From the Ashes (Nation Quest)

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From the Ashes

Even in a divided time, there is always one thing that every take and...
From the Ashes

Even in a divided time, there is always one thing that every take and interpretation of history can agree upon: The last golden age a millennium ago ended abruptly and signaled the start of the close by steady decline in the Region. In some places, it was more contained, in others, it was more extreme. But as time went on many no longer could hold onto their steady position as war, strife, uprisings, and more all but undermined them, hastening the cracks.

As nations deteriorated and faded with time, others arose in their place. Your Clan was no different, as the nation they served for so long but eventually collapsed and its effective royalty all but disappeared. Without their liege, the nation fractured, and eventually ties between Clans came to an end. Some preserved, other strengthened and eventually unified together. However, with the state of the region declining, survival took priority over old loyalties to a bygone nation.

Clan's Name:
[ ] (Write In, Far Eastern only.)

Clan Type:
[X] Fudai [Locked]

While others fell into ruin and destruction, your Clan preserved despite slowly losing land to the violent conflicts between remaining neighboring Clans and other parties seeking out opportunities to profit from the plight of others. A fair number of attempts had been made over the years to reclaim lost lands, a failure despite their frequent success- only a failure as it was difficult to retain them for a century or more.

Some Clans under and in service to your Clan came and went, perished in combat or resigned service after fulfilling their terms dutifully. But your Clan always managed to maintain several loyal vassal Clans, as befitting of a Fudai Clan. However, as they are 'lesser' Clans, the times have not been kind to them. Some are even but barely held together in the sense of the term 'Clan' but bonds are thicker than blood.

Loyal (Minor) Clans/Family: (Pick 3)
[ ] The Akogawa Clan, a particularly loyal minor Clan since long before, the Clan has generally provided at least one Personal Guard to/for each successor to the position of Clan head.
[ ] The Azai Clan, a formerly and still-in terms of Lineage- Major Clan of Samurai, but due to a mixture of poor leadership and unfortunate string of circumstances, lost much of its Clan in addition to its lands. However, the losses themselves eventually allowed for more capable members of the Clan to succeed the position of Clan head. As a mix of self preservation and as an attempt to stave off repeated disaster in the future, the Azai Clan opted for serving under the most stable and intact Clan remotely close to their location. Outside of leadership, they have proven themselves quite able in making things last- for good and for worse.
[ ] The Anis Family, a small Family of Lance Knights that arose out of the remnants of a stranded squad of Lance Knights after their parent nation collapsed into civil war and the royal family effectively no more. As they were initially part of an expedition to claim land in the region, the situation rapidly deteriorated as ambitious members of the expedition seeked out to stake their claims, eventually devolving into internal conflict. Coincidentally, your Clan was attempting to reclaim their lost lands again at that time and simply treated them as another obstacle, and took the squad captive. Due to a lack of much alternatives and being fairly agreeable, the squad was taken in and eventually came to form the Anis Family.
[ ] The Feloria Family, a fledgling Family of Light Knights of whom is related to one of the Clans sworn to your Clan. The Family's members had already been serving your Clan either directly or indirectly, but only in the past three decades have they reached sufficient size to be considered equivalent to a minor Clan. (Requires Akogawa Clan.)
[ ] The Helcite Family, a small Family of Bow Knights organized behind the Helcite surname of the family that originally entered service under your Clan. Due to the difficulties and underappreciated by most towards maintaining relevancy of ranged combat by most higher end professions, combined with the state of the region, the formation of a Knight Order is all but impossible. With the passage of time, the family grew to become more akin to a minor Clan.

But just as your Clan was well off enough to manage, so are others, a known factor that leads to seeking out allies. Certainly allies are good to half in such times, but at the same time, your are obligated to help them in turn for them to help you. Which naturally brings a certain standard that potential allies are judged by- their value in comparison to your Clan's value. Although it means some lesser, but prospective, candidates are excluded, there is little lost from weeding them out as they are but ones with little choice but to continue seeking out others- or fade into obscurity.

Your allies as per alliances formed during your parents time, though there were already existing factors and relations between your Clan and your present allies in the first place.

