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  1. Name Legion of the Black Blade Moniker Black Blade Credo Freedom cannot be bestowed, it must be achieved Hierarchy Founder: Dauner A. Light (@Dabi) Commander: Dauner A. Light (@Dabi) Vice Commander: Philip Granier (@Dabi) Officers: - Special Officers: - Gozen Doragon (@Dabi) - Shelly Kuanji (@Dabi) PC Members: - General Location: Jiyū Numbers: 500 warriors Affiliations: - Allies: - Enemies: - History: 598 WTA - The Black Blade is formed
  2. The land Beneath the Sun Santado Island Ruler: Empress Raveena Contact: Malintzin Lore: Hyperion's History Quests: Quest Center AMA: Hyperion's AMA Flag: "We know not by what star we to this island come, only that the wildness calls to our voyaging hearts." Topography Hundreds of kilometers of coastline define Santado Island– some of it sugary white-sand beaches shaded by rows of palm trees, other parts lined dramatically with adventurous, rocky cliffs, wind-swept dunes or serene mangrove lagoons. Whether it’s fishing villages with boats moored along the shores, or indulgent tourist playgrounds with aquamarine waters, the sea is the common denominator surrounding this fertile crescent island. Villagers and travelers alike usually enjoy good visibility and a wide variety of sea life, as a reef is beginning to grow. Beyond the city of Matuga, much of Santado is distinctly wild: traveling through the vast fertile interior, you’ll see cows and horses grazing alongside the roads belonging to everyone and no one. Further inland you’ll encounter vistas reminiscent of the Cold Mountains further north, winding rivers carving their way through lush jungle and stunning waterfalls. Four of the five highest peaks in southern Genesaris rise above the fertile lowlands surrounding Santado, and a remote desert stretches through the southwest end of the crescent, giving Santado a cultural complexity rarely found elsewhere. Cityscape The Island of Santado has two distinct faces: there’s the smooth tourist countenance that is typical of Genesar island hospitality; and there’s Santado proper – a pretty gritty city, second only to Alethea in terms of status and chaos. Most of the island's fame lies outside the urban core in the fancy suburb of Matuga. Stay in the city, however, and you’re faced with an entirely different proposition – a riot of cacophonous debauchery and bustling humanity that offers an unscripted and uncensored slice of Genearsian life, warts and all. With its dilapidated architecture, unkempt parks and vibrant street life, Santado's touristy side has a laid-back feel and considerable charm in parts. It is most renowned for the exotic wild hunting preserve and refuge – an exhilarating chance to encounter Genesaris' most dangerous creatures. The City of Matuga is the centerfold of the city's illicit trades, including but not limited to smuggling, extortion, slavery, and prostitution. Climate The climate of the island is tropical, varying from tropical rainforest in some areas to tropical monsoon and tropical savanna in others. There are also some locations that are arid climates with considerable drought, and the peaks of mountains tend to have cooler temperate climates. While the region generally is sunny much of the year, the wet season from May through November sees more frequent cloud cover (both broken and overcast), while the dry season from December through April is more often clear to mostly sunny. Seasonal rainfall is divided into 'dry' and 'wet' seasons, with the latter six months of the year being wetter than the first half. Hurricane season is from June to November, but they occur more frequently in August and September. Bestiary *all images belong to their respective artists and serve as temporary placeholders Flora and Fauna Exploring Santado's botanical trails are a great way to experience its rich diversity and wildlife. Unkempt, mysterious jungles are an excellent place to observe caiman soaking in the sun and spectacular waterbirds such as the scarlet ibis in colorful flocks. The locals are known to be protective of the unique phosphorus phenomenon said to be the "stars" to the island's moon. Look for birds including pelicans, frigate and cuckoos. In the waters below, small sharks and rays are among the fish stirring up the light show. Some of Genasaris' most exotic species have found their way to this remote island. Herds of wild Arazura horses gallop across the beaches. Dragons and wyverns make homes from the dormant volcano to the dense jungles. Rare Ruhk eggs help boost the struggling economy. Burrowing wyrms are often responsible for the occasional minor earthquakes. Some of Santado's shores glisten in the sunlight as elemental stones catch the light and refract through the waters. Santado is noted for its rich and diverse vegetation. Exotic flowers thrive in the moist, tropical environment, Exalta crystals cluster in dark, wet caves. Hibiscus and orchids are just a few of the foreign flowers from abroad that have made the island its new home, adding to the vibrant colors of the island. Medicinal plants such as Korenia Root and Devil's Tongue are popular remedies to the public. Culture As an ideal island of piracy, Santado is a center for the less than civilized. A hedonist culture, Santado caters to pirates, privateers, prostitutes, thieves, and drunkards. Despite belonging to the Hyperian Empire, it remains far outside their regular government reach and considers itself a lawless community. The savage tribes of Santado are no more civilized, and it's often suggested by the locals of Matuga you explore the island with a guide if you don't want to be eaten alive. Economy An island economy is as wild and chaotic as the city of Matuga and beyond. With no set trade or means of commerce, trading is the primary language of money. Trade ships that run abreast the reefs and are torn asunder often gift the island with treasures and more. It is rumored that hundreds of years ago, a ship from the Arcane East that carried valuable dragon eggs made their way to the sands and through the dry season's bush fires gave birth to the diverse species that thrive on the island today. Those fortunate enough to find wrecked treasure may find themselves lording over the other. But they are often wary and suspicious, as privateers are a persistent and consistent presence in the city, for better or for worse. Landmarks and Monuments The City of Matuga A city of two facets, Matuga is both the best and the worst of mankind. From settlers to hired hands, the city has carved a lifestyle for itself that on some days is slow and steady – and other days chaotic and destitute. Some parts of the city are safe, but when the sun sets, the debauchery emerges and all manner of hedonism reigns. The Virgin Bride tavern A rickety shack made from the bones of wrecked ships, the Virgin Bride is the most popular tavern in Matuga. Although it consistently reeks of the ocean and the filth of the island, its clientele remain ever-faithful. It's the ideal place to recruit for a crew or to settle old scores with enemies. Learn the secrets of the island and seek adventure. Carve your name on the wall along with countless others to show your patronage. The Santado Wildlife Reserve and Conservation Perhaps the most dangerous part of the island, many of Genesaris' most feriocious dragon breeds and exotic wildlife roam and thrive here. You may tour with a guide or adventure through solo. Beware the Vilego Reef and its graveyard of ships. Scale the White Mountains, named for their snow-capped peaks and walk along the Zaddabar Crags. Survive the Conchu Jungle and the Rotting Swamp. Stalk your prey through the Jamba Plains, across Qari desert all the way to the shores of Nasto Bay and beyond. If hunting is not your forte, some species on the mainland need help thriving. Capture what you can and bring them to the Conservation center for potential breeding. Either way, your efforts will be richly rewarded. City of Matuga The Virgin Bride Tavern Santado Wildlife Reserve Government Local Government Privateer's Union: This motley council help oversee the trade routes of the island, as well as what vessels to poach from, steal, or sink. They translate and govern the dizzying number of crews as well as the loose and ever-changing ethics of the pirating world. These former captains of renown serve as intermediaries between crews on the open water and the island's citizens. More often than not, they gauge and negotiate against potential allies and threats to Santado both local and abroad. Current Union Roster: Is it you? Or maybe you? Surely it is you? Or you and you and you? Education Education on the island is sparse, but settlers from the mainland are almost always educated and share their knowledge where they can. Still, it is not always welcome due to varying opinions on who should or shouldn't be educated. Every annual visit from Hyperion is met with civility, but educational resources are often abandoned or frowned upon. Still, freedom to learn is there and the resources available if one knows where to look. There are many scientists and zoologists that work at the Wildlife Preserve who stay up to date on their research. Transportation Ships: Sailing is the most common method of transportation second to walking. From kayaks, canoes, dinghy, frigate and galleon. You're no one without a ship. With no landing strip, airships are prohibited. You come by sea, you leave by sea. Mounts: Straying from the coast and venturing further inland often requires a tamed mount. There are many to choose from; Horses, Braix and Wyverns to name a few. Notable Residence Perhaps It's You? A home on this adventurous island would be nice, no? See the Quest Center to find out how you can thrive here. History Canon Your Adventures: Make your mark in history here.
  3. Dabi

    Jiyū (WIP)

    Overview Founder: Dauner A. Light Acting Leader: Philip Granier Location: South of Sidereal Lake Population: 600+ Production: Iron ore, lumber and Stone Affiliates: Legion of the Black Blade Topography Jiyū is located to the south of Sidereal Lake. Given that it is still relatively new, it only has a few square kilometers covered by civilian housing, an inn and tavern for travelers, farms where crops are cultivated in mass, warehouses, a barrack and a town hall. Its close proximity to a water body grants it access to fishing routes Jiyū is bordered to the south by a thick forest which acts as a rich source of lumber, used in constructions and in making fires. The forest also serves as hunting ground which provides the settlement with another source of food. Economy Being a newly established settlement, Jiyū is still trying to achieve a state of economic stability. It plans on going about this by selling out those resources which it is rich in and establishing trade with other entities across fracture. Political System Jiyū is presently being ruled by the leaders of the Black Blade. This is a temporary system put in place by the founders which is to last until Jiyū attains a state of economic stability and self-sufficiency. After this goal is achieved, Jiyū government is planned to be established as a monarchy. History CANON Foundation: Jiyū is founded as a means to celebrate the new found freedom of its new citizens and as a home for them.
  4. Church of the Rift Runners Welcome, to the Church of the Rift Runners. The church, also known as the CRR, is dedicated to the worship of Shatterleeth and all he brings. All who are willing to learn and embrace the learnings of the church are welcome, as well as to take benefits that come with it. ~ Embrace the rift. ►The Church Details The CRR can be found on the northern wall of Hydra’s Haven’s inner region, its entrance spanning two titans high and embedded into the wall itself. The structure travels deep through the earth, spanning alongside the many tunnels of the Whiteroot Abysse. However, only members may enter beyond the lobby. Identical to the outer settlement, the buildings aesthetic is one of dark stone bricks and other growing flora, but highly detailed. The majority of the church is carved earth, pews and altars of stone are but a few examples. Many banners boasting the church symbol and abolethic scripture line the walls, along with other basic decoration. Bio-luminescent plants harvested from the mines are used for natural light sources. ►Beliefs The church worships and centers its beliefs around Shatterleeth, a higher being. Shatterleeth is known to be an aboleth of an unknown age and origin, but little more than that. Beyond speaking to his avatar, few have seen his true form. The one primary belief of all members is the welcoming and exploration of rifts, which are blessings of Shatterleeth. These rifts lead to small pocket dimensions, each one unique having near unlimited potential opportunities. These rifts are always hunted and sought after by the church and its members, looking to bring Shatterleeth’s gifts to Taen. ►Rifts Rifts have the potential to be brought forward, bringing forth their content to Taen. However, upon collapsing, all content will be destroyed. Whilst the lifespan of rifts can be measured, it is unknown what properties determine them. Rifts lead to pocket dimensions, of which have near infinite potential. Some maybe massive, continent sized areas to explore with its own diverse lifeforms. Whilst others may be no larger than a room, host to nothing. Rifts can be difficult to spot, sometimes impossible without special methods. This can often make them dangerous, as life may unknowingly wander into one an invisible rift and become trapped within a pocket dimension.However, most have faint tints of color mirroring their environments or require special methods to pass through. Three main types of rift exist: Isle Dimensions ~ No methods require to pass through the rift, open to explorers. Dread Dimensions ~ Access requirements needed to pass through rift, open to explorers. Sacred Dimensions ~ Protected for reasons such as too dangerous or inhabitant safety, area disclosed to outsiders. ►Divisions Three primary divisions exist, each with their own role towards bringing Shatterleeths blessings forth. Different divisions receive different training, equipment and potential physical enhancements. Rift Hunters ~ Members tasked with the finding and discovery of rifts. These members are spread out far and wide, with this one simple goal. Rift hunters have received physical enhancements to their vision and hearing, allowing them to see and hear rifts invisible to most. Key Maker - A small division, dedicated to figuring out how to access rifts. Their job can be summed up in one sentence - Trial and error. Pathfinders - Considered to be the elite division, pathfinders enter and explore the pocket dimensions with the aim of reporting back with their findings. This is also the most dangerous job, as infinite possibilities also means infinite danger. Pathfinders are given the best gear and enhancements. High ranking pathfinders are rumored to be borderline immortal. ►Ranking Rankings are determined by many attributes, such as achievements and contributions. Divisions and age have little do with rankings, as even a low ranking Pathfinder must respect the orders or a high ranking Key Maker. Regardless of ranking, all members and friends of the church are treated with great respect. The main rankings are as followed: Shatterleeth ~ The Great one Avatar ~ Three Avatars exist, managing all activities within the church. Senator ~ Head of divisions. Prophet ~ High ranking members of the church. Accolite ~ Standard member of the church. Pilgrim ~ Low ranking members. Patroons ~ Individuals liked by the church, but not official members. Lessers ~ Individuals disliked by the church. ►Notable Members (Coming Soon.) Shatterleeth ~ ??? Shatterleeth Avatar ~ Vito ~ Scrilly ~ Vidence ~ Belinda ~ Marry ~
  5. The City By The Sea Port Kyros Ruler Regent Lore Quests AMA Flag: "No trip to Genesaris would be complete without a visit to the enchanting seaside city of Port Kyros!" Topography Port Kyros sits northernmost tip upon the western Genesarian coast. With the protection of the small range of mountains to its back, this small, yet thriving city is responsible for a great portion of Genesaris's open-sea trade and fishing economy. Port Kyros and its area cover the territory of the northwestern part of the Rising West that is Genesaris including the village of Kainos. Its borders run from the coast of Raven's Landing in the North to the southwest of Umbridge Isle, with the Wicker Mountains as its eastern borders. Spearheaded by the Countess Raveena, the city saw its second renaissance, joining the efforts of Aelindra in reviving the Rising West. As the economy began its recovery and stabilized, the once small city and Port took on the ambitious project of becoming an impressive tourist and naval destination. This spread-out, comparatively narrow piece of coastline becomes wider in its southeastern part that develops into the lush forests and hillsides, while the shadowy Wicker Mountains loom behind. Cityscape The sense of awe never fails to descend when you set eyes on the beauty of the old town. Behold the city's white limestone streets, baroque buildings and the endless shimmer of the Tyrean. Be inspired by a walk along the ancient city walls that has stood for centuries. Although the Rising West had seen a period of abandonment, the city has bounced back with vigor to enchant visitors again. Marvel at the interplay of light on the old stone buildings; trace the peaks and troughs of Kyros's past in museums replete with art and artifacts; Meander through the charming village of Kainos, infamous for its plantations and gardens; Exhaust yourself climbing up and down narrow lanes of the coastal city walls, then plunge into the azure sea. Nova Citadel hosts the summer home of Raveena, This superb 16th-century inspired palace is an exquisite combination of Gothic and Renaissance styles beginning with an exquisite Renaissance portico resting on six Corinthian columns. The 1st floor has the sweeping arches of late-Gothic windows and the 2nd-floor windows are in a Renaissance style, with an alcove containing an intricate statue commemorating the Rising Queen. Nova Citadel is one of the few buildings in the old city was not originally part of the old city itself. Just inside the entrance is the Memorial Room of the Defenders of Kyros, a heartbreaking collection of exquisite, intricate tapestries of those who perished in the acquisition House Kaashmii, as well as the Rebellion of Himmelfestung in Alethea. The first floors house the State Archives, a priceless collection of manuscripts dating back to the city's birth. Though the archives are not open to the public, copies of the most precious and significant pieces are exhibited in a permanent display on the ground floor. The second story is reserved for nobility, royalty, and foreign dignitaries. Climate Kyros has a borderline humid subtropical and Mediterranean climate since only one summer month has less than an inch and a half of rainfall which prevents it from being classified as solely humid subtropical or Mediterranean. It has hot, muggy, moderately dry summers and mild to cool, wet winters. The mountain wind blows brisk gusts down the coast between fall and spring, and thundery conditions are common all the year round, even in summer when they interrupt the warm, sunny days. The air temperatures can slightly vary, depending on the area or region. Typically, the fall days are warm with a cool breeze. Winters are among the mildest of any Genesarian city with temperatures that are chilly in the coldest months, however, snow in Kyros is very rare. Bestiary *all images belong to their respective artists and serve as temporary placeholders Flora and Fauna The coastline is beautiful, dotted with bays, beaches, steep cliffs and numerous forested areas. The flora of the region is characterized by diversity, but cypress, pine, and olive trees are most dominant. There are numerous vineyards and citrus fruit orchards, including lemons, oranges and tangerines. There is an abundance of aromatic plants and flowers on the slopes of the hills around Kyros and inland, as well as exotic plants such as palms, agave and cacti. The Renaissance gardens and parks of the Nova Citadel and its city villas were cultivated and there were once many species of plants from all over the world, brought to the city by Kyros's sea captains. Part of this botanical plant wealth is preserved in the Kainos Virdian Arboretum that highlights the quaint village. The beautiful landscape and is home to many animal species, while the Tyrean Sea hides an endless wealth of riches below. One bird species, the swift, precisely the black swift, is commonly found in the area during the summer and has become a symbol of Kyros. The black swift is an excellent flier, with a body that is extremely well-adapted to life in the air. It spends the majority of its life in the air: it finds food, mates, collects material for its nest, and it is particularly interesting that it occasionally sleeps while flying. The black swift is a migratory bird that flies in quite late, usually in the first half of spring. It is a bird faithful to its native area and it returns to the same place where it was hatched, a lifestyle that many coastal Genesarians favor about Kyros, even its ships faithfully return to its harbor home. They are unusually numerous in the historic town center of Kyros, the Old City, where its vocalizations create a distinctive soundscape. The birds nest in rock crevices, holes in the walls, especially the city walls, or in the roofs of older buildings. Culture Because of its geographic position, Kyros represents a blend of different cultural spheres. It has been a crossroad of influences of the western culture and the east ever since the Renaissance Initiative. Raveena's reign over Kyros became a significant period of national cultural history, as Kyros saw unprecedented developments in all fields of art and culture. Economy With the Port reopened, the trade commerce supports a majority of the economy of the city second to its tourist appeal. With several new businesses flourishing after the city's renaissance, Kyros boasts a strong and stable economy. Several types of currency flow from every part of the world that Genesaris trades with, all of which can be converted to the Genesarian coin, though it also accepts the Imperial mint from the Arcane East as well. Port Kyros's geographic location gives is the ideal, fertile land to harvest various species of Kyrosian grapes for various wines. As such, wines remain an important export. And though they are not for lacking with it's citrus fruits, Kyros imports exotic, tropical fruits to fuel to city's growing foodie population. Landmarks and Monuments The Kyrosian Consulate A marvel of Kyrosian design, Terran technology and Nymerian ingenuity, this Terran consulate is being hosted in Port Kyros of the Rising West on behalf of the underwater nation Nymeria. Serving as neutral ground between Terran and Nymerian diplomats and citizens, the consulate serves as a place of learning and encouraging international exchange of ideas. Elaborate waterways and pools are the highlight of the Consulate, allowing for Nymerians to travel safely within their natural habitat. The Nautilus: Fine Dining and Adventure Once one of the three primary vessels of the Orisian Naval Fleet. This ship was captured by the Great North and was eventually retired and sold to the Rising West where it was transformed into a traveling restaurant that traverses around the continent's coasts, stopping at Port Kyros to restock its supplies. Featuring coastal cuisine that reflects Kyros's philosophy on fine-dining, the crew and its small army of chefs are passionate about utilizing Genesaris's local produce, fish and exotic sea life while offering a breathtaking view of the Islands. Rain or shine, tentacles or sharks, the Nautilus is prepared to offer those on board the experience of a lifetime. The Enoteca: Wine and Workshop Serious oenophiles flock to this bustling wine bar, complete with bar seating, courtyard and a generous selection of regional wines by the glass. There's no shortage of interesting local drops, not to mention artisan cheese and charcuterie boards, beautiful pasta dishes and grilled meats. Despite being known for its exquisite dishes, the Enoteca is the Genesarian sister-bar to the Sadira Amar, and features a workshop beneath the floor that caters to those needing repairs on their wares or their artifacts being designed from acquired blueprints. The Mil Dot Firearms Store: Port Kyros The Mil Dot stores are retail outlets selling firearms, ammunition, other munitions (such as grenades and missiles), some mêlée weapons (mostly knives), survival supplies, armor, tactical accessories, and appropriate apparel, as well as foodservice sections where practical. The building is mostly underground, built into a hillside, which allows it to have a range, but enough is above ground for Aveline to make it look inviting with Doji-style architecture. Inside, the Doji-style architecture continued, with heavy use of unpainted, resin-treated wood, like the Lunaris location. Five 1.5 MW wind turbines sit on the hill above, harnessing the coastal winds for the building's electrical needs. There is a parking lot, paved with limestone, like the rest of Port Kyros' streets, most of which was taken from the solid rock of the hillside Thurgood blasted his way into. the building is very secure, having heavy bullet-resistant polycarbonate windows and doors, and concrete walls protected by concrete-filled inuyarai, and dragon-motif bollards in front of the automatic doors. The Kyrosian Consulate The Nautilus: Fine Dining and Adventure The Enoteca: Wine and Workshop Government Local Government The Venetian Order A council that presides over the local government affairs of Port Kyros. These five councilmen headed by Raveena are retired military personnel that serve as officials during peacetime. Each member has a legal specialty, from law to the arts to agriculture and industry, each with valuable knowledge and skills to their respective seat. They are all trained to serve as officials of the city, and preside in the courts and justice system within the city. Military Port Kyros Navy The mission of the Port's Naval Fleet, commonly referred to as the Senarian Navy is to defend the integrity and order of the Rising West, to promote and protect its interest in the surrounding oceans, islands and coast-lands. It carries and organizes the naval defense of the entire Genesarian Coast. There are currently nine War Frigates and twenty Sloops, Galleons, and Brigs that dedicate their service to Port Kyros and Continent as a whole. The Senarian Navy fulfils its role by preparing itself and carrying out the following main tasks: Deterring the threat to Genesaris by maintaining high level of competence, training and technical quality of its ships Constant control of the Ocean and coast-land and monitoring of foreign warships' movement Strengthening of the safety conditions on the Oceans and preserving the integrity of the maritime borders Assisting allies during peacetime in the event of natural disasters The Enforcers Exclusive to Raveena. Many of the original Enforcers from Sigil City followed her to Valucre when she was promoted as their General and later Commander. Enforcers are volunteering Civilians who wished to have basic military and policing training to keep the streets safe. City Guard Total: 6,425 High Ranking Officers: 85 Jail Workers: 700 Capital Guards: 360 Special Assignments Officers: 43 Military: Houses 10% of The Rising West's Army, about 25,000 troops. Territory Coverage: About 300mi Radius Estimated Number of Forts (Contains a brigade): 4 Troops able to defend city within 1 day: 15,000 Time to gather entire army: 2-4 days These numbers do not account for mercenaries, assassins, or Edgemasters who might work within the city. These numbers fluctuate on a daily basis and cannot be accurately counted due to government secrecy. Education The countess has sought to rebuild and enforce the educational institutes of the Port City. As such, she oversaw several naval, technical, religious and academic institutes built to showcase the Rising Queen's importance of a well-rounded education, as well as a nod to the importance of the arcane and the worship of the Emperor God. Transportation Cable Cars With the invention of the steam turret and pump, the city's means of transportation increased, namely the use of steam to provide energy to facilitate transportation along the coast from the mountains. This technology is rare and new to Genesaris, and has met with some level of prejudice and resistance, though the city intends to overcome this obstacle to become a highlight of engineering ingenuity and technological advancement. Sloops The most common boat of the port, these ships are lightly outfitted for defense, and can easily maneuver around larger ships at Sea. Roads and Walkways Kyros has constructed several local roads that cascade down from the mountains and stretch all the way towards the coastal shores. The Port's infamous sea walls are a popular place to navigate along the coast on foot. Cabs Transportation in Kyros is chaotic and varied. The most common method is by foot, with pulled cabbies being a close second. Spellcycles and spellcabs are slowly being introduced into society, but remain sparse. Private Personal mounts such as Thestrals, Horses, Dire Beasts, and Wyverns are scattered among the population. Upperclass citizens that can afford larger, personal ships house them in private marinas, while others have access to their own personal airship. Notable Residence Queen Raveena Jhanavi Bartolome Senaria A Terran-born Noble of Imperial ancestry, Raveena has been a long-time ally of the Carmine Empire and is the newest member of the Imperial Family as a Princess of the Empire, eldest daughter of Rafael Bartolome. A rising politician and respected ruler, she is known to rule with a passion tempered by patience and kindness. Firm and fair, she has been well received by the citizens of Port Kyros as their Empress, earning respect among her appointed city officials. Resourceful and ambitious, she seeks to usher in prosperity for the Port City, and for Genesaris overall. Princess Rahab Alrandwe di Firdana, Queen Regent of Port Kyros The youngest of Nymeria Royalty and Ambassador of the Diarchy rule. Considered brave and self-confident as a political figure within the Nymerian government, Rahab has a cool exterior and is prone to responding harshly as necessary. Elected as Queen Regent to oversee the prosperity of the Kyrosian Consulate, Rahab now faces a new set of issues both on land and in sea. History Birth of a Consulate: The Kyrosian Consulate is built on behalf of Nymeria to better political relationships and cultural understanding between the land and sea nations. The Diarchy, Reforged: After years of disappearing, the third Alrandwean King returns to the shores of Port Kyros in search of his sister, the Queen Regent of Hyperion and Princess of Nymeria. A gathering of the thirteen clans soon leads to a bold declaration of establishing a new diarchy rule with Rahab as his queen, usurping the King on the Wave’s only living son. Allegiances are divided and blood is spilled, leaving Nymeria on the verge of civil war. It's Just Business: the Mil Dot: After some initial help from Queen Raveena, Thurgood and Aveline were able to navigate the bureaucracy and purchase a spot to build their second (or third, depending on when the Everrun location gets built) Mil Dot location. Canon Two Horny Men Meet a Wet Woman: Originally initiated by one A'rithor Lumous Ema'ze, this gathering of nations was produced in order to solidify a union between the Nymerian and Terran governments and to establish consulates for both peoples. Children of the Stars: Acrius Alrandwe di Firdana returns in search of his sister. In an unprecedented mood he declares himself King of Nymeria with Rahab as his diarchy queen, causing nothing short of political mayhem. Forgive Me: With the help of his mother Raveena, Grant Knight attempts to rid himself of the split personality that has plagued him for so long. Way of the Wolf: A chance meeting with a new ally, a battle on the seas, and a journey to Raven's Landing... Acquistion: Shanna found her book, got stabbed for her efforts, and managed to make it back to her airship to head back to the tower. It's Alive!: When a magestorm brings items in her new shop to life, Artamese hires a band of magical rockstars to handle the situation.
