172AV M7 D17: Aramel Fielt recieves notice from Father Faramund that he is to deliver a set of religious works from the Losae monastary's library to the fledgling church in Eben, a small town to the south.
172AV M7 D18: The Losae monastary puts out a call for mercenaries looking for work.
172AV M7 D20: Having gathered a sizable group, Aramel departs for Eben. His journey is uneventful.
172AV M7 D30: Aramel arrives in Eben in the evening and is immediately accosted by a gang of strangely coordinated thieves on his way to the church. They take off with the satchel containing the church scriptures, but Imeena, an incognito Bercan noble travelling with the group, is able to quickly run them down and recover the documents.
Over the course of about an hour's, the group manages to fight its way to the church, where they are greeted by the local Chaplain, Linia Prisca. Having been attacked, Aramel and company are reluctant to deliver the scriptures. They decide to study the texts as Linia heads out to demand anwsers for the uncontested brigand incursion in Eben.
----------
Several hours later, night falls, and the street lanterns about the church suddenly gutter out. Moments later, armed thugs and mercenaries pour into the building and cut down the monks within. Aramel and company make a brief foray to the ground floor, rescuing who they can, even managing to convince one of the enemy mercenaries to defect to their side. Their work done, they retreat back up to the second floor and barracade themselves off.
After several hours holed up, Linia returns and is shocked by the attack's aftereffects. Nerves frayed and exhausted by the bloody ordeal, the group levels accusations of conspiracy against the Chaplain, whose own temper flares. The discussion quickly turns hostile and the group splits up; Aramel decides to remain in the Eben church while the rest of the group, now led by Imeena, decides to escape through the Old City.
172AV M8 D01: The group makes good time, an escape tunnel in the church's basement quickly bringing them to the Old City. Among the delapidated, ransacked, and weather beaten ruins that dot the area, a small Nalban temple is nearly buried by rubble.
The group soon encounters what seems to be scattered bandit forces, though they operate with more discipline and better tactics than the norm. While cutting their way through the scattered foes, they are found by Madeline, a Nalban priestess who claims to have come all the way from Berca because of a prophecy centered around Imeena.
Upon closer inspection, they find that these 'bandits' wear worn and tattered Eben military uniforms. Surprised, Imeena's forces hang back as the bandits congregate into , the two groups glaring at each other from stone's throw apart. In this time, a "famous" excavator, Riffock Gare, who has been paid to clear the buried temple's entrance. After reassurances from the group that he is in no danger from them, he happily goes to work.
Baldo arrives soon after, having been in the area and alerted by the sounds of fighting. He orders his men, along with the famous mercenary, Gunther 'the Meteor', to take the heads of both groups. United by this common foe, the two groups decide to temporarily team up and the leader of the 'bandits' introduces himself as Galer, former commander of Eben's 4th infantry division.
In the ensuing battle, Imeena's forces escape after slaying one of Gunther's companions. The mercenary swears revenge as they escape.
----------
The party wanders about the foothills surrounding the Old City, an area known to the locals as Trilni's Craw. They're quickly found by the group that they initially believed to be bandits and Galer informs the group that his group will be marching to retake Eben from the Redline mercenary company
Agreeing with his course of action, Imeena's group decides to check the newly unearthed Nalban Temple first for goods that might give them an edge in the coming conflict. Once inside, however, the shade of a nalban priestess appears, spouting warnings in an old bercan tongue. Ignoring the shade, the party manages to retrieve a staff of mending, though they are beset by spectres, who have possessed the discarded weaponry of the temple's departed guards.
Leaving the temple to the dead, the exhausted group camps in the Old City, taking a small reprieve before joining Galer.
From PMs
The Church of Osulia, Stance on Uprisings
Spoiler
The church is typically very hands off. While an important player, they're not so strong that they can be seen to be overtly taking actions against the established lords*.
As we know, Hiroth is a huge association of (more or less) individually ruled city states. Since lords don't like having their positions endangered, and as the sum of those lords' forces are greater than those of the church, they act as a balance to the church's agendas (just as the church checks individual lords').