Allied Clans/Groups (Pick up to 3)
[ ] The Awaki Clan (Fudai), the Awaki Clan is noted primarily for its emphasis on weapons and its matriarchal hierarchy, though it is rather contained to within the Clan. Although weakened by both the separation of the Kasugo Clan and the regional mess, the Clan has made a steady recovery, except its main family. The Awaki Clan's noted performance in warfare has not suffered the slightest despite the times, and its forces loyal as it always has been.
[ ] The Amari Clan (Fudai), the Amari Clan was, and still is one of the larger Fudai Clans, with more of its lands still its own than any others that you're aware of. Unfortunately, this ties down much of their assets but still leaves more forces free in the event they're needed, enough to outnumber a lesser Clan's.
[ ] The Hiiro Clan (Fudai) was once one of the larger Fudai Clans with ties and allies in a wild variety of places, of which they've retained such connections even if their lands have suffered losses and their Clan's forces fewer than they once were. In particular, the regions under their control is relatively stable and harassment and hostilities kept within a buffer zone set aside by the Clan. The Clan's capability for leadership is a consistent trait/aspect that the main family is well regarded for, though it apparently doesn't extend as well to the rest of their Clan- if at all.
[ ] The Feyrisa Academy, an Academic institution of which the people living in the nearby lands surrounding it seeked protection from it, thus rendering it akin to a pseudo-Academic State, though it is in poor position to compare to one in most ways. It is considered a genuine article in the style of the educational system employed by an Academic State, as such, it is a major factor contributing to the threats to its continued survival and also responsible for its continued survival. Its taught profession is "Combat Maids" though it does also have a course for "Combat Butlers".
[ ] A large tribe of Elves, of whom had gathered over time until they now effectively 'own' a fair sized region- for a 'Monster' group anyways, the lack of ability of the Church to react and prosecute Monsters as their normal modus operandi is the main reason why. Of course Mixed Blood 'Monsters' are still both fairly capable of performing above the average Human both magically and physically with potential for greater if properly… directed. Though unlike others, their ties to Human factions is more strained, so it is also a risk in and within itself.

As the next head of the Clan, you were taught to a standard, of which unfortunately detracts somewhat from the usual educational arrangement for Samurai- but nothing too significant- especially given that less fortunate Clans in these times lack such luxury of time and expenses to spare. Of course, as the heir to a Fudai Clan, particular attention was given to your training and lessons as to best tailor them to match your preferences for combat in addition to your Lineage. A simple, but delicate and complex measure to offset the slight loss as even a little may potentially be fatal depending on circumstances.

Your Name:
[ ] (Write In, Far Eastern only.)

Gender:
[X] Male [Locked]

Appearance:
[ ] (Picture or Description.)

Combat Range Preference: (Pick One)
[ ] Pure Melee
[ ] Close Range
[ ] Mid Range
[ ] Long Range

Lineage (Pick One)
[ ] Theory of Magic - Increases the effectiveness and learning capability of all elements and magic with some exceptions. It also further grants improved effectiveness when using two elements or magics in tandem with removing normal conflicts between them- effectively granting most of the properties of an all encompassing Duality. It also further enables one to progress a full Rank higher than their Rank in Magic Theory would allow.
[ ] Storm Mantle - Affinity set to 'Storm' and 'Wind', applies Duality when any normal element is used in tandem with 'Storm' (including Fire). May manifest 'wings' based on any normal element except Fire, and allowing for functional effective flight when employed. Additionally, passive movement boost scaling based on Storm Rank, along with innate simple flight capability. This further reinforces the benefits from 'wings' when they are in use. Also, 'Wind' Rank is added to 'Storm' with regards to power, and when any element is used in tandem with 'Storm' the average is discarded in favor of the Storm element's Rank- this does not apply for Fire element however.
[ ] Ruin Blaze - Set Affinity to 'Blaze' and 'Runes', applies Duality when any normal element is used in tandem with 'Blaze' (including Fire). Add Fire element Rank to Blaze whenever Blaze is used in tandem with any other element (affects averaging). Blaze modifies the element it's used in tandem with, granting increased offensive performance and effects/properties. However, Blaze interacts with Runes differently than normal. (Note: Blaze cannot be used independently.)
[ ] Aura Wave - Set Affinity to 'Aura', 'Water', and 'Healing', applies Duality when any element is used with Aura. Further grants Artificial Affinity for 'Earth' and 'Wind'. Whenever an element is used in tandem with Aura, use the lower Rank of the two. Aura increases the effect/effectiveness of magic used as an over time/'buff' effect. (Note: Aura cannot be used independently.)
[ ] Write In. (Subject to GM Approval and adjustments for balance, sufficient caliber, and system mechanics.)

