Hellgate Hotel

Golemist:

The Golemist specialises in animating various materials, primarily dirt and rock due to availability and ease of use. The animated material, shaped into often humanoid forms, are colloquially known as golems. The rate at which a golem loses its energy is proportional to the volume. While smaller forms can remain animated for some time, the larger, more combat capable golems require a Golemist to be far closer, needing almost skin contact in order to channel enough energy to maintain the powerful form. This means that a Golemist on the battlefield is often seen perched on the shoulder of their giant creation, or, for the more skilled mage, sitting inside of the golem.

Golemists are sought after in both civilian and military application, as both sources of large workforces for various kinds of simple labour, and potent siege engines.


Here's my idea for pushing a little bit of mecha into a fantasy setting. The idea is a spirit mage that needs a significant amount R&D and resources in order maximize their effectiveness of their tools and weapons of war. For example, mana batteries for piloting even huge golems for a period of time, specialised limbs for various tasks, and advanced armour and weapons. Even just sitting inside of the golem requires some thought put into how to actually breathe while inside.
 
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[X][GENDER] Non-binary
[X][MAGIC] Body Savant
[X][MAGIC] Shadow Dancer
[X][MAGIC] Stormchild
[X][MAGIC] Ghost
[X][MAGIC] Phrase Flyters
[X][MAGIC] Archivist
[X][MAGIC] Dazzler

So. Many. Aweosme options! I love the descriptions here - they're intriguing, imaginative, have a great sense of personality for each mage, and above all are just plain fun. I simply have to vote for a pile of options because I refuse to choose a single favorite.

As for gender, there aren't nearly enough non-binary protagonists. If @picklepikkl feels like he's up to writing such, I'm all in favor of letting him do so.
 
What is this? My favorite pickled pendant has a quest? What fun!
What? It's pedant? Can't be.
[X][MAGIC] Ghost
[X][MAGIC] Phrase Flyters
[X][MAGIC] Echo Caller
 
[X][GENDER] Male
[X][MAGIC] Purifier
[X][MAGIC] Silver Knight

Hate voting anything but my absolute first choice, but of the other options I like Silver Knight far better than the rest.
 
So, my general thoughts on each of the options we have so far.
[][MAGIC] Body Savant
Body savants' magic focuses on control and manipulation of their own physical forms. At a basic level, most mages of this kind are effortlessly healthy and fit, and resist most nonmagical diseases. Those who choose to hone this power develop an intuitive familiarity with the thousand intricate interconnected systems of their own bodies -- a familiarity usually supplemented by intensive, long-term study -- to better understand their limitations, and then push those limitations as far as possible. Body savants are ever surefooted and poised, capable of delivering precise and shattering blows with their bare hands and feet, and can control their adrenaline and serotonin levels to modulate their instinctual reactions or keep themselves awake and on their feet far longer than normal. Masters of this discipline can reshape their body on the macro-level: creating backup organs, coaxing spikes of bone to serve as armor or weapons, and even healing from mortal wounds.
Muscle wizard meets Alex Mercer. Potentially very powerful with a fair amount of interesting stuff in it, and could be very fun. The only mild concern I might have is that it seems like a bit of a one-trick pony at low levels, but the later stuff makes up for it in my opinion.
[][MAGIC] Mnemonist
Many mages of many kinds possess at least some small measure of psychometry: the ability to sense echoes-of-the-past that are strongly connected to a particular person, place, or item. Those who choose to focus on this power can often learn to experience and interpret these echoes with greater clarity. Although perceptible ambient memories are rare, and generally appear only in connection with moments of great emotion or spectacular amounts of magic, a master mnemonist can go searching for a particular event or moment of the past -- experiencing it through multiple perspectives, and even turning themself into an amplifier to transmit their understanding directly to others. Mnemonism is not a particularly combat-oriented kind of magic, but mnemonists who do take up arms learn to capitalize on their ability to gather valuable information about their enemies' capabilities and weaknesses.
The detective route. Seeing into the past is a useful ability, but as the option itself states it's not a particularly combat-useful power. Being able to anticipate what your enemy can do only gets you so far if they outclass you, after all. And outside of combat... once again, seeing the past is useful, but it's just one trick (even if it is a really good one).
[][MAGIC] Purifier
Purifiers wield the magic of the purging flame, which they generally perceive as burning eternally inside their heart, waiting to be unleashed on the world. Purifiers are known for their skill with the obvious combative applications of fire, but the purging flame is also capable of much subtler applications. Applied with careful skill, it can purge poison from food, or disease from a living body. Applied with very careful skill, it can purge memories -- or even entire aspects of personality -- from the mind of someone who is willing to be so changed. As a rule, this kind of magic manifests among people who have a deep-seated desire to change the world around them.
BURN! BURN! ALL OF YOU, BURN!! MWAHAHAHAHAHAHAHA!!!