  6. Gundushar Geography Climate: Gundushar is cold nearly all year round, with winter bringing in blankets of snow, spring and autumn leaving it wet with rain, and finally in the summer it becomes at least warm enough for long sleeves and moderately thick trousers. Flora and Fauna: There are a variety of shrubs, roots and berries that grow upon the mountain Gundushar inhabits. On a regular basis one can see snakes, goats, mountain lions, squirrels and bears all doing what they do out in the wild. Culture Language: Most everyone speaks the Genesarian tongue, with the trade language coming up second. As the city's population is a majority dwarf population, the dialect is heavily affected to reflect this. Religion: There are differing religious views within Gundushar, with the two major ones being a worship of ones ancestors and the other being a worship of a Bitheistic religion centered around the Warrior and the Mistress. Education / Technological Development: Gundushar strives for excellence in all things, and so they have developed a comprehensive education system centered around discovering the best means of which to personalize each students path to success. Because of this they hold a strong grasp on most understandings of magitech and beyond. Government and politics Law: The law in Gundushar is straightforward and ever changing. Judges interpret the laws as required for the situation, determining whether or not an exception must be made in order to further continue the standard of excellence within the city. Foreign relations: As of now they are currently independent, but enjoy a healthy, friendly outlook on dealing with other nations. Military: Gundushar's army is entirely volunteer based, focusing their efforts on infantry armed with mid ranged magitech rifles. While this is the case they do have some cavalry as well as heavy artillery that serves as the primary means of defense for their city. Economy Gundushar's economy is heavily invested in the forging of weapons, followed by the brewing of alcohol and finally goat herding as the three major industries in the mountain city. History Founding: Gundushar is officially founded in 590 WTA. It is declared sovereign by it's own means and is nestled within Wicker Mountain in the Rising West.
  7. Basic Information (Note: ??? in this category means there is no real way to obtain evidence, and all that have tried or try have failed, and even Khan cannot reliably provide such evidence. It also means that regarding Khan, it does not even exist. Unknown in this category means that there are ways to obtain proof and knowledge about them, however they are currently not known. This also means Khan has not spoken on the topic if there was evidence available already.) Name: Asparuh Former Titles: Prince of The Onogur Khanate, Khan of the First South Slavic Kingdom, Khan of the Second South Slavic Kingdom Current Titles: Secretary-General of the Greater People's Republic of Bulgaria(Third South Slavic Union), Patron-God of the Bulgars Age: Varies/??? Birthplace: Unknown/ Somewhere near Dnieper River, Onogur Khanate Race: Unknown Ethnicity: Tatar Slavic/Bulgarian Physical Description (Note: ??? and Unknown mean the same as the above category) Eye Color: Unknown (Research has reliable evidence that there is a preference to blue, red and green eyes.) Hair Color: Unknown (Research has reliable evidence that there is a strong preference to brown and black hair, likely due to ethnicity relations.) Height: ??? Weight: ??? Blood Type: ??? Appearance: Unknown (There is some evidence from the latest round of researching 5 months ago that he prefers his ethnic kin's look over all others.) Personality Now, despite so many details about him being unknown, and many without even ways to obtain evidence on, one thing that has well been established over the years is his personality. Khan is the very definition of a patriot, or even a borderline nationalist. He loves everything Slav and Bulgarian. Period. He has protected them for a fair amount of time against their greatest threats, and has spent countless days governing them. He has executed other emperors, and even witnessed one of his future Khans turn a skull of one such Emperor into a drinking cup, as per tradition in a language only known by a few from his kind and nobody else, even those who claim they know 'all languages.' He is very well known for being total opposites of himself. One time he is strict, disciplined and aggressive, enforcing strict military conduct, being extremely vocal about even the slightest issue. 5 seconds later, he is relaxed, a little drunk, and calm, while probably still being vocal about his problems, except with a vodka or rakija bottle in hand. This has lead to at least a dozen serious friendly fire incidents, including an instance where during an anti-air exercise, his lack of strictness nearly caused one of the modern aircraft partaking in the exercise to get hit with a live Anti-Air missile and get destroyed, the plane only being saved by the pilot's quick reactions. Quotes 'Come on, we have a journey to start through the Dnieper, and it will be very long and many of us will die in the process, but one can hope we reach a land where we will not be followed by our deadly enemy.' -Khan, after a retreat sometime in 668. 'I tell you. That Emperor, Constantine, is dead. Yeah, that bastard does not get to bathe in Messembrian waters anymore. Convinced his men he had run away, too. I pity them.' -Khan, after the establishment of the first SSK. 'Our men have been slaughtered, and our defenses decimated. A retreat is inevitable. For now, we have to say goodbye to our sacred land and move on, for we do not want to stay here, as nobles, at the mercy of the foreign Turkic yoke.' -Khan, during his retreat through the Danube river in 1396. 'After nearly 500 years of brutal oppression by the yoke we call the Ottoman Empire, our hope is not yet lost! Now, what we must do is cross our faithful Danube river once more on this ship, and join our Comrades already fighting! For Bulgaria, and for Liberty!' -Khan, in 1848, as he forces the captain to come ashore so his men can board the ship and sail back to Vidin. 'Come on now, there is no way that there is an active missile in the launch tube. I removed it myself. So, let me press the button.' -Khan, right before the friendly fire incident involving the Anti-Air Missile. Immortality Paradox Now, Khan is fairly old. He has seen many, many things. This has lead to him being called 'immortal' and 'unkillable' human many times. However, Khan was never human to begin with, nor immortal, but he managed to be. The reason for his ''immortality'' is exactly the lack of human aspect in him. He is above that. His existence is rumored, and likely true, to have started a very long time before the appearance of the first humans. However, many also think it is a boon to be immortal. However, for Khan, it is not always amazing to be immortal. While his ancient life and little evolution means he appears to almost everyone else as 'energy in a weird protective hull', something that by the laws of physics, is indestructible, regardless of the attacker, even if they happened to be considered multiversal, it also means he has little way of truly interacting with everybody else. In a way, he is, and has been stuck for many millennia as nothing but a mere witness to what is happening around him, having little influence, but also staying preserved and intact. Not only that, but his immortality has been dependent on the factor that was his pure form. If he were to turn into another, more impure form, he would not get to retain his immortality until he either switched back, or his impure form was destroyed, trapping him in pure form until he did make another 'impure' form, which sometimes takes weeks or months. Speaking of forms... Shape-shifting and the Impure Forms As a response to the massive development in various life forms, human or otherwise, Khan began to try more seriously, and more quickly, to find ways to make a form able to interact with other living beings, while also keeping a gateway to his 'pure' form, in case his personally made host suffered a devastating blow that would end up rendering said host unusable and possibly also carrying the shockwave to his pure form, causing a Resonance Counter-Event and damaging the 'hull' portion of the pure form, and if there was no gate, Khan would be shut off from his pure form as it wandered off. While not in any way threatening to Khan's pure existence, a Counter-Event is still a concern as it has been proven to leave somewhat lasting harm. By the pure randomness that is Nature itself, he got the chance in the year 640, and successfully made a host body in the person now known as Khan Asparuh. Khan's Shape-shifting Ability allows him to make copies of various objects, as long as it is actually possible to make a copy. While the preparation is clearly observable, it is fairly brief, sometimes taking only less than 5 seconds to prepare a copy of a small object and move in with his (observable) pure form. The copy of the object is effectively identical to the original object itself, though there have been cases of minor imperfections. A nice thing about the objects is that aside from hiding Khan's pure form, it also conceals him from many abilities that rely on Aura, Smell, Vision(of the original form of Khan, the stone itself is just another object identical to all others, there is no way to have an ability to distinguish those from others.)and other 'Sixth Sense-related' abilities, allowing him to hide better from a would-be chaser. The downsides are that he cannot really move while in an object, and the object itself will show clear imperfections and faults if subjected to extreme pressure. Also, this ability allows him to make Host Bodies for him to use to interact with others. This is a much longer process, taking days, weeks or even months for a Body to be made. However, an obvious immediate benefit of this is that, aside from the great deal of concealment it offers, it shows no imperfections, even during pressure, and Khan can use it to move and interact just like any other person would. Those host bodies are even fairly resistant to damage themselves, and unless directly nailed in a critical area (see Organs below), can even survive hits from very powerful sources, such as VERY high-caliber artillery guns and heavy bombs, as well as other things that can level a big building, with reasonably little damage. In essence, they are superhuman in every way. Unlike Objects however, Bodies are far more complex, and in a way, very vulnerable. They do not function in any way known to others, but they still have some vital areas that are needed to actually sustain it. The first area is the Energy Hull, also known as the Heart. It is the central pathway in the network that sustains the host body. While a hit to a part of the network is a bit concerning, a hit to the Energy Hull, located somewhere in the chest of the body, is quite dangerous. Such a disruption releases great amounts of energy inward as a shockwave, often triggering a Resonance Counter-Event(RCE from now on) and inflicting deep lasting harm on Khan's 'pure hull'. This has most notably been done by Addison Nacht, during the Coalition war of 1860, where a spear stab through the energy hull nearly collapsed the titan himself and forced him to retreat from the frontline for the duration of the war. However, it is quite hard to precisely hit it and trigger such an event, so it is no weakspot. Besides, while a grave injury, it does not stop Khan from continuing a fight. It just threatens his stability significantly. The second area is the Gateway. This is the link between the Energy Hull and the 'Pure Hull' that houses Khan's pure form. While it cannot be hit, it serves as the link to the RCE and also as a way for Khan to rapidly (and we mean really really rapidly, far faster than the speed of sound) escape the host body should he need to. If he does, then the Gateway is shut off rapidly (at around the same speed too) and destroyed, sealing himself in his safe, but stuck-in-Limbo protective hull. The third area is the Central Database. Located somewhere in the Head, and fairly small, it is arguably more vital than the Heart, and much like a real brain, stores information, except on a permament basis, and also enhances telepathic communication. However, a precise blow to this organ will result in either (or both) of two things: Brief Disorientation, known as a Stun, where Khan is not able to attack for a brief period of time and suffers seizure-like flashes, with the possibility of a brief blackout/passing out. The second is a RCE. In addition, a host body allows Khan to use his various powers, which are: Abilities and 'Energy X' Khan has a lot of Abilities which rely on several factors, but most importantly, Energy. However, the energy used is like no other, and dubbed 'Energy X'. There are various myths around the fact Khan's energy is based on love of country. What is known is that it is not like any other, and is recoverable overtime, based on whether he is Calm, in a Fight, or if there are other sources of energy, specficially electric or chemical energy, nearby. The first ability is Energy Wave. Relatively inexpensive(2-3% of energy X), Khan is able to send out a shockwave. While it does little harm, it has a push-back effect that is not to be taken lightly, as it is a part of his fighting style. It may also repel slower projectiles like fireballs and arrows with precise timing. With the RoI, it is able to be fired from the relic itself. It can also push back Khan himself, allowing for 'Rocket Jumping' and 'Super Rocket Jumping.' Limited by a very short cooldown, allowing him to chain energy waves. Another option for Energy Wave with the RoI is a Shield Barrier. This sub-ability forms a strong shield for Khan to use to block some damage, while still remaining inexpensive, at only around 5% energy X used per cast. The second ability is Elemental Blast. Still fairly inexpensive,(7-9% of energy X) Khan sends a projectile from an element of his choice a fair distance forward. (Fire, Water, Earth, Air) Short cooldown, can be constantly casted, though not chained, during a fight. With the RoI, there is also an option for a Holy Blast. (8-10% of energy X)This sub-ability allows khan to focus an area around him, quickly regenerating wounds on friends, helping them recover, though this is not to be considered a full heal, but more of a first aid/support heal, and also damaging any demonic or otherwise anti-holy beings that dare step in the area. Significant cooldown, usually once or twice per fight only. The third ability is Weaken. Somewhat expensive (15% of energy X), it lets Khan target the nearby area in a radius similar to a Holy Blast, exhausting his enemies by quickly draining their energy and making them feel tired and lessening their capability to cause damaging blows. It may also occasionally cancel charge-up actions if the energy needed for the sustaining of the action was lost by this drain. Even though energy is drained by this ability from enemies within the radius and converted to energy X, on one enemy alone, it usually doesn't offset the cost of this power, requiring 3-4 enemies to offset it. Also, this ability is limited to only a few times (at best) per fight, sharing a similar cooldown to Holy Blast. With the RoI, he has the option of shooting a fast-travelling Projectile at an enemy, and upon collision, spreads in a smaller area, draining energy and weakening the opponent, arguably even more because of the higher concentration. The fourth ability is Holy Storm. Fairly expensive(20% of energy X), this ability is several rapid waves of holy water, proven to be incredibly harmful to demons and helpful in regeneration to allies, being able to both injure demons and unholy beings, as well as provide a substantial heal to the faithful and the allied. With the RoI, Khan can also fire a fast-travelling Projectile at an enemy, and either stun them(if not unholy/demonic but still enemy), totally cripple them (if unholy and enemy), or hasten their regeneration many times over(if ally) Usually this ability is only available once per fight, though it might see several uses occasionally. The fifth ability is Stealth Surge-Liberation Blow. Fairly expensive(20-25% of energy X), this ability allows Khan to make the host Body disappear and go Undetectable for about 10 seconds, totally concealing him. While concealed and invisible, he also moves at a far greater speed. Though he can see as normal, his ability to track is impaired as he can not see other people while in Stealth Surge, instead needing to use things like audio cues and blood to locate them. After 10 seconds, or when Khan is ready to strike, he quickly leaves Stealth Surge, retaining his movement for a very brief period of time. If he does choose to strike, he enters Liberation Blow. This is an extension of Stealth Surge where if a strike is initiated after Stealth Surge ends, the lunge will be with great speed and the strike will hit especially hard, often knocking down or incapacitating opponents with the strike if aimed correctly, thanks to the sheer amount of momentum Khan carries in the lunge at the end. Requires RoI in Sword Mode to be usable. Most likely only available 2 times per fight. The sixth ability is Wrath of the Khan. Very expensive(About 40-45% of energy X), this ability is a burst of lightning carrying significant charge and thus potential harm. It also emits a Dual EMP when fired, stunning electronics and weakening magic alike for a little while. With the RoI, this ability receives a conductor, and can do two things: If fired like a projectile, have a stronger initial speed. However, if protective gear is worn by Khan, there is a more interesting option, consisting of stabbing the enemy AND casting the ability through the sword. This leads to a strong lightning strike directly on the person, resulting in very serious damage and almost certainly loss of consciousness if one cannot cope with the sheer strength of that lightning. However, it actually requires Khan to stab them, which is often a decision only a madman would take as it requires going melee range against other potentially dangerous opponents, and this variant is rarely employed. It sees most plausible effectiveness against those who rely on a melee weapon to fight battles with. Passive: Containment Property- Khan cannot have energy X stolen from him, and energy X itself is an unknown variable to all but him, and even if obtained, said figures could not hope to transform it into another type of energy. Second Passive: Illusion- Khan can always modify a host body with a variety of semi-cosmetic changes, such as hair, skin color, fake wounds and blood leaks, and other attached body parts such as arms legs and ears. Special Ability: The National Anthem of the People's Republic of Bulgaria(Mila Rodino) 'In the face of true danger, He calls upon his nation's spirit with the special song to help him show foes that the light of the Bulgarians still shines as bright as ever.' Sometimes, drastic actions are needed, and drastic powers along them. With this ability, by simply thinking about the song when the time is right, an explosion of aura happens around Khan, giving allies more courage and determination, reinforcing their strikes and hardening their defenses for a bit. This explosion of aura also results in a more controlled energy surge, granting Khan a red barrier close in composition to that of his hull, which protects him and is almost impossible to break through, and also increasing his resilience to mind control, which he already has plenty of(Khan is very resilient to mind control and mind hacks by default, Mila Rodino amps it up even more.) It also amps up his capabilities in every parameter greatly, hardening his own hits, boosting his agility, and sharpening his senses, making him a true fighter ready to take on all that oppose him. However, it also comes with consequences. The Anthem itself only lasts so long, around 3 minutes. Additionally, this surge of energy is costly, and drains almost all of Khan's precious energy X reserves, leaving him more vulnerable after this ends. Furthermore, it shrouds his rational thinking as the surge overloads it temporarily, and triggers Aggressive Mode, making him far more reckless and careless about what happens around him. While this is not always bad, as his far-enhanced strength and protective barrier would make quick work of anyone standing in his way, it also presents an unknown variable in strategic manuevers and even results in friendly fire incidents by a Khan who does not see a difference in who he strikes. Other things: A very good singer when it comes to his home language, and just in general, as well as having mechanics' skills. Also, it is worth noting he has qualifications to operate many military-grade vehicles with armament in both ground and air force, respectively. Other Skills: Khan has a variety of skills related to him learning over time helping him in combat where his other abilities are not used. They are: Armored Vehicle Expert: Knowledge on Armored Vehicles has let Khan gain decent proficiency with them. As such, friendly armored divisions under Khan's command have their Defense, Breakthrough, Soft attack and Hard attack increased(15%) letting them sustain defensive and offensive combat longer, as well as deal with enemy infantry and armor more effectively. Defensive Tactics Expert: Past experiences with defensive warfare and elastic engagements has let Khan master defensive manuevers. As such, all friendly divisions under Khan's command have more Entrenchment, Organization and Organization Recovery Rate(+10% entrenchment bonus(pure value, directly added)and organization, +50% increased recovery rate for all battalions in the division, calculated separately for each one), as well as no organization loss when moving to position and the availability for organization recovery while moving, though organization recovery when moving suffers a 33% reduction in said recovery. All of these only apply when there is a Garrison Order, a Frontline, or a Fallback order. If fortifications are present, values are doubled. Combined Arms Expert: Through time, Khan has often used several different types of units to overwhelm a defense. As such, all friendly divisions with at least 3 different battalion types under Khan's command have a 33% chance to overwhelm Entrenchment bonuses for 3 hours, rendering entrenched units unable to use their Entrenchment bonus. If there was no overwhelmed Entrenchment bonus, this 33% chance is retried after 3 hours. Additionally, various units get various buffs: Infantry and mechanized units get more speed(10%), tanks get more breakthrough(10%), artillery and anti-tank gets more Soft and Hard Attack(10%) and special units(paratroopers, mountaineers, SPAA, SP Artillery, TDs) get 10% more organization. If the priorly mentioned requirements (3 different battalion types or more in each division) are present in more than 50% of the number of divisions in Khan's army(army must be at least 10 divisions), all of these values are applied to all divisions in the army(regardless of whether they have 3 different battalion types or more in that divison), and also doubled for all divisions. Entrenchment overwhelming time is NOT doubled, nor is entrenchment overwhelming retry speed. Paratroopers Expert: Khan is an expert with paratrooper units. As such, all paratrooper divisions commanded by Khan have the following bonuses: Start with 50% organization(instead of minimal), no penalty for organization regain, and immediate 5% entrenchment upon landing for the first 48 hours. (Lost if there is no defense-based order afterwards, but if there is, this entrenchment bonus stays and does help build up more entrenchment bonuses, as it is a nice headstart.) If they were already entrenched because of inactivity, the paratroopers will keep 33% of that entrenchment upon landing and can still get the immediate 5% bonus, thanks to organization advantages. Air Force Combat Expert: Khan has had many years of experience with the air force and has developed numerous tactics and manuevers for it. As such, all aircraft aside transport planes located in air bases in the province Khan is located gain the following: +15% detection value, +15% damage, +15% defense, +10% agility. Meanwhile, transport planes gain the following bonuses: Stealth Drop- No need for air supremacy to drop units. *This skill can only be used once every week.* Drops with air supremacy grant 15% more organization, and for every day supremacy over an area where paratroopers were recently dropped, up to 1 week after a drop, organization will automatically remain, regardless of whether or not the unit is combat or by something that would otherwise affect organization receovery/halt it entirely, by 5%. All presented percentage values are added on each other. That means, for example, if division with a tank division already has 10% breakthrough bonus from AVE and then fulfills CAE requirements for 20% increase in breakthrough, the total bonus to breakthrough for the tank is 10+20=30%. Another example is Entrenchment. If a paratrooper division had 0% entrenchment before parachuting in and using PE to get 5%, and then DTE is activated through a defensive order such a Fallback order, the entrenchment bonus becomes 5+10=15%. If this was also done immediately, that unit has just received 15% entrenchment right off the bat and will build up further entrenchment via standard calculations. If they already had 5% entrenchment, then got PE 5% and then DTE 10%, that means 5+5+10=20%. Additionally, these adding bonuses apply on a battalion level. Even if the division is not centered around tanks, for example, but there are still a tank battalion in, the tank will get AVE bonuses and add them to the total stats. They probably won't be very big, but still. However, there are exceptions. Entrenchment percentage is added directly to the division, and not to the battalion. Entrenchment overwhelming is also division-based, and applies for all battalions in the divisions under Khan's command should the requirements be met. (And yes, I like HoI4 so deal with it.)
