not use her last name as she had cast it aside. Instead, Vichy used La Pur as her name instead. Leowyne stayed as a squire for six years, following her mentor through battles and into many new places, particularly the Kokonid Taifa and Hispanian Vestinian Kingdoms. At 18, Vichy let Leowyne go as a Neophyte Paladin, her squire period complete. Whilst she remains untested alone, Vichy was confident she would step into her destiny with ease, which she did. Despite only having standard Temple armour, weapon and her Templar surcoat. Her mission in helping the weak and those treaterd unjustly went about smoothly, reconfirming her belief that she was born for this. By herself, she lived up to her adopted name of "the Pure", which was to become her fulll initiation Title later on. Like her mentor, Leowyne, during the three years of being a rather obscure new paladin, she was, at times, required to assist in the defense of Gallica. Unlike her mentor however, she was initially used more as a front line soldier and support in lieu of her holy skills, rather than a commander. She gathered the attention of the government when during a major border clash on the western side of one of Gallica's vassal states, she met up with Vichy on the fourth year of her journey.

Vichy had decided that she was ready to be fully initiated as a full Paladin after the battle and as a final test of her leadership, sent her to command her Paladin brethrens in defense of the border. Her exemplar performance from the battles showed to everyone what she was capable of and on top of earning her title, Vichy decided it was time to take her back to the capital and with him when reporting to the King. Upon entry, they were greeted strongly for their defense and Leowyne was met with positive opinions from those in court and the King. However, Count Grandeeny, as any parent, recognised Leowyne, his long lost daughter. He had been distraughted at her disappearance and confronted Vichy. Both the Count and the Grand Master stood as equals in the room. In fact, the Grand Master may have well held more sway than Grandeeny. The Count's anger, through the belief that Vichy had kidnapped his daughter, condemned him in front of the King. Unfortunately, Leowyne openly declared her discarded titles and her new name, shocking her father. Whilst it was a family matter, the King did not wish to see the family having internal strife, nor wish for it to affect the Count's work, nor impede on the new Paladin's ability. After much deliberation and talking in the Kng's private chamber after the audience, Leowyne came to a compromise with her father. She would take the Grandeeny name once more and become part of the family, but he would hold no sway nor say over what she does as she is now part of the Temple Order. With the family issues solved, Leowyne was presented officially with her armour and her sword (Caliburn now, Arondight later) and continued her missions and pilgrims along the borders of Gallica and nations within the region, with the occasional assistance provided for the defense of the borders. Capable of command and fighting in the midst of the front line,
her own personal prestige, reputation and respect grew enormously due to her work and she outshone many of the Templars as a Paladin, and many generals and soldiers as a warrior. While at times, she her loyalty to Gallica has grazed and sparked with her mission from God, Leowyne has managed so far in the last four years. However, she could smell the shift in the air and the lands that she has gotten to know was on the verge of a storm.
 
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Actually no, the Gallican capital is actually further north, (more north that the given map does not feature it)

The Gallican is known as Ile-de-Gallia. (Complete with Valkyria Chronicles Reference)
 
Name:
Joachim d'Romilly

Age:
25

Race:
Half Elvean

Gender:
Male

Faction:
Gallica (The Duchy of Toulousa)

Appearance:
1199186522_otAnimeGuy.jpg

Joachim is a man standing at 5'3" and weighing 165 lbs. He has long black hair extending to his shoulders and brownish-grey eyes. He is of a thin, skinny build, despite his broad appearance. He haspointed ears, but it is not as long and thus is not evident through his long hair, due to him being a half-human hybrid (his mother was Elvean).

Joachim's attire consists of a long dark purple long jacket with a slate grey vest in navy blue trim. He wears a black silk pants and cardinal shoes on his person.

He also wears a set of robes as well. The robes extend from shoulders to feet, with a second upper robe covering the arms and shoulders. It is purple in color with trim in varying colors of golden yellow. On the center is the emblem of the Ecclesiastical Church of Valenian or rather the local branch in the Kingdom of Gallica.

Personality:
Joachim is a calm individual. Despite the fact that he is a bishop with ties to the Vestinian Church in the Patrimony of Saint James (the Papal States) he shows more loyalty to the the King of Gallica, King Henri de Carolus and the Duke of Toulousa, Guilhem III. He has a sense of reverence, a strong belief in God and King, and is more so pro-free investiture.