---
Note: Cross posted from SB.
 
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[System Info]

[Turn Length]
The shortest turns are Seasonal, though longer turns are usually a Year.
In periods of prolonged peace, you will have the option of longer turns spanning multiple Years- up to 10 Years at most. If you so desire to do something that would potentially cause more immediate reactions, the turn will be shorter.

[Income]
Income is calculated on a Seasonal basis.
Basic expenses in running government is generally factored out beforehand, thus it does not directly affect your income unless some unforseen... matter occurs.
Population in a domain assigned to a vassal will not contribute the full income from that domain to you, how much this is impacted depends on how much total population is under that vassal's oversight.

[Construction]
Construction projects are handled on a domain scale, as such, each domain may build a different building at the same time. However, only larger domains can support multiple projects at the same time. This is represented by the number of cities a domain has.
Construction projects have their build times listed in Seasons/Years. They may be queued if so desired.

Although the limitations to Construction projects is as listed, there are ways to work around this, though such efforts do have their limitations. For instance, a domain may build as may smaller projects at the same time in bulk as long as they are similar enough (ie. Small Schools).

[Troop Recruitment/Training]
Troops below Student classification that are raised/recruited within your territory will match the base listed cost. However, exceptions may apply depending on circumstances and other factors (which you can influence).

Hired troops from territory you don't control will cost more. Territory that your vassals control count as yours for this purpose. Allied territories cost cheaper, but still more than baseline though relations may affect this.

Higher Rank quality units take more time to train, which affects recruitment pool. Higher tier units are affected by this more than lower tier units.

Unit Tiers
Elite > Advanced > Specialist/Student (III)> Student (II) > Student (I)/Professional > Trained > Basic
Basic~Professional Tiers are fairly common. Generally the quickest to raise and train to par.
Student~Specialist Tiers are uncommon to varying extents. Takes years at minimum to train to par.
Advanced~Elite Tiers are rare in comparison. Takes a decade or longer at minimum to train to par.

[Clan Forces & Distribution]
The Clan's Samurai distribution is generally the following:
10%~25% Active Duty, 25% Patrol and Defense Duties, 25% Management, 25% On Break or Retired.

At any one point, your Clan will have 10% of their number 'active' and in service. You can normally draw up to 25% without extra measures needed. Unlike when dealing with those outside of your Clan, you do not have to pay any cost for employing them, though you do need to pay wages still for any above 10% of your Clan's number.

Should it come to a defensive engagement you may temporarily draw upon up to 25% of your Clan's numbers (additionally). Due to the nature of such situtation, you are not obligated to reimburse them. However, the more you draw upon, the fewer there will be left to oversee protection and defense elsewhere.

25% of the Clan is generally left to handle managing and overseeing tasks and important matters. This includes overseeing administrative duties/matters and the like. This also means that attempts to kill officials require dedicated effort, especially those handling matters of importance. They also oversee protection of administrative centers and the like.

25% of a Clan generally consists of those having been rotated off to rest or take a break in between duties, and those that are retired from active service- though they may be called back into service should it be needed. As they are not carrying out any duty or task, they technically serve a role in relations with commoners and others while their varying presence means they also informally act as peacekeepers and other such roles.

Underaged members are not counted. Likewise, those over the generally accepted (informal) limit are excluded. And naturally, those who are far away do not count towards the total.