  8. Lightweight/Portable Gear (Now, there is a lot of gear to cover here, so for right now the most popular ones among Khan will be covered and the rest later.) (All of this equipment is manufactured by SARSDC and it's various subsidiaries. Currently, there is no other company that has signed a contract deal allowing them to legally manufacture these. That, or they are a member of the Bulgarian Army and have access to this military equipment.) Relic of Independence Said to be the very symbol of Khan's achieved goal towards national independence. This shiny somewhat golden sword/relic is a valuable treasure and an even more valuable and versatile tool. Now, like all swords, it does all normal sword stuff, like swinging, stabbing and slashing. It's first major advantage is it's ability to increase the potential harm that an enemy takes because this blade is far sharper and makes some very, very deep and lasting cuts. The second major advantage is it's direct link to Khan himself. This means, in effect, that the sword cannot be used by Khan's pure form. However, this also means that when Khan is in a host body, this sword will not be destroyed until the host body is destroyed, at which point it will just retract itself back into nothingness, just as it came. Also to note is that this sword is required to be in Sword Mode for some of Khan's abilities to work, and for others to gain new options. Without it being in Sword Mode, Khan cannot access these options and cannot draw energy to use them until the sword is in Sword Mode. However, if an ability requiring the sword mode was used and then the sword was switched into the other mode from Sword Mode, that ability will remain active for as long as it is intended to originally. For example, even if Khan uses Weaken as a projectile then switches from Sword Mode, the projectile will continue travelling and the effect will still be felt by the foe if they get hit, as the energy was already spent on that projectile. However, why would Khan even switch away from Sword Mode if it is so crucial? The other mode is Transformation. In this, the sword stops being a...well, sword. It can then become many things, most of which will be discussed in other portable pieces of gear, but it is worth nothing that Transformation has two limitations: The fact it takes some time, usually several minutes, for a transformation to succeed, and the fact that the only allowed weapons are ones that are considered 'Portable', as in 1-3 men can carry and use the tool along with all of it's assets. This means that the RoI cannot turn into an airship, but could turn into a rocket launcher or a machine gun; something that 1-3 men could fully utilize. It can also turn into various tools, such as lockpicks, as well. Weapons made by Transformation fire rounds with golden-ish tracers. Among their bonuses are: Increased Penetration for all Projectiles, increased accuracy for the guns themselves, hydrogen-based propellants, and finally the rounds themselves share the 'deep wound concept' with their sword counterpart, furthering harm. Also, Khan does not have to carry rounds, as they are simply assembled with energy every so often, enough to sustain fire with the guns for a significant amount of time before actually needing to halt fire due to an ammunition shortage. Now, before we move onto weapons, let me first add a disclaimer: Not all weapons are available to Khan at any one time. Sure, he has many, but before quests and other threads, he is considered to have prepared his type of weapon he will be using and will use it during that quest. It is possible to switch between weapons and vehicles mid-rp, though it will take time. For Lightweight Gear, Khan can simply carry most of it outright, or have the RoI be one of them, and can use one Heavyweight Vehicle at a time. (A heavyweight vehicle is for example, a tank, plane or an airship.) Makarov/Макаров Pistol 'M2' A standard 8-round sidearm for the army, it is very reliable and fairly accurate, and has served Khan very well at close to medium ranges. Widely available and easy to conceal, it is a very nice choice for stealth-based missions. M2 Variant has improved quality, penetration, and ease of repair and maintenance. It also comes with an attachable silencer and a nice iron sight. Weaknesses include the lack of laser-based sights, which are almost always better than iron sights, and a very small clip size. Avtomat Kalashnikov/Автомат Калашников (AK-47M/AK-74M) A standard assault rifle for the Bulgarian armed forces, it also sees much use with Khan as his standard firearm which is carried with him when he is deployed on quests, or in other heavyweight vehicles. With a 30-round magazine, fantastic medium range accuracy, good reliability and ease of repair and maintenance and high stopping power and penetration, enough to penetrate most protective armor, it is an effective assault rifle for all conditions and quests. It additionally comes with an attachable silencer, grenade launcher for anti-infantry or anti-armor grenades, and a laser sight that is hard to see with a normal eye, requiring a visor to see. There is also an AKS-47M variant with the fold-able stock, used when Khan is participating in airborne operations, and also able to operate the same equipment as a regular gun. Weaknesses include the fact it is a Jack-Of-All-Trades, so while it is very good at pretty much everything, it could occasionally get outperformed by arms with greatly increased specialization in their respective fields. Also, it sometimes overheats when fired extensively. Maschinenpistole/Картечен Пистолет MP40-M This modified MP40, made in Germany, is currently the premiere submachine gun of all Bulgarian Army personnel. It is even issued to the pilots and tank crew, as it is fairly compact. To bring the weapon to modern standards, a number of improvements have been made, but with consideration to keep the unique look and firing that made the weapon so iconic. To start, the design has been improved and strengthened so the durability and longevity of this weapon has been increased, and it has also proven a partial remedy to feed issues. New rounds have also been introduced, chambered for the unique cartridge it has, but with significantly higher accuracy and penetration values, similar to the AK-47M(Bulgaria). It also comes with an attachable silencer and is also made to be fairly easy to conceal. Weaknesses include the fact that the Iron Sight is integrated with the Laser Sight, meaning occasional confusion for more inexperienced combatants who are only used to an iron sight from this gun. Also, it is not fully insulated, meaning burns might occur if used incorrectly. PKM Model 4 Machine Gun While not used by Khan himself too often, it is mounted on his heavyweight ground vehicles in remote controlled stations. Sharing much of the qualities as his assault rifle, it is fairly accurate, reliable and easy to repair/maintain, with high stopping power and penetration to penetrate armor, as well as 100-round magazine, and having an attachable grenade launcher and a laser sight + visor introduced in Model 4 alongside increased rate of fire, making it a very nice gun against all infantry. It is even occasionally nicknamed 'Khan's Buzzsaw' by other operators, a reference to the MG42's nickname of 'Hitler's Buzzsaw'. Weaknesses include a long reload time, weight, or more specifically, the amount of weight present, and occasional overheating thanks to it's improved rate of fire in Model 4. 'Verba'/Верба Man-portable Air Defense System M/V A portable air-defense SAM system carried by 1 man, it uses a High Explosive Semi-Piercing Guided Missile (M14-01) with multiple sensors in the infrared, thermal and night modes to accurately track aircraft. With 8 km operational range, it can quickly shoot down aircraft with a fairly high rate of fire, accuracy and very good penetration, especially penetration through shield barriers, It is also very easy to repair and maintain, as well as use. While it can accurately shoot down airplanes, and even light airships, it cannot actively engage more armored and large ones unless there is special attention paid to their weakspots, and even then it will often do limited damage, often requiring many shots to actually bring down one. Other things the 'Verba' is noted for is it's fantastic vertical reach, making it usable against all air targets, as well as ease of supply and concealment. It is also worth noting it can be deployed very quickly, making surprise attacks quite costly for any opponent meeting soldiers armed with this rocket launcher. The M/V variant in particular improves the reliability of the targeting sensors and improving the penetration, as well as decoy-and-jamming resistance, greatly, updating the Missile from a M14-01 to an M14-02, which is much closer to 'Khan's Sling' missile designed for destroying air targets and other missiles with advanced warheads and sensors. Notable drawbacks of this launcher are it's one-round clip, relatively normal sights which leave much to be desired compared to other sights, and lack of secondary guidance for the crew, making the missile only able to rely on own guidance and jamming resistance. 'Kornet'/Корнет Portable Anti-Tank Rocket Launcher Platform M/V2 A portable Anti-tank system carried by 1-2 men, it can use either a Shield-Penetrating Guided Missile(SPGM M15M-01), or an Anti-Tank Guided Missile(ATGM M15-01) with multiple sensors in the infrared, thermal and night modes to accurately track enemy armoured formations. With 9 km operational range, it can quickly immobilize and destroy vehicles with a decent rate of fire, great accuracy, and excellent penetration for both SPGM and ATGM, through shielded objects and conventional/unconventional armour respectively. Decently easy to repair and maintain, as well as to use. However, the fact that both types of rounds are effectively recoilless, and contain their power in the advanced shaped charge also means certain things like heavy ERA, strong sideskirts, or fenced/caged armor may limit the effectiveness of these rounds. Other notes include the availability of secondary crew guidance in all modes for higher accuracy (added in M/V variant), quick deployment and good concealment, and the strong resistance to decoys and jamming devices (added in the M/V2 variant), effectively bringing both rounds to M15M-02 and M15-02, considered much closer to a 'Krum's Sling' ATGM designed to destroy all ground vehicles with advanced warheads and sensors. Notable drawbacks of this launcher are the single round clip, optimal working conditions under 2 men (Khan can operate it solo with full effectiveness, weight is no issue for him), and the short time that SPGMs require to lock on to shields (about 1.2-1.5 seconds). 'Build-Your-Defense' Portable Kit Mk.1 These kit packages are usually carried by many specialized units, such as Engineer Support Companies, Paratroopers and the Elite Guard units, as well as Khan, and are portable. Specially sealed, and made to even resist C4 Explosives, and are also totally bulletproof. This is a requirement, as the man-made seal shields the payload, and keeps it in optimal condition for the load itself to be docile. While in the kit there are building materials, what comes out of it is even more unique: A swarm of tiny drone builders. These tiny workers, in extremely large numbers, possibly in the hundreds, work together in a massive group to rapidly dig, prepare and construct a basic entrenched position for at least a squad of soldiers, sometimes finishing in as little as 25 seconds. They are also extremely resilient to many countermeasures, such as EMPs and jamming, to the point where these are not efficient. As for how they do it so quickly and so efficiently for a simple hive-mind AI, it is speculated by many within the Legionnaires' People's Republic of (Greater) Bulgaria that they are no just AI in a tiny metal hull, and have magical influence for many of their properties, but the government, led by Khan Asparuh, has not confirmed nor denied these claims. Weaknesses of the kit include the fact its currently in relative trial phase, and is not truly widely available, and the fact the hive mind only creates more basic fortifications. It has not learned how to make anything complex, and that is still up to the men on the ground to do. Heavyweight Gear/Vehicles T-90M1/M2BG // T-72M6/M7BG (Khan-Proekt 1943 Model B) A T-90 Blueprint presented to Khan during the designing of the first T-90(A)BG Tank, 2011 (Earth). The T-90M1/M2BG is currently the premiere Main Battle Tank for the Bulgarian Ground Army, having entered service about 1-2 years ago and being the official successor to the T-90M1BG, the vehicle designed to replace the aging platform of the T-72M5(I)BG series of vehicles by extensively redesigning the vehicle and giving it capabilities suited for any battlefield, which will be looked in detail one by one. Thus, M1 earned the nickname T-72M6BG, and this current variant, T-72M6/M7BG, respectively. Using a PKM Model 4 machine gun that is remotely operated, it also serves as a tool to execute the 'Rapid Assault' doctrine, where after air supremacy is achieved, ground forces will try to speedily rush through the frontline with air support, while hunting down any and all enemy SAM presence to protect the Air Force, though with some caution, discretion and prioritization. This is all a part in the bigger 'Combined Simultaneous Arms Offensive' doctrine of warfare. Proekt 1943/Project 1943/Проект 1943 'AM6 Adv.' Gun: This is the latest version of the 125mm AM-series of guns produced in mainland Greater Bulgaria, the number 6 signifying it's presence as a 6th generation Bulgarian Main Battle Tank. It is fully superior to all other variants of the series, and overall truly competitive with all other tank guns. It features good length, allowing for honed accuracy to the point where the tank can nail even tiny weakspots on other tanks from a reasonable 3km distance, and can nail them in general from about 7-8km. Using an autoloader, it can fit rounds with good length, allowing for solid penetration, letting it remain competitive and make it stand up to other armored opponents in a fight, whether close quarters combat or long range sniper duels. It also enjoys the benefit of the potent and dreaded 'Krum's Sling' Missile, the missile designed to destroy enemy armor and shields with ease using it's excellent penetration, advanced Four-Phase Shaped Charge Warhead with Kl inserts, letting it combat some ERA and other spaced armour more effectively, advanced guidance sensors for both the commander, gunner and the missile itself, which also works to counteract the effects of smoke screens and losing sight of the Missile, advanced resistance to jamming and Soft Kill Active Protection Systems, as well as hardened outer hull, letting it also lose less performance against Hard Kill APS. Krum's Sling is truly an advanced ATGM with few weaknesses, being the traditional spaced armor, ERA and APS, though their protective capability has now been called into question. However, it does not just use the Krum's Sling. It has two more available round choices. The first is an APFSDS round, the AM6A2. This kinetic energy penetrator has good penetration, enough to penetrate the weakspots of even the best ground opponents, and even go through the armor outright in some cases. It also keeps it's penetration as it flies rather well, with very high velocity, around 1,750 meters/second. This makes it excellent against vehicles relying on defenses meant to stop explosion-based warheads, and can really only be countered by it shattering because of the degree of approach, or by the most modern APS, which may shoot it out of the sky. It also has the HEAT warhead, the 'Куршум' AM6H1. This explosive penetrator has excellent penetration, enough to penetrate all RHA at long distances, because it does not lose penetration with distance: Explosive rounds rely on their power to punch through, not kinetic energy. While being able to destroy anything that only has RHA, no matter how strong, is certainly nice, this round only has a standard Tri-Phase Shaped Charge, making it significantly more vulnerable to ERA, Spaced Armour, Caged Armour, and Sideskirts, than the ATGM variant. The gun depression on this vehicle is 7-8 degrees down, and that is what matters. Armour: The protection of this vehicle is entrusted to a strong RHA+ KBa Composite hull and turret, and the strongest points, such as the Upper Front Plate and the Front of the Turret, are about 830-920mm thick. The general armor is around 800mm. It is worth nothing that parts of the Lower Front Plate are around 20% thinner. The sides of the hull are also fairly strong and come equipped with strong composite KBa Sideskirts, letting them waste HEAT and ATGM penetration, while the hull rear can mostly only resist anti-tank grenades. As for the turret, it's shape is effectively hemispherical, letting it bounce shots more often, and even the sides are exceptionally strong, with a good part of the sides only being 25% thinner than the front (those parts cover 50% of the total side turret area). The rear is weak, though also prone to a lucky bounce or two, as the rest of the turret is. To summarize, the frontal armor is nearly impenetrable to even advanced rounds, with the turret being a literal fortress with few weaknesses, while the sides can also resist blows exceptionally well, and waste all enemy HEAT ammunition for as long as the tank is either kept frontally or to the side of the ammuniton, and there is no lucky turret ring hit. The steel of the armour is very high-quality, greatly decreasing spalling effect and letting the armour resist the blows rather than shatter by the impact of a shell. Current data on Armour Protection (assuming the steel is normal quality, high-quality will increase these paramaters somewhat) Base T-90M1/M2BG: Against Kinetic projectiles frontally(APFSDS): 800-920mm, against HEAT-based: 960-1,104mm//Against Kinetic projectiles sideways(APFSDS): 60-700mm, against HEAT-based: 144-840mm//Against Kinetic Projectiles rear(APFSDS): 50-250mm, against HEAT-based: 60-300mm *T-90M1/M2BG with 'Rila' ERA: Frontally against Kinetic, with average 40% value: 1120-1268mm, against HEAT-based, with average 80% value: 1440-1656mm//Side against Kinetic: 84-980mm, against HEAT-based: 216-1260mm//Rear against Kinetic: 70-350mm, against HEAT-based: 90-450mm *Rila is not available on every T-90M1/M2 tank as of yet, and also, these statistics are based on projectiles slightly older than Rila. Older projectiles will suffer even higher value increases, or might not even go through altogether, while the MOST modern projectiles will handle Rila slightly better. Remember, high-quality materials will increase these values by around 20%.(?) Notable weakspots of this vehicle are the lowermost part of the Lower Front Plate, small parts of the Turret Roof Armor, the lowermost part of the sides where a hit might damage the turret ring, rendering the turret stuck, and the rear of the vehicle in general, though hitting the rear area from the sides will still mean you hit the side armor, you have to actually face the rear straight on to be hitting the weakspot. Also, the sides cannot resist kinetic rounds unless they are 10 years older than the M1/M2. Hitting the LFP may injure crew, turret roof armor penetration may damage the gun, and a lucky penetration through the turret ring will knock out the turret, penetration of the side armor might damage the transmission, and penetration of the rear will knock out the engine, possibly start a fire, and also might set off the ammuntion, resulting in an ammo rack explosion, though because there is a safe blast door storage for the ammunition, the tank won't be shredded. Also, it has a turret-mounted PKM machine gun accessible both remotely and by the commander. 'Rila'/Рила ERA: Additionally, the armour comes with preset, built-in locations for the placement of ERA. The ERA compatible with this vehicle is of local design, and is called 'Rila', after the tall Bulgarian mountain Rila. 'Rila' is a powerful heavy Explosive Reactive Armour piece, made up of a composite between steel and a KBa plate behind the explosive payload. When it is just about to be hit, just like all other ERA, it sets off small explosions, degrading the penetrator and altering the projectile's path, decreasing penetration. 'Rila' is said to reduce about 85% of HEAT and ATGM warhead penetration when hit properly, with the round being close to perpendicular with the ERA block. The 'perfect' case example here is an ERA Rila Block placed on the front of the turret, where our example gunner is aiming. If he fires directly at the front of the turret, this is considered the optimal case. However, when not hit properly, such as from the side where the payload cannot truly affect the round, it will only reduce the penetration by about 50%. Additionally, it has showed that it can reduce kinetic projectile penetration by about 27-75%, depending on many variables, such as the number of penetrating cores, hit location, and overall luck. This ERA block covers most of the vehicle's armor, except the rear hull area, and is placed on the sideskirts as well. It also further able to be placed on the turret roof, though there it will only provide marginal protection. (More Coming Soon, bringing all of this is quite the job.) Fire Control System 'SU-6RFFDT'/СУ-6РПВЗП: The vehicle itself has many sensors in many locations. This works to directly assist the Fire Control System, and indeed give it what it has: tracking and displaying enemy targets to the gunner and commander in a box, giving both some basic battle data such as distance, estimated hit probability and best shell to fire, as well as displaying them on the screen in thermal, infrared and night vision modes, all while assisting in the gun stabilization when the gunner has a lock-on the target by ensuring the lock-on remains. It also gives the gunner estimated lead needed to take at the target, letting the gunner quickly use all of this information and adjust where needed, and also notifying the commander when something believed to be a vehicle, based on models, heat signatures, shapes and even magic signatures and magic usage in the area. This might mean that even a tank that has been staying perfectly still can be detected just because SU-6 has identified the shape of a cannon, tank hull, turret, tracks, or has identified the heat signature of the engines and has then displayed it to both gunner and commander in thermal imaging. Of course, it is not 100% perfect, but it also rarely gives false flags, looking for either a sure identification or multiple pieces of identification before actually notifying the commander. This also means a mage that has casted a spell, or even used a potion or a fireball, will be detected and the crew will be notified. All of this also applies to the rear camera the vehicle has. SU-6 also has a Battle Management System built into the Menu, and it is the RFFTD. This battle management system gives the crew a map of the surrounding location, if possible, and also serves to track enemies and allies on an interface for better situational awareness. It also gives warnings when the vehicle is targeted by targeting lasers, magic-based spells and attacks, and by ATGMs on said map, displaying their path, distance and the area(s) likely to be hit. It will also warn of various environmental hazards, included, but not limited to: radiation, cliffs, water, fire, earthquakes, tornadoes, and 'magical environmental hazards', such as poison spells cast in the area that have lingered, among others. SU-6 has an Automatic Assistance mode. In this mode, SU-6 takes more roles. When tracking and displaying, it will also rotate the turret towards the target and perform lock-ons, as well as keep them. It will react to anything that sets it off, such as a detected enemy vehicle or combat personnel, mages and wizards included, among other magic users, if the commander has not given it inputs to not respond, where it will then notify the commander. Alongside, it will also respond to it being targeted by lazers, rockets, guided missiles and magic attacks, by turning the turret and opening fire as soon as possbile unless inputs were given not to do that, in which case it will only notify. It will also heed environmental hazard warnings and do it's best to take an appropriate course of action to avoid them. ***This mode is extremely dangerous to use, as the Automatic Assistant has often experienced bugs in performing any or all of these functions. Sredets Army Research & Software Development Company (SARSDC) is currently looking for a solution regarding the AA's somewhat flawed state, though as the AA itself is new, no solution has been found as of yet. A recommendation when using AA is to never let it run for an extended period of time(any more than 10 minutes), as the problem has been linked to the memory resources not being distributed properly and evenly, leading to spiking usage after this extended period of time and a complete slow or a total bricking of the entire software.