While the church may disapprove of a local lord, they will almost never take unprovoked and direct actions against an established lord for fear of such actions being seen as 'trying to establish a precedent for the unprovoked usurpation of a lord'. On the other hand, local lords are usually careful about not offending the church, for fear of sliding into 'provoked' territory (and losing the other benefits that the church usually brings).
In the case of uprisings, the church will usually at least be seen to publically support the established lord.
The Church of Osulia, Charitable Works and Programmes
Spoiler
Quote:
Originally Posted by The Church of Osulia
...they believe that they, as humans, must constantly seek to improve both themselves and humanity. As such, the church of Osulia is quite progressive and funds many centers of higher learning across the world. Many innovations, such as sub-irrigation (popular amongst coastal agricultural regions) and double-hulled boats stem from Osulian-funded universities. At heart, the church preaches a message of "progress as salvation".
Although that's popular fact, not every region will have such progressive tendencies. Generally, the more populous the area, the more 'progressive' (read: powerful) the church is. This is exacerbated by the presence of church-funded universities in the most major populated zones, making them intellectual hotbeds (sort of like how Vienna was for the arts).
As for social services, you'll find the expected orphanages, kitchens, hostels, and occasional charitable drives. Church libraries 'are' free for public visitation, though some areas may be restricted to the general public.
Otherwise, schooling is usually a private matter, varying widely from city to city*; one lord may publically fund schooling, which would then have an Osuli element inserted, while another may neglect it entirely. While they may disprove publically, the church tries not to antagonize lords (giving an impression of being 'too' overbearing) by independently setting up such programs.
This means that where there 'is' public education, it looks as though the church has played a part in setting it up (and they usually do unless specifically denied, providing funding, manpower, and knowledge) and when there isn't, the church is usually seen to take a disproving stance.
Relative to the other nations... the Church of Osulia operates in both Hiroth and Farin, so about the same there, though it looks more limited since the church doesn't have as much power/money to fund all of the things that they would in Hiroth. Compared to the Nalban church, Osuli churches are usually able to provide more public services during (relatively) peaceful times, but less so during wartime**.
*There are technically no rules on what a lord may or may not do in his own domain until it borders on heresy or sedation or disgusts their neighbors sufficiently to drive them to take up arms.
**Due to their integration with elements of Hirothi militaries. The Nalban church does not march to war and in fact has provisions which severely limit (if not outright block) the conscription of Nalban clergy. As such, they do not suffer the drains on manpower and funds during wartime like the Osuli church does.
The Church of Osulia, Church Knights
Spoiler
Militant ranks within the church and their military equivalents are:
Rank
Equivalent Military Rank
Ordinate
Colonel
Chaplain
Captain to Lieutenant Colonel, depending on church influence
Vicar
Lieutenant+
As seen, senior command (brigadier+) is largely untouched by the church, as city-states tend to prefer to keep their own leadership.
Church knights are armed forces under the direct command of the church. They are largely either ‘donations’ from lords or ‘loans’, who, on return, receive a position equivalent to whatever they held within their order. Some church knights are independents who give or sell themselves to the church and become wholly a part of that order and yet others are reformed/repentant criminals. They usually do not hold any commanding ranks and are led by either the Church's internal command structure (including the military arm) or a commanding officer from the regular military (lieutenant+). Depending on the order that they represent, senior church knights can be assigned traditional military positions, up to the rank of captain.
Internally, church knights’ ranks mirror that of the traditional military to effect easier integration. Rankings are: private -> corporal -> sergeant -> sergeant major // officer cadet -> second lieutenant -> lieutenant -> captain.
There are specific orders of church knights that answer only to the church, drawing from its many regular orders. They are designated as Holy/Divine [Holy/Divine Knights], Temple [Knights Templar/Templarate], Astral [Astra Knights/Knights Astra], or Arc [Arc Knights/Knights of the Arc]. Examples would be: the Saint Dardail Holy Knights and the Lusse Templarate.
Finally, there exist church knights who have been especially empowered. They can hold any rank and own land and are unfettered by tradition and law. The church is usually tight lipped about the whereabouts and actions of these individuals, though rumor does tend to spread down the grapevine.