Joachim is selfless, always willing to tend to the sick and downtrodden, and to provide them with an outlet of worship with him. Ever since he became the Prince Bishop in one of the Duke's fiefs, he has served his rulers with dignity and grace, and he served the people with compassion. At times he leaves affairs to his trusted friends and vassals as he travels across the country and the Atlian Continent on various pilgrimages.

Job Class:
Bishop

Weapons:
Joachim wields a steel rod with a glowing pearl orb on the top. Known as the "Holy Staff," it stands at 5 feet tall, almost as tall as he is. The pearl orb is roughly a foot in diameter,making it good for hitting someone over the head with it. Surprisingly, it is lightweight for a staff with such physical qualities.

Abilities:
Joachim has a wide variety of magical capacities spanning multiple elemental types:

Fire: Joachim can create Fireballs which explode on contact, and Streams of Fire, akin to a flamethrower to douse a large target with flames.
Wind: Joachim can create gusts of wind to blow targets away with this element. He can also channel the Wind element to create razor sharp blades that cut down opponents.
Water: Joachim can create spouts of water, as well as create whips to strike a target at close range.
Earth: Joachim can create pillars of Earth to reach high up places, and he can also create small tremors just from his knowledge of the Earth element.
Light: Joachim's primary element, the Element of Light is used to heal people of wounds and ills, as well as create spells that can damage targets with focused spirit energy.

Story:

Joachim was born February 25, 1010 in Carcassonie, Toulousa. The son of a Human father and an Elvean Mother, Joachim was raised to the standards, and prejudices of both races. However his father died shortly after Joachim was born, and the mother, looking for an outlet, brought the young Half-Elvean to the Church. It was there that he would fall under the care of Bishop Guillheme, the Lord Spiritual of Angoulema and the Court Chaplain to the Duke of Toulousa.

Under the tutelage of Guillheme, Joachim learned anything and everything he could about the customs of Vestinian faith. He became a scholar, pouring through books with such diligence as he sought to learn all he could. He was taught magic by the Bishop, and with his mother's blessing traveled on a pilgrimage to the Old Empire, (now the Papal capital) Diomedes. His charitable works and his good faith to the King above all else sealed the decision to have Joachim succeed Guillheme as the Bishop, thus bringing the young man more into the King's orbit.

On November 1, 1032, Joachim would succeed his trusted apprentice and friend as Prince-Bishop of Angoulema and Court Chaplain to the Duke of Toulousa, here he would serve his Lieges to not only help the people but also to further their interests.
 
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Is this still open? If memory serves, I remember expressing interest, and I still am. If you don't me putting in one post every two days or three days at most, then I'm in! I'll think up a character bio some time later.
 
Valkyrur: This is an entirely different SFR RP than the one I originally imagined. You are still welcome to join, despite the current scenario.
Tipsynaruto: I remember explaining it to Damon, Magic is available and plentiful. It can be channeled through anything, be it through the palm of your hand, or through a weapon, so on and so forth.
 
i think it was a mistake on my aprt to use Mtiette. Was hard to align her to any nation or person, which led to me having to make a new character.
 
Okay. I'll get down to coming up with a character tomorrow. It's the dead of night here.

Meanwhile, I'd like to clarify. The two dominant religions at the moment are... the Vestinian and... the Kokonid Taifa? What sort of God do these religions pray to, and how do they differ from the other?
 
It's Kokonid actually, Taifa is actually the name of a type of Kingdom (It's actually a term for a Muslim-ruled Principality, Kingdom or Emirate in Muslim Spain)

I'll explain the details of the religions a little later on, since Kokonidism is actually a joint idea between me and Damon really.

EDIT: Here are the details on the religions and its core values:

Vestinianism

Vestinianism is a monotheistic religion based on the teaches of the Prophet Vestus, the son of a senator turned Lunarian convert. His teachings, miracles and stories are written and personified in the New Prognosticus of the Biblical Testament. Founded during the age of the Great Auternan Empire, and even becoming its official religion during the last century of its existence, Vestinianism defines its mission as spreading the gospels of Vestus, and administering the sacraments, teaching that it is the one true Church. It preaches Five Infallable Acts that, while not being the core of the faith (as is the case of Kokonidism) but is of great importance.