*** Directional Energy Shield/Насочен Енергиен Щит: The T-90M1/M2 is equipped with a brand new Energy Shield. There are two types of shields: A weaker full coverage shield, which can stop considerable damage, but can be broken fairly easily after 1 or 2 shots from a high-caliber gun, and can be recharged over time. There is also a DES system placed in the turret that allows the turret to project a stronger energy shield that is capable of resisting serious damage, including railgun shots, but can only do so in one direction. It can also recharge, and it can recharge slightly faster. Note that both shields also are three-dimensional, meaning the bottom part of the tank can also be covered. Active Protection System: The active protection system consists of two separate components: 'Radetzky' Dazzler/Soft Kill APS system, and 'Kolev' Hard Kill APS system. 'Radetzky' is a fairly new system, consisting of two black-colored 'box' sensors mounted on the front of the turret, placed on the 'Rila' ERA packages positioned there. These dazzlers' jobs are to jam incoming guided missiles and other guided attacks by attempting to disrupt sensors and also attempting to the guidance links between the guider and the guided projectile, also known as 'infrared jamming'. Another option for disruption is by directly breaking line of sight for the guided projectile by smoke screens/aerosol. 'Radetzky' works directly with SU-6 when it comes to ATGM interception by being an available option for attempting to stop a guided missile, and in AA mode, is automatically activated first and will also try to turn the turret towards the incoming projectile(and thus the likely shooter) for a fast response, something normally done manually. A fun fact for Radetzky is that sometimes, it has successfully disrupted a magical attack in either it's making or while it has been on course to the vehicle, however, this is only possible at around or less than 33% of the time, at best. If successfully intercepted, a guided projectile will be completely jammed, rendering said projectile useless and there will be no armor penetration attempts. The main disadvantage of 'Radetzky' is the probability of an unsuccessful jamming, which does exist and is about 25% for each option, where both can be employed. It also only offers protection at 180 degrees, not 360, meaning only the front and a part of the sides are covered, while the rest is not. 'Kolev' is a brand new Hard Kill Active Protection System, consisting of a small panel on the turret roof. This System intercepts ATGMs and other guided attacks with a precise counter-rocket, disrupting the entire warhead and decreasing the penetration greatly or even totally rendering an ATGM useless with chances being around 95%-100%. Presented as an option when an ATGM is detected by the SU-6 Module, in AA mode, it is only used if 'Radetzky' has failed to totally stop the projectile(s). Also, in AA mode, it will also turn the turret towards the incoming projectile and the likely shooter. It has also been tested and proven to actually counter magical attacks with 50% chances, while offering 360 degree protection, meaning full coverage. It is worth nothing that 'Kolev' has around a 50% chance to engage Kinetic penetrators, with around 40-75% effectiveness. The main disadvantage of 'Kolev' is the fact that it might not truly stop the missile, but only reduce penetration by a reasonable amount, usually around 40-75%,depending on the level of complexity of the warhead, such as the number of phases. This means a very advanced missile such as Krum's Sling will only lose around 35-40%, where as a single or dual-phase missile will lose around 80%, or get stopped outright, which can happen sometimes(usually also 25-33% of the cases). It also has limited charges, up to 7. Engine 'BalkanDvigatelT'/Balkan Engine T/Балкански Двигател Т: The T-90M1/M2 uses a powerful engine with the name 'BalkanDvigatel-AM6'. Producing 1200 horsepower, and the vehicle weighing in at 48 tons, that means there is 25 horsepower/ton, making the vehicle be able to drive 70km/h on roads, and around 52-55km/h on rough terrain. This makes the vehicle very manueverable, with excellent hull and turret traverse speeds. Infact, Khan loves the BalkanDvigatel so much, he often drifts the vehicle, flexing on others about the sturdiness and manueverability in that way. Not to forget, the T-90 features a reliable filtration and cooling system, so no toxic fumes from either the outside area or the engine itself, if present, will enter the crew compartment or any other part of the vehicle and will safely be removed. This does include radiation filtration, as well as filtrations against magic spells. This vehicle also has a large combat range of 600km before needing refueling because of the 1700L of fuel available in either auxiliary or stored locations. This vehicle is also capable of fording up to 5-6m deep(requires snorkel). However, despite all of these advantages, the engine is occasionally prone to catching fire when it is hit. A fire is even more dangerous, as it might set off the ammunition in the blast door storage, denting the power of the vehicle significantly, or worse, completely stops the vehicle in it's tracks. MiG-29/35 M3 ASPM&Decoys Expansion Pack V2 'Super Mikoyan Mod. 2' Mikoyan-Gurevich MiG-29A 'Fulcrum A' flight. Ever since, Khan and the crew have worked extensively on bringing the legendary plane to truly competitive standards. The MiG-29/35 M3 ASPM&Decoys(will be defined later, when we talk about Armament) EP V2 'Super Mikoyan M2' is currently the newest technological advance in the Bulgarian People's Air Force, and because of the extensive resources put into the air branch, very available despite it being almost brand new. This specific variant is very much new by being a semi-complete overhaul of the entire plane from an armament and technological standpoint, while keeping the legendary shape mostly intact, hence why it has the nickname 'Super Mikoyan Mod. 2', to honor the continuation of the branch with the first 'Super Mikoyan' MiG-29s being operated by Khan himself more than 15 years ago. This plane now serves as the backbone of the entire Air Force and it helps execute Khan's warfare doctrine of 'Unchallenged Air Supremacy', as a part of his larger 'Combined Simultaneous Arms Offensive' doctrine. In 'Unchallenged Air Supremacy', the planes and SAM systems cooperate to destroy all enemy air presence as quickly as possible, and achieve complete air supremacy quickly to begin a bombing campaign to support the ground offensives, if there are any such offensives. As such, the plane has several design features to help it execute it's part of the CSAA doctrine, which we will look at. 30mm 'AM6S' Autocannon: One of the options for dogfights and when performing attack runs is the 30mm autocannon. It is a fairly old, but optimized, piece of technology. Storing 150-200 rounds, which can be Armor Piercing Stealth(APS), High Explosive Stealth(HES), or High Explosive Incendiary Stealth(HEIS). APS, being used to demolish other attack aircraft and also to attack small ships and armored personnel carriers, has great penetration for a 30mm round and also flies very, very fast, making it hard to dodge. HES is used to combat enemy infantry during attack runs, and has a contact fuse for detonation, spreading shrapnel and devastation everywhere. HEIS can be used against both enemy planes and enemy infantry with great effect. All of these rounds are also Stealth, meaning they give off no tracer and are harder to track for both sides. Aside from the autocannon, the Super Mikoyan has 3 hard points on each wing and 1 location for bombs under the plane between the engines. The wing points have been remodified, the sturdiness of the entire aircraft improved, the maximum takeoff weight greatly incrased, and the wing slightly extended to allow for more missiles to be carried. The first two hardpoints(from center of plane extending outwards) are designed to carry either 3 Air-to-Air Guided Missiles or 3 Air-to-Surface Guided Missiles, while the third hardpoint is designed to either carry 2 Air-To-Surface Guided Missile(class 2, so overall better against ground targets), or 2 Anti-Ship Guided Missiles, and all are capable of supersonic speeds greatly exceeding Mach 2 and 3. Let's look at the different missile models. 'Khan's Sling' Air-to-Air ASPM: Khan's Sling is the MiG-29's best air-to-air option, and this is a rightfully deserved title. Belonging to the ASPM/Sling class, it has a four-stage explosive penetrator and Kl inserts, the sister material of KBa, except designed for offensive use, a 6kg warhead, with a 35-40km range. This basically means it will shred any other attack aircraft like the Mikoyan if it connects, no doubt about it. The plane won't just be brought down; it will be annihilated by the sheer explosive and penetrating potential. This missile can even bring down larger airships and spaceships, or at the very least cause considerable damage, especially when a weak spot is hit. It has both radar and Infrared guidance modes. Also, the cool thing about ASPMs(Advanced Sensory and Penetration Missile) is their seemingly sentient behaviour, as if they were a part of Khan's soul. Of course, that is just granny's stories, and in reality, it is all thanks to the 'S' part in ASPM, the sensors. They are very advanced, and we mean VERY. They have both radar and Infrared guidance modes, where IR is often preferred to be used, unless it's a dogfight, in which case it is best to fire radar guided missiles first as the radar already has the enemy combat plane detected. IR mode allows the missile to target the engine of another aircraft/vehicle/etc. by the heat emissions and do not emit any detectable radar waves. In this mode, the missile behaves just like a regular heat-seeking missile. Of course, it wouldn't be special if it was just that. The IR guidance is especially advanced, and the typical countermeasures, such as flares typically do little to stop it, unless the heat emissions from the flares fully blind the heat emission from the engine exhaust, and the engine exhaust's heat emission is massively reduced. That is because of two things: The sensors and on board electronics' ability to distinguish signatures better, and the ability for the missile sensors to keep the original target locked-on. So, unless the flares are very good and the pilots very skilled, there is little countermeasure against the IR guidance mode missile. Radar-Guidance mode allows the plane to use both it's own radars, and the missile's own sensors, to track and engage aircraft/vehicle/etc. by their return. The sensors for radar guidance are also very advanced, and keep their lock-on better, but also still emit detectable radar waves. That means both attempting to overwhelm the missile with false signals, and attempting to curtail existing ones, are less effective, making the missile very resistant to jamming, and ensuring that most of the time, the missile overwhelms the countermeasure and connects anyway. The only real counter here is Stealth. Having a really low RCS(Radar Cross-Section) can often stop a Khan's Sling from prematurely locking-on and defeating the other countermeasures. Of course, low RCS will not stop Khan's Sling from engaging, but it will weaken it's grip regarding lock-ons, and increase the chance of electronic and mechanical jamming working. Lastly, for the Sling, it is worth noting that the pilot can switch between IR and Radar at any moment, so if one of the two guidances was defeated, the other can still be activated, and the pilot of the enemy airship or aircraft now has to deal with the other guidance mode as well. Example: A flare has led the missile away, defeating IR, but has not exploded. In this case, the pilot, if he has not treated the missile as 'fire and forget', can switch to Radar and the Missile will then lock-on to the aircraft that tried the flare countermeasure as the on-board plane radar already has the enemy plane detected, and the sensors also detect it immediately by it's radar return. Now the enemy pilot has to try and confuse the radar guidance as well, or be destroyed. If he succeeds, the missile is completely useless, as both guidances now remember wrong targets, but if he fails, he and his plane are probably destroyed. 'Thracian Fire'/Тракийски огън Air-to-Surface ASPM: A reliable option for the MiG-29, belonging indirectly to the Sling class, with a four-stage explosive penetrator and Kl inserts, just like the Air-to-Air option, except that they are also improved on with stronger Kl inserts, indicating it's purpose: Attack enemy armor from the skies. With a 8kg warhead, 20km range, advanced IR, TV and radar guidance and encasing of it's own that has proven somewhat resistant to soft kill and hard kill APS countermeasures, the chances of a hit are quite high. This missile does around 1500mm of penetration against enemy armor if it has not encountered serious ERA resistance(which is likely because of a four-stage penetrator, even if ERA is present, but better, heavy ERA like Rila will give serious resistance), and can do crazy damage if it penetrates, if not outright blow up the entire vehicle. This missile is not a true ASM, and is more an 'anti-tank missile' than an actual 'air-to-surface missile', with it's effectiveness greatly reduced against static fortifications and enemy ships. Class II Missiles are ASMs, however. They have a 250kg warhead, 35km range, IR, TV and radar guidance, standard four-stage penetrator, some of the best Kl inserts, and strong encasing, few soft or hard kill APS's can hope to stop it. With very good hit chances, it will absolutely demolish any ground vehicle, almost always disregarding it's protection, and flat out blowing it up, and can also reliably target, damage and destroy industrial facilities and bridges, as well as concrete bunkers, runways and hardened shelters. It can also target ships, though it's speed is sometimes too low, at only Mach 2 sometimes, to actually consider it a viable anti-shipping weapon. That said, feel free to do whatever. 'Golden Sands'/Златни Пясъци Anti-Ship ASPM: For targeting a ship, the best choice of a missile is the 'Golden Sands', once more, indirectly belonging to the Sling class, with the typical explosive penetratior with Kl inserts, as well as the typical resistance to APS measures, IR-TV-Radar Guidance and higher hit chances. However, where the missile differs is it's lower warhead weight and far greater speed. The warhead only weighs 100kg, and the missile can fly at well over Mach 3+. It also has a long range of 115km. This means it can fire at ships from a very safe distance, inflict considerable or potentially destructive damage, and then retreat, probably before a substantial countermeasure was mounted. Also, the Mach 3+ speed basically makes the missile all but impossible to intercept with counter-rockets in the first place, and gunfire against it is pointless. Of course, it is still possible to actually stop a connection with previously mentioned measures, but it is also somewhat harder to pull them off against a 3x supersonic rocket coming to town. Strategic Bombing: What the MiG-29 can also do is drop bombs. It can drop up to 2 precision-guided(usually laser or radar), general-purpose high-explosive, 400kg warhead bombs of the KHN-5-6 class, travelling at about Mach 0.5-1.2 with decent precision. Those are also a method of taking out infantry, buildings, vehicles and sometimes, ships. The holding section/launch platform for them is placed between the engines. Additionally, a small number(around 10%) of all 'Super Mikoyan Mod.2's have had their launch platform modified so that instead of carrying bombs, they can carry a single KHN(A)5 Nuclear Tactical Missile. Smaller than conventional nuclear bombs, it is not used for city-wide destruction, but often, to deal tremendous damage to large enemy formations, sometimes wiping them out totally. Usually having a 75kt nuclear warhead with higher yield, it can totally paralyze enemy divisions and if it happens to be an EMP one instead of a nuclear, totally disable most technologies, including friendly. Of course, this lower kiloton total means that it is not viable for targeting populated areas, but could still totally destroy industrial and tactical targets. It just has to be closer to the area targeted to actually achieve the desired effect. Of course, Greater Bulgaria is not confirmed to have any major nuclear stockpile; Most of their efforts are directed at countering and intercepting nuclear bombs, tactical missiles, SRMs, MRMs, LRMs and ICBMs. However, there is a small stockpile of about 100 Strategic Nuclear Missiles and Bombs, and about 200-250 Tactical ones, so the inventory of nuclear exchange is fairly limited, hence the low conversion rate across the Mikoyan series. DRON5/ДРОН5 Decoys: The MiG-29 'Super Mikoyan' can also utilize infrared/heat seeking and radar countermeasures of it's own. It has flares to confuse and hopefully divert/destroy any incoming heat-seeking/infrared projectile, and also it can deploy a towed jamming decoy behind itself to attempt to divert and confuse projectiles with radar/wave-based guidance. When using those countermeasures, the chance of success is around 66%-100%. If those do not work, it can also deploy a Drone mid-air that can both distract heat-seeking platforms with flares and the heat of it's own, and can also utilize built-in jammers to attempt to divert radar and wave guided munitions. When using the one-time drone, the chance of success is 100%. Directional Energy Shield/Насочен Енергиен Щит A1: The aircraft uses an energy shield, just like all other available aircraft in the Bulgarian Air Force and most ground vehicles. In the aircraft case, the shield is split in a 70/30 strength output, in a three-dimensional manner. The entire front and the side until the end of the side wings are covered with 70%, while the rest of the side, and rear, are covered with 30%. The bottom is treated in the same manner. That means the front and frontal sides can withstand hits from a similar magnitude as the T-90's directional shield, and the rear sides and rear itself can withstand the same magnitude of hits as the first, full coverage shield on the T-90. Fire Control System 'SU-6RFFDT(S)'/СУ-6РПВЗП(О): Owing to the same advanced level of sensors and radars as it's other counterparts on land and sea, it also utilizes the same SU-6 system. However, it has been reworked and simplified to suit the fact there are only up to 2 people in the aircraft, compared to 3-4+ in all other vehicles. As such, it has a bigger VR presence and the system itself is placed in the pilot's uniquely tailored helmet, with the pilot's movement of hand in certain locations choosing different options. First, the helmet VR mode has to be activated. If it is not, the pilot can perform all actions as usual, but they will be done manually. Upon activating VR mode, the pilot will, and should, no longer attempt to reach for anything but the gear and the steering. As a second safety measure, the pilot has to hold his glove in the position of the display for more than 1.4 seconds, and any harsh movement will cancel the displays switching. There will be several displays for him when VR mode first becomes active: Damage Self-Assessment, Air Combat Display, Location and Positioning, Bombing Display and Automated Flight. After one is clicked, a number of other displays will appear, which are as follows, depending on what one clicked. Choosing options also requires a click, and to switch back to starting Menu(default shown when the VR system is activated), one has to click the 'Exit All Displays' display located at the very bottom. To exit, simply detach the helmet and press the button safely positioned on the left side. Damage Self-Assessment is exactly that: The pilot and co-pilot having the knowledge of what damage they have taken and what has broken down during a flight by a display in the center, as well as also provide any available solution(s) on a sub-display(s) below it. Clicking on a sub-display will swiftly lead the plane to try and apply the selected choice. Clicking on the center display will zoom it for better overview. Air Combat Display shows any detected nearby enemy aircraft within combat range of the Air-To-Air Missiles on a display at the top, as well as if the plane is targeted by any other enemy aircraft or anti-air systems. If the plane is indeed confirmed to be targeted, which it likely will be able to(this