In the event the Clan is in a state of critical existential crisis, you may temporarily freely mobilize the entire Clan to deal with the matter. However, as this is an extreme measure, allowing it to get to such a point where it becomes necessary may/will draw question to the competency of the leadership.

[Subordinate/Loyal Factions]
All Subordinate and Loyal Clans/Families have obligations towards supplying a certain amount of personnel to your employment that their expense. Factions that are Subordinate to your Clan and those that are Loyal to your Clan have rather marked differences.

A Subordinate Clan/Family is obligated to supply equivalent to 1% of their Clan/Family's numbers at their expense. You can employ up to 10% of their Clan/Family's members at any one time. If the equivalent to 1% was supplied instead of actual members of their Clan/Family, it does not count towards the maximum 10% employment. Outside arranged obligations will count towards the 10% maximum but not the 1%.

A Loyal Clan/Family will supply equivalent to 10% of their Clan/Family's numbers at their expense, which generally includes a least a member or more of their Clan/Family. You can employ up to 25% of their Clan/Family's members at any one time. Outside arranged obligations are likely to count towards both %.

Particularly Loyal (or other such degree of allegiance) Clans/Families may instead supply 10% of their Clan/Family's numbers (not equivalent), in addition to additional attached forces. Cost to employ additional numbers up to 25% is reduced. Outside arranged obligations may or may not count towards both %.

However, a Clan/Family that has sworn itself directly to you will not only supply 10% to you, but also sizable attached additional forces- also at their expense.Cost to employ additional numbers up to 25% is reduced. Outside arranged obligations are unlikely to count towards both %.

Info Pages: (On Google Docs)
Unit Classification Information
Information Notes

Edit: Will finish putting up info later.
 
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Clan's Name:
[ ] (Write In, Far Eastern only.)
Loyal (Minor) Clans/Family:
[X] The Akogawa Clan
[X] The Feloria Family
[X] The Helcite Family
Allied Clans/Groups (Pick up to 3)
[X] The Hiiro Clan (Fudai)
[X] A large tribe of Elves
Your Name:
[] (Write In, Far Eastern only.)
Appearance:
[] (Picture or Description.)
Combat Range Preference:
[X] Long Range
Lineage
[X] Ruin Blaze
 
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Clan's Name:
[x]oyohisa
Loyal (Minor) Clans/Family:
[X] The Akogawa Clan
[X] The Feloria Family
[X] The Helcite Family
Allied Clans/Groups (Pick up to 3)
[X] The Hiiro Clan (Fudai)
[X] The Feyrisa Academy
[X] A large tribe of Elves
Your Name:
[x] Toyohisa Shimazu
Appearance:
Combat Range Preference:
[X] close range
Lineage
[X] Ruin Blaze
 
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Clan's Name:
[X] Kawaguchi

Clan Type:
[X] Fudai [Locked]

Loyal (Minor) Clans/Family: (Pick 3)
[X] The Akogawa Clan, a particularly loyal minor Clan since long before, the Clan has generally provided at least one Personal Guard to/for each successor to the position of Clan head.
[X] The Anis Family, a small Family of Lance Knights that arose out of the remnants of a stranded squad of Lance Knights after their parent nation collapsed into civil war and the royal family effectively no more. As they were initially part of an expedition to claim land in the region, the situation rapidly deteriorated as ambitious members of the expedition seeked out to stake their claims, eventually devolving into internal conflict. Coincidentally, your Clan was attempting to reclaim their lost lands again at that time and simply treated them as another obstacle, and took the squad captive. Due to a lack of much alternatives and being fairly agreeable, the squad was taken in and eventually came to form the Anis Family.
[X] The Feloria Family, a fledgling Family of Light Knights of whom is related to one of the Clans sworn to your Clan. The Family's members had already been serving your Clan either directly or indirectly, but only in the past three decades have they reached sufficient size to be considered equivalent to a minor Clan. (Requires Akogawa Clan or Nasaki Clan.)

