THE PEOPLE:The Enlightened: There are people in the land of Valcrest that are born with a special ability that manifests when they reach the age 12. Those abilities can be anything from hearing other peopleâs thoughts to conjuring and manipulating fire. They have the appearance of regular people except that their eyes glow, very lightly or change colors, when they use their ability. That is why they have been named the enlightened.
No one knows where those abilities actually come from, although legends tell that the Enlightened are descendants of the Twins themselves, all that is known for sure is that they usually occur repeatedly amongst the members of the same families, although it is not guaranteed that a child of an Enlightened will have any ability, and there is no way of knowing for sure until the child in question reaches the age of 12.
OBSERVATION: Any character born in Valcrest may possess ONE enlightenment.
Blackpond: The people of Blackpond have been going through some really rough times lately. The crime rate in the city has gone sky high and nothing seems to have been done about it. Even though frustrated with their new king, the mass of Blackpondâs population has come to accept the fact that there is nothing they can do against the man. Every attempt to even lift a finger has been neutralized immediately. Most of the population has turned to criminal acts in order to survive and provide for their families, or simply because out of greed or kicks, and those acts seem to be completely ignored by the City Guard and the military in general. Wandering around the city streets unarmed is considered nothing less than suicide.
Shadowâs Conflict: The Shadowâs Conflict is probably the least known and most ruthless group in Valcrest. The only people who really know about them are either dead, or the Shadowâs Conflict has a reason to have themselves known by them. Truth be told, there are probably about fifteen people alive who know about them. Out of those fifteen people however, only a select few know the names of these people.
The Shadowâs Conflict is a group of assassins that went through a very harsh training from the Commander Hastings of Blackpond. They were Blackpondâs equivalent to the Black Knights in that they could do anything they wanted to as long as they got the job done. From a young age, they have been taught a moral system that makes them believe their actions, no matter how terrible they are, are still justified. Every single one has enlightenment and if they donât, they would have had to keep it a secret while Hastingâs was still around or else they would be killed, like the many others who had trained to become an assassin, but never developed a power.
Out of the one hundred babies that were stolen at birth, only fifteen of them survived the training. Now there are only thirteen assassins in the Shadowâs Conflict.
OBSERVATION: If you wish to be a member of this group, please PM Mr_Doomed in advance.
Military Ranks of Blackpond:Knights/Officers: The elite warriors of Blackpond. They usually lead the troops of soldiers into battle and are the closest to the ruler. They are usually the ones who advise the ruler in all matters of war. They are of noble blood and very well respected amongst the general population. They are currently the ones in charge of running the attack on Newhaven. They are known for avoiding confrontation, but it is said to be impossible to go against one of them in battle and live to tell.
Castle Guards: These are the best trained fighters and warriors in Blackpond. They are rarely ever seen away from the castle grounds, and are the rulerâs first line of defense. However, they can be called out to war as a last resort. The Captain of the CG is usually held in the same level of respect as any Knight would.
City Guards: The city guards are mostly citizens that have been arrested for committing crimes are granted pardon in exchange of joining the city guard. They are unorganized and known for leaving when confronted by stronger groups, such as Pack members or one of the many thieves that terrorize the streets of Blackpond. They offer more protection to certain homes in exchange for bribes, and are not opposed to killing or stealing themselves if needed be.
Soldiers: Soldiers: Theyâre the police, so to speak. The expendable ones that follow orders, maintain peace, and die first.
Military Character sheet (for civilian citizen, simply remove ârankâ):
- Code: Select all
[b]Full Name:[/b]
[b]Age:[/b] (18 minimum for soldier, 20 for Knight, 15 for civilian)
[b]Gender:[/b]
[b]Rank:[/b]
[b]City:[/b] Blackpond
[b]Ability (if Enlightened):[/b]
[b]Description:[/b] (pictures are optional, words are NOT)
[b]Theme Song:[/b] (Optional. Add as many as you like, provide a link. ex: [url=http://youtubelink]Title - Artist[/url])
[b]Personality:[/b]
[b]Likes:[/b] (optional)
[b]Dislikes:[/b] (optional)
[b]Equipment:[/b] (weapons and other personal items)
[b]Background:[/b] (Where you character was born, how you entered the military, how you learned of your special abilities, if any⊠Write a novel if you like. Iâll read it and love it.)