Temperance, the Pursuit of Knowledge: Restraint, Constant mindfulness of others and one's surroundings. To practice self-control is core to the faith and to retain composure despite mental hardships.

Charity, the Pursuit of Generosity: Self Sactrifice, Love in the sense of an unlimited loving kindnes towards others, is held as the ultimate perfection of the human spirit. To share the bonds between loved ones.

Patience, the Pursuit of Peace: Forbearance and endurance through moderation, to seek to resolve conflicts and injustice through peaceful means rather than violence, and to forgive, to show mercy rather than be wrathful towards others.

Diligence, the Pursuit of Ethics: A zealous nature in one's actions and work, and the steadfast belief in not giving up, and upholding one's convictions at all times, especially when no one else is watching.

Humility, the Pursuit of Modesty: Selflessness, Modest Behavior and the being respectful, it is not thinking less of one's self, but rather of thinking of one's self less. The courage of the heart to undertake tasks which are difficult, tedious or unglamorous.

----
Kokonidism:

Kokonidism is a religion and philosophy that encompasses a variety of traditions, beliefs and practices based on teachings attributed to the Great Prophet, Muhammad Kokond. Kokond lived and taught in the Saadian Continent, and is recognized as an enlightened teacher who adopted and studied the faiths of the native peoples as he made his travels, and through his teachings wrote in his book, the Kuban. Each part of the book followed the 6 Beliefs, the Six Pillars of Kokondism:

Humility: It largely refers to retaining composure, not allowing an enemy to break your spirit and enduring physical and mental hardships.

Discipline: Focusing on self discipline rather than discipline to another. To training mind, body and spirit, not becoming weak or betraying others. By building this resilience, the faithful would strive to create a community of strong-willed individuals, yet those who are willing to work together to benefit the community and a populace, rather than to benefit oneself.

Enrichment: Working similarly to Discipline, but focuses more on building and maintaining the mind and body, keeping one's self unbreakable as well as maintaining a bond with a loved one. Building up the body and spirit, focused not just through physical training, but also on emphasis on texts for learning as well as to strengthen the religious being.

Faith: Refers to a belief in something, whether it be deity, a person or even a feeling without the standard role of worship and more as a moral guideline. However, because of the looseness of this guideline, there are multiple variants of the religion because of it. The Religion of the various Taifa Kingdoms dollows the Malikian branch of Kokonidism, in which there is a set pantheon to follow, but can be interpreted by either through idols, through nature or even through individuals, thus making this particular branch a polytheistic faith rather than a monotheistic faith, ala Vestinian.

Compassion: A tenant that falls in with the moral side, being kind to your loved ones and aiding ones fellow man, performing charitable acts and the like.

Unity: Establishing a bond with a loved one, and is pretty much the main source of power for a Kokonid disciple.
 
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Name:
Amira al-Mu'tamin

Age:
18

Race:
Human

Gender:
Female

Faction:
The Kokonid Taifa Kingdoms (Taifa of Izquierda)

Appearance:
Female_Assassin_color_version_by_DanThy.jpg

Amira stands at 5'2" and weighs a little over 145 lbs. She is of a midweight build despite her size, with long black-hair extending down to her shoulders. Amira has brown eyes and (despite he picture) has very tanned skin.

Amira wears a long purple longcoat with a series of straps and buttons to tie it together. Within the longcoat is a small, black miniature shirt that extends down to her midriff. She wears a dark brown colored trousers and bodysuit that extends up to cover part of her midriff. Around her waist and including her jacket is a leather belt with gold rings around it. The center gold ring is separate from the belt and serves as a buckle of sorts. Amira wears long boots that are of a silver-blue color in all (despite the picture, she does not wear high heels.) These boots extend to halfway up her lower leg.

Personality:
Despite Amira being of the Kokonid faith, she is considered to be brash and to a certain extent haughty. She is always one to want to prove herself to everyone that she is skilled. In reality she is doing it to prove to herself that she is the best at what she could do, and also so she could protect those she feels close to. It is for this reason she shows jealousy towards those who she feels are better, and takes it upon herself to push herself harder to surpass any of her rivals. While she is shown as an arrogant individual, despite the Kokonid teachings for humility, it is in reality an act, an attempt to hide how she truly felt by anyone, be it friends, family or foes.