chance is basically 100%, so no point arguing there), it will display to the pilot from where roughly the targeting is coming from(1) ,if there is any radar waves emitted by the incoming projectile(s)(2) and any available countermeasures, such as flares, jammers and drones(3), as well as any response possibilities, such as air-to-air missiles, air-to-surface missiles, and anti-ship missiles. (4). Those are all available in their own sub-displays where (1) is positioned in the center, (2) right beneath, and (3) and (4) are positioned on the left and right side of the pilot, respectively. When (4) is used, the missiles can also be guided by the pilot if they so choose to, which will prompt a live display with the missile flying and them steering it by looking in the direction. Location and Positioning shows the pilot a map of the area, as well as all allies and all enemies within the map area. Clicking on this display in general will zoom in, whereas clicking on an allied icon will show their vehicle, type, model, as well as their location and their presumed status on a sub-display to the left. Clicking on an enemy icon will show their presumed vehicle, type, mode, as well as their confirmed location and presumed status on a sub-display to the right (Presumed means there is a 66%-100% chance of it being correct.) It also shows any nearby hazards, such as dangerous turbulance, storms and radiation, and more on a sub-display below. Bombing Display shows any detected nearby ground enemy vehicles within combat range of Air-to-Surface, Anti-Ship, or Tactical Missiles, as well as Guided Bombs. In the case of bombs, it will estimate when to strike and what lead needs to be taken, as all other options have automated sensors of their own to estimate. All the options for firing will be displayed on a sub-display located below the map, with basic prioritization as to what should be fired. The pilot can also guide all of these munitions by the method described in ACD, bombs included. Tactical Missiles and Guided Bombs with confirmed nuclear payload(an automated check done by the system itself, the pilot has no control there) require a second round of clicking on them, as well as a third safety mechanism where they type in a randomly picked code from a list of available codes issued to them by the High Command, notably Khan, when said command has deemed it necessary. Automated Flight is a single display. When clicked, it will show a map similar to L&D, and the pilot can draw a general route for travel, as well as choose the speed of the flight. At that point, the system will /reliably/ take control over the flying of the plane according to the pre-determined setup and show them distance, flying speed and estimated arrival time. It is worth nothing that Automated Flight will cancel if: the plane is steered, the pilot uses an option from the Air Combat or Bombing Displays, or the plane is being targeted by something, the last also flashing a loud warning to the pilot to notify them and immediately opening the Air Combat Display section for them. Engine 'BalkanDvigatelA'/Balkan Engine A/Балкански Двигател В': The Mikoyan is powered by two 'BalkanDvigatel-AM6' engines, but specialized for aircraft, thus given the letter 'A' in their designations. These two engines allow the aircraft to have a maximum speed of around Mach 3 at high altitudes, and around Mach 1.3 at low altitudes. This can be greatly increased to around Mach 6-7 with a Superbooster, designed to get the planes into space, at the cost of 50% more fuel usage and some stress on the structure, requiring the pilots to perform as few turns as possible. It also has a standard range of 2,200-2,500km, which can be improved with 2 additional fuel tanks up to 3,100km, at the cost of some missile inventory. It is also worth noting that it can receive in-air refueling by the numerous and advanced Bulgarian Air Force's transport aircraft fleet, which aside from carrying armored vehicles, Khan(sometimes, especially when he is on diplomatic missions and with specialized and advanced Mi-24 'Super Hind Mod. 2' Escorts), and other military personnel for parachuting if need be, it can also carry a significant stockpile of fuel for Mikoyans and Hinds to refuel and stay in flight. One notable thing that the Mikoyan has, though others do also have it, is the ability to operate in the stratosphere and in open space, that being the effective service ceiling of this machine. It can wage space wars, and it has had a few vital implementations on ALL aircraft for them to do so, including better and tighter seals, oxygen tanks and filters so the pilots can breathe in space, greatly improved strength of the entire structure, added emergency pressurization and life support(helium and nitrogen), full thermal protection systems, and tiny solar panels for recharging fuel in space, as in-air refueling there would be next to impossible. Otherwise, it can do anything it can normally do in space: fly, patrol, track and destroy incoming enemy aircraft. With spaceships, which are available to the army, this is even easier. Note that the plane has a G limit of -11/+13, as it is a fighter-bomber-general supremacy craft and is required to be able to perform rapid turns and engage in manuever combat. The rate of climbing on this plane is almost 400m/s, though it can be increased to 780m/s with the Superbooster. The superbooster itself can only run for so long before it actually begins to be a cause of concern for the strong thermal protection, and should only be allowed to work for around 30-50 seconds at a time. KV-2/152 M2MBG (Khan-Proekt 1940 Model C) A KV-2 tank during the Second World War. Khan's experience with the vehicle has led him to revive the old legend of the derp tank and make it a formidable threat, though it's purpose has been diversified noticeably. This is examplified in the 'Modern' KV-2, KV-2/152 M2MBG, which has given the vehicle of legend a number of improvements that alongside making it longer and slightly wider in general, as well as changing the shape up a bit, still largely keeps the appearance of the vehicle as it was back in 1940 and 1941. And much of it's purpose still remains the same: Blow enemy forces out of fortified positions and blow open enemy armour with a 152mm communism launcher used exclusively by this vehicle, and is considered the second largest caliber gun in the entire Ground Army, beating out the 125mm communism launcher of the T-90, the 122mm communism launcher of the Gvozdika, and the 30mm ones of the Mikoyan, Hind, and Spartan, while also matching the caliber of the 'Taran', a rare 152mm SPG of it's own(that will not be covered because it is very rare to meet a Taran, only less than 30 exist.) and only being beaten by the big launchers of pure Marxism-Leninism-Titoism-and-maybe-Stalinism of the airship supercarrier(s) that the Air Force owns. It also maintains it's second function: Baffling enemies with how difficult it is to kill. Thanks to some much improved armour, composites and 'Rila' ERA, it is indeed capable of confusing enemies, even when hit at it's sides, by how it ends up surviving, and being pretty resilient to it's modern tank counterpants and all but impervious to infantry-based anti-tank weapons, with only the weak top plates being a disadvantage when it comes to the air....though that shouldn't be a problem too often. It also got a new function, courtesy of a better 152mm derp gun with some fancy new adjustments and technology: Long distance SPG Shelling with Guided Rockets and the ability to use Plasma-Core Rounds to blow open most things it comes across. Of course, it is difficult to arc Plasma-Core rounds, and they are not guided, but who needs guidance when you have a ridiculous amount of firepower put in one vehicle, just like the old days? Of course, it is not the main tank in the army, but it is still available in decent enough numbers to function as a support for both the artillery and the Panzer/tank divisions. Proekt 1940/Project 1940/Проект 1940 'AM6 Howitzer 152mm' Gun: The tank is iconic for it's 'derp gun'. Keeping the tradition, it's main armament is a 152mm towed artillery howitzer that has been heavily reworked to be accomodated in a turret, rather than a stationary position in a towed artillery hull, with the notable changes here being the ability to fire Guided Rockets and Plasma Rounds. So, let's look at the rounds. First, it does carry standard HE rounds. The 'Взрив' AM6H1 is a great projectile to fire at almost anything. It's explosive, but unguided, rounds, can cripple enemy armor, fortifications and infrastructure. Though it won't often destroy vehicles with high-quality armor that is thick enough, against anything that is not so fortunate, the blast will totally shatter the armor and blow it open. It will also get totally nulled by ERA and Spaced Armour. It also carries Guided Rockets of the 'Разруха' AM6G1 class. These guided rockets allow the KV-2 to become a mobile artillery howitzer-tank, by having it fire from dozens of kilometers away at enemy fortifications and do tremendous explosive damage. It can also combat armor slightly better, though the difference is marginal, at around 10%. As per tradition, they are difficult to intercept and countermeasure. Lastly, it fires Plasma-Core Rounds of the 'Плазма' AM6P1 class. These unguided HE-like rounds are far, far stronger than the usual 'Взрив' ones, capable of penetrating defense fortifications, and have a much larger blast radius to assist their combat against infantry. It also finds itself having an easier time going through countermeasures that would normally defeat regular High Explosive ammunition. As such, it is not fired too often, because it can result in some serious friendly fire, but rather, is used when the KV-2 is besieging a city and wants to quickly kill off garrisons of enemy infantry from several kilometers away. Armour: The overall armor of the KV-2/152 M2M is around 10-15% thinner than that of the T-90M1/M2 in most locations, and their armor values are identical frontally. However, the turret ring is more visible, making for an easier turret knockout. This is compensated by the strong gun mantlet, adding some additional protection. 'Rila'/Рила ERA: The KV-2 uses the same ERA as the T-90M1/M2, with the same effectiveness and properties. Fire Control System 'SU-6 RFFDT'/СУ-6 РПВЗП: The KV-2 uses the same FCS as T-90, with sensors and same guidance options, and behaves identically to the one on T-90. Directional Energy Shield/Насочен Енергиен Щит: The KV-2 has a directional energy shield of it's own with similar properties to the T-90 one. There is the lesser one that covers the entire vehicle at all times, however the stronger shield's coverage is extended to 180 degrees coverage in a hemispherical manner. Active Protection System: 'Radetzky' is used on the KV-2, and there are some field tests for the 'Kolev' system, though it is not currently equipped. Otherwise, their effectiveness is identical. Engine 'BalkanDvigatel'/Balkan Engine/Балкански Двигател: The same engine as the T-90, however, the vehicle is somewhat heavier, at around 55 tons, makes it somewhat less manueverable, but still fast, overall. It is not slow whatsoever, thanks to all the advances in technology T-34/62 M4BG (Khan-Proekt 1980 Model E) The T-34/62's original model, during the 1980s. Khan has since then turned the vehicle's purpose from a static defense to something more modern. This is what the T-34/62 M4BG is. A reliable, lower-cost option that works very well, and is appreciated to be there. Built in the tens of thousands, with nearly all of them still seeing service, it is still a vehicle of choice for both the Bulgarian Ground Army with 1500 (Out of an armored force of 4500 tanks) in service, all M4 variants. It also sees use within all of the extraterrestial territories of Greater Bulgaria, with a regular ratio of 4 T-34/62s to 1 T-90M1/M2, or even greater. They are various types, including older M2 and M3 variants. Usually, they use it because the T-90 is often too expensive, or because they are a recent territorial expansion not overseen by Khan during the expansion, and has not received the status of an Extraterrestial Oblast/Извънземна Област yet, and thus has no access to the latest gear in large numbers. Anyway, it is a formidable vehicle, even if outclassed by the latest gear out there. Proekt 1980/Project 1980/Проект 1980 'AM5 Adv.' Gun: This is similar to the AM6 Adv, but a generation lesser, and has some notable differences, and also similarities. First, as all AM4+ series, it fires the same types of rounds as the AM6 Adv, those being APFSDS, HEAT and ATGM. It also shares the autoloader feature and almost the same length, however the accuracy and penetration are still lower by about 10% from the age of the gun alone. For APFSDS, it fires the AM5A2 round. With a velocity of 1,650 meters/second, and slightly shorter penetrator, compared to AM6A2, the round, on it's own has about 12% less penetration. For HEAT, it fires the AM5H1 of the same class. The only difference here is a slightly smaller explosive load, and thus only 5-7% less penetration. For ATGM, it carries a slightly older version of 'Krum's Sling', the only difference here also being a slightly smaller explosive load and slightly less resistance to countermeasures, thus resulting in about 7%-8% less penetration, and a marginal increase in countermeasure effectiveness. Armour: Now, despite the name suggesting that the armour is that of a mixed T-34 hull with a T-62 turret, this is not very true in the modern variants. The hull has been greatly reinforced, and the turret has been replaced with the T-90M1/M2 one. This makes the armour quite unique. The hull itself is not that great when assuming kinetic rounds are fired at it: The UFP section is around 500mm thick, and with ERA, one can expect decent frontal survivability against HEAT and ATGM rounds. However, it is still behind that of the T-90 by a significant number, and this makes the T-34/62 unable to seriously resist modern anti-tank kinetic rounds. The LFP section is around 400mm thick, and also has some ERA in the upper part. This does not affect it's HEAT and ATGM performance greatly, though. Assuming it will resist what UFP will resist is advised. Sides are as thick as T-90M1/M2, and the rear is actually a bit thicker, and the engine a bit more protected. Turret is as thick as T-90M1/M2 in all location, and has all available assets with it. So, a hull-down T-34/62 has the same protection as the best vehicles out there, and it has a nice, unorthodox gun depression of 11 degrees to make use of this hull-down tactic. There are also PKM remotely operated or commander operated machine guns mounted on turret, as per all vehicles. 'Rila'/Рила ЕRA: The T-34/62 uses 'Rila' ERA, as all Bulgarian tanks do. Same effectiveness as when employed on T-90M1/M2. Fire Control System 'SU-6 RFFDT'/СУ-6 РПВЗП: This system is the same in how it works and what it does as the T-90M1/M2, minus the adjustment for this being a different generation tank, of course. Directional Energy Shield/Насочен Енергиен Щит: As there is a T-90 turret, there is also the directional energy shield in both variant, with same effectiveness. Active Protection System: Both 'Radetzky' and 'Kolev' are available and used on the T-34/62. So, overall, the APS is of about the same quality as that of the T-90M1/M2. Engine 'BalkanDvigatel'/Balkan Engine/Балкански Двигател: This engine is also used for this tank as well. However, the fact this is a lighter armoured vehicle means the manuverability is even greater than that of the T-90, by about 15%, making this a truly nimble beast for colonial warfare. 2S1 SAU-122/155 M4/M5BG 'Gvozdika' A 122mm 'Gvozdika' amphibious artillery piece. Backbone of the Bulgarian Ground Forces's support core, where there are not that many MLRS systems present. Thus, it serves at the primary long-range assault gun, made in VERY large numbers. To give a perspective of just how many Gvozdikas are present in the Bulgarian Ground Forces, let's take the figure of 4500 total tanks that are T-90M1/M2s and T-34/62M4s, and add 50% more to that number. This is just very roughly how many artillery pieces the land forces have. And it is a LOT. Subsequently, during combat and especially during sieges, many will be present, which often leads to a quick end of the siege, and another nice thing is because they are so available and easy to make, yet so deadly, they are a staple of all overseas/extraterrestial territories/colonies with ties to the BGF. This has also led to it getting some of the biggest prioritization when it comes to upgrading, on equal footing with all of the new shiny things out there, sometimes even enlarging the hull and turret with expansions, such as Gvozdika 2. A notable derivative of the Gvozdika Self-Propelled Gun is the larger, heavy SPG 2S2 SAU-155 M1(I)BG 'Gvozdika 2'. It features a larger hull + turret that houses a larger 155mm 'AM6SPG2' Heavy Artillery Gun, that can do anything the 122mm can, along with the roughly same armour thickness, same fire control system SU-6, ERA, and the same BalkanDvigatel engine. However, as a fairly recent vehicle, it is only available in fairly small numbers of about 500-600 pieces, a large portion of which is stationed in the mainland. It is also not a replacement for the original Gvozdika. It is meant to be a platform alongside the original Gvozdika guns, providing a heavier firing platform when available, which is often not needed, but still extremely nice to have. This also means we won't cover it in full detail here, and look at the main SPG, Gvozdika (1) 122mm 'AM6SPG' Artillery Gun: This is the primary armament of the Gvozdika, and thus, heavy attention is paid to the gun's perfection. FIrst, it fires standard APFSDS rounds- AM6S1. Nothing too special here, as it is a twin of the AM6A2, if only having some arc to it's flight trajectory. Overall, it's attributes are strikingly similar: Similar penetration values and similar speed of flight. Secondly, it fires a 122mm ATGM, which, to be frank, also bears many similarities to a Krum's Sling, with a notable difference: Unlike Krum's Sling, where the phases of the shaped charge are more evenly divided, the 122mm version has significantly more power put in the first and second stage, and less in third and fourth, indicating a second purpose of knocking down buildings. Lastly, this gun fires a conventional 122mm HE round of the 'Взрив' AM6H1 class. There is no major difference in the explosive power, and is extremely popular during artillery barrages and duels, and is perfect for shredding charging infantry. Alongside it's wide use, this is considered the standard round to be fired, as it's fairly versatile and effective during siege efforts. Fire Control System 'SU-6 RFFDT'/СУ-6 РПВЗП: There is nothing unique about the Fire Control System. It is fully integrated for artillery use, and also integrated for interoperability with all other fire control systems of the same type, and possibly even beyond. Assuming it has the same values as all others is advised. Engine 'BalkanDvigatel'/Balkan Engine/Балкански Двигател: Again, the same engine is used here, but the Gvozdika is far lighter, resulting in this being an extremely mobile artillery piece, which comes at the expense of having virtually no armour against any anti-tank kinetic projectile. S-400M3 'Triumph of Sarajevo' SAM System (With Anti-Ship and Anti-Rocket Capabilities) Two S-400 systems, along with more visible. Being the primary anti-air, anti-rocket, and anti-ship defense system for Khan's state, there are many battalions full of these, both in the mainland and in all colonial and affiliate states. Also, to note, a 'battalion' is not JUST the launchers. These kinds of systems require command and support vehicles as well, such as radars, just to begin with, alongside the rocket load itself. SARSDC packs battalions in the following manner: Each battalion has 10 rocket launch platforms, along with 180 rockets, and the aforementioned command and support vehicles. This is an universal thing, and exists in all purchases of these systems, as well as their adoption by previously mentioned states. This system is an integral part of the entire fighting capacity of the armies of Greater Bulgaria, allowing for massive air coverage, as well as occasional ship and rocket hunting. This allows the Air Force to operate in relative calm, even when the enemy has a sizable fleet of airplanes and airships, as they are lethal, and are available in large numbers, with the mainland having 20 battalions or more, and most of the colonies having at least 3-5 each. As for their lethality and hit chances, it is something SARSDC research is looking into making as reliable as possible. So, that said, successful hits will often obliterate smaller aircraft to bits, and can cause great damage to even large airships, and sustained damage will often result in the destruction of said airship, should measures not be taken. It will also do heavy damage to any ship it hits, and it can shoot other rockets out of the sky if they happen to be close range. So, let's look at what armament could a truck possibly have to be considered a matter of national importance. 'Kris's Sling' Surface-to-Air ASPM: Named after national hero Kris Asparuh, who also influenced the nickname 'Triumph of Sarajevo' as his greatest achievment, the total encirclement and near wipeout of an entire army near the city with that name. And this rocket proudly deserves to carry the name of one of the most aggressive commanders of the nation. In a way, this and the Khan's Sling counterpart are very much alike. They are both ASPMs with Four-Stage Explosive Penetrators, meaning they will totally shred any small aircraft they come into contact with. They both have extremely advanced sensors that have potent defenses against jamming and other countermeasures, and they both have two guidance options: IR and Radar Guidance. So, needless to say, it is outright deadly, and can even intercept other missiles! (Missile Interception is only possible when the target is at 90km or less distance, under optimal conditions) What it has better than the Khan's Sling is RANGE. This missile can hit any aerial target up to 600-650km away, with that upper range being for larger airships and with radar. Under less optimal conditions, such as smaller aircraft and IR guidance, the range is only about 420km. Still, incredible range, and ensures that the enemy Air Forces never get into the skies and think they will have comfort, because they might just get slammed with the equivalent of a giant hammer and sickle. In turn, this makes the already-effective Bulgarian Air Force even more effective, and can perform operations it never previously could due to possible counter-sorties. It also makes kill counts quite high.