Allied Clans/Groups (Pick up to 3)
[X] The Amari Clan (Fudai), the Amari Clan was, and still is one of the larger Fudai Clans, with more of its lands still its own than any others that you're aware of. Unfortunately, this ties down much of their assets but still leaves more forces free in the event they're needed, enough to outnumber a lesser Clan's.
[X] The Feyrisa Academy, an Academic institution of which the people living in the nearby lands surrounding it seeked protection from it, thus rendering it akin to a pseudo-Academic State, though it is in poor position to compare to one in most ways. It is considered a genuine article in the style of the educational system employed by an Academic State, as such, it is a major factor contributing to the threats to its continued survival and also responsible for its continued survival. Its taught profession is "Combat Maids" though it does also have a course for "Combat Butlers".
[X] A large tribe of Elves, of whom had gathered over time until they now effectively 'own' a fair sized region- for a 'Monster' group anyways, the lack of ability of the Church to react and prosecute Monsters as their normal modus operandi is the main reason why. Of course Mixed Blood 'Monsters' are still both fairly capable of performing above the average Human both magically and physically with potential for greater if properly… directed. Though unlike others, their ties to Human factions is more strained, so it is also a risk in and within itself.

Your Name:
[X] Rivaiasan

Appearance:
[ ] (Picture or Description)

Combat Range Preference: (Pick One)
[X] Close Range

Lineage (Pick One)
[X] Aura Wave - Set Affinity to 'Aura', 'Water', and 'Healing', applies Duality when any element is used with Aura. Further grants Artificial Affinity for 'Earth' and 'Wind'. Whenever an element is used in tandem with Aura, use the lower Rank of the two. Aura increases the effect/effectiveness of magic used as an over time/'buff' effect. (Note: Aura cannot be used independently.)

Confirmed with the GM that "Aura Wave" works with anything that meets the requirements, including offensive spells. So yes, I want to be a nigh unkillable, walking natural disaster.

*Reposted from SB.*​
 
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The lineage stuff seems to assume a certain level of knowledge of the underlying magic system that we just don't have access to?

I kind of use my setting for quests so I forgot to note it....

The basic elements are:

Fire, Water, Earth, and Wind. Ice and Lightning are derived from Water and Wind respectively. All of them are derived from Aether. Runes are derived from Fire but have steeper learning requirements if lacking an Affinity for it. Alchemy is derived from Earth but more difficult to acquire from it, also its easier to learn initially but much harder to get far without an Affinity in/for it.

Other nonstandard elements exist. However, without a Lineage, those with a nonstandard element can't bring out the full capabilities that they'd have from it. Furthermore nonstandard elements are always paired with a Affinity if one lacks a Lineage.

Affinities allow for faster learning of the Element in question and thereby ignores the limitations that Magic Theory usually enforces. Lineages are the only other possibility for loopholes to that requirement though. Furthermore Affinities can also take a normal field of magic as the Affinity in question, thus giving a pool/capacity for it allowing the use of it for all applicable normal/basic elements.

Magic Theory is the main factor that limits growth in magic, as your Rank in an element normally cannot exceed it. Affinities and Lineages are the only ways around that limitation. Several fields are derived from it as well.

Artificial Affinity is basically a pesudo Affinity meant to bridge the gap. It lacks most of the benefits a real Affinity grants but can be obtained through risk and effort.

Lineages come in two main types: Pure Lineage & Mixed Lineage

Lineages in general require parents that are powerful in magic and generally start the next generation. Unless they're powerful enough and posses a Lineage of their own, the first generation children will have Mixed Lineage. They're called such because it primarily grants things that are uncommon or rare, including multipleaffinities- but still grants multiple benefits to make up for it.

It's generally recognized as a Lineage still as it will grant additional free gains over time, the hallmark of all Lineages. Furthermore, a Mixed Lineage cannot dilute beyond a certain point, so it is the absolute minimum. But reaching that low more or less makes it little different from a lucky person.

Pure Lineages grant nonstandard options in increasing options and outright unfairness against others. This is heavily based on purity which in turn is affected by power. Pure Lineages are generally classified into four categories based on purity: Diluted, Major, Fudai, and Royal.

Diluted are little better than a strong Mixed Lineage but have access to nonstandard options if but less so than purer Lineages.

Major are the norm and generally solid. The options and power difference due a better basis to work with means they're usually equal to a one Rank higher Mixed Lineage person.