*cough*

Anyway, this is a nice option. A good mix of straightforward power in combat, and a useful suite of esoteric support in the form of 'purging' things. And depending on how broadly it can be applied... well, you could purge yourself of weakness or injury, purge yourself of ignorance, purge someone's magical ability from them...

So, yeah. Even the explicitly described stuff is useful, and depending upon its limits high level stuff has the potential to get nuts. All in all, a good choice.
[][MAGIC] Shadow Dancer
This brand of spirit magic revolves around solidifying, and manipulating, shadows. The most fundamental shadow dancer techniques mostly revolve around the mage turning their own shadow into a capable, empowered ally -- a scout and spy and combat partner, perfectly in synch with its master's thoughts, perfectly silent. Shadow dancers can also manipulate ambient shadows, transforming them into temporary weapons or hiding-places. Shadow dancers are uncommon even by spirit-mage standards, and they tend to be extremely secretive.
Versatile, and well-specced for both stealth and one-on-one fights. Not the highest raw power, but this magic implies more of a trickster or stealth build anyway. I do like it, but I have to admit it doesn't really catch my attention too strongly.
[][MAGIC] Silver Knight
A mage of this kind can conjure forth, at will, a suit of armor and a weapon -- uniquely individual in its form, but always gleaming silver -- shaped from pure magic force. It is said that a silver knight's arms and armor are physical manifestations of their very soul. Their weapon can strike with unnatural force, but is practically weightless in their hands, and can be intuitively maneuvered with great skill; their armor is nigh-impervious, but does not hinder their movement at all. Silver knights are found all over the world, and often make lives for themselves as elite soldiers, for many armies prize them above all other kinds of mages.
"Henshin!"

On the one hand, this basically makes us into a Kamen Rider. On the other, this reads as being a complete one-trick pony; pure physical prowess, and nothing else. So while I wouldn't be sad about this option winning, it does feel a bit limited for my tastes.
[][MAGIC] Stormchild
Storm magic is among the most widespread kinds of spirit magic, and for many people, the stormchild is the absolute classic archetype of the magician. Stormchildren can soar through the air like birds, and they can unleash blasts of lightning from their hands. Their skills are, of course, prized by armies -- they make for excellent scouts, and are unmatched as air-artillery -- but as a rule they are free-spirited and rebellious. They often live restless and nomadic lives, although there are a few Nivvean martial sects with traditions of helping stormchildren discipline themselves and channel their power.
"I am the storm that is approaching~!"