  9. Photo used without permission, all credit to @coldesign_ltd (Twitter) Voices Given Shape The vast cosmos holds various unknowns. These are not 'known unknowns' in the sense that we can't really understand what we do not understand. Does it make sense yet? In the far depths of space, however, we can be certain we are not alone. After all, we've been visited before, and have some clear understanding of what our little universe looks like. Yet, for all of the populated planets out there, for every little blue ball out there sporting life, there is a trillion times more empty space in between them. It is in these spaces that nothing is restricted, and nothing can thrive, and it is in these spaces that Voices travel far. There is no official name for the species, nor is there any uniting feature to describe the Voices, as they generally tend to lack physical bodies and physiologies. The closest one might find to a uniting feature is, generally speaking, their existence, and how they came to be. Sound travels infinitely through space, . It never stops, even if you cannot hear it. After the creation of the universe as we know it, either through the implosion of a previous universe, creating an 'Anti-Universe', like some theorists might believe, or through the spontaneous combustion of dust particles clinging together, an immense blast wave traveled throughout the entirety of the known galaxy, spreading particles everywhere. However, an explosion is both a combination of light, pressure and sound, and the sound is what concerns us today. From the immense explosion that must have formed our universe, the sound traveled in all directions, slower than light, and perhaps slower than particles, many of which might even have caused their own little noises as they traveled. This sound, born exactly as time started, took on physical forms. Remain silent. You can hear them, always. If only you would listen. We have no name for them. We're not quite sure if there is a 'them', as to group them together seems fruitless, like calling all life on earth 'life', it is too broad, too unpredictable. Who are we to lump gnats in with giants, after all? For brevity's sake, then, must we use a colloquial term to describe the vast differences in might and force that these ever-powerful creatures possess. We settled on calling them Voices Given Shape, a fairly facile name, but one that is fitting. Voices Given Shape, or Voce Figura, in the Godking's Tongue, refers to ancient beings composed entirely out of sound. Whether or not they actually exist is still very much theoretical speculation, but that's a fallacy of the scientific method more than anything. Theory, in our current, foolish scientific community, refers exclusively to things we cannot prove mathematically, and while these outbursts of sound may exist, how could we ever hope to record them? How can we, meager as we are, suffer the trauma of getting close enough to such a creature to prove its existence to us? A god needs not prove itself to cattle. Based on the fact that we cannot accurately measure, or understand these giants, it becomes the onus of our investigation to instead look for patterns in history of their influence, to better gain an understanding of what they are. Or, perhaps more relevant, what they can do. One of the earliest recorded 'interferences' (Author's Note: Effective Immediately all attempts to discuss Voice/Mortal interaction will be referred to as Interferences, as the only logical explanation for the Most Ancient of Ancients to have any impact on the lives of mortals.) dates back nearly at the birth of our pale little world, and lasted approximately twenty minutes long. During this interference, the surface of the planet was exposed to extreme movement of the tectonic plates, resulting in planet-spanning Earthquakes of impossible magnitudes, totally shattering the planet's crust in multiple areas, only to cover those shatters with more crust. If the fossil record is anything to be believed, some surface-dwelling civilizations (if you can call primitive man in a cave civilization) were pulled below ground at this time, and managed to thrive in underground territories for at least a few centuries, if not more. More information on this planet-cracking interference can be found by reading the complex, if a little hard to read Fossilum Obscura, a tome translated from ancient libraries in Fracture into the Godking's Tongue back in Genesaris. I weep this translation, not because it is not sensible, but because to understand the wording in the mother tongue would have gone far in helping to date the original findings of the author. When they took stock of this fossil record isn't dated in Fossilum Obscura, and the currently existing modern translations you might find in your libraries is laughably basic. Stones bleached white as planets turn the Hammer's passing and worlds to burn Interestingly enough, there seems to be something about the Interference which also possesses some influence over what we understand to be 'sorcery' or magic. While it might seem odd to describe it as such, the general similarities between most forms of magic, and their interactions with non-magical elements, suggests that through lines may exist, and that each magic might possess a certain amount of je ne sais quoi. During the drafting of this article, I have actually reached out to several academics and mages, attempting to persuade them to agree to the universal term 'Echoes' as this through line, and for good reason. Given that magic, and perhaps all magical beings, only appeared after the first Interference, it is entirely possible that the Interference continues to reverberate through the world on much smaller scales, and that sorcery of all kinds taps into this Echo to elicit the remnant power of the passing Voice. While this idea does hold some water, it cannot offset the existing evidence suggesting other sources of magic, and far more heinous, also implies the much more unpleasant theory that perhaps the Gods as we understand them do not own their power at all, but are instead merely manifestations of the Voce Figura. Aside from being potentially heretical, this also has many ramifications within our society and culture, and without. However, one particularly recent Interference suggests there may be tangible evidence to support this theory. Not terribly long ago, the mass destruction of Ashville, a hub of trade and transport in Fracture, left the entirety of the city a barren ruin, with minerals and organic materials stripped completely from the land. Those who were caught in the catastrophe, few as they were, vanished entirely, and have yet to be heard from. While theories vary wildly, the evidence singularly suggests the work of some cosmic devilry, and in particular, the total absence of any sorcery of any kind in this space largely confirms my suspicion that Ashville was consumed by one of the Voce Figura. If this theory is correct, then, it would also affirm that the Voce (or the Vox) either produce or consume sorcery. Perhaps there is a larger biome we are unaware of currently, in which some of the Vox serve as producers, and other beings the consumers? Again, this is unclear, and all theory. Not Taen, Then Ashville, but the other way around. Furthermore, recent Interferences occurring as early as a few years pass suggest a recurring theme of Interference here on Valar, which has troubling implications. How close did the first of the Vox pass us by, and whence did it originate? And what of our most recent visitor? Do the Voce Figura mean to pass this way again, and if so, what cosmic miracle has occurred to put us in the way of the powers intangible? I regret to inform you, dear reader, but if these questions have crossed your mind, then this discussion may not be for you. You see, this conversation is not that of Valar's importance at all. To suggest so is naive, as radiologists have likely confirmed Interferences on many other livable planets far and away from our own. The most likely explanation, then, is that the Voce Figura are what we might timidly call 'Supermassives', beings of such intense scope and size that their influence is difficult to escape. As for these smaller, easier to register Vox Interferences, we can safely assume that these beings must be drawn to the wake of the Supermassives, and that the presence of a Supermassive suggests the eventual arrival of smaller, but perhaps not lesser, Vox. As for myself, my research is far from over, and perhaps if this publication finds its way onto the pulpit, I will muster the finances required to pay for radioscopes, and fossil digs, to better document the visits we've accrued from the Voce Figura. Signed, Earnest Drake, PHD in Radiology
  10. Guest

    Carnicerus Lord of Shadow - WIP

    Epithet: Purger of the unfaithful and unworthy Title: Lord of Shadows Visual Age: 200 Birth Place: Unknown Race: Unknown Alignment: Evil Gender: Male Personality He said to be cruel so much that He likes listening to the screams of terror that fills the air when he is around. Hearing those screams brings a smile to his face and he loves the sound of begging of those that come to him asking him to spare them. Both of these brings a smile to his face. It has been said that he could be heard laughing at those that beg for mercy seeing them as a sign of weakness. Motivation He is motivated by the desire to see the world free of those he considered unworthy of living which he considers those that do not embrace his father's teachings. This desire fuels his campaign of destruction and death that follow him., but he is also motivated to see his father return to the world to finish what he started. This motivation is combined to find his brothers who came before him. Mythical birth of the Shadow Lord - Carnicerus the second shadow lord was born into a wealthy family on the outskirts of a kingdom. his mother being a secret follower of the shadow god. On the day of his birth, the clouds around the island turned black and a cool breeze blew across the island causing the temple bells to ring around the island, the sound deadening to those that heard them. As they rung portals opened across the island and i inside of the temples and unleashed a horde of demons who spilled forth from the portals. They went home to home killing those that stood in their path considering all unworthy of living. until they reached the home of the shadow lord himself. Once inside they made their way to the child and keeled before them proclaiming him to be the second shadow lord his mother and father dead beside him. Carnicerus smiled at the demons and before their eyes aged until he was a young adult. soon they would leave the island vowing to return again if the world did not follow the shadow gods teachings. Years go by now before he returns to the island and made his way to the capital When he finally reached the capital of a kingdom. He was met by the city guards who told him he was not allowed into the city for they had heard of him from the fleeing refugees. Not one to miss a chance to preach about the shadow god. He told the guards that if he was allowed into the city he would spare them even if they did not believe in the shadow god. The guards furious he would even suggest that anybody would worship another god stood in his way. The guards found out later on just how wrong it was to stand in his way. That night those who were considered unfaithful and impure were murdered on the behest of General Physical Condition His head is covered by a helm with horns that curve upward. His eyes and face glow red and he does not appear to have a nose as they peer into the souls of his victims and a mouth that is twisted upwards in a smile.. He has kept in good shape over the years as he is lean. In his right hand, he holds the sword of shadows. His right hand hidden behind a cloak. He is of decent height. Abilities Fully Control the Shadows - Carnicerus is able to fully use the shadows, manipulating it to create weapons and objects Absorption, of Shadows -He is able to gather te shadows around his body and absorb it Summon Shadow Creatures - Can summon creature of shadow to do his bidding Weaknesses Sunlight - Light - Any light base attacks weaken him and make him lose strength
  11. Note: This is unofficial lore. Depictions of Hell's Gate prior to and even after 0 AO may be wildly inaccurate. Credit to supernal for the template. Name The Glasmann Comital Family. Family The Glasmann Comital Family is revered by descendants of Wastelanders residing in Hell's Gate but viewed by "outlanders" as a peculiar remnant of a bygone era. The Glasmann Comital Family once helped steer Hell's Gate toward a brighter tomorrow. Now, they are regarded as obsolete, like much of the nobility within Terrenus, though they remain competitive in several contemporary business ventures. Prominent Members Count Augustine Glasmann III - Husband of Countess Kore Glasmann VII, Art Enthusiast, and Acclaimed Magitech Engineer Countess Kore Glasmann VII - Nominal Head of House Glasmann, Art Critic, and Acclaimed Biomedical Engineer Elder Claudius Glasmann II - Father of Countess Kore Glasmann VII, Notable Necromancer, and Acclaimed Virologist Elder Drusilla Glasmann III - Aunt of Countess Kore Glasmann VII, Notable Diva, and Acclaimed Materials Engineer Lady Caeceila Glasmann I - Daughter of Countess Kore Glasmann VII - Will Inherit House Glasmann as Countess Kore Glasmann VIII, Promising Military Strategist, Practicing Aerospace Engineer [Your Character Here] Lord Scipio Glasmann II - Son of Countess Kore Glasmann VII, Promising Orator, Practicing Chemical Engineer All descendants of Cornelia Nasica, Countess Kore Glasmann I, are descendants of a silver dragon. As such, they tend to be quite intelligent. Full-blooded members of House Glasmann tend to outlive their lovers, with some rearing full-blooded dragons, half-dragons, quarter dragons, etc. under the same roof. Members of House Glasmann are not open about their ancestry and will not present their draconic features, if any, unless they deem this a necessity. To date, only full-blooded dragons have held the title of Countess within House Glasmann, which is viewed as more of a chore than a privilege among their kind. Goals The overarching goals of House Glasmann are not known to the public. Descendants of Wastelanders may know that Countess Kore Glasmann VII seeks to improve the lives of all people descended from Wastelanders in Hell's Gate, preserve the culture of the people of the Wasteland, and protect her people from internal and external threats. Members of the general public know that Caeceila Glasmann I seeks to improve the lives of all people in Hell's Gate, protect people from internal and external threats, and destroy those who have wronged her and her people. History 1000 BG - 800 BG Cornelia Nasica, representing certain nomadic Wasteland tribes, negotiates a profitable trade deal between her people and the matriarchal diarchy. As a result, several tribes establish permanent trading outposts near what would later become Hell's Gate. Cornelia Nasica founds glassworks and an art foundry on this site and is later dubbed Countess Kore Glasmann I in recognition of her artistry by the Mad Queen Ersela. While the tribes maintained their traditional structures, Countess Kore Glasmann rose to prominence as a mediator and adviser for the unified tribes. To date, the Glasmann Comital Family retains this role. Countess Kore Glasmann I negotiates trade deals to supply the trading post that would later become Hell's Gate (hereafter referred to as Hell's Gate) with supplemental sources of food and water in exchange for enchantment services. Countess Kore Glasmann I exterminates hostile wildlife around allied trading outposts and raises a number of guards to police the area and secure critical trade routes. 800 BG - 700 BG Countess Kore Glasmann I remains relevant as Hell's Gate experiences substantial growth. Trade between the tribes and outlanders flourishes. Levas the Cruel rises to power. Thereafter, Countess Kore Glasmann I leads several dozen desperate tribals and outlanders from Hell's Gate to the Shawnee Glacier. Countess Kore Glasmann I chooses not to return from the Shawnee Glacier and is succeeded by her daughter, Countess Kore Glasmann II. Countess Kore Glasmann II constructs a library, an academy, a hospital, and a temple in Hell's Gate. Countess Kore Glasmann II avoids military conflict with other factions by virtue of the extreme heat, extreme cold, and abundance of monsters in the region surrounding Hell's Gate. 700 BG - 600 BG Countess Kore Glasmann II becomes a prominent religious figure in Hell's Gate. Countess Kore Glasmann II performs several auguries and leads several expeditions into the Forbidding Hills and the Dark Forest to slay the spawn of nightmares. In the end, Countess Kore Glasmann II retreats from the world, leading her followers from Hell's Gate to the Shawnee Glacier. Countess Kore Glasmann II is succeeded by Countess Kore Glasmann IV, whose mother, Kore Glasmann III, joined Kore Glasmann II when she withdrew to the Shawnee Glacier. 600 BG - 400 BG Zengi the Witch-King casts Terrenus into a dark age, and Countess Kore Glasmann IV's responsibilities drastically decrease. Countess Kore Glasmann IV and her daughter, Kore Glasmann V, maintain some trade with the now more barbaric outlanders while training soldiers and seeing to other mundane tasks within Hell's Gate. Bored and frustrated, Countess Kore Glasmann IV and Kore Glasmann V embark on a campaign to massacre dangerous wildlife, earning them the moniker the Suujali Eaters. Countess Kore Glasmann IV and Kore Glasmann V travel to various ritual sites outside of Hell's Gate and slay dozens of monsters before retiring, like their ancestors, to the Shawnee Glacier for undisclosed purposes. 400 BG - 100 BG Countess Kore Glasmann VI continues her family's longstanding tradition of improving trade relations, supporting artistic and scholarly pursuits, providing for the defense of Hell's Gate, and viciously murdering wildlife. Having no desire to provide troops for the defense of the Oligarchic Republic, Countess Kore Glasmann VI elects to refer to her standing army as "Contract Enforcement." House Glasmann oversees much of the trade within Hell's Gate, often through proxies and other agents, and manages several successful business. All this is known to the people of Hell's Gate due to Countess Kore Glasmann VI's emphasis on transparency in matters of governance. 100 BG - 30 AO Countess Kore Glasmann VI journeys to the Shawnee Glacier amid news of outside investment in Hell's Gate. Countess Kore Glasmann VII succeeds her as outlanders, courtesy of Eustace Monroe's efforts, pour into Hell's Gate. Countess Kore Glasmann VII offers no resistance, recognizing that sparking war with the Terran Empire would be a losing proposition. House Monroe ends Countess Kore Glasmann VII's involvement in the water trade and emergent magitech technologies outcompete several of House Glasmann's traditional sources of revenue. In response, Countess Kore Glasmann VII quietly limits her charitable operations to families descended from Wastelanders and retreats from the public sphere. Devoted followers join her as servants on the Glasmann Estate as "Contract Enforcement" activities abruptly cease. Countess Kore Glasmann VII reorganizes House Glasmann, thereby creating Glasmann Cryonics, a medical company specializing in advanced restorative technologies. Countess Kore Glasmann VII retains several properties throughout Hell's Gate, despite her inability to own land under the Terran regime, and remains connected to the outside world through correspondence with descendants of Wastelanders who do not reside on the Glasmann Estate.
  12. Wade


    Ancient Athens, by nkabuto Themes: Greco-Roman, Medieval Fantasy Founded five centuries ago, Noviria was once the seat of power for House Arcos—a martial bloodline renowned across Ursa Madeum for its conquest of Thraece. Its members were purged during an invasion led by the Veluriyam Empire, although their influence still persists in the hearts and minds of the local populace. Geography Cityscape & Topography Noviria was built around a natural harbour, where trade ships arrive with goods from distant cities like Port Mars. Two great marble colossi, sculpted to resemble legionaries, guard the city’s waterfront with both spear and shield in hand. The hills above the harbour tower hundreds of feet high, with three rivers running their lengths and under bustling stone bridges. One hill, to the east, is the political and cultural center of the city, while the other hill to the west functions as its mercantile center. In between lie residential areas for the middle and lower class. Behind the city is Mount Augustus, an inactive volcano named after the founder of House Arcos. Many of Noviria’s greatest structures are built entirely from marble, inlaid with bronze, adorned with painted tiles and beautiful mosaics. Huge roofed colonnades and stoa provide shelter from the sun, which beats down upon the city with a consistent fervour. Greenery is plentiful and tame; farms on the outskirts are rich with the land’s bounty. A warm breeze blows in from the ocean, filling the air with a slightly briny scent. Togas and plain tunics are the typical mode of dress among the local populace. Fashion styles commonly seen in Andelusia are growing somewhat popular as well. Members of the city watch still wear legionary armour as a cultural holdover, though the former red-and-white Arcos motif has been muted to a dull grey. Arcos Banners have similarly been taken down, replaced by those of the newly-coronated House Mythal. Statues have yet to be torn down as a result of political and public debate. Climate Noviria enjoys sub-tropical weather like the rest of the archipelago, such as humid winds, summer rainfalls, and exceptionally mild winters. Clear skies seem to be more common in Noviria than in any other city, something that practitioners of the old faith attribute to the ritual sacrifice of livestock. Several constellations in the night sky, adopted by Ursa Madeum as a whole, are the invention of stories and iconic figures in House Arcos culture. Flora and Fauna Many creatures from Arcos mythology do, in fact, exist, such as minotaurs, wyverns, sunstalkers, panoptids, whitescales, behemoths, and stonewraiths, among others. These are typically unique to the island of Thraece and the waters that surround it. Flora tends to be of a Mediterranean variety, though tropical plants are plentiful further inland. Culture Though a few years have passed since House Arcos was removed from power, its absence is still a fresh wound that stubbornly refuses to heal. People are reluctant to embrace King Mythal and the sweeping changes implemented by his government, for Arcos rule was prosperous despite its intense martial rigidity. As things currently stand, the city is a hotbed of animosity and dissension. No revolts have been openly conducted, but many believe it’s simply a matter of time. Among the many things Novirians value, loyalty and duty are the first that come to mind. Trust is not easily extended, as is it something to be earned rather than given. Oaths are considered sacred, consequently, and are expected to be honoured even to one’s own detriment. To break your word is to seek redemption—the alternative is to suffer shame and dishonour. Athletic prowess is celebrated every four years in the form of The Great Games. Competitors from all over Ursa Madeum are invited to participate in the various competitions. Gladiator contests are also wildly popular as a means of entertainment, though participation is completely voluntary since slavery was abolished within the last century. Noviria’s population consists of humans and little else. Elves are rare, Shifters more so, and other species are often the subject of naked curiosity. Government Following House Arcos’ demise, a new council was quickly set into place. Some of its representatives were former vassals who aided the Veluriyam Empire during the city’s notorious siege, while the rest consist of imperial representatives or alliance house members. Economy Like any seaside city, Noviria benefits from fishing and trade. Artisans, farmers, scholars, and textile workers otherwise form the backbone of Novirian society. Members of the upper class offer patronage to the lower classes in exchange for status and political favours. Clients receive food, money, and legal help, in addition to protection when required. Some of the finest vintages in the Kingdom are the product of renowned Novirian wineries. The city is also famous in an artistic capacity, mainly for its epic poetry and dramatical plays. Notable Locations The Agora – A central public space that serves as the heart of the city itself. Merchants gather here during the day to trade and sell their wares, plying their craft under the stoic gaze of ten-foot-tall statues. All manner of goods can be found here, from foodstuffs such as fish, meat, wine, and cheese; to animals such as cows, goats, and sheep; to pottery, clothes, armour, and weapons. The Great Palace – An imposing structure supported by carved stone columns, boasting lofty architecture, unmatched artistry, and a beautiful garden ringed with trees. A series of steps leads to the Palace’s entrance, where a grand hall awaits. It is without a doubt the most well-guarded place in all of Noviria. The Colosseum – Built inside the long-extinguished caldera of Mount Augustus, the Colosseum is the city’s largest and most popular venue for hosting athletic competitions. Rows upon rows of galleries and benches have been carved into the volcano’s walls. An intricate set of mile-long tunnels—formerly lava channels which have now cooled into solid rock—can be found deeper beneath the arena floor. Only a select few know how to navigate its passages. The Academy – A sprawling campus situated in the noble district at the edge of the eastern hill. Its most prominent facilities include an arcanum, a great library, a hall of debate, and various other training grounds for athletes and would-be soldiers. The Academy is spread throughout more than a dozen buildings and is well protected by both faculty members and patrolling guardsmen. The Theater – A grand marble stage that extends before an orchestra pit. Tiered seating is arranged in a concentric half-circle with no railing or partitions to speak of. The Theater is busiest during times of celebration, especially when food and wine are aplenty. A play is held every few days, and citizens are occasionally welcome to observe performers while they practice. History 80 WTA – House Arcos is formed and construction of Noviria begins. 87 WTA – Noviria is established as a proper city and the central authority of House Arcos. 227 WTA – The Conquest of Thraece begins. 588 WTA – Dominus Dridak, leader of House Arcos, bonds to the Oathblade Marrow and is declared Ninth of the Oathsworn. 591 WTA – House Arcos enters into an alliance with King Damien Gillick. 594 WTA – Dominus Dridak is slain in battle during the Break. His daughter, Adrya Arcos, is granted the title of Dominus. 596 WTA – The Veluriyam Empire lays siege to Noviria following its successful takeover of Andelusia. Lanius of Thraece, Legatus Primus of the Legion and wielder of the Oathblade Willbreaker, defends Adrya's escape before disappearing during the battle's final moments. 597 WTA – House Arcos is disbanded and its legions are dismantled. The Veluriyam Empire officially seizes power much to the chagrin of the city's populace. 598 WTA – The Oathblade Marrow is stolen from the royal vault in Andelusia. Rumours abound that Adrya Arcos is responsible, and that her half-brother, Lanius, has been spotted alive in Thraece. Credit: Shoutout to @samo for being a cool dude and helping me flesh out my ideas. NOTE: I do not claim ownership of any art. No copyright is intended. Images will be taken down upon request.