Job/Class:
Assassin/Mage

Weapons:
SHORTSWORD.png

Amira wields a short blade type weapon known as the Khnjr mn Alwrd (Median for Rose Dagger) The blade is roughly 18 inches in length and has a slighty curved blue steel handle. In the center of the design is a proverb about Roses in the Median language.

Amira also carries a second short blade that is 20 inches long in length. The straight blade, known as the Mkhls (Faithful) has a to its handle (albeit it has a red steel handle rather than blue) and the handle sports a prayer written in the Median language.

Abilities:
Offensive Magic:
Amira is trained in the mystical arts as part of her training. However, her spells are only limited to enhancing her weapons as well as any weapon she comes in contact with, with an elemental charge. She knows 8 elemental charges: Fire, Ice, Lightning, Water, Wind, Earth, Holy, and Shadow.

Parkour:
As an assassin, Amira is quick, agile and flexible. She is able to perform free running, including running across narrow footing such as ropes and gated walls, running from building to building with ease and be able to perform attacks from high up against unsuspecting foes.
Story:
Amira was born on June 6, 1017 in the small village of Catalyunid, Izquierda. The child of an important aristocrat, Amira al-Mut'amin had lived a sheltered life, cared for by her parents and many servants. But that all changed when Amira turned 6, when raiders came to their hometown, seeking money, goods and blood. In what would become known as the Catalyunid Nightfall, the raiders swooped down and struck the town, butchering the entire population. With the exception of a handful that managed to escape, nothing was left but ruins. Amira was one of the lucky ones, but in an instant, she was now an orphan, and alone, traveling the Jacan plateau alone for days, forced to learn to hunt, fish and live off the land on her own for the next 3 months. She would be rescued, cold, alone and bitter about herself.

Amira would be taken in by a Shiekh, who would then take her to a devout Kokonid academy, where she would rigorously learn the tenants that make up her faith, as well as combat skills. The training was physically and mentally demanding, but the horrible memories of her past would only serve to hone herself to be better, better than everyone so she would not have to lose another person ever again. She would cut her ties to her past, only keeping the al-Mutamin name as part of her heritage. As she strove to push herself, she would see herself being helped and cared for by an elder classmate, Sylvaine al-Butamid. While she was initially grateful to Sylvaine at first, she started to question herself the more she helped. Although it did help to create a begruging relationship and bond as friends, she felt a pan of jealousy towards her, especially since many were talking about her, and sometimes look down on Amira. Despite all that she has put herself through, all that she was put through, she felt as if she was ready to take on the world for her faith, much to many other's chargain.
 
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Thought it would be interesting to do a civilian character and see how she develops through the possible battles she gets implicated in.

Also, I made her family a semi-renowned one. So, the Skadi family is a family of researcher in the magical arts, who frequently experiment on new magic for various purposes - most of which are usually commissioned by the authorities. More details below, and do tell me if it needs changing, or is not acceptable for this role play.

Name:
Vesper Skadi

Age:
17

Race:
Human

Gender:
Female

Faction:
Vestinian Hipsanian Kingdom (Valira)

Appearance:
Vesper is the one and only daughter of the Skadi main family, and as a result, was spoiled by her grandparents and parents alike. From young, she was raised with the best a person can live with, be it in facial products, or in attire. She was fed the best food, and given virtually anything she desires. This she spent on her appearance when she was younger and dreamed about being a princess awaiting her knight in shining armor. Thanks to this, she generally exudes an aura of noble dignity and from her general appearance, it is clear she has never been put through a day of hard manual work.

Vesper stands at a height of 160cm, which is just about average in her family. Vesper enjoys wearing her usual casual attire, and only varies that with a white coat when she is involved in magical research.

Personality:
Thanks to her history of being spoiled by her family, she is exceptionally lazy. Even flipping the page of a book is deemed a chore, and something she uses magic to help her do. Yet, despite this amazing laziness, she is a helpful person who would never turn down someone's request for help.. Though she would be praying deep in her heart that the person wouldn't ask.