The flying artillery option. It does seem like a fairly solid pick, but unfortunately it doesn't have anything that makes it really stand-out interesting- no wow factor. Plus, it being relatively common puts us at a slight disadvantage if we pick it, as it means tactics to counter our magic are more likely to be known.
[][MAGIC] Ghost
To tread in the realms of the ethereal and unreal, to walk out of step with the rest of reality -- that is what it means to be a Ghost. At its most basic, this spirit magic allows one to pass through solid objects as though they were nothing but the wisps of a dream, but with skill and practice a Ghost can step out of phase with any aspect of existence. Light, gravity, even magic itself; to a true Ghost, all of these and more are nothing but fragile constructs, to be indulged or ignored as the whim takes them. There are even whispered tales that the greatest Ghosts are able to walk outside of the very fabric of space and time... but those are surely only fanciful rumours, and nothing more.
(Contributed by @NSMS)
My option! At a basic level this is just standard intangibility, but even that can be absurdly powerful and versatile depending upon its limits (what happens if you de-phase inside someone, whether you can choose to pass through only part of something, whether the intangibility has to be full body or can be selectively applied, etc). At higher levels? Ignore gravity for superjumps, ignore light for invisibility, and so on. So lots of versatility, and some potentially very powerful tricks.
[][MAGIC] Wild Warden:
In some people the call of the Wild is not merely heard: it is felt, resonating through their very soul. Wild Wardens are the ultimate expression of this, the bridge between man and beast. At their earliest stages, they're capable of communicating with animals in very limited terms, using them to scout, pass messages, or even to help defend themselves. As they gain power and experience, they may choose a particular animal to bond with; forging a soul link that allows that Wild Warden to take on aspects of their partners for a limited time. At their greatest, Wild Wardens are capable of transforming into animals, starting with their bonded, and expanding as they come to know other beasts and how they function and live.
(Contributed by @TempestK)
Druid/Ranger multiclassing. Not a bad choice for versatility and power, and depending upon what animals exist in this world it could end up absurdly broken (for example, bonding with and/or transforming into a wyvern, or a hydra, or something else similarly potent).
[][MAGIC] Phrase Flyters
Phrase Flyters are simple - violence is their language and language is their violence. The most common request other mages make is to please stop punning - but to this brand of magic, puns punctuate and actuate every cause and effect there is! When they make a truly clever play on words, they truly make the clever words play out. Most will only amount to a massively aggravating illusionist, but perception can be made reality all-too-quickly at their tongues.
(Contributed by @huhYeahGoodPoint)
Not a huge fan, I have to be honest. This sort of ability seems like it'd be fun in the short term, and it's undeniably potent, but I can see it getting annoying fast.
[][MAGIC] Archivist
Their magic revolves around fighting entropy: preserving things in their current form, preventing collapse and erosion. The physical aspect of their power usually manifests as ice manipulation. Archivists are invaluable in logistics, albeit some act as front-line fighters. Masters of this discipline seem to be capable of halting their ageing altogether. Archivists tend to be conservative and rigid.
(Contributed by @sportoner)
Ice magic mixed with reinforcement. Not a bad combo, especially if the two can be combined to form super-hard ice. But even without that, ice magic alone has a ton of versatility and potential utility options- and while it might not be the most obviously destructive, if you can set off the equivalent of an ice grenade or claymore people are going to bleed.
[][MAGIC] Dazzler
Light is the tool, weapon and toy of a Dazzler. At their most basic level they can create bursts of blinding brilliance, but more subtle adepts can make swirling, hypnotic patterns, or focus light into searing beams that pierce flesh or even metal and stone, or simply beautiful displays of illuminated artistry. Dazzlers are known for exuberance and energy - their magic is at least half performance, and they say that this matching of emotion to wavelength is not mere preference, but integral to their magic.
(Contributed by @KreenWarrior)
Light magic is always a fun one. Even ignoring the lasers and illusions, simply shining a bright light in someone's eyes is a hell of a distraction. And if this extends outside of the spectrum of visible light... well, we'll never fight the same enemy twice, if we can blast them with concentrated gamma radiation as we fight.
[][MAGIC] Stonelaw Enforcer
Though Stonelaw Enforcers are visible on the battlefield for the walls they raise, the terrain they manipulate, and the boulders they hurl, their true power does not rest in mere manipulations of soil and rock. Rather, they wield the conceptual essence of the earth: the principles of weight and mass, of absorption and solidity, are theirs to command. While found all over the world, they are most prized in Morleas, for the tense peaces and wary alliances of that continent are ever in need of those who can help raise fortresses and suppress raiding parties.
(Added from my notes at the request of @Zaealix)
Toph+. Earthbending, plus a whole range of other tricks that have faaaaaaar too many potential uses for me to list here. Honestly, my second favourite option thanks to its mix of power and versatility, and earth manipulation just being fun.
[][MAGIC] Echo Caller
Echo Callers make for excellent scholars and researchers in arcane fields, for their power allows them to perceive magical phenomena directly -- synesthetically "seeing" the flows and patterns of the aetheric forces -- like no one else can. They are most famous, however, for their ability to make their own magic conform to the patterns that they "see." Which is to say; during the brief moments when the residue of a spell or magical effect lingers in the world, an echo mime can often cast that same spell or create that same effect, regardless of its origins.
(Added from my notes at the request of @Zaealix)
Red Mage? Red Mage. If we take this option, I insist that we wear a red feathered hat, talk about game mechanics that don't match what the quest mechanics are (unless it's funnier that they do), and solve as many problems as possible with the vigorous and enthusiastic application of animal husbandry.
 
[X][MAGIC] Body Savant

I don't mind the gender but muscle magic hell yeah
 
Adhoc vote count started by picklepikkl on Oct 6, 2021 at 8:10 PM, finished with 68 posts and 48 votes.