  13. Welcome to Ursa Madeum! This document serves as an overview for the board, the nature of the setting’s lore, and its roleplay guidelines. It’s strongly recommended to read this document before posting in the setting -- we want you to enjoy writing here, and that includes understanding the expectations for those looking to make their mark in Ursa Madeum. The Setting Ursa Madeum is a medieval fantasy, low-technology, high-magic setting. It, most importantly, is also semi-contained setting. This means that while Ursa Madeum exists in the continent of Fracture, and within the greater world of Valucre, we prefer to treat it as its own little world. Because of this there are limits on what’s allowed in Ursa Madeum in order to preserve the setting’s themes and atmosphere. (After all, it’s off-putting to write a pompous nobleman thinking how to escape an arranged marriage when down the street some dude with a laser gun’s fighting a werewolf with a katana.) Magic Magic is common in Valucre, and comes in many forms: practical, magi-tech, psionics, spells, enchantments, and more. While the islands are rich with arcane energy, magic use is rare in Ursa Madeum. The island’s history is bloodied by magic*, and associated as a weapon wielded by those in power against the common folk. Magic has become a thing of horror and wonder, feared by the general public and viewed with suspicion and trepidation. Even magical creatures or races - such as elves or animal-folk - are discriminated against. However, magic is commonly used by the rich and powerful - the nobility and the aristocracy. It is a tool by the nobles, who are often the only ones who have the power and resources to utilize magic for their purposes. House Dali, for example, uses magical Faux-Tons as transportation across the islands, and House Mythal has scores of trained sorcerers. When designing an Ursa Madean character or considering a magic-wielding character to play in UM, keep the above in mind. We prefer storylines that don’t use magic as a plot device -- where instead of relying on magic, characters struggle to solve problems by their own smarts and/or skills, where conflict is not between arcane forces, but stems from people, powers, and situations. Technology Ursa Madeum’s Genius Loci renders industrial-age technology and beyond unusable. While the main lore article states “Middle Ages and Early Renaissance,” technology limits are more thematic and differ on a case-to-case basis. That said, we do have specific limits. Guns and machine-driven methods of transportation, for example, are strictly prohibited. Gunpowder in the form of explosives and cannons are allowed, with limits (we need the cannons for pirate plots, right?) The rule of thumb is that if you’re bringing it into UM for a combat/technological advantage, and not as a lore piece that will contribute to the community and setting, it won’t be allowed. Plots and Canon Ursa Madeum is a shared setting. This means that Ursa Madeum storylines do not exist in a vacuum. With few exceptions, nearly every thread in Ursa Madeum is considered canon, whether it goes through the canonization process or not. However, there are two “levels” of plot in Ursa Madeum one should be aware of. The Organizational Level If we view the organization level of UM as a game, we can say that the “playing pieces” are not individual standalone characters, but are groups or organizations. Plots on the organizational level are those that heavily impact the setting. These involve events such as the formation of new cities, unions between political powers, the introduction of new technology, amassing soldiers, and more. Characters involved in the organization level of RP are usually from the noble class or the aristocracy - they’re rich, they have lots of land, have wide access to resources and magic. These are the top 1% of Ursa Madeum’s socio-economic ladder, or those with enough influence that almost all of their actions have notable social and political ramifications. Aside from nobility, organizations may come in the form of guilds, businesses, pirate crews, gangs of thieves, or more. This level of roleplay is ideal for those who want to pursue long-term storylines with Ursa Madeum, establishing a canon presence and actively making a mark on the setting. Engaging in this level of plot, however, requires more responsibility. You’ll be expected to maintain a reasonable level of activity, interact with other players, and adhere closely to the setting's lore. The Individual Level If we view the individual aspect of UM as a game, we can say that the “playing pieces” are not groups or organizations, but are individual characters unaffiliated with any existing canon group. Unlike the organization level of roleplay, plots on the individual level rarely have widespread impact on the setting. While these are still canon, and can impact the setting, the impact on the lore is far less than that of storylines on the organizational level. Plots usually focus on the individual development of singular characters, learning new skills, adventuring, and more. Characters involved in the individual level of UM plots are usually unaffiliated with overarching groups, such as the nobility or aristocracy. Among others, they may be servants of the Noble Houses, commoners, adventurers, pirates, errant knights, or shapeshifters on the run. This level of roleplay is ideal for those who prefer individual stories over of grand, overarching plots. Examples of individual plots involve adventure quests, slice-of-life encounters, and combat training. The Semi-Contained Setting As a semi-contained setting, Ursa Madeum has limits on interconnectivity -- on plot elements being connected to the world outside the setting. Generally, we limit interconnectivity to the continent of Fracture, but this will depend on a case-to-case basis. On the individual level, Characters from outside Fracture may enter Ursa Madeum, and vice versa. On the organizational level, entities from Ursa Madeum will be allowed to interact with entities in Fracture, and vice versa. However, Fracture-based organizations will be discouraged from having a permanent canon presence in UM. To avoid things getting messy, we generally discourage using plots and characters from outside Ursa Madeum when playing at the Organizational level. If you love the setting, great! But please don’t use it as a stepping-stone for a grand, continent-wide plot you have planned. Exceptions can be made for any of these restrictions if any plot involving relations between UM and an external entity (even outside Terrenus) contributes to the shared UM setting and doesn’t merely further a player’s personal agenda. Why all the limits? But out of limitations, comes creativity — Debbie Allen Valucre is a wonderful shared creative space that can support plots, characters, and themes of any genre and flavor. However, I believe it’s important to maintain the distinct identity of a setting’s lore. A limited setting gives writers the opportunity to test what you can create within those limits-- or for more competitive people, a level playing field. Ursa Madeum encourages interaction and conflict (as long as you keep it IC!) As much as possible, plots within UM should contribute to the setting, as well as the roleplaying experience of other people in UM. Roleplay is by nature, collaborative. This isn’t a place to flaunt your character’s cool powers or advance your sneaky world domination ideas - it’s a place to create cool stories together with other people. That said, don’t be intimidated by the limits, as these aren’t set in stone. If you’re simply someone looking to RP in a medieval fantasy setting and have fun creating a good story, please don’t hesitate to reach out with your ideas! Above all, what we want to create is a board with a good writing environment, welcome for writers both old and new to enjoy 🙂 Contact Persons While I, Csl, manage the overall board, Ursa Madeum has plenty of player-managed setting elements. Here’s a short index on the main players - who owns what, and who to contact if you’re interested in writing with them! @Csl - Overall Board Leader @vielle - House Hildebrand / The Queendom of Svanhild @supernal - House Dali @King - House Kholin @Aleksei - House Mythal / King Milorian @Wade - Oathblades / Lore Defense (contact for lore questions if Csl is unavailable) If you’re done reading this guide, proceed onwards to the main Islands of Ursa Madeum lore article. For an index on all Ursa Madeum’s user-created lore, refer to the Tomes of Andelusia. For any questions, feel free to PM @Csl, or post in the Veluriyam Empire AMA.
  14. V.C.F Facilities Facilities act as a hub for the activities of Valucrean foundation personel in a given continent. Given the different environments, cultures, history and societies in the 4 major continents of Valucre, different facilities call for different architecture, structure and organization from one another. As of current, there are a total of [4] active facilities, [1] inactive facility.
  15. Wade


    Cyria Gardens, by Piotr Jabłoński Geography Topography Olendale is situated deep underground somewhere beneath Genesaris. As far as anyone is concerned, there are no official routes leading in or out of the city. Housing Olendale is an impossibly large cavern stretching for eons in every direction, with a subterranean ocean of saltwater encompassing it on all sides. The cavern's ceiling is high enough to be shrouded in darkness regardless of any light pollution generated by the city, though it is pierced by patches of glowing rock in some areas, which many liken to a starlit sky. The Sunless Sea surrounding Olendale is home to an unknowable wealth of mysteries. No one has ever reached its edge, nor is anyone ever expected to. Countless islands dot the black water's surface; towering stalagmites rise from its depths; gargantuan husks litter its crevices, as well as the carcasses of long-forgotten ships. Cityscape Olendale is a thriving metropolis of dazzling wonder and shimmering splendor. One would be hard-pressed to detract from the city's beauty - the aristocracy is quite particular about keeping its streets clean and its blemishes hidden. The architecture, for the most part, is polished stone accentuated by warm colours. Wood is rare and thus expensive, and is often reserved for the most affluent in the socioeconomic sphere. Electricity powers the city's lights and its expansive rail and elevator system. Whale oil does much of the same for motor carriages and bathyspheres. Other curious inventions, some older than memory itself, lie forgotten like the bones of a long-dead giant. Tending to Olendale are aloof mechanical constructs of a vaguely animalistic variety. These belong to the Tinker, the city's founder and ruler - they're best left alone as they've proven harmful when excessively prodded. Seeing as how Olendale sits on an island, most of its expansion tends to go up. Whatever inch of land that's not yet covered in infrastructure is a prize more valuable than any banker's vault. Smaller islets near the city are also considered prime construction opportunities. Some even end up becoming towns or villages of their own, though only after an appropriate amount of excruciating amount of paperwork has been filed by the newly independent party. Climate Being so deep underground, weather change in Olendale is virtually nonexistent. Temperatures remain comfortably mild throughout the year and the air is perpetually still. Sea levels do not rise or fall. There is no tide that comes in at night. The water is generally placid, though far-flung sailors have attested to certain exceptions. Flora and Fauna Life in the underground is quite alien in the traditional sense. What most would consider strange or disturbingly exotic is actually quite normal out into the Sunless Sea. Animals tend to be of a crustacean or mollusc variety, neighboured by oversized fish and cunning reptiles. Amphibians are plentiful, mammals are rare, and there exists a great many species that scholars have a hard time placing into categories. All of the wildlife near Olendale has found some method to cope with the darkness: echolocation, infrared vision, bioluminescence, and so on. Fungi and moss are especially prevalent. Plant life struggles in a world without light. There have only been a few accounts of hidden forests crowding around exceptionally bright sources of lightstone. Vast coral reefs lie beneath the still waters, capturing food with their poisoned tentacles. These largely remain unexplored as few individuals in Olendale possess the means of navigating the sea’s treacherous depths. Demographics Culture Culture in Olendale is best described as posh and high class. At the same time, it’s one of brilliant innovation propelled by some of science’s most ambitious minds. The saying ‘work hard, play hard’ carries a significant measure of truth for Olendalians. The city is a bustling hive of proactivity during the week, while the weekend is spent engaging in horridly outlandish festivities. There always seems to be a holiday right around every corner, constantly upping its game as a means of keeping partygoers hooked. When the merriment isn’t at an all time high, however, it becomes easier notice the city’s unspoken sense of unease. It is said that the Tinker has eyes and ears everywhere—and not only them but also the aristocracy. Their machines tend to the city like enigmatic gardeners. Their Gazers keep a tireless vigil at every waking hour. People mysteriously go missing under their rule and those who oppose them are never seen again. This unrest is perhaps exasperated by the contentious notion that Olendale exists in a vacuum. The city is so far removed from the surface that interaction with other civilizations is essentially nonexistent. A large majority of its citizens have only ever known—and will only ever know—the underground; those who have somehow stumbled upon the Sunless Sea (almost always through a stroke of blind luck) are typically hard-pressed to find their way home and end up taking residence for the rest of their lives. Economy Despite a complete lack of trading with the surface, Olendale is in absolutely no danger of falling prey to a weak economy. The underground hides a wealth of untapped resources that are slow to run out and surprisingly easy to find. Iron and precious metals are mined from nearby rock formations; the sea hosts an infinite number of fish to eat; fungi farms are the unsung heroes of the culinary scene; water reclamation facilities keep Olendalians happy and hydrated. Indeed, there doesn’t appear an end in sight as to what the city may take for itself from the earth. Combined with the fact that the job market is an utterly forgiving, capitalistic fever dream, it’s no surprise that poverty is rare and even frowned upon by some. The two biggest pillars of the economy are exploration and invention. Sailing can be one of the most rewarding occupations available, provided one has the mental fortitude to survive the Sunless Sea. Many an adventurer has made their fortune unraveling the secrets hidden in the distant dark. Those who haven’t are still considered to be well-off, making a living hunting whales or crafting nautical charts. As for the inventors of Olendale, their bread and butter is that of scientific discovery. If there’s a way to reinvent the wheel, to make it better in any way, shape, or form, they’ll devote entire decades searching for the answer before showcasing the fruits of their labour for all to see. Technology Magic is rare in Olendale. Technology is thought to be much more reliable. Hard sciences won out in a bid for supremacy and now only a careful few practice the arcane arts in secrecy. The city combines the aesthetics of diesel-based technology with a hint of retro-futuristic sensibility, complimented by an infrastructure reminiscent of Victorian England. In terms of power generation, oil is second only to electricity. It can be extracted from whales, drakes, krakens, and geological reservoirs. Airships have no place in Olendale. They are, at best, theoretical. The latest breakthrough in the field of transport was the creation of the submarine. Automatic firearms do exist but they are far and few in between. The same goes for clockwork automatons, which are, like a great deal of modern technology, modelled after the Tinker’s mysterious inventions. It has been discovered that a substance called ambrosia powers many of the Tinker’s machines. It is a viscous, yellow-gold liquid that possesses a distinctly sweet flavour and scent. Its properties are volatile, particularly on a biochemical level, as it is capable of aggressively rewriting a creature’s entire genetic code. Scientists wonder if ambrosia is somehow linked to the Gazers’ creation, though answers have been unforthcoming due to the Tinker’s violent overprotectiveness of the substance. An elusive black market has cropped up in response (and with it a risky line of business) that would see the Tinker’s automatons become prey for the brave and the stupid. Notable Locations The Clock Tower – A gilded, iconic tower poised directly over the heart of the city. The surrounding commercial district boasts a famed selection of teahouses, emporiums, and other recreational venues. Brewer’s Boulevard – Lining the sidewalks of this busy street is an obscene number of breweries and distilleries. They offer everything from beer to cider to wine, all the way to the classic choice of fungal whiskey. The Coral Gardens – A large, flooded park filled to the brim with vibrant coral collected from the Sunless Sea. Where there would ordinarily be birds and squirrels frolicking about, there are instead little crabs and bioluminescent fish. The Chuul’s Pit – For the longest time, this coliseum hosted competitions exclusively of the bloody sort. And it still does. Pit fighting and gentlemanly duels will always be the main attraction here. The Dockyards – A wide strip of the eastern coast crowded with all manner of nautical vessels. A distinct aroma permeates the air here, blending the scents of fresh fish and slaughtered beasts. Several canneries have set up shop nearby, in addition to a fish market that opens to the public once early morning auctions have concluded. Government The Tinker is the de facto ruler of Olendale and all of its far-reaching properties. They have been in charge since before anyone can remember, with history mentioning their name as far back as several centuries. No known person has actually met the Tinker. The most common allusion to their existence is word of mouth. Displays of power tend to go unnoticed by the general populace, as they’ve always been subtle, if not indirect, in how they exert their influence upon the city. Some believe the Tinker to be a myth. An idea blown way out of proportion, serving as a religious figure or an explanation for the mechanical oddities that lay at the foundation of the city. Others see them as a shadow government masquerading under a symbol—a set of institutions collaborating under a single name in order to lend obscurity to their actions. It has already occurred a few times in the past where individuals have tried to impersonate the Tinker; that trend has fallen out of favour as of late, mainly due to the fact that these individuals, without fail, have each met with a swift and mysterious end. Aside from the Tinker, a quasi-legitimate aristocracy presides over the city. The ranks of this peerage are, in descending order, Duke, Marquess, Earl, Viscount, and Baron. Most of their power stems from their wealth, which many of them wield with the grace of a purple sledgehammer. Competition between these individuals is fierce, though the Tinker appears content to keep their nose out of such affairs. If they have a nose. Security Originally, security in Olendale consisted of subscription-based private companies. Even now, big names like the Chamberlow Knights, the Oranje Tribunal, and the Black Priests continue to project a certain gravitas. However, in today's day and age, the aristocracy has managed to create a publicly-funded police force. Men and women who comprise this organization's ranks are formally known as the Shepherds. As a heavily-militarized police force, each officer is well-versed in the art of combat and investigation. Standard armaments include high-powered rifles, menacing hand cannons, and crisp white uniforms overlaid by polished steel armour. Much of the Shepherds' strength lies not in their numbers but rather in their incredible technology and legal authority. Only the best are selected to join their forces, as only the best can be trusted to bear the responsibility of ensuring the city's safety. Gazers Contrary to what their name might suggest, the Gazers are not a privately owned security company. They are instead an enigmatic group of individuals who have been claimed by the Tinker, stripped clean of their personalities in favour of a an unfeeling obedience. Each Gazer wears a plain white mask, revealing nothing of the head but the eyes, in addition to a drab constable's uniform that is completely and unnervingly grey. Their gazes are alert and painfully unblinking. Their lifeless demeanours do not respond to most forms of social stimuli. Many refer to them as flesh-and-blood automatons, more akin to machines than to anything that could be considered remotely human. The Gazers' purpose is unknown, but it's generally agreed upon that their presence is one of authority. They watch over the city, patrol its streets, get involved in seemingly random cases, keep the peace, and act as emissaries of the Tinker when dealing with individuals of importance. They do not recognize the aristocracy's legitimacy, and thus act of their own volition. This can often be interpreted as the Tinker's will, something that the Shepherds actively avoid interfering with for fear of retribution. In situations where a Gazer has somehow died and their mask has been pried off, their identity has been revealed as those of a missing person. Their bodies have been chemically altered and mechanically enhanced, all to varying and differing degrees, granting them unique, superhuman abilities and an undying-like zombie factor. There is no recorded way as of yet to restore a Gazer's personality to what it once was. It is also unclear how missing people end up in the Tinker's clutches, though not for lack of trying. Crime Crime rates in Olendale straddle the line between moderate and low. Only the smartest crooks manage to make a living out of it, what with the Shepherds and Gazers prowling about. Gangs within the city prefer to stick to the shadows, patiently waiting for an opportune moment to strike. Punishment from the law can be quite severe, so it’s important for criminals to know when to pick their battles. Executions occur every two weeks on Sunday afternoon. Offenders are brought before a firing squad in a crowded public space. Less punitive forms of discipline include flogging and public humiliation, in addition to prison sentences involving harsh manual labour. Members of the aristocracy can purchase the rights to a prisoner’s labour until the end of their sentence, so long as they agree to be held accountable for the prisoner’s wellbeing and any potential misbehaviour. Many criminals have turned to the Sunless Sea in an effort to escape the law. Those who succeed either find a new place to call home or band together to form a pirate crew. For this reason, sailors are advised caution when venturing beyond the city’s reach. Olendale’s navy is unfortunately small and more focused on defending its borders, leaving mercenaries to pick up the slack when it comes to hunting down pirates. History (WIP) How Olendale came to be is anyone’s guess. There are no history books mentioning its foundation, nor any records highlighting its infancy as a city. It is assumed the Tinker has been in Olendale since it was nothing but a flat hunk of rock, seeding the underground with his machines and transforming it into a habitable frontier. The oldest history account is dated at around 400 WTA—its ink has mostly faded and speaks of a war in cryptic detail. Credit & Inspiration I do not claim ownership of any art represented in this page (each image is linked to its original source and corresponding artist). No copyright is intended. Images will be taken down upon request. Sources of inspiration include: The Dishonored Series, by Arkane Studios Fallen London + Sunless Sea, by Failbetter Games The Tower of Babel Series, by Josiah Bancroft Bioshock 1, 2, and Infinite, by Irrational Games
  16. [BASICS] First Name: Vivi Surname: Goldglow Nickname/Alias: The Mad Bard Age: 47 Visual Age: 20 Sex: Female Race: Elf Marital Status: Unmarried Alignment: Chaotic Evil Occupation: Bard Class: Bard Sub-Class: Necromancer Pets: None [PHYSICAL] Height: 5'9 Weight: 120 Hair Color and Style: Long braided white hair Eye Color: Emerald green Build: Skinny Complexion: Pale Scars: None Physical Disabilities: Nearsightedness Tattoos: None Voice: Alto Resistances: Charm [MENTAL] Hopes: To create a perfect musical masterpiece Fears: Losing sense of hearing Likes: Music Dislikes: Bards, barbarians, most people, inferior creatures. Personality Traits: Impulsive, selfish, sadistic. Habits: Humming Mental Disabilities: Madness Sanity: Phychopath Rivals: None Allies: None Weaknesses: Anti magic, generally physically weak Strengths: Strong with bardic magic [GEAR] Headgear: Hood Upperbody: Cloak Lowerbody: Cloak Feet: Dancing shoes Weapon: Viola Storage: Viola case, hidden pockets Accessories: Glasses [SKILLS] Specialization: Music [MAGIC] Specialization: Necromancy and bardic magic Religion: Belives only in her own cause Birthplace: Chordia Family: None Quotes: "My music will lead your to your death and it will be perfect" Biography: In the wilds of Genesaris there was a small village of elves whos culture revolved almost entirely around music. Amongst these elves was Vivi who showed the most promise out of all of the other villagers. She was talented with every instrument that she ever touched and was quick to learn the complexeties of music theory, but she preferred to play stringed instruments. By the time they were in their teens they had seemingly mastered music. At that point is when her mind started to stray. She became hungry for more; therefore, started to learn bardic magic of all kinds. Eventually getting very interested in music that tampers with the mind and more grotesque forms of magic. Her family became more and more concerned as time went on and tried to stop her. In response she used her magic to kill her family. Her family was only the beginning. She wanted to test her magic on others, so went through the houses of the village challenging the most talented in bardic magic: they were all slughtered. In the midst of their deaths she would say, "Death makes a performance so much more beautiful. How can one truly apreciate a fake act without soul or passion. My symphonies can only achieve true beauty when someone dies as a result of them." Nobody in the village dared to challenge her, so she left the village and travelled seeking warriors and bards to fight to the death with in order to make her symphonies more beautiful. She killed anyone who lacked the sofistication to understand her performances.
  17. https://ibb.co/9VMPqWT https://ibb.co/D5F7zzQ https://ibb.co/6Jy1bww https://ibb.co/g946Nmg https://ibb.co/s2G4FLZ P e r s o n a l Name: Jasper Shioiji (Formerly Adamu Shioiji) Build: Athletic/Muscular Height: 5'11" Weight: 165 lbs. Skin: Peach Eyes: Red Hair: White Attire: White button-up dress shirt, black vest, black tie, black overcoat B a t t l e Innate: Attack Prediction Class: Fighter/Mage Primary: Air Secondary: Dark Tertiary: Plague A r m o r y Name: Venom, Spellblade of the Plague Description: Claymore Function: [Catalyst] Functions well with Plague and its rooted magics. [Usually summoned, not carried] D e f i n e Attack Prediction – Jasper can interpret and predict enemy attacks and react to the incoming attack much faster than the average person. Fighter/Mage – While it is easy to rely on magic, Jasper is one who can swing a weapon properly when spells cannot or should not be cast. Air – Air is the primal element of inspiration, light-heartedness, and creativity. Unpredictable and ever-changing, Air appeals to mages with temperamental personalities and creative minds. One second a soft summer breeze and the next a raging storm, Air is not to be underestimated. Dark – Dark is the last element and the most dangerous, the reverse of Light and the final branch of magic. It is the manipulation of chaos and deception, fueled by the darker base emotions of humanity. Dark Mages are those who accept the shard of darkness in them and use it to fuel their incredible power, fighting for the right side, but for all the wrong reasons. Plague – Combined with Air, Dark becomes plague, the ability to create and manipulate deadly diseases and toxins through the air.
  18. Dabi


    Name: Dauner A. Light (Most Used) Epithet: Lightning bolt Dauner Age: 17 Race: Human – Dragon hybrid (75% human – 25% dragon) Gender: Male Alignment: Chaotic good Class: Swordsman Known Affiliates: Legion of the Black Blade Hair: Dark and short Eyes: Brown Skin: Light-Dark Height: 1.76 meters Weight: 68.15kg Build: A bit muscular Clothing: Wears a plain, black shirt and black plants with sandals. Has a sash-like clothing around his waist which holds his swords in place. Nature: Childish and impulsive but intelligent. Addicted to combat and food (meat especially) Demeanor: Boundlessly optimistic and a happy-go-lucky guy Weapon Type: Two katanas of rare grade known as the twin blades Ichira and Nira Blade length: 32 inches Powers: Posses unstable lightning magic. His magic is will-based and doesn’t require spell chants. His lightning cannot be used directly in any situation but can be channeled through objects. Along with this power comes a high degree of enhanced speed. Elemental Affinity: Lightning Abilities: High Heat Resistivity Can make anything near him as resistant to heat as he is by aura-coating it Superhuman Endurance Rapid Regeneration Rate after eating meat Skills: Agility Speed Swordsmanship
  19. V.C.F Foundation Security Task Force Mobile Task Force Level-[3] clearance [accepted] A Mobile Task Force is a team of personnel that represents the Foundation's best and most effective field agents and researchers in their respective fields. Mobile Task Forces are sent in when ordinary facility personnel are unable or are ill-prepared to deal with incidents or threats of a particular type. There are currently [04] documents available for review. FSTF Alpha-01 FSTF Beta-04 FSTF Omega-01 FSTF Zeta-04 [Further clearance. . . Accepted] [Loading...]