[b]Other:[/b] (anything else you'd like to add)
Newhaven: The people of Newhaven are slowly recuperating from the damages caused by the past attacks to the city. The Market area is still filled with abandoned and closed shops, and the increase in illegal gambling, prostitution and other minor crimes has made the area a little more dangerous than it once used to be.
Military Ranks of Newhaven:White Knights: The White Knights are usually of noble lineage and enrolled in the military at a young age. They are the most skilled warriors as well as the highest military authority in Newhaven. They are also the ones in charge of all the bureaucracy and politics involved in the war. A force to be feared by anyone who stands against their city, in spite of being well-known, respected by all and admired by most, those who know the âWhitesâ up close know how vicious they can become when in confrontation; especially if such confrontation involves Blackpond in any way. The one thing that prevents them from gathering the same reputation as the Black Knights do, is the fact that are the ones who represent the city army inside Newhaven. For that reason, they take great care of their reputations as well as every existing precaution to ensure they are not seen by the general public as the same kind of psychotic killers their counterparts are known to be.
The title of White Knight doesnât come easy, and the title of White Knight Captain is an honor only granted to some of the greatest warriors and leaders known to Valcrest. Not only are the White Knights responsible for the cityâs defenses, they have a very big say in all matter involving the war. They are also the ones in charge of the mass of Newhavenâs army. Their armor, shields and helms are of a bright silver color, sometimes adorned with the engraving of golden sun, a tribute to their God of worship.
The White Knights were particularly important to Newhaven in the short period the city remained without a ruler. Not only by keeping some level of peace on the streets and actively participating in the cityâs political decisions, but also by showing themselves as often as possible, in order to reassure the public that even without a King they remained under some sort of leadership. Even though it was a small gesture, it helped keeping things from getting too out of hand.
Black Knights: Aside from the Wolfpack, these are the most vicious killers known in Valcrest. Former mercenaries and/or criminals, these men and women are chosen for their skilled and offered a clean slate and a new life by pledging allegiance to Newhaven. They are trained under the best of the Newhaven Knights, as well as the Black Knight captain, and stripped of any trace of their pasts until they have nothing left in them but the will to protect their city. They answer only to their Captain; and the Black Knight captain answers to no one aside from the Captain of the White Knights or the city ruler personally. The Black Knights are known by many unofficial titles amongst the people of Valcrest (War Hounds, and Death Knights are a few examples) and hold a reputation for being unnecessarily vicious when not kept on a very tight leash. Their armors helms and shields are all Black, sometimes adorned by the engraving of a crescent moon; a tribute to their Goddess of worship.
There are five Black Knights, one Captain and four others; all of them skilled in all areas of combat, but each an expert in one. The BKs control a small group of no more than 50 soldiers, known inside the Castle walls as the Black Guard; identifiable by their black uniforms adorned with the characteristic crescent moon. These 50 soldiers are hand-picked and trained by the BK Captain personally, and are known to be, not only incredibly skilled, but extremely loyal.
Even though in the past years the Black Knights have been seen more often roaming the city and fighting out in the open, their true identities remain unknown to the public. Since they have never been seen roaming the streets of Newhaven without having their faces hidden by the dark helms, they could be just anyone. Several rumors and urban legends have been passed around throughout the city, encouraged by the city officers, concerning the identity of the Knights. Some people seem convinced that the Black Knights are undead, or immortal, warriors. While others seem to think itâs plausible that the White Knights themselves wear the black armor to avoid being identified (despite the fact that they are, on occasion, seen alongside the White Knights).
Despite all the rumors and their reputation for being capable of unspeakable acts, the one and only mission of these Knights hasnât change with the passing of years: To protect Newhaven at all costs.
Castle guard: The Castle Guard is not only the city rulerâs last line of defense, but they are also in charge of maintaining order within the city dungeons. While they usually never leave the Castle walls while on duty, they may be called out into the city streets if there is an emergency situation.
City guard/ Soldiers: Theyâre the police, so to speak. The expendable ones that follow orders, maintain peace and die first.