After about 26 hours, and only two new votes in the last six hours, I think it's about time to call the vote. 17-13-12 among the top 3 seems decisive enough to give Silver Knight the win magic-wise, and over in Gender Female has an absolute majority, not just a plurality.

In the next stage of character creation, you will be picking your background -- where you come from and what you have been doing with yourself, which is heavily influential on what sort of Silver Knight you are. I'm going to need some time to write up the blurbs for that, but I intend to post the next character creation vote tomorrow. In the meantime, to tide you all over, I am going to post a bunch of setting lore within the next few minutes.

Enjoy, and by all means, if there are particular parts of the setting that interest you, or particular approaches to Silver Knighting that you think would be cool, say something in the thread! That way I can ensure that I don't skip over writing up something that people would enjoy reading. (Real talk: I did not expect Silver Knight to be this popular, and in fact nearly cut it from my OP in favor of another example of spirit magic, so clearly I have no idea what the people want and you telling me would be very useful.)
 
As a QM, I recommend getting used to this. While sometimes the voters can be predictable, they will blindside you at other times with both their choices and their reasoning for them.
I will absolutely second this.

As a QM and a reader and voter, we come up with the most surprising things some times.
 
The World of Orolin
Aesthetics & Genre

Orolin is a "suits & sorcery" setting. There are many places where the apparent "tech level" ranges all the way up to modern, or even slightly-futuristic; you can find skyscrapers, corporations, monorail trains, etc. All that tech runs on magic, however, and the world applies it unevenly and erratically by normal standards. Most military technology, in particular, is capped firmly at the late-medieval-to-early-Renaissance level. People still fight with swords. Gunpowder has not been invented by anyone. Neither has the steam engine or the combustion engine. If you think of this as a late-era Final Fantasy game, you won't go too far wrong.

Geomancy ensures that the more-modern tech is concentrated in major cities. There are places that look like contemporary Hong Kong, and places that look like 14th-century backcountry English villages, and (quite plausibly) anything in between.

There are no known sapient nonhumans on Orolin, other than demons, though many monsters are frighteningly intelligent.

Metaphysics & Magic

There are many kinds of magic in Orolin. For taxonomic purposes, however, we can start by dividing the ones that matter into two categories: geomancy and the various forms of spirit magic.

Geomancy, as you might expect, is power drawn from the planet. It is a ley-line-based sort of magic. Specific physical locations contain ley nodes that brim over with arcane energy; this energy can be tapped for human use through arcane engineering and arcane architecture. Virtually all the tech runs on geomantic power. It is, in some ways, a much better power source than any known on Earth.

The big universal problems with geomancy are "how do you store the power?" and "how do you transport the power away from the node for use elsewhere?" There are not great answers to either of these problems, although the best arcane engineers gradually push at the boundaries of geomantic capability. Basically anything making use of geomantic energy has to be plugged into a physical infrastructure grid, and as you move away from the node itself, the energy depletes so rapidly that potential applications become severely curtailed. The biggest, most productive nodes allow for more impressive tech to be constructed right on top of them and for larger cities with more-distant outskirts employing minimal geomancy. Transport outside cities relies on animals, wheels, and wind.

Spirit magic refers to the wide variety of remarkable powers that humans can wield individually. There are many varieties of spirit magic, some much more rare than others (teleportation, in particular, is an extremely uncommon magical ability); thousands have been recorded over the span of history, even ignoring the idiosyncratic differences between individual mages. Spirit magic cannot be taught, at least not reliably: either you possess some form of magic or you don't. The rate is consistent throughout human populations at something like 1%. The descendants of mages are somewhat more likely to have magic than average, but not vastly so. People usually awaken to their power, if they do, around puberty (although there are occasional outliers in both directions).

Not all kinds of spirit magic are overtly and spectacularly magical. In particular, magic that enhances the user's physical capabilities -- strength, sensory perception, etc. -- is very common (as such things go). Individual varieties of spirit magic are something like very tightly-defined CRPG character classes; any given mage can do only a few kinds of thing with their magic. Some types are closely associated with certain populations, and almost never show up anywhere else. Others appear seemingly at random. Different societies have different cultural attitudes towards spirit magic (and towards different kinds of spirit magic), but most legendary heroes and warriors are mages of one kind or another.

Mages generally grow in power at least through mid-adulthood. Power spurts and new abilities often come on the heels of personal epiphanies or major life changes. The highest-end powers tend to be somewhat individual and idiosyncratic, as the peculiarities of a mage's spirit find expression in their magic.