  20. V.C.F Hub Landing page Valucrean Containment Foundation; Home page Valucrean Containment Foundation; Hierarchal and ranking system Valucrean Containment Foundation; Special Agents profiles Valucrean Containment Foundation; Resources and task forces Valucrean Containment Foundation; Containment Subjects
  21. The Palace of The Earthbound Star is the estate of one Maxwell Rubicante, taking up close to a city block in the Nebu district of Dairut, this structure is a testament to the owner's wealth and decadent obsession. Layout: WIP (there's so much!) The estate grounds are surrounded by stone walls which feature lines and swirls of red and yellow tiles on a white stone wall emanating from the main gate a set of large metal doors depicting the seal of a burning star being admired by animals from mice to dragons. The star itself is made of two rubies that come together with the doors closed, beyond the door is a large courtyard with water flowing through aqueducts from the far end of the estate with grass filling the area around straight and perpendicular stone pathways and rose bushes in front of parts of the arcades lining the edges of the courtyard. in the center of the courtyard, stone floor surrounds a giant bronze urn held up by giant bronze snails, the urn has reliefs of forests and grasslands, the Urn is filled with a magical fire that can be seen coming out of the top. to the left there is a guardhouse in the south west corner, which has access to a pathway along the top of the wall, and atop the wall there are spires at the four corners topped with red octahedron shaped crystals that glow in the night air. Also to left there is a large building which acts as storage and houses a private magically fueled Carriage. to the right there is a two story building for the servants and slaves, and across the courtyard Is the main building of the Palace. The servants' quarters are a three story building made of white stone pressed against the East wall of the palace, this building is long, extending almost all the way to the main building and housing most of the palace staff and slaves as well as their faculties. while the exterior of the building is extravagant with murals, the inside is plain and functional. the first floor consists of large baths for the staff sectioned off for male servants, female servants, and slaves. there is a storeroom that holds supplies for the bath, and an underground boiler room, that provides the baths with hot water and an underground cellar with foodstuffs. there is also a kitchen and two eating rooms, one for the slaves and one for the servants, the areas for slaves and servants are completely identical beyond denotation. there is also a small courtyard with a charming tile floor in between a part of the building and the exterior wall. on the second floor is the living quarters for the servants with personal rooms and on the third floor is the slave living quarters with shared rooms, while the second floor has windows, the third does not. There are no stairs between the 2nd and 3rd floor, just from the 1st to 2nd and 1st to 3rd. there are also small communal areas for both groups and laundry rooms on both the 2nd and 3rd floor, using several washers and dryers imported from Umbra. also the entire building has an installed heating and cooling system that can be set for the 1st, 2nd, and 3rd floor separately. there are also communal restrooms with stalls on all three floors which are all gender. The western part of the palace estate consists of the guardhouse, which has a small communal area on the first floor as well as a restroom and small kitchen. it also houses spears, scimitars, and crossbows for the guards to use. north of this guard building is another large building meant to mirror the servant quarters with some notable differences, namely that there is a Pathway leading from the front entrance to a large gate behind which, the magic powered carriage is kept. the building is also not as long as the servants quarter building, so there is a bit more space between this building and the main building. inside of this building is largely storage with the two floors holding everything from gardening supplies to fine china for big parties. like before, both of these buildings have built in climate control from Umbra The main building in the north end of the estate is largely split into two sections, one for parties and running Mr. Rubicante's businesses, while the other is more living quarters for Maxwell Rubicante and important guests. the exterior is awe inspiring and powerful, murals depicting figures dancing cover three stories of flat wall, at night, gems planted into the murals light up making the wall look like constellations from the night sky. The main doors lead to a large foyer, to the left there is a ballroom connected to a large high quality kitchen over a wine cellar and regular cellar. to the right there is a drawing room and other communal spaces including a large library with books from all over genesaris and room to be filled with books from all over Valucre, this library extends to the second floor where there are other public spaces including a small art museum. on the third floor is rooms for a couple of business advisors, the majordomo, the head of the guards, Maxwell's personal chef and his personal 'Butler' as well as several guest rooms. the fourth floor is made up of offices and rooms for running Maxwell's businesses. there is technically a fifth floor inside of a giant gilded dome on the top of the fourth floor, this is Maxwell's private magic study, which is accessible by a password that he knows. In the back of the main building the first floor houses a vault where Maxwell keeps a large portion of his portion, there is a secret way to access an underground vault from here where Maxwell keeps one of a kind items. on the second floor of this back end, is where the Palace's line from the aqueduct enters, this place leads to distribute water throughout the whole palace and is heavily guarded. above this Is Maxwell's private chambers including a master bedroom, a massive clothing closet, and a large private bath. all of the finest quality, above this is a private greenhouse, with exotic plants not native to the valhatien desert. this greenhouse is tended by Maxwell's 'Butler' Thomas Boyle. also it should go without saying that there's air conditioning (thanks Umbra!) Purpose This palace serves 3 purposes. 1, it's rad, 2, it functions as a place for Maxwell to keep his abundant wealth and rare items, 3, running Maxwell's business and managing his trade and investment deals with a plethora of local and some non-local businesses. History Following Maxwell's economic success as a trader and trainer of slaves, thanks to his magical nature, this estate was purchased to expand his success to higher degrees of business and indulge his love of beauty in a personal palace. Through some definitely ethical and legal means, Maxwell Rubicante acquired a plot of land in the Nebu district and began construction on a sizable palace, costing a disgusting amount of money financed by Maxwell's newfound fortune and an unknown fortune that Maxwell had from an undisclosed location, perhaps from his mysterious place of origin. in total, the palace was constructed in only a couple years and under budget, in no small part thanks to Maxwell's Passionate magic. Thanks Maxwell. Security (WIP) the walls around the palace are built to be extra sturdy, there are 35 trained and well equipped guards hired from slaves handpicked from the Valley of Strength. there is also a magic field caused by the octahedron crystals that messes with magic that causes invisibility and illusion while in the palace. Lastly it is said that the palace is protected by a Chimera Dragon, a four legged Lizard around as big as a lizard, which can adapt to any environment, is highly intelligent, and can silently 'swim' through the air itself. Chimera Dragons are very rare and secretive to the point of being thought superstition by most. Apparently this one answers to 'Claw Render' Canon
  22. Before hand: I will be editing this every now and then, going into more description in certain areas instead of being vague/brief and half assed about it. What I have right now was something of a quick description, nothing more. Name: Lycarias Type: Humanoid/Animal Size: Under normal circumstances: Females- 5'6" to 6'0"- 140lbs. to 159lbs. Males- 6'0" to 6'3"- 187lbs. to 215lbs. Location: Near Moonwood, caught between it and the Fracture deep in a valley of raging rivers and jungle-like forests. Taking a small roaring river that leads to a massive cavern. Environment: Jungle/Cave/Ruins Organization: Group/Pack Special Qualities/Abilities: Lycarias are wolf people, so while they have a humanoid body they still retain the traits of regular wolves, such as enhanced hearing and smell. The entire race were more of primordial druids, practicing an ancient Earth Worship alongside a race of Giants. Because of their worship they used earth magic and bindings. The race as a whole are quite experienced with weapons, masters at hand to hand with claws and gauntlets, a secondary mastery is of weapons however nothing can compare to their stealth. As for individual powers, save Druidry, each of the tribes spammed the globe at one point. This diversity in certain environments allowed them powers/abilities pending on their area: say an Arctic tribe, they would generally have a thicker coat but in turn they would be weak to fire magic, capable of using Frost Magic and contacting ice elementals. The particular tribe Rain Dark is part of, the Cave tribe, were able to utilize camouflage (most of them), shadow and darkness manipulation, and were able to influence their physical prowess pending on how "in touch" they were woth said powers. They were also capable of summoning spirits, contacting the dead, and speaking with Earthly elementals. Alignment: True Neutral Description: Lycarias are humanoid wolf people, having more a human appearance whilst retaining fur, strong hind legs, tails, ears, and an almost wolfish head (think of a werewolf on this). Generally a Lycarian are a tribe of people who's growth turned into a kingdom, while still active during the day, they are well known for hunting predators and prey at night. The Lycarias range in different colors from white, to grey, to black, and to brown. Their eyes are a pitch black but their pupils (Iris) stand out by glowing any given color. Colors are used as a form of ranking, most Lycarias while warm colors like red and orange make them hunters, scavengers, and gatherers; brown and yellow are marked as warrior and guard. Yellow and white are deemed as higher ranking members (sages), while cooler colors like green are marked as scouts. Blue would be marked as a prophet and holy leaders, while purple or magenta are marked as pack Alphas. Those who have a grey or silver Iris are deemed as a war chieftain. As for their build in muscles and intelligence. Starting from the feet up, there two different types of legs that diverge this particular tribe, half having hind legs much like a wolves (bear that the legs have the same density as a humans albeit thicker in muscle) where the "feet" are more like back paws, however more accommodated to the races walking in evolution; they are particularly faster but can't turn too quick while running due to different joints in the ankles. The other half are what one would expect of humans legs, the defining difference are there are hair covering the legs (and entire body, much like any animals) and there are tough pads on the feet much like a canines. The only difference with Lycarias is they've grown a tail. The rest of the body is almost human. Below is a primary example of how they look male/female:
  23. How to get there, into the Lupus Thick Lupus Sanctauii is an ancient kingdom of it's own, while residing within the Fracture region in an opened-roof cavern, it is heavily hidden by many ravines, hills, and resides in the thickest and most dangerous of jungles. It's easy to get lost in the Thick as there are many twists and turns, but with the right knowledge of it's original geography one could possibly find the old kingdom. But how could someone know of a map? Turns out, it's difficult to even get one. There's only one map in existence and for it to reveal the location of a "place full of treasures" it would be set at insane prices from merchants and selling cartographers. Once the map is attained, one would follow a heavy river near Moonwood, following it till it reaches a massive ravine with rapid waters. Going along the ravine will not get someone into the entrance, instead, they'd have to travel in the rapids and be carried at least ten miles North. Once beyond that distance they would need to quickly take a smaller river that breaks left of the main rapids, doing this would take perfect timing as the currents travels at 40mph. If they do make it, the small river can take them down steep paths that lead to a peaceful lake, and along the lake are massive stone bridges leading out to the once open cavern. Above, the top of the cavern is missing, tree branches grow overhead allowing decent amount of sunlight through. Across the lake is an old wooden gate, but instead of a welcoming appearance it's aged wood and vines tell of abandon. Past the gate, a place abandoned, the old village Far beyond the gate there is a village of old stone and wood. This village is the ancient Lupus Sanctauii, or rather a relic of it. The village appeared to have been a city at one point, housing thousands of citizens. Once it was a bustling place, full of souls who simply lived. Littering here and there are skeletons of odd bipedal wolf creatures, still clad in robes or armor. The cobblestone streets are covered in moss and overgrown weeds, the oak trees planted there long ago either died, fallen over or surprisingly still standing full of life. Buildings remain almost intact, either crumbling lightly or heavily, but the further one goes into the village, just before the massive temple buildings appeared to have been destroyed and lit ablaze. There are many of the odd skeletons clad in bonemold armor, however amongst them are many orcish, drawven, and humans remains. A battle was held here once and it appeared no one made it out. These remains of the four races and damaged buildings can be seen littered all the way to the steps of the old temple. There, barracades of wood and iron were breached and massive chunks of the temple steps are missing, leaving many spots crumbling away and a hazard for those walking up. Vetus Lupus Abstulit The temple itself is filled with catacombs and rooms housing more skeletons and war riddled walls, cuts, scratches, and bloodstains market the wall and floors. Straight forward a half mile is a massive chamber filled with long tables and more remains thought to be a throne room. In its center rests a black granite sarcophagus, a purple hue of a glow surrounding it. Along all its surface are old etchings of a different language and glyphs of old runes, still active and keeping whatever is inside there. In one room is the forge, a place of crafting items and weapons. Another is a large library holding sealed scrolls. However not many of these other rooms can be determined what they were used for as the crumbling temple crushed their insides or they were destroyed beyond repair by battle. Underneath the entire temple is a vault, truly filled with many treasures and ancient relics that could land a massive price. In its center however is a massive mummified wolf lies on the floor, curled up with its head resting on it's front paws. In front of it is a small shrine built purely of iron, it retains the shape of a wolf's skull, runes and markings carved into it. The entire vault remains locked, the only way of opening it is through an amulet as a key, but not one of these rooms nor skeletons possess such a thing resembling it's shape.
  24. Wade


    Drasir The Free City Bilgewater - Street, Sean Yang Drasir is, first and foremost, a free city in Ursa Madeum, and is therefore not subject to the Kingdom’s rule or to that of any noble house. Over time, it has grown into a seedy metropolis built on piracy and greed, known for its drunken, boisterous charm, as well as its ruthless clientele. Founded five hundred years ago, Drasir traces its roots back to the legend himself: Sir Creighton Drasir, pirate captain of the infamous Tide Turner and its motley crew. The story goes that the Tide Turner met its doom out at sea during the catastrophic Twilight Storm—all while carrying vast amounts of riches that would make even the wealthiest of Andelusian nobles swoon. Merchants were the first to discover its wreck along the western coast of Thraece, dashed against treacherous, maw-like cliffs. The ship was reported to be empty, oddly enough, with no trace of its crew or cargo anywhere in sight. Believed to have survived, rumour spread that Drasir travelled inland to hide his treasure. Rogues and sailors, outlaws and warlords, even pious knights flocked to the sight of the wreck. A small community formed as a result, birthing the port town of Drasir, with each subsequent visitor building upon its shaky infrastructure until it evolved into the glorious pirate haven it is today. As things currently stand, Creighton Drasir’s true fate remains a mystery. Geography Topography Drasir is situated along the west coast of Thraece, deep in the recesses of a winding fjord. Its cliffs are set into a U-shaped valley flooded with saltwater and precarious sea stacks that render navigation difficult. Both ends of the channel can be freely accessible and are the only reliable methods of reaching the city—the cliffs surrounding it are often too steep to travel on foot, making the area a highly defensible location. Some of the rock walls tend to curve up and outwards, giving the impression of a jaw with stalactites for teeth. The heart of Drasir lies in such a sight, often referred to as the Maw, and is connected to a dense network of caverns burrowing deep through the fjord’s outcroppings. Cityscape For a city with no regard for the delicate matters of infrastructure, Drasir has done remarkably well for itself, regardless of its many faults. Amid the barnacled, rotting docks, the weather-beaten buildings, and the zoo of debauchery running wild through the streets, lies a gritty sort of grandeur. The architecture is sweeping and vast, scaling cliffs with towers that lean a little too far to the side, always building upon itself like a hive fashioned from wood, stone, steel, and the occasional drop of blood. Much of the city is navigable by boardwalks, rope bridges, creaky stairs, and primitive elevators. A few districts are fraught with caverns hiding all manner of curiosities. Several outposts litter the fjord, typically acting as exclusive clubhouses for gangs, with plenty of ships crowding the docks belonging to one type of crook or another. Climate Drasir experiences a subtropical climate like the rest of Ursa Madeum but gets noticeably more fog and than cities further inland. The weather is fair year-long, the temperatures peaking during the new year (June). There tends to be heavier rainfall from November to April, and a dry season from May to October. Flora and Fauna > Olihen – The story tells of an unnaturally giant squid that can drag ships all the way down to the Fortuna Gallo, where crews will find rest amid the ocean’s darkest depths. An ancient and elusive creature with the ability to decimate fleets and leave no trace of its appearance. Few have claimed to see it with their own eyes, and only a handful are telling the truth. > Bore Leech – Not all battles need to be won with cannon or rifle fire. Often all that’s required is a barrel of bore leeches, a bit of saltwater to ‘activate’ them, and a means of launching the barrel over to the offending ship in question. Given a few minutes, these worm-like creatures will tear through the thickest of hulls with vicious ease, using razor-sharp teeth to decimate anything and everything in their path. > Scarak – One of nature’s finer attempts at creating a walking nightmare on eight legs, complete with large pincers, a sturdy exoskeleton, and a stinger sharp enough to puncture steel. Pressurized sacs inside of its abdomen allow a Scarak to heat ingested water to boiling temperatures. This water is kept in reserve for emergencies involving larger predators, upon which the Scarak can either squirt or inject it via the stinger at the end of its tail. > Coral Golem – Unique gestalts created from a colony of parasitic invertebrates called Pirinoa. These creatures begin as tiny polyps drifting underwater in search of a host to infect via ingestion. Should this occur, the polyps spread through the host’s body, infecting bone, muscle, and organs until eventually reaching the central nervous system. At this point, the colony assumes full control of all bodily processes, using its host as a mobile, carnivorous feeding ground before decaying into a more traditional coral deposit. Pirate Cove, Piotr Krezelewski Culture Drasir is a corrupt city of opportunity where gold and violence are the only two currencies that matter. No one rises to the top without being ruthless, a little cunning, and more careful than a jester at a funeral. Throughout the years, the tides have swept together an unruly sum of society’s refuse: drunkards, murderers, thieves, wenches, all with no place to go but Drasir for solace. Economy Despite the city’s ramshackle appearance, plenty of coin passes through its hands; it’s just a matter of knowing where to look for it and having the stomach to actually go fetch it. In many regards, Drasir is a place of extremes, where the poor are some of the poorest in the entire nation. On the flipside, the rich are some of the richest, hoarding treasures valuable enough to sway armies. Travellers looking for under-the-table merchandise will discover no limit to what they can purchase. Black markets mingle freely with candid businesses, offering exotic wares that would normally be impossible to find anywhere else. Some goods can be also acquired through favours—quite a few individuals are fond of making their debtors work—or bought on a patron’s credit depending on how much influence they wield over the market. Education Crime and profanity. Those are the two things Drasir will teach a man. Any other skill is secondary and better learned elsewhere in Ursa Madeum. Government There is no official authority governing the city, nor has any measure of law been formally established. What few rules that exist belong to the powerful and the wealthy, including gang leaders and pirate lords, alongside merchants who’ve secured a sizeable influence. Security Without a proper guard to police the streets, citizens are forced to look out for themselves. Gangs offer protection services for a premium to people residing within their territory. Mercenaries line every corner, assassins roam alleys and rooftops, and noble souls looking to keep the peace are far and few in between. Despite the lack of solidarity inherent to the city’s nature, residents have frequently come together to repel invasions from the government. These historic displays of power have deterred any further attempts to conquer Drasir, as anyone foolish enough to try will be met with the full might of Ursa Madeum’s villainy. Notable Residents > Dorian Finch – Arguably the most enigmatic pirate lord in all of Drasir, privy to secrets and information that could turn a kingdom onto its head. His wealth knows no bounds, nor does his long list of favours, and he seemingly has a hand in everything and anything that goes on within the city. Rumour has it his face was stolen from him long ago by an ancient spirit. He wears a blank mask at all times, covering even the eyes, in addition to a dark hood concealing the rest of his head. > Vera Granger – A half-elf and longtime madame of the Pink Pearl, which serves as part brothel, part steam-house, and part theater and burlesque parlour. It’s a little-known secret that Vera is a powerful witch, proficient in the arts of scrying and charm crafting, among other lesser magics. Many come to her seeking their futures or simple tokens of good luck, but her services don’t come cheap, and happy endings aren’t always guaranteed. > Amadeo Mortimer – Amadeo is the leader of the Shepherds, a fairly new gang in Drasir, known for his hateful disposition towards all abnormal beings. Nonhumans, mages, and beasts have much to fear with him in the city, as he’s fond of rounding them up for public execution, with each subsequent show gaining a larger following. The Sea Devil, Brenda van Vugt Notable Locations Within Drasir > The Black Spot – Easily the ugliest tavern in Drasir, but also the largest and rowdiest. It burned down thrice in the past decade and stands to burn down a fourth time every night. The barkeep, Madman Smithers, is a shifter with hammerhead shark-like features. He has the habit of quelling bar brawls with outrageous violence, which, unsurprisingly, serves to aggravate the situation even further. > Fig Town – No one really knows why this market is called Fig Town. There are no figs to speak of, and it’s clear that most of its shoppers have never seen a fig in their lives. The market is tucked away in a massive cavern lit by torches and lightstone veins, with several offshoot tunnels branching outwards into the cliffside. Different shops open at night when the others close down—it’s generally agreed upon that the best merchants present their wares from midnight to dawn. > Executioner’s Drop – A colossal waterfall, estimated to be sixty meters tall, slanting off the edge of the city into a river leading inland. Rows of jagged rock line its perimeter, housing makeshift prisons and watchtowers. It’s a popular tradition to execute one’s enemies by tossing them over the edge of the drop. Outside Drasir > Fortuna Gallo – It’s common belief that the souls of those lost at sea will inevitably find their way to this oceanic trench. The water above Fortuna Gallo runs like a dark scar on the ocean’s surface, and its depths are whispered to be the home of unknowable terrors like Olihen. > Whalesgrave – A coastline filled with whale carcasses found on the northern shores beyond Drasir. There are as many as thirty dead whales lining the ground in varying states of decay. The air is putrid with rot, teeming with carrion feeders of all shapes and sizes. It’s considered bad luck to visit this area, as far too many in the past have died from illness shortly after. > Great Fog Reef – Several miles to the west lies a region permanently shrouded in fog, concealing a gargantuan reef beneath its waves that remains largely unexplored. Some claim to hear whispers coming from the fog, others distant cries for help. Those curious enough to venture inside usually don’t come back, and the few who make it out alive are haunted by the reef’s mysteries. > Putnam’s Point – A precarious little settlement hidden atop the fjord’s southern entrance, watching over the sea at large for any signs of potential danger. Messenger hawks are used to relay letters to a post office in Drasir, where the letter will either be read publicly or given to the appropriate correspondent.
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