Military Character Sheet (for civilian citizen, simply remove ârankâ):- Code: Select all
[b]Full Name:[/b]
[b]Age:[/b] (18 minimum for soldier, 20 for Knight, 15 for civilian)
[b]Gender:[/b]
[b]Rank:[/b]
[b]City:[/b] Newhaven
[b]Ability (if Enlightened):[/b]
[b]Description:[/b] (pictures are optional, words are NOT)
[b]Theme Song:[/b] (Optional. Add as many as you like, provide a link, as such: [url=http://youtubelink]Title - Artist[/url])
[b]Personality:[/b]
[b]Likes:[/b] (optional)
[b]Dislikes:[/b] (optional)
[b]Equipment:[/b] (weapons and other personal items)
[b]Background:[/b] (Where you character was born, how you entered the military, how you learned of your special abilities, if any⊠Write a novel if you like. Iâll read it and love it.)
[b]Other:[/b] (anything else you'd like to add)
The Wolfpack: The inhabitants of the assassin camp are a very diverse group of people; they vary from skilled assassins to women and children. The laws of The Wolfpack are strict, and punishments vary from minor chores to death. There are usually always two leaders in the clan, and the command has been passed to members of the same family for generations ever since it was created until three years ago, when command was challenged and the clan gained a new leadership. Even though they are assassins, the Pack members are trained from a young age and taught to hit nothing other than the target, unless they are in a life threatening situation, which has happened very little in the course of history.
HIERARCHY1st in command: The leader of the clan. The word of the leader is law unless it contradicts the 4 basic laws of the clan (stated below). Every living breathing human inside the limit of the Wolfpackâs territory is the responsibility of the leader. And it is up to the leader to keep the clan and its memberâs best interest in mind at all times.
2nd in command: The main duty of the second commander of the Wolfpack is to discuss with the leader all matters referring to the clan and their members. Even though the 1st in command will always have the final say, it is a position given to someone the leader respects and trusts (since the leaderâs death will immediately grant the 2nd commander control over the clan), therefore it is unlikely for the clan leader to make a decision without discussing it with the Second and reaching a solution they both agree to.
Instructors: Assassins who are experienced enough to train other's (Instructors can be as young as 18). Instructors are also the highest authority in the camp aside from the leaders, and are often used to pass the leaders commands along to the Actives and Recruits.
Actives: Assassins who have completed training and are ready to complete assignments (Actives can be as young as 15). Active assassins are those who have completed their training and are considered, by their Instructor as well as the clan leader, fit to fulfill assignments alone.
Messengers/Recruiters: Assassins who live outside camp, in the cities, and gather information from targets, meet with clients, and scout for possible recruits. There are usually two of them stationed in each of the two cities, working at the inn.
Workers: People who stand guard, cut firewood, gather supplies and such. Workers are civilians. Members of the clan who did not complete, or did not take part in, the assassin training, but reside and work in the encampment under the assassinsâ protection.
Recruits: Those undergoing training. Recruits are the bottom of the food chain. The only thing that keeps them from being eaten alive is the protection of their instructors. Recruits born in the clan can be as old as 21, since they can only become Actives when their instructor decides they are ready to take on an assignment. After that age if they have not been considered ready to become Active they are kept in camp grounds and work as guards. People who arenât born in the clan are given 5 years to complete training, if they are 15 or older.
LAWS AND PUNISHMENTS4 General laws:1. If two or more members are sent on assignment together, all must return to camp, dead or alive, unless all members of the party are killed. Leaving a companion behind is unacceptable. Violation of this rule may be viewed as treason, depending on circumstances.
2 .Any form of violence directed at another clan member is strictly forbidden. Seriously injuring or killing another member will be considered treason and therefore punished accordingly.
3. Deaths that are not authorized by the leaders will be considered a risk to the safety of the clan and will be viewed as treason. Unless the before mentioned death is a result of self-defense, or necessary for the preservation of the clan memberâs identity.
4. Treason is punishable by DEATH (at the leaderâs discretion).
Hierarchy:- Instructors can only be punished by the leaders.
- Actives can only be punished by instructors or the leaders
- If a recruit has an issue with another member of the clan, he or she must report the problem to his/her instructor. No recruit is allowed to talk back to any other member of the clan, for any reason.
CHALLENGING COMMAND:
Any member of the clan (aside from recruits), at any moment, can challenge the leader for command. However once the challenge is set, the individual has only two choices: Fight the leader or leave the clan forever. The only on the other hand, has no choice but to accept the challenge or give up command.