Various faiths purport that their gods have wrought supernatural miracles in the world. There are rumors that occultists can conjure, and command, the demons who dwell amongst the stars. These things have roughly the valence that they do on Earth -- some people and some cultures take them very seriously, but if they're real real, most people haven't been exposed to it.

Geography & Politics

The world is a scary place. Outside the geomantically-protected cities, there are dangerous monsters everywhere, in the finest JRPG tradition. Dealing with them is a fact of life (and spirit mages often find themselves set to that task, one way or another). There are three continents. There is contact and trade between them, but not huge amounts, and what exists is slow: the best form of intercontinental travel is the sailing ship, and the pelagic zones of the ocean are infested with super-powerful monsters, so safe routes of travel are often very roundabout and indirect.

Nivveas, often thought to be where humanity originated, is dominated by the massive, millennia-old Empire of Nivveas. The Nivveans view themselves as the only civilization worthy of the name. The Imperial capital, Kharan, is indisputably the largest and wealthiest city in the world.

The Empire is stable in the sense that there's no external force remotely capable of threatening it. Its internal politics, however, are complicated and fractious. There are three distinct power structures in Nivveas, all of them with extensive governmental powers and prerogatives, bound up in dizzyingly byzantine intrigues:
  • The bureaucratic civil service, which acquires its members through competitive examination, and which administrates and regulates the Empire;
  • The great corporations, which are state-backed and largely monopolistic in their various spheres of commerce, and which own a staggering amount of the land; and
  • The military, which comprises a large number of mostly-independent martial fraternities and knightly orders, bound together by a baroque hierarchy of prestige and fealty. (Often, a military order is associated with some specific form of magic, and seeks out young teenagers who have just manifested that kind of magic for recruitment.)
(It should be noted that the civil service and the corporations maintain their own armed "security forces.")

The Emperor or Empress notionally has executive command over everything. In practice, this mostly means that supreme power goes back and forth amongst the three "branches of government," because -- by law and custom -- the Imperium rotates between them. The current Empress was formerly the President of the Dazzling Smile Corporation, and when she dies or retires, she will be succeeded by the grandmaster of one of the military orders.

On the fringes of the continent of Nivveas, and in the jungles and mountains, various independent nomadic peoples and small kingdoms maintain a precariously independent existence. Border wars are constant.

Morleas, the largest continent, is currently divided up between eight different sovereign nations and assorted city-states. Never unified as Nivveas has been since time immemorial, their history is defined by the shifts in wars, alliances, and rivalries. Fifty years ago, the three strongest nations of central Morleas -- Fatharol, Borlion, and Gavis -- formed an aggressive military alliance called the League of Chivalry and began seizing vulnerable territory. The League's wars were notionally religious in motivation; prophets of all three nation's deities were calling for various sacred treasures and holy sites to be reclaimed, for various blasphemies to be avenged, and so on. Many commentators at the time purported that the League's real purposes were far more worldly, and many historians have supported that contention.

This prompted the formation of two defensive coalitions against them: to the south, the mercantile nations of Drovos, Caruva, and Lorania formed the Republican Entente, and to the north and east, the massive Vespalonia and its much weaker neighbor Omone announced the Vespalonian Pact. The League wasn't well-prepared to face powerful unified enemies on two fronts, and it floundered for a few years, until its ambitions met a decisive end when the Church of Borlion collapsed in a nasty violent schism. That having happened, the "Morlean tripod" remained mostly stable for a few decades, during which period the continent rebuilt from the wars and returned to something like its former level of prosperity.

The equilibrium ended when a man named Pilpyas came to power in Omone. Pilpyas was a phenomenally-powerful spirit mage of an unknown kind, with versatile and far-reaching mind-control magics. He renamed the country to the Grand Duchy of Omonezh, and -- with extensive use of mind-control on his own people, especially the military and economic elites -- rebuilt his nation along efficient, collectivist, militaristic lines. This project took about a decade, and the rest of Morleas eyed it with some trepidation and loathing, but did not interfere. He then turned his attention outward, and his armies swept forth to seize every scrap of land to which Omonezh had the barest historical claim, primarily within the League of Chivalry's conquered lands, but also some of the northern reaches of Lorania.