Socially, cavaliers are seen as soldiers on horses. Hiroth places no specific merit on them and Hirothi generals tend to spend their lives as easily as those of the ground-slogging infantry, something that is, admittedly, effective against the other two countries (who have difficulty wrapping their minds around tactics that spend ‘valuable’ resources in such a manner). Church knights from normal orders are seen in the same light as normal infantry/cavalry units.
Eben, More Detail
Spoiler
It's a not-quite-but-almost-border town that's just had its garrison deployed to the front lines. Because of this, Eben's lord, Calem, has employed a mercenary band, the Redline mercs, in order to maintain public order and safeguard the town. Osuli presence within Eben is rather limited as well, the church being a new addition*. With the regular garrison deployed (that's why no additional guards showed up during Map 1 and why the guard didn't come over at some point in Map 2), the chaplain actually has practically no integration with Eben's current military forces** - the Redline mercs have their own internal power structure separate from the church's. Although she would have some interaction with Eben's retained garrison, it would be pretty limited.
*I have construction starting within the last 10 years and just completing around a year and a half ago, following many delays stemming from the many times that the war has drawn able-bodied workers away from Eben. Chaplain Linia would have arrived a few months afterwards and would have spent most of her time setting up 'shop', playing politics with the local lord, holding sermons while waiting for another more qualified priest to arrive, and taking care of the acolytes. The works/scriptures that Aramel & co. were bringing were actually meant to go into the church's local library.
**This is pretty much why Linia's been making comments about the Redline mercs the whole time and why she didn't go out and help Aramel in M1 (gameplay asside). She, being the only Osuli military presence in Eben, is not willing to risk the fallout that'd occur by intruding into the Redline's jurisdiction. It's a bit of a spoiler, but she doesn't have much influence with lord Calem and is intelligent enough to see that if things come to conflict, she's not likely to receive support from him.
Importing the working plan from last thread. We can expect Durnock to drop this round, so let's pick out a space. I haven't reviewed the South Flank in great depth. And I'm wary about stranding our Lord, two axe-fighters and a myrmidon behind enemy lines facing two ballistae.
If Paris can canto through Lenz, and we can off Lance Cavalier #2, my choice for canto position is C-I4.
Quote:
Originally Posted by Ascaloth
North Flank
Sword Cavalier #1 needs to ****ing die simply for being in the ****ing way.
Paris attacks Sword Cavalier #1, and hightails it out of there to W-E14, taking Madeline from Galer's Lance Cavalier #1 along the way.[double action]
Callum attacks Sword Cavalier #1, cantos to C-H4 C-F5 and Talks to Lenz in an attempt to influence. Should Sword Cavalier #1 not be dead yet, Callum cantos to C-B6.
Roland shoots at Sword Cavalier #1.
Argoth goes to C-F5, takes a Vulnerary, and Talks to Lenz in an attempt to influence. [New proposal: Argoth can attack Sword Cavalier #1 before Callum, absorbing the counter-attack for no damage; or finish off Lance Cavalier 2. If Paris & Callum canto away there is no North Flank to wall for. And now that the enemy team is wedged in the wall with mage support, he should fall back for now.]
Pause the update if Sword Cavalier #1 dies and/or Lenz turns at any time up to this point.
South Flank
North Flank moves take priority, and South Flank moves will only take place if all North Flank moves fail in their objectives.
Baldo needs to ****ing die before he can remember the signal. Unfortunately, we don't have any good options at hand to croak him before the end of this turn. Nevertheless, let's do what we can.
It's too risky to charge in with our current force layout in the south; let's consolidate our position.
Why the hell didn't Wotan equip the Hand Axe to hit back at Archer #7 with? I thought I said as much. Regardless, Wotan equips Hand Axe, attacks Archer #7.
Imeena to C-M11, attacks Swordsman #5, cantos back to C-M9.
Falcon to C-N12, attacks Swordsman #5
Oren [to C-M9] takes a Vulnerary.
That's about it for the moment.
__________________
"Repeat to yourself; it's just RP, I should really just relax" ~the mantra
Ah, alright. That means Sword Cavalier #1 still needs to ****ing die.