In order to successfully take command of the clan through a challenge, a member of the clan must challenge the leader in front of witnesses, and the defeat the leader in a fair fight, in front of the whole clan. Some unspoken rules are applied to this particular battle:
- The challenging member must attack first. If he chooses to recant, at this point it is still a possibility. Once past the first strike, there is no turning back.
- The challenging member cannot attack until the leader has a weapon in hand.
- Interference from any third party is extremely forbidden and may be viewed as treason.
- The victor has the right to kill the opponent once the battle is over.
Other Rules:- No alcohol is to be consumed inside camp grounds
- Anything a recruit tells his/her Instructor is confidential, except to the leaders.
- Shooting arrows/knives/darts inside camp (excluding the training field) is a big no-no.
- Recruits are not allowed to carry weapons outside of training and may be punished by any clan member if caught with one.
Punishments:Suspension: Member has his/her weapons taken and is forbidden to leave camp grounds for a certain period of time. During that time the member might be confined to his/her chambers or ordered to do minor works.
Expulsion: Member is sent away and forbidden to ever step foot on camp grounds, or keep in contact with any clan member.
Execution: Self-explanatory; usually performed by the leader, publicly.
Character sheet (Wolfpack):
- Code: Select all
[b]Full Name:[/b]
[b]Alias (if Active assassin):[/b] Name for which your character is known professionally (this name is the one used in clan records and similar documents instead of the Activeâs real name)
[b]Gender:[/b]
[b]Age:[/b] (15 minimum)
[b]Ability (if enlightened):[/b] All abilities must include a down side, or side effect to them. Also note that the younger your character is, the less control heâll have over his ability, since they awaken at age 12.
[b]Description:[/b] (pictures are optional, words are NOT)
[b]Theme Song:[/b] (Optional. Add as many as you like, provide a link, as such: [url=http://youtubelink]Title - Artist[/url])
[b]Personality:[/b]
[b]Likes:[/b] (optional)
[b]Dislikes:[/b] (optional)
[b]Equipment:[/b] (weapons and other personal items)
[b]Background:[/b] Must include place of birth (any of the above mentioned cities, the camp, or smaller village which you may create), how your character arrived at the clan and at what age your character graduated (if active assassin).
[b]Other:[/b] (Anything else youâd like to add)
The White Shadows â The healers: The healer clan of the White Shadows has deeply felt the effects of the war. Not only has their leader left the clan, and soon after the Land itself, but the healers suffered pressures from Blackpondâs population, that for some reason decided they didnât feel comfortable in allowing the healers to return to the plains, and would much rather have them as far away as possible. The Shadows remained in the desert for almost three years, assisting only those who managed to go see them for help, not many could, and trying without success to calm the tensions between them and the cityâs population.
Eventually, the people from Blackpond simply silenced their protests and stopped their aggressions on the healers. However, many had been killed by the aggressors, and most of the healers have left the clan; their spirits broken by the violence. The peace that group once preached became harder and harder to believe in, and now: only a small number of healers (no more than fifty) remains, attempting to rebuild their encampment in the plains and take baby steps in the direction of what the clan once used to be.
Healer Clan â The White ShadowsHIERARCHY:Leader: The leader is the keeper of all information regarding the clanâs history, methods and rituals. The leader is to choose a successor prior to his/her death, and train this individual personally.
Spiritual Healers: Theses are Enlightened healers who have the ability seal wounds by transferring part of their own energy onto the patient. It is said that other abilities are tied to this form of healing, but this information is neither confirmed nor denied by those that have come into contact with these healers. Spiritual healers are trained from a young age to manipulate their own vital energy and in some rare cases they have the ability to seal their own wounds. These healers are said be sent by Goddess Peace herself, mostly due to the fact that this is an extremely rare enlightenment and that, coincidentally or not, Spiritual Healers usually are born within the White Shadows clan. They are usually appointed as leaders the moment the ability is discovered, even though the current leader has no obligation to do so, it is how it usually goes.
