To Bring Hope and Glory: No SV, You are the Headmaster of a Hero Academy (Canceled)

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Character Creation Part 1

Perhaps it was because you were only one person. One legend that...
Character Creation Part 1

Magoose

SV's Questing Fanatic
Location
California USA
Pronouns
He
Character Creation Part 1

Perhaps it was because you were only one person. One legend that managed to create the reputation that many before you desperately chased, especially at such a young age. You had seen the four corners of the entire world, fought countless monsters, demons, and gods.

The Great academies across the sea, in Summerwood, in Cheon and Gwan, all produced heroes, scholars, great men, and women who would forever be linked to legend and History. Their greatness came from the Empire of Yangho, whose armies and roads linked the entire world to it.

It was about to enter the second century of its golden age.

But in Iaban, the continent of your birth, it was far from the peaceful empire that dominated the continent's politics. The land too fragmented by the many cultures, many languages… it's many peoples.

But things were changing that made land rife with war. The Schwarzen empire of the March and Schland were mobilizing its forces north to Apria, and the rebellious, Romian lands of Vahlbury.

Emperess Elizebeth of the Folklands seeks to unify her father's kingdoms, after seven years of bloody civil war, showing no mercy to the brothers that betrayed her.

His Imperial Minister Zho Cao seeks to put an end to the Lilin Republic, after more than a century of coexistence, between the republic, and the Successor Empire of the West.

The Great city-states of the Talion people are holding an election to become a federation of Talia, to fight off the Schwarzen menace to the south.

And in Horopylia, a young king comes of age. His destiny written in the stars, and the sages, that he would conquer the entire world, with the Goddess Meria by his side.

But you are not one of the great kings, Councillors, Ministers, Republics or Emperors that will shape the continent in your own image.

You are just a humble hero, mastered are the ways of travel, of hunting, of scholarly pursuits, magic… of war and adventure.

Yet, your story and that of your students will be the ones who define the destiny of the world.

Would you like to create a character, or Select a premade character?
[]Make A Character
[]Select a Premade Character.

Where is your Academy?:
[]The Free City of Mergadia: One of the few independent regions within the Schwarzen client state of Kaplodia and the wealthiest city on the continent. Its wealth comes from its position at the connection of the three major rivers of the southern continent, and the taxation of the river traffic, the exchange of goods, and for being money lenders in the various wars the empire has partaken in. The Empires influence is very... noticeable here. Your academy was founded on getting even more money, and not producing great heroes that could protect the people. (Double Starting Wealth, Under the Authority of the City Council and thus, the empire. Double the Expenditure on Land taxation.)

[]The Lakeside City of Elkhoft: On the Banks of Lake Ashada, in Permia, there lies a city of peace, prosperity, and love. This is not that city. A town of drunks, debauchery, and sin, they just gave you the academy lands for free, thinking it would bring in more tourists. Unfortunately, you have to deal with drunks, and their reputation, from destroying both your academy and your reputation. (Disaster Roll increased by 10 until certain actions completed, You are not taxed and only have to pay for supplies to feed your students and staff. Getting well-paying missions will be… difficult)

[]The Fangshire Stronghold Igland: Deep within the Fangshire forest, there are the woodsmen who work the land, raise the trees, and chop them down when they are ready to be used. The Foresters of Igland see the academy as a welcome addition to their city, but they warn that the spirits of the forest might be angry if you build any more than they offer you. (Spirits of the Forest will prevent you from building until defeated or negotiated with. Highest quality building material now 100% off if you work with the Foresters.)

[]The Rotten Port of Nukvale: The Largest city on the Continents western coast, it is abundant in fish, trade, and problems. It is corrupt, its people living under iron handed ministers and magistrates, who leech the life from the city. But underneath it, all is a thriving underbelly that seeks to make those powerful, smart, or mad enough, immeasurable wealth. (Criminal element here, Students may be kidnapped and held for ransom. Access to Rare and magical artifacts, if you know where to look. Taxation... what taxation? Don't you mean bribes?)

[]The Small Country village Of Summerhold: In the Lands of the Angshire, There sits a small village in the valley of Kings. This place has been known as a quiet, quaint little town, known more for its sheep and friendly faces. However, it is beautiful, in tune with nature, and a perfect place to train the next generation of Heroes. (Out of the Way, Good luck getting many missions that aren't herding sheep or guarding from wolves. A Spirit lingers here, and it is happy to see heroes again. Taxes are small. The Wars in the North may come to this place, and you must choose a side.)

[]The Center of the World: Milthwaite: A city closest to the Geographic center of the Continent of Iaban, it has been a central part of the great legends of the past, from Gregor the Good, The Speaker of the Dead Lunius Cassius, and the sight of the great Temple of Meria. With such a place steeped in magic and in legend, it is the perfect place to train heroes. (In a holy site, Magic gets... wierd here. Temple Tax. The King of this nation might take an intrest in you.)