Let's revise the plan.
Imeena is currently at C-F6.
Paris attacks Sword Cavalier #1, and hightails it out of there to W-E16, taking Madeline from Galer's Lance Cavalier #1.
Callum moves to C-E5 and attacks Sword Cavalier #1. Should Sword Cavalier #1 not be dead yet, Callum cantos to C-F5. If Callum kills Sword Cavalier #1, he cantos to N-O6 instead; pause the update at this point if the latter happens.
Argoth goes to C-E5, and attacks Sword Cavalier #1. Pause the update at this point if Sword Cavalier #1 dies.
Roland shoots at Sword Cavalier #1. If Sword Cavalier #1 is already dead, he shoots at Archer #7 instead.
Durnock will Drop at the next turn, depending on where Galer's Lance Cavalier #4 goes.
Lloyd should either go to W-A10 and attack Archer #16, or alternatively try rejoining the group by moving to W-E13. I can't decide which is better at the moment; there may be a case to be made here for leaving Lloyd to assist Galer in holding the West sector.
The pressing question at the moment are the people at the south flank of the Central map. I was hoping they can push through and take Lenz's tent from the south entrance, but as it is they may not have enough manpower for the task, and if the ambush happens, they'll be trapped. I can't decide the better option at this point, so everything from this point on is just suggestion; if anyone has a better idea, please say so.
I have half a mind to drop the "tactical genius" part from Tyra's character. Or at least tone it down. Mainly because in order to play her right, I need to put in more work. I think it would be better for my sanity if she were just an all-around know-it-all.
Speaking of which, what's everyone thinking about promoting to? I'm thinking of making Tyra a Mage Knight, but on a Pegasus or Wyvern.
__________________
I keep quoting your posts. But they might not mean what I think they do...
Con: 8 (1 Stat Point)
Weapon Levels: Staff D
Skills: N/A
Special: N/A
Affinity: Light
Inventory: Heal Staff, Vulnerary
Backstory:
Spoiler
Tyra grew up in a Bercan military family, and was expected to follow suit. She's actually very fit underneath those robes, because her parents didn't really expect her to be any good at magic and had her doing workouts and training in hand-to-hand combat since she was 5. She took to it all well enough. In fact, she took to just about anything quickly and almost immediately. She was a Jackie of All Trades, in a sense. But if there was one thing that she excelled at, it was magic. She understood it on an intrinsic level, and her parents sent her to a prestigious magic academy run by the Osulian Church, as was her wish. She hasn't heard from her parents in seven years, beyond the occasional letter.
It was obvious to her that her parents looked down upon her interest in magic, and she set out to prove them wrong, essentially cloistering herself away in her studies so that she could send good grades home to her parents. Her social life died before it could even begin.
However...
Though she understood magic, it took her years to be able to actually use it. As it stands, her own Martial and magical abilities are intertwined. As such, she hits people to heal them. She's working on actually using combat magic, but is currently resigned to the relatively simple nature of Staff magic.
Personality:
Spoiler
First and foremost, a caring and curious heart that loves to learn. But she can quickly and easily swap out her friendly, sunny, near-ditzy disposition to activate her powerful mind or call up a countenance of teeth, claws, and horns.
She's a know-it-all and proud of it, knowledgeable on just about any subject, except for History. Seriously, History sucks.
She has a keen interest in human social interaction. The entire process is strange and inviting to her. She wants to get to know people, but her overly scientific mind gets in the way a lot. She tries... but she often fails spectacularly.
__________________
I keep quoting your posts. But they might not mean what I think they do...
Nina was born in a city very close to the capital of Hiroth to a merchant family. Like all of the children she was forced to pick a skill for her to learn at a young age. She was held enthrall by magic. So she was sent to the top magic school in the country.
It took forever for her to learn the simplest spell. She was so bad that the school seriously considered just sending her home, instead of wasting both their times. Then she had a breakthrough. Unlike every single one of her friends. The only verbal components she could work with were song lyrics. Her somatic components dance movements.