Medicinal Healers: These are healers who have studied and mastered the use of several species of plants and other substances in order to make medicine, antidotes and, in some cases even, poisons. They are also knowledgeable in human anatomy and are the ones usually sent to assist the cities and the assassin camp in times of need. They are usually left unharmed by both armies as well as the assassins, therefore are free to roam the land safely. They are also usually the ones who teach the younger apprentices on how to properly identify plants, poisonous animals and properly treat wounds.
Apprentices: Apprentices are usually born into the clan. Outsiders are rarely accepted, and, when they are, they are usually viewed with suspicion by other apprentices. Apprentices born into the clan begin their studies at age 5, and are graduated at the age of 18. Outsider apprentices are usually older therefore, more severely trained in order to keep up with the others. Most of them donât make it to the initiation and are asked to leave the clan, or stay in to work as assistants.
Assistants: Assistants are viewed mostly as tools. Most of them are apprentices who never completed their studies for some reason. Every graduated healer is entitled to an assistant although most of them donât really see the use for one. Every assistant is the responsibility of his/her master, and therefore are bound to that healer unless dismissed. That basically means that if the healer violates to rules his/her assistant is bound to suffer the same punishment. (Assistants are NOT slaves. They work for the healer simply to be allowed to stay in the clan and learn the trade and they are free to leave at any time).
LAWS AND PUNISHMENTSLaws of the clan:1. No acts of violence are to be committed, if not in self-defense, and no weapons are to be brought into The Ruins. (Healers are now allowed to carry weapons outside of their camp)
2. No request for help is to be ignored under any circumstance.
3. No one is to be judged on their past.
4. Whatever is said by any patient is confidential.
5. Any information regarding the clanâs teachings costumes is confidential.
Punishments1. Minor violations are punished with suspension, which forbids the clan member from leaving the Ruins. Chores may be added to this punishment, such as manual labor. Visitors may be inflicted such punishment if they are found with weapons or get into fights. If a visitor refuses to take the punishment he or she will no longer be allowed in the encampment in the future.
2. Taking a personâs life, or causing any harm to another human being, if not in self-defense, will immediately break all bonds between the healer and the clan, making him an outcast and forbidding him to communicate with the remaining of the clan or enter the territory. This was once applied to any form of violence, even in self-defense. The rule has been changed for the healersâ protection.
OBSERVATIONS: If you wish to apply as a healer, please PM me in advance and I will give more information and a CS to follow.
The Crimson Shadows (Mercenary group): The Crimson Shadows are, in its core, the remaining of the people of Effort and Brightvale. Even if they add anyone that seems slightly worthy into their ranks, the majority is still of descendants of the ancient cities. They are mercenaries who have refused to aid any of the armies since the war has devastated their homes. Instead their offer protection to travelers and taking as many strays as they can, which made the group grow fast. They are not very organized and the only thing they are not allowed to do is hurt women and children. That, and âobey the leadersâ are the only rules for these mercenaries. More into the business of personal protection and minor âvictimlessâ crimes such as picking pockets and stealing horses, they will do almost any kind of work for those that can pay, and may, or may not, provide help to people who are in trouble for no compensation at all (although they always find a way to get the favor returned somehow).
The Crimson have reclaimed the territory of the ruins where the city of Brightvale once stood, as their rightful territory not long after its destruction and have worked for over three generations to make it a safe place. Anyone who wanders through the desert may reach out to them for aid; they are friendly and often welcome visitors with parties (and liquor).
No long ago a sect of some sort formed in the desert, and drove the mercenaries and other inhabitants away from the ruins. Most of them took a small piece of the Packâs territory as their hiding place, with Dani Riversâ consent. However, after the strange cultâs sudden disappearance, the mercenaries returned to the desert and reclaimed their homes.
Crimson Shadows character sheet:
- Code: Select all
[b]Full Name:[/b]
[b]Age:[/b]
[b]Gender:[/b]
[b]Lineage:[/b] (Brightvale, Effort or other)
[b]Ability (if Enlightened):[/b]
[b]Description:[/b] (pictures are optional, words are NOT)
[b]Theme Song:[/b] (Optional. Add as many as you like, provide a link, as such: [url=http://youtubelink]Title - Artist[/url])
[b]Personality:[/b]
[b]Likes:[/b] (optional)
[b]Dislikes:[/b] (optional)
[b]Equipment:[/b] (weapons and other personal items)
[b]Background:[/b]
[b]Other:[/b] (Anything else youâd like to add)