Fudai purity is actually a subclassification of the gray area between Major and Royalty due Far Eastern region practices of tying in loyal Clans to the leading Clan that's ruling the nation. Thus as a result, they are closest to Royalty if not outright qualified. Power is a different matter, as they have better possible gains, options and power than a Major, but are akin to 2nd rate version of Royal purity.

Royal purity can be summed up as "bullshit". They scale very effectively even if they don't invest as much effort into training/experiencing combat. It's also the easiest category to dilute out.

Lineages do matter as they affect the legitimacy of your rule. A Fudai or Royal purity Lineage has no problems. Lesser or none will face legitimacy problems. Oh and Monsters and those with enough monster heritage (Mixed Blood still count) can't inherit a Lineage.

All nonhumans are classified as monsters, though half Monsters are called Hybrids and can be considered human. They generally have the benefits of their monster heritage but none of the weaknesses. Ones that are weaker result in stronger (than them) Mixed Blood.

Mixed Blood are those who have less than 30% Monster heritage but more than 15% Monster heritage. They usually inherit much les, thus usually have little more than some benefits outside of a guaranteed Affinity. Exceptions like Elves, are few, but are generally between normal Mixed Blood and a Hybrid in the overall sense.

Oh and the Church (based out of the North West region) prosecutes Monsters, including all the way to Mixed Bloods. Then again all monsters as well as humans can use magic. It's just that all monsters have at least one Affinity (and other perks), whereas normal humans don't usually don't.

Each major region is blocked off by the Distorted Range (though it is also present within each region), thus making the Church's influence in South Central not as strong as it is in the North Western region. They also prosecute Alchemy and Witches.

The Far East also has its own religion but it lacks a formal name due to how... Scattered its religious handling is and lack of association with governments. They don't prosecute Monsters, but will crack down on them if they cause trouble. The Church is on a one sided hate towards them, reason is unclear. The Far Eastern religion lacks much influence outside of the Far Eastern region, mostly due lack of effort and distance.

Now sleep, I'll answer other questions when I get back on.

Edit: A few notes:
1) Aura is being treated as an Element and not as a Field of magic.
2) Blaze is an Element and not a Field of magic.
3) Runes is a Field of magic (so is Alchemy).
4) Storm is an Element.
 
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[x] ClanName: Tsuchimikado
Vassals
[X] The Akogawa Clan, a particularly loyal minor Clan since long before, the Clan has generally provided at least one Personal Guard to/for each successor to the position of Clan head.
[X] The Feloria Family, a fledgling Family of Light Knights of whom is related to one of the Clans sworn to your Clan. The Family's members had already been serving your Clan either directly or indirectly, but only in the past three decades have they reached sufficient size to be considered equivalent to a minor Clan. (Requires Akogawa Clan.)
[X] The Helcite Family, a small Family of Bow Knights organized behind the Helcite surname of the family that originally entered service under your Clan. Due to the difficulties and underappreciated by most towards maintaining relevancy of ranged combat by most higher end professions, combined with the state of the region, the formation of a Knight Order is all but impossible. With the passage of time, the family grew to become more akin to a minor Clan.
Hit-and-run, hit-and-run.

Allies
[X] The Awaki Clan (Fudai)
[X] The Feyrisa Academy
- "Combat Butlers". Can we have one named Sebastian ?
[X] A large tribe of Elves,

[X] Name : Yamamoto

Combat Range Preference: (Pick One)
[X] Long Range

[x] Lineage: Aura Wave
 
I see. So in which way?
He is a very dedicated servant, that never loses his composure and delivers bloodshed with style, politeness and spirit of a true gentleman. He also loves kitties and follow his own aesthetic code, that includes performing his duties to the best of his abilities. He loves cats, believing them to be a paragon of grace and can be sometimes distracted by one. He is also a demon, who has contract with his master.

While I'm not the fan of the latter, some of his style may make some interesting scenes. To get a feel of the character watch the first episode of the anime (the actual plot of the series does not deal much with the demon, but mostly with his contractor)
 
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Wondering why people are picking Hiiro... or Helcite for that matter, the GMs made it pretty clear that bows do jack-all to anyone above mook level.
 