AN: Take care and please vote in Plan Format Please
 
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Character Sheet

Renu's art thread The Thread link for the art.
Name: Vita Lux (Life Light)

Age: Unknown

Health:5.0

Fertility: 200%

Culture: Tallian: (+7 to diplomacy, -50% to diplomatic action cost. Rival to the Shwazen culture.)

Skills)

Diplomacy: 40 + 7 + 7+ 4 - 2 (56)

Martial: 22+1 - 10 (13)

Stewardship: 33+1=34

Intrigue: 32+1 - 2 (31)

Learning: 35 + 20+10 (65)

Personal Combat: 25+1 - 10 (16)

Traits:

White Mage: You are a mage of Healing and Light. Protector of the innocent and the vanquisher of evil demons.(+10 Learning, +7 to diplomacy and +1 to every other stat.)


The Lifebringer: You have a gift. To create life. The nobles, the peasants, the merchants and the nobles of the world alike see you as a miracle worker. Even the great dragons bow to you as you heal their hatchlings, bringing them to this world. You have created hundreds of children for those willing to pay you, and even when they would not. (+20 to learning. You are beloved by all the continent for your work. -10 to marital and personal Combat.)

Kind: You always try to brighten up someone's day, even when it costs you. (+4 to diplomacy, -2 to intrigue)

Shy: You never liked to go out in front of people and talk to them. (-2 to diplomacy)
 
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Staff of the Academy
Name: Jasper the Winged Knight/The Kingslayer

Age: 50

Health: 8.0

Fertility: 125%

Culture: Rusanic: +5 to Learning, +2 to martial, +1 to Health, +50% to the cost of upgrades in your academy. Cultural Rival to the Romain.

Stats:

Diplomacy: 0

Martial: 41

Stewardship: 10

Intrigue: 15

Learning: 16

Personal Combat: 50

Traits:

Pegasus Knight (Master): A Mounted Warrior that rides a flying horse into battle, you are a fearsome warrior who is without fear. (+20 to martial and Personal combat, +5 to learning. You ride a pegasus into battle.)

Kingslayer: You have committed the crime of regicide, against King Saren the Kind. The other rulers hate a kingslayer, even his rivals have placed bounties on his head. (Diplomacy set to 0)

Brave: This person will face their fears, and keep going into the jaws of hell. (+2 to martial and Personal combat, +1 to diplomacy.)

Just: Fairness, morality, and law. This person seeks to balance all accounts, by forgiveness and retribution alike. (+5 to Stewardship and +2 to diplomacy.)

Strong: This person is a physical powerhouse, one that can do many things with ease thanks to his sheer strength and endurance. (+4 to personal combat, +2 to martial, +25% to Fertility, +2 to health.)
Name: Prince Nero Schwarze

Age: 26

Health: 5.0

Fertility: 75%

Culture: Shwazen: (+7 To Personal Combat, +4 to Martial. Rival to the Tallian and Romain culture.)

Stats:

Diplomacy: 12

Martial: 36

Stewardship: 24

Intrigue: 23

Learning: 40

Personal Combat: 45

Traits:

Dark Mage (Journeyman): You have studied the Dark Arts of the world, and have survived with your mind and sanity intact. The power you control is enormous, but you still have much to learn before you have mastered it. (+15 to learning, +10 to Personal Combat. -25% Fertility, -10 to diplomacy. Prone to bouts of moping and depression.)

Exiled: Due to a Crime he has committed, or by his own volition, this person will not return to his homeland. (-10 to all relations of Schwarzen Culture.)

Brave: This person will face their fears, and keep going into the jaws of hell. (+2 to martial and Personal combat, +1 to diplomacy.)

One Eyed: This character has lost an eye, either due to battle or to an accident (-10 Personal Combat, -5 martial)

Cynical: The world is cruel, and goodness is a lie. This character sees only darkness in others and is suspicious about everything. (-3 to learning +2 to intrigue.)

Proud: This person is convinced that them being or will be, the best is an indisputable fact. Any who stand in the way of this are destined to be trampled underfoot. (+15 to personal actions, -5 opinion from everyone.)
Name: Zelda Greyback

Age: 23

Health: 5.0

Fertility: 100%

Culture:Romian: (+5 to Stewardship, +2 to learning, -50% to the cost and constructing buildings in your academy. Rival to the Rusanic Culture)

Stats:

Diplomacy: 25

Martial: 15

Stewardship:31

Intrigue: 25

Learning: 37

Personal Combat: 21

Traits:

White Mage (Trained): You are a mage of Healing and Light. Protector of the innocent and the vanquisher of evil demons. (+10 to learning, +5 to Personal combat)

Craven: Running away to live another day is this person's plan A.(-2 to martial and Personal combat, -1 to diplomacy.)