In social situations, Vesper is cool and comfortable, thanks to her upbringing. She has no issues with public speaking and, in fact, deems that an over-rated fear that everyone around her seems to have. Around her closer circle of friends, she is more soft-spoken and relaxed, preferring to enjoy their company rather than to constantly fill up the silence with random banter.

Under stress, however, Vesper is a train wreck. In an actual conflict, this is even worse, and it usually shows on her face - deep-seated anxiety as she clasps her hands together as if in prayer. She would typically opt to withdraw. Fighting back is the last resort.

Job/Class:
Witch

Weapons:
-none-

Abilities:
'Vivi'

Vesper's magic is channeled through her being. Or more precisely, her magic avatar which she has named 'Vivi'. This magic avatar arose from an experimental error that she made during her training in the family trade. The result was a magical avatar composed of her own life force, and also in her exact likeness, which helped to invoke the magic she desires. Due to the fact that 'Vivi' is composed of her life forces, she does not have to recite any incantations to invoke her magic. Just the mere thought is enough.

Simply put, all of Vesper's magic are channeled through 'Vivi', and it is possible to command Vivi to perform magic on her behalf, acting as an invisible double of herself when the situation requires it. Now, 'Vivi's ability is divided into two separate categories.

Invoke

The skill set that 'Vivi' is meant to be used for, though Vesper ended up using 'Vivi's secondary function more often than she should. Invoke comprises skills that are specifically magical in nature. For instance, with 'Vivi', she could magically conjure some flames on her finger tips. Or on a larger scale, she could create several colored wisps of magical energy to dance around in the air, very much like fireworks.

Generally, the major offensive skills that 'Vivi' is capable of is:
Flaming Lash

Vesper points in the direction the spell would occur and moves her hand in cutting motion. 'Vivi' will move towards Vesper's opponent and produce a scorching lash of flames that whips at the latter. These flames will heat metal to painful levels, but not melt them. Anyone exposed to these flames would suffer at least second degree burns (still relatively superficial).

Riposte

Vesper jabs a finger at her opponent, as 'Vivi' gathers a concussive force of wind to knock the enemy back. This attack is a blunt force.

However, the bulk of her skills are in defensive or supportive skills:

Soothing Wind

Vesper summons a magical wind that soothes the minds of her allies and heals their wounds. This is manifested in quicker healing processes.

Backlash

Vesper creates a wisp that follows a target ally around. Every attack made on the person would be blocked by this wisp and countered with a bolt of magical energy. This magical energy only causes pain, and no physical wounds. The wisp protects the person for up to 5 instances.

Retreat

By manipulating the elements, Vesper turns herself invisible for a brief period of time, allowing her to escape. However, enemies may be aware of her presence by being more aware of the temperature in the surroundings. When near the invisible Vesper, the environment is unnaturally colder.
Physical Manifestation

This is Vivi's secondary skill set. Using this skill set, Vivi is able to manifest herself physically, producing effects that are physical in nature. Examples include flipping a page, or bringing Vesper her glass of water. To do these, Vivi taps on the elements in the surrounding, either creating a earthen figure, or an ice sculpture to perform these tasks.

Story:

Born the only daughter after a long string of male births, Vesper was a much celebrated child in the entire family. Not only her parents and grandparents, her uncles and aunts all adored her - to the ire of her cousins. Nevertheless, she was spoiled by nearly everyone, as they conformed to all her wishes. Yet, despite growing up with all her wishes met, she came to be jealous of the less fortunate, in being able to undergo some amount of hardship to get what they want.

Because of that, at the age of 7, she persuaded her parents to allow her to begin learning magic in order to join the family trade. By tradition, the women of the family were housekeepers, and the only magic they learned was meant to facilitate house keeping. Yet no one could refuse her wishes. So she was taught, and she learned well for the next 3 years.

The age of 10 was a significant period because this was the 'coming of age' for everyone of the Skadi family. At this age, children were expected to produce the highest level of magic they were capable of and their future paths would be decided based on that. Female members were usually exempt but Vesper was an exception. She took part in this, and attempted to create an avatar of earth to serve as a new statue for the Skadi family mansion's front doors.