Many assumed that in the face of such blatant aggression, and such disturbing magics, Vespalonia would abandon its longstanding ally. It did not. With Vespalonian power protecting it from counterattack, the Grand Duchy annexed its way to its greatest historical extent before stopping to consolidate. It has been most of a decade since then, but nobody thinks the Grand Duke's appetite for conquest has been satisfied.

Zareas is, by far, the least-populated of the three continents. While it is rich in mineral wealth and exotic plant life and other natural bounties, its ley lines are poor, and the monsters who dwell there are generally much more dangerous than those on Nivveas or Morleas. Most of the settlements on Zareas can be found along or near the northern coastlines, especially in the northeast, where the climate is mostly tropical. There are many such settlements, most of them very small; the anemic Zarean geomancy makes it difficult for cities to expand. Vindar, where the quest takes place, is one of the largest towns on the entire continent.

These settlements fall into a few categories. There are lawless towns, hives of scum and villainy -- often run by local crime families or syndicates -- that cater to prospectors, pirates, monster-hunters, treasure-hunters, and other kinds of fringe figures (ex. Skintown, Port Laughter, North Wick). There are settlements founded as utopian communities by religious or political movements, some of which retain their intended character as the years pass, and some of which don't (ex. New Hayera, Alleluia, Axtempo). And in recent years, more and more, there are resource-extraction outposts of Nivvean megacorps, often built around plantations or factories.

Zareas is, of course, famous for its ruins. These come in two general types.

There are the "recent ruins" (some of them thousands of years old), which are the derelict abandoned shells of failed settlements built by Nivvean and Morlean colonists over the years. There are a lot of these, and they often contain surprising treasure troves, especially for those who value historical lore. Obviously, they are mostly to be found in the north.

Then there are the "ancient ruins," the bizarre stone cities and temples constructed by an unknown people generally referred to as the "indigenous Zareans" (which they may or may not have actually been). These ruins can be found all over the continent. They are incredibly old; some of them are believed to have been inhabited centuries or millennia before the founding of the Nivvean Empire. Very little is known about the people who fashioned them. The "indigenous Zareans" seem to have written extensively, which is to say, they left lengthy inscriptions on many of the things they built -- but their language does not appear to be related to any known in the modern day, and their script has proven impenetrable thus far. The "ancient ruins" are also bafflingly resistant to mnemonism and other forms of divinatory/investigative magic.

Religion on Orolin

The Nivvean Empire officially adheres to Radiant Abyss Thought, a spiritual but non-theistic philosophy. The Nivvean upper classes practice Radiant Abyss Thought, or at least pay it lip service, almost uniformly. The lower classes of Nivveas often hold to ancient animistic folk beliefs (while also espousing Radiant Abyss Thought to varying degrees).

Morlean culture is freewheelingly polytheistic, in a not-very-systematic way. Most gods have individualized cults, and they generally don't have much to do with each other in myth or in doctrine (although there are a few who are supposed to be related to each other in various ways). Gods tend to be associated with specific places -- nations, or individual cities -- and most of their worshippers come from those places. But people relocate, and it's common for them to keep on worshipping the gods of their original homes (or the gods of their ancestors). The general assumption is that all the gods are real, or at least that any given god might be real, although few people pay much attention to any gods except the ones they worship.

A few Morlean nations, most notably Gavis, have strong institutional churches associated with their national deities.

Human society on Zareas is relatively young and relatively fragmented. Most Zareans observe a religion inherited from one of the other continents, often in some very heterodox form. Of course, minority religions and weird cults often build settlements on Zareas, in hopes of establishing utopia or escaping persecution.
 
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The combinations of Ancient Ruins, Bad Leylines, and Scary Monsters makes me think that some ancient cataclysm annihilated the indigenous Zareans and wrecked all their stuff.
 
particular approaches to Silver Knighting that you think would be cool
Can we be a fallen Silver Knight? One partially currupted by some outside force that enhances a certain aspect of our abilities but weakens another? For example "Silver Ravager: Cursed by the rage of a dying foe, you are a Leader no longer. Slaughter is your only goal upon the battlefeild as plans drown in the sea of rage. Tho your Armor and Weapon are more fearsome than ever, They are now blunt implements of Destruction. Beyond a bloodthurst fueled awareness of where your enemy is weakest, all strategy escapes you."

Thats just one direction we could take such a character. I'd Also Like to suggest a collosal Javelin for our ranged weapon and double war Axe for our melee weapon.
 
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