Eventually Nina's girlfriend was sent to the front-lines as part of a "package" meant to soothe the borderstates. Nina ran away from the school to protect and support her. She died within a month.
Nina starting wandering the borderlands. Although she does not know it she is looking for a charismatic leader to give her inspiration.
Personality
Spoiler
Nina is very cheerful and happy. She is almost always singing and even if she isn't she tends to talk in a sing-song voice. She prefers to cycle though songs when casting her magic, and only repeats song if she has run out of them.
Nina has issues standing still and is usually bouncing around slightly.
To Herp. I'm going Sage. No way am I ignoring that 30 magic cap
Hugo was a former groundskeeper of an out-of-the-way Osulite shrine near an out-of-the-way village in Farin. He was married, for seven happy (yet childless) years with his wife, Magdeline. They lived a good, quiet life, and hoped to continue to do so. Alas, one day he had returned to his home, to find his wife slain by a roving band of wicked mercenaries. Overcome with anger, he spent his savings on a sword, and traveled out to find and avenge her killer, traveling over all the continent.
A decade has passed since he sought justice, and his search has been fruitless. Despairing, and wishing to return to his home and live out his life, he now travels back home.
Personality:
Spoiler
Being affiliated with an Osulite establishment has made Hugo a pious man. He always carries with him a replica of scriptures, and adheres to a strict religious lifestyle. He is soft-spoken, and humble, preferring not to speak up about himself, instead letting others be the measure of his worth. He also always holds up his oath, and stays true to his word.
Also, hopefully the Osulite Religion does not have a Lucavi-style plot going on behind it.
EDIT: Also going for regular swordmaster for me. It seems like Swordmasters in FE have a longcoat that functions similar to the Heron-marked blades, no?
__________________
Last edited by Hydranova : 09-07-2012 at 03:58 PM.
It's hard to get a bead on the man behind the name. While he has the long dark hair and lightly tanned complexion of a Bercan, and his robes are those of a man of the plains, what little is known of his life before he appeared on the scene are rumours at best. The young man himself, coy about the topic like it hardly even matters, appears at first glance to be just like any other rogue; hardly seen without a drink in his hand, with a scandalously attractive reputation amongst the well-to-do ladies in many cities, one wouldn't think that he was ever anything more than he seemed.
On the other hand, theories about the "Falcon" nickname abound; some say he's often seen with a falcon perched on his arm, from whence he would not say. Others say it stems from his uniquely acrobatic sword style, spectacular yet lethal. All anyone knows is, many are the challengers who have fallen before his blade; quick to react and swift on the attack, it is said that only on the battlefield can one truly glimpse the prodigious blade-talent which makes him one of the most dangerous swordfighters around.
Personality:
Spoiler
Having a flippant and sarcastic attitude towards most anything, Takehiro nevertheless has a surprisingly warm personality despite the things attributed to him. Happy to share a drink with friends, and especially prone to taking a shine to any pretty lady who crosses his path, one gets the impression that he is barely full-grown, still very much a boy at heart. Even when it comes down to a clash of blades, it still seems like the young man known as "Falcon" still takes joy in the challenge, happy to test himself against any opponent in his way. Why this is so, he would not tell.
Before writing in movements I want to make general proposals/observations:
Imeena & Callum are in position to kill the mage pestering Argoth and charge up the alleyway containing Ballista 4 (focus the swordfighters in the residential district)
Argoth is immune to the swordfighters in Center, so let him attack the Sword Cavalier and don't drink any Vulneraries (damn, Argoth deserves some RP )
We should begin prioritizing reaching Hugo through the the portal (C-E8) Argoth is wedging open for us.
Roland should focus Baldo
Falcon should get baaaaack, probably Oren and Wotan too considering their fantastic luck so far on Morale rolls
And let's pick a drop-off for Durnock
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"Repeat to yourself; it's just RP, I should really just relax" ~the mantra
Name: Paris Lightbringer
Class: Shadowrider (Troubadour with Dark magic)
Age: ~19
Gender: Female
Affinity: Not sure, yet.