However, she makes a mistake in one segment of the incantation, causing the manipulation to not be on the earth as it should have been, but on her own life force. As a result, she tears off a portion of her life force, creating an avatar invisible to all but herself. She faints on the spot, shocking everyone. No one could understand what had happened but she was in a coma for about two months. When she woke up, the 'coming of age' ceremony was deemed over, and her attempt was considered a failure.

She was despondent, but there was nothing her family could do. The rules were the rules. There was no disobeying it and no matter how much they adored Vesper, these rules were not to be broken. Vesper could only accept it and move on. However, unbeknownst to the rest of the family, Vesper's avatar creation was a success, as Vesper finds herself followed by her own doppelganger. Initially, she reacts with fear, but she soon comes to realize that this avatar obeyed her every will.

Slowly, the avatar became her closest confidante, and ultimate, the avatar was named 'Vivi'. By the age of 13, the family decided she has to begin training in the ways of house keeping. For the first time in her life, she was made to do manual work. She experienced the worst of aches that night of her first day, but in a sense, she realized she couldn't hate this because it at least fulfilled what she had desired as a child - working hard for an outcome she would desire. Though in this case, there wasn't any 'outcome' to speak of.

Nevertheless, some months go by and the head house keeper decided that it was time. She led Vesper down to the family's archives. Here, magical artifacts created over the long history of research were stored and cleaned every few months. Each of these magical artifacts held a magical potential so strong they radiated their own glow, illuminating the dust on it, making it easy to clean.

However, as Vesper touched the artifact, the glow vanished. The head house keeper was horrified when she came back. Suddenly all the artifacts in the archives were no longer glowing. The family had to know this and soon a family meeting was held and Vesper was put on a trial, in a manner of speaking. It was in this 'trial' that they discovered that Vesper had not failed to come of age. The avatar creation was a success, and it was this avatar that absorbed all the magical energies in the artifacts.

Realizing then that Vesper now possessed the most magical potential in the entire family, they decided to induct her into the family trade. For the next 4 years she would be taught how to experiment on magic and creating spells (called "spell weaving"). By the age of 17, it was clear that she was capable of being independent, as her magical abilities were more than sufficient. At her insistence, she was allowed to travel out of her family home and thus begin her journey of self-discovery.
 
Name: Verdus

Age: Unknown

Race: (Felidian)

Gender: Male

Faction:Kokonid Taifa Kingdom (Oviedan)

Appearance: He has a grey wolfish tail and similar ears. Wears a black caped green robe and hood. Wears ligh leather armour over his attire and fur boots. Wears gloves and has silver hair. Silver hair is gelled back in spkes. Has three little scars on both cheekc. Has fangs. Has wild grey eyes which are both wise and impatient-thus cold.

Personality: Cautious yet humorous. He has great concern for his own people and the ones he loves. He is a natural leader and has strong intellect and stealth. He is known for his wisdom despite his apparent youth. He is also known to be unforgiving to those that hurt. He is also known to not be very trusting in which he is cautious of all new faces. He will play along but only if it benefits him and his race.

Job/Class: Thief/Knight

Weapons: Two mage mashers, a shortsword and throwing knives.

Abilities: Can turn invisible, throw weapons, can enhance strength temporarily, enhanced agility, steal and some magic. MAGIC includes: Basic fire, ice, thunder and aero spells. Also includes a spell which allows precise accuracy for his marksmanship.

Story: Once known as the 'Outcast', he ventured from his young home of orphans and learned to fend on his own which included hunting for food and such. From here, he met a Sage who taught him the way of magic and knightship. From here, Verdus grew into an adult and ventured on into a small Guerilla Village in which he helped defend. He continued doing this until he decided to move again and venture to join the Tafia's warriors. He did with pride and quickly rose amongst the ranks becoming a well-respected leader. However, on one fateful battle: he was presumed killed by an arrow and wasn't seen again until recently. He has risen to lead his people again, but it will take a while before he shows his true worth again...
 
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Valkyrur: Your character is accepted. Welcome to the foray of religious conflict. :)
Dragon King: Your character is currently pending. Firstly, state in parentheses which Taifa you are originally from, and please space out the sections, it'll be easier on me to read...thank you.
 
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