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[x] ClanName: Tsuchimikado
Vassals
[X] The Akogawa Clan, a particularly loyal minor Clan since long before, the Clan has generally provided at least one Personal Guard to/for each successor to the position of Clan head.
[X] The Feloria Family, a fledgling Family of Light Knights of whom is related to one of the Clans sworn to your Clan. The Family's members had already been serving your Clan either directly or indirectly, but only in the past three decades have they reached sufficient size to be considered equivalent to a minor Clan. (Requires Akogawa Clan.)
[X] The Helcite Family, a small Family of Bow Knights organized behind the Helcite surname of the family that originally entered service under your Clan. Due to the difficulties and underappreciated by most towards maintaining relevancy of ranged combat by most higher end professions, combined with the state of the region, the formation of a Knight Order is all but impossible. With the passage of time, the family grew to become more akin to a minor Clan.
Hit-and-run, hit-and-run.

Allies
[X] The Awaki Clan (Fudai)
[X] The Feyrisa Academy
- "Combat Butlers". Can we have one named Sebastian ?
[X] A large tribe of Elves,

[X] Name : Yamamoto

Combat Range Preference: (Pick One)
[X] Long Range

[x] Lineage: Aura Wave
 
Vote Tally~ (Not Partially closed yet.) (Updated Tally)

Clan Name:
[1] Toyohisa
paintedspear
[1] Kawaguchi
backgroundnoise
[3] Tsuchimikado
permeakra, prince84, A Nation's Virtue
[1] Shirokuro
Adyen

Loyal Clans: (Locked)
[10] Akogawa Clan
Tyrant's Bane, backgroundnoise, Demonic Spoon, paintedspear, permeakra, prince84, Adyen, Shadell, Ryss, Wing101, Lailoken
[3] Azai Clan
Ryss, Wing101, Lailoken
[1] Anis Family
backgroundnoise
[10] Feloria Family
Tyrant's Bane, Demonic Spoon, paintedspear, permeakra, prince84, Adyen, Shadell, Ryss, Wing101, Lailoken
[7] Helcite Family
Tyrant's Bane, Demonic Spoon, paintedspear, permeakra, prince84, Adyen, Shadell

Allies:
[4] Awaki Clan
permeakra, prince84, A Nation's Virtue, Shadell
[6] Amari Clan
backgroundnoise, Adyen, A Nation's Virtue, Ryss, Wing101, Lailoken
[8] Hiiro Clan
Tyrant's Bane, Demonic Spoon, paintedspear, A Nation's Virtue, Shadell, Ryss, Wing101, Lailoken
[7] Feyrisa Academy
Tyrant's Bane, backgroundnoise, paintedspear, permeakra, prince84, Adyen, Shadell
[10] A large tribe of Elves
Tyrant's Bane, backgroundnoise, Demonic Spoon, paintedspear, permeakra, prince84, Adyen, Ryss, Wing101, Lailoken

Your Name:
[1] Rivaiasan
backgroundnoise
[1] Shimazu
paintedspear
[2] Yamamoto
permeakra, prince84
[1] Ryuuki
Adyen
[1] Hayate
A Nation's Virtue

Appearance:
[1]
paintedspear
[1]
permeakra

Combat Preference:
[0] Pure Melee
[5] Close Range
Tyrant's Bane, backgroundnoise, paintedspear, A Nation's Virtue, Duzzit
[1] Mid Range
Shadell
[7] Long Range
Demonic Spoon, permeakra, prince84, Adyen, Ryss, Wing101, Lailoken

Lineage:
[5] Theory of Magic
A Nation's Virtue, Duzzit, Ryss, Wing101, Lailoken
[1] Storm Mantle
Adyen
[2] Ruin Blaze
Demonic Spoon, paintedspear
[3] Aura Wave
backgroundnoise, permeakra, prince84

Misc. Votes:
[2] - "Combat Butlers". Can we have one named Sebastian ? (Out of the running)
permeakra, prince84
 
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