Stat
Value
Growth
HP
16
50%
Mag
3
50%
Skl
4
50%
Spd
7
50%
Lck
5
50%
Def
2
25%
Res
5
50%
(34 stats, 300% growths)
Est/Nino 1 Level
Stat
Value
Con
6
Move
7
Backstory:
Spoiler
Daughter of a cultist leader who took the name "Lightbringer," she is a member of the Renyu cult who specializes in dark magic. Unlike many other Renyu, she thinks that magic should be used only for helping people. Unfortunately, this is not always the case, as she has learned. Because she has been trained as a Renyu, she has a slight contempt for followers of the main religions.
Personality:
Spoiler
Paris is aloof and cold at most times. At least, to anyone who isn't her horse, Namek. She takes pride in helping people, but somehow she still seems to lack a conscience. Or, at the very least, social skills. She doesn't make friends easily, and often scowls. She doesn't take to authority well, either.
She's aiming for supports with Nina, and maybe Falcon. Master Argoth is pretty gone at this point.
__________________
Fire Emblem Spritesman Inna Playground - Let me know if you set up a game!
(Battle sprite & profile courtesy of Geno9999; Helmeted sprite thanks to Ilven)
Stat
Value
Growth
HP
22
70%
Str
5
45%
Skl
5
40%
Spd
6
50%
Lck
3
35%
Def
7
50%
Res
2
30%
-2 Nino for +20% growth
Average growths
Items: Vulnerary, Iron lance (D)
Stat
Value
Move
5
Con
11
Personality & Appearance
Spoiler
At 5'3, about ~145 lbs Adele Solanas stands tall as some of the back-broken Hirothan sharecroppers she calls 'citizen'. Her own spartan physique sports a lance-arm pauldron, plate & hauberk, round shield and leather pants. Under her helm lie a round face, strong jaw, high and tight haircut and snub, oft-broken nose. Her cracked farmer's brow and sentinel's leather neck conform to pluperfect posture; Private Solanas wears her armor with a patriotic pride and fondness for the authority it vests her with. The eager Private performs her garrison duties without complaint and volunteers herself for the assignments other soldiers consider grueling or busy work.
Adele can be stubborn and devoted in an instant. The farm girl is naturally gruff and testy around strangers, but once they've proven they can take their lumps, she warms quickly. Adele is fiercely dedicated to "progress as salvation" and social justice as interpreted by the Church of Osulia. Adele practices her faith in-group and is disposed to judge others by the company they choose. Adelita is acutely protective of persons reminiscent of her younger siblings.
Background snippets
-Born and garrisoned in a Hiroth border state
-Fourth of seven children; five brothers and a younger sister
-Church of Osulia devotee
-"I grew up on a farm, y'know" baseborn, plain and tough
Spoiler
Behind the pennants and posters decorating the streets of Hiroth, especially its border states, lay worn cobblestones and a conflicted populace. A bravado of patriotism unifies the wide-eyed cadets drafted across the nation when they have nothing in common but their syncretic faith in Osulia. When Adele joined the corps she threw herself headfirst through the same courses and gauntlets her older brothers faced. But rather than inspire her peers, Adele found herself held in contempt by all but the company sergeant and chaplain. Half of the cadets were not particularly thrilled to be out-fought, outperformed and out-shouted by a hayseed such as herself; and the other half begged for assignments to a new garrison so they wouldn't have to hail a female Private, First Class. Harassment and the naked violence Adele contended with in the training yard forced her to seek more isolated assignments. The once-paragon slunk into watch duties and commissary drudgery and out of everyone's way.
__________________
"Repeat to yourself; it's just RP, I should really just relax" ~the mantra
To be clear, Baldo is currently fleeing. I rolled a 1 for his 'remember-the-signal' check (I'm trying to roll over 50) and then just went straight for the morale check, which he... also failed.
And this folks, is why I can't play Chaos Daemons in WH40K.
To be clear, Baldo is currently fleeing. I rolled a 1 for his 'remember-the-signal' check (I'm trying to roll over 50) and then just went straight for the morale check, which he... also failed.
And this folks, is why I can't play Chaos Daemons in WH40K.
Well damn, that was cutting it real close for Falcon. But otherwise, good going for everyone!