Attractive: This person is absolutely stunningly beautiful. So beautiful in fact, people can't stop looking at them. (+2 to diplomacy, +10 opinion from everyone)

Kind: This generous and gentle person is friendly to all, and will only fight or kill when it is necessary, and after all attempts at diplomacy have failed. (+3 to diplomacy, +10 to diplomacy rolls, -5 to Personal Combat.)

Charitable: Outgoing and generous, this person sees their role in life is helping those in need (+3 to diplomacy, +10 to diplomacy rolls when involving other people or helping people.)
Name:Talion Tall Talker

Age: 39

Health: 4.5

Fertility: 100%

Culture: Tallian: (+7 to diplomacy, -50% to diplomatic action cost. Rival to the Shwazen culture.)

Stats:

Diplomacy: 40

Martial: 15

Stewardship: 21

Intrigue: 31

Learning: 8

Personal Combat: 12

Traits:

Politician (Journeyman): Words are Wind as they would say in Sano, but this mans way with words are like crafting the winds itself. (+12 to diplomacy, +8 to intrigue.)

Drunkard: This character loves the demon drink. (-.5 to health, -2 to stewardship.)

Gregarious: You know the right words to say to all the right people. (+4 to diplomacy.)

Trusting: You give your trust to people unconditionally. (+2 to Diplomacy, -2 to intrigue)

Ambitious: You have the drive to be the best in the galaxy. (+2 to all stats)

Name: Geralt of Merigold

Age: 31

Health: 6.0

Fertility: 125%

Culture: Tallian: (+7 to diplomacy, -50% to diplomatic action cost. Rival to the Shwazen culture.)

Skills:

Diplomacy: 12

Martial: 25

Stewardship:23

Intrigue: 24

Learning: 20

Personal Combat: 31

Traits:

Slayer (Journeyman): You are a hunter of Monsters, Beasts and Man. When you take a contract, you do not rest until it is completed. (+7 to Personal Combat, +5 to inturige, +1 to everything else)

Brave: You are utterly fearless on the battlefield and off it. (+2 to martial stat and +2 to diplomacy, +2 to Personal combat.)

Ruthless: You will do anything to accomplish your goals. (-4 to diplomacy, +2 to intrigue, martial and Personal combat)

Deceitful: You were not what one would consider the trustworthy type. (+4 to intrigue, + 2 to personal combat -6 to diplomacy)

Name: Barry the Demon of Dolvvale

Age:70

Health: 3.0

Fertility: 50%

Culture: Shwazen: (+7 To Personal Combat, +4 to Martial. Rival to the Tallian and Romain culture.)

Skills)

Diplomacy: 29

Martial: 39

Stewardship: 21

Intrigue: 21

Learning:24

Personal Combat: 80

Traits:

Blademaster (Master): You are a master with every weapon known to man, your body honed to be ready for battle at any moment. (+10 to Personal Combat. +7 to Martial, +2 to Everything else)

Ill: You have been struck by an unknown illness that ravages your body. You may only have days to live… or you have a cold. (-2 to health)

Formidable Fighter: Your skill in personal combat is legendary, to the point where your body has not even been touched by a blade (+4 to martial. +16 to personal combat)

Kind: You always try to brighten up someone's day, even when it costs you. (+4 to diplomacy, -2 to intrigue)

Brave: You are utterly fearless on the battlefield and off it. (+2 to martial stat and +2 to diplomacy, +2 to Personal combat.)

Proud: You think yourself better then anyone else. (-1 to diplomacy, +5 to personal action rolls)

Name: Rekunthung Speaker of Humans

Age: 37

Health: 5.0

Fertility: 0% (He's a goblin, regular fertility stuff is not)

Culture: Goblin: You are a Goblin, a monster of a more civilized ilk. Unfortunatly, humans distrust you and you are much weaker than your orc Brethren. (-5 to diplomacy, -7 to personal combat. -25% cost to all building actions.)

Skills:

Diplomacy: 31

Martial: 12

Stewardship: 28

Intrigue: 15

Learning: 26

Personal Combat: 8

Traits:

Politician (Journeyman): Words are Wind as they would say in Sano, but this mans way with words are like crafting the winds itself. (+12 to diplomacy, +8 to intrigue.)

Gregarious: You know the right words to say to all the right people. (+4 to diplomacy.)

Trusting: You give your trust to people unconditionally. (+2 to Diplomacy, -2 to intrigue)

Deceitful: You were not what one would consider the trustworthy type. (+4 to intrigue, + 2 to personal combat -6 to diplomacy)

Name: Asuna The Blue Dragon

Health: 5.0

Fertility: 100%

Culture: Hantzu: (+7 to intrigue, +2 to personal combat. Expenditure when all positions at the academy filled is set to 0. Rival to the Angshire.)