Right, next turn's plan;
I'll like Durnock to have been dropped by Galer's Lance Cavalier #4 at C-I5 at the previous ally phase. Durnock takes a Vulnerary.
Paris moves to C-F1, drops Madeline at C-E1. I want to keep C-E2 clear so that Lenz has space to respawn.
Good show for Lloyd! Lloyd goes to W-C11 and takes back the Antitoxin from Galer's Fighter #2.
Imeena to C-D5, offs Mage #1, cantos to C-E7. Sword Cavalier #6 is in position to strike our backline if we let him, so we have to make sure he doesn't.
Can enemy units go past C-D8 to 10 and C-C8 to 10? The moves for Imeena, Argoth and Callum hinges on this.
Good show for Roland! Roland shoots at Archer #7.
Tactical retreat for Falcon. Falcon to C-M8, uses a Vulnerary.
Wotan equips Hand Axe, moves to C-M11 to screen for Falcon against Archer #4 and Lance Cavalier , uses a Vulnerary.
Oren to C-N14, attacks Lance Cavalier #8.
Pending Sairyu's advice, how does everything look?
Posting the character sheet of Madeline here, for the OOC thread:
Madeline Nenohi
Spoiler
"Just a minute, we need to pray to the spirits at this shrine... We don't have time? Oh no... The bad fortune... I'll prepare some charms soon! W-wait! Please, can't we slow down a little?"
(Female)
Class: Priestess
Affinity: Ice
Movement: 5
Con: 6
Special: Priestess of Nalban Church.
Notes: Holy clerics who use staves to heal their allies.
Madeline is earnest and tries hard to maintain an aura of calm composure to her actions. She is very compassionate, but hiding her own fears and worries behind a mask of hard work. She refuses to be involved in violence, but will use all of her strength to bring healing and compassion to those who are touched by it.
Madeline is very religious however, and she holds great reverence to the rituals and ceremony of Nalba. She often quotes passages as reassurances. By the way, her reverence for nature has given her a very good head for terrain and weather, and the little things like herbs and spices, or directions. Though she won't understand why others are annoyed she must carry out so many rituals, but she will try to patiently explain them.
Madeline is also trained at fortune telling, but maybe most people don't believe in them. She believes in the auguries however, and happily will help to prepare against bad fortune.
Being Ice nature, she doesn't get cold easily, and loves winter. But she doesn't like hot weather very much.
Background:
Spoiler
Born in a small border town of Berca and Farin, Madeline's mother died when she was young. Her father served in the military, so she was sent to the local temple, where she has been raised as a priestess in the church of Nalba. Though she often wrote letters to her father, more recently there has been no response, and so she fears she has lost her family. Continuing to serve the church, she ties prayers every day to the tree in her family's garden.
Madeline isn't content with this though. She grew up with stories from her father about the large world and the strange sights, and she hides that desire to see the world in her piety.
Perhaps the church will soon send her to serve at another temple, now that she has completed her training. Or she will take over duties at the local temple in her town. Perhaps she will even go on a journey, to hopefully find word about her father.
(How to be recruited? Of course can talk to GM about game time and location)
Quote:
Originally Posted by Herpestidae
Speaking of which, what's everyone thinking about promoting to? I'm thinking of making Tyra a Mage Knight, but on a Pegasus or Wyvern.
Lloyd to W-F11. He will shout to influence both Galer's Fighter #2 and Sword Cavalier #4; Fighter #2 to pass the Antitoxin to Sword Cavalier #4, and Sword Cavalier #4 to give Lloyd a ride to the frontlines, taking the Antitoxin with him.
I think that's about all for everyone. Suggestions?
Lloyd to W-F11. He will shout to influence both Galer's Fighter #2 and Sword Cavalier #4; Fighter #2 to pass the Antitoxin to Sword Cavalier #4, and Sword Cavalier #4 to give Lloyd a ride to the frontlines, taking the Antitoxin with him.
I think that's about all for everyone. Suggestions?
We also want a drop-space for Madeline this round.
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"Repeat to yourself; it's just RP, I should really just relax" ~the mantra