Skills:

Diplomacy: 12

Martial: 21

Stewardship: 23

Intrigue: 42

Learning: 21

Personal Combat: 34

Traits:

Ninja (Journywoman: A silent killer of the night, Professional scouts, spies, secret-agents, saboteurs, agitators, raiders, assassins, terrorists, and mercenaries, who specializes in espionage, irregular combat, guerrilla warfare, and all other forms of dishonorable combat. (+20 to intrigue, +5 to Personal Combat. Assassination Rolls have a +50 against your target)

Dilligent: You are a hard worker. When you set your mind to something, you will complete it. (+1 to all stats except personal combat)

Patient: You were always one to sit and wait... and see what happens (+1 to all stats)

Deceitful: You were not what one would consider the trustworthy type. (+4 to intrigue, + 2 to personal combat -6 to diplomacy)

Paranoid: You don't trust many new people, and are always wary of the ones you know. (+3 to intrigue -1 diplomacy)

Name: Maximilian Maximilius

Health: 5.0

Fertility: 100%

Culture: Romian: (+5 to Stewardship, +2 to learning, -50% to the cost and constructing buildings in your academy. Rival to the Rusanic Culture)

Skills:

Diplomacy: 21

Martial: 15

Stewardship: 13

Intrigue: 21

Learning: 17

Personal Combat: 10

Traits:

Black Mage (Journeyman):You are a master of destructive spells of all elements.
(+10 to learning +4 to martial.)

Gregarious: You can talk like no one's business, and get people to fall in love with you (+4 to diplomacy)

Lustful: You have enjoyed many of the finer things in life, notably the pleasures of the flesh. (-2 to diplomacy, +20 for fertility rolls)

Temperate: You have never wasted anything, be it time, money, or food. (+3 to Stewardship)

Administrator: You know how to delegate important tasks to your underlings (+4 to stewardship, +1 to diplomacy)

Slothful: You never really try at anything. (-1 to all stats)
 
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Aspida Academy and Student Body
Aspida Academy


Students:

Students are divided into 5 classes.

Class one: 40

Class Two: 40

Class Three: 40

Class Four: 40

Class Five: 40

Notable Students:

None.

Class Ranking and Experience.

Class one: Novice (0/100)

Class Two: Novice (0/100)

Class Three: Novice (0/100)

Class Four: Novice (0/100)

Class Five: Novice (0/100)
 
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Creation Part Two
Creation Part Two

What is your name?
[]Write in:

What is your appearance:
[]Place here

Your base stat numbers are this (Place them where you want.):
33
35
25
22
40
32

Diplomacy:

Martial:

Stewardship:

Intrigue:

Learning:

Personal Combat:

Choose Your Culture:

[]Shwazen: Great soldiers have always been produced in the harsh lands of March and Schland, where men are trained at birth to wield the spear, the sword, and the shield. From the age of 6 to when they are 18, they are drilled in soldiery, discipline, and strategy, along with agriculture, carpentry, blacksmithing, and architecture so that they can expand their empire across the continent, as to complete the Dream of their first Schwarzen king: Freidrik the Unifier, to unify the continent, so that they may live the rest of their days in peace.

Every Schwarzen strives to complete that dream, as it is their destiny to bring order to the continant.

Their leaders of the Schwarze Family have been known to respect strength, courage, and bravery, with much of its government centralized around the emperor.

They hate the Talian's because of the decentralized nature of their republics, and for believing that everyone is born free.

Shwazen: (+7 To Personal Combat, +4 to Martial. Rival to the Tallian and Romain culture.)

[]Romian: The Great Minds of the Romain only set their sights on greatness in all things construction. Through the great coastal cities of the Romain Confederation, Halnor, Raven helm, and Dragon's Tooth, great monuments and structures of stone, marble, and even the great redwoods of the Fangshire forests.

They exploit the resources of the land to build monuments to human achievement, believing that man needs to carve his own destiny without the gods. As they are small, isolated from anyone who would be their allies from the Schwarzen's, they band together in times of war, and even in times of peace, they are close as brothers to one another.

They hate the Rusanic's for believing that their goddess will save them from all ills, and not taking it upon themselves to craft a better world.

Romian: (+5 to Stewardship, +2 to learning, -50% to the cost and constructing buildings in your academy. Rival to the Rusanic Culture)


[]Tallian: The Great City States and Republics are your home, where the citizens of all walks of life, debate their issues, in public forums, where great councilors elected by the citizenry steer the ships of states. Amongst their greatest asset, their diplomatic ability is legendary the world over.

Their disunity, however, has led them to conflict and war with each other, as each ideology brings its own problems, and they all can't stand each other.

Even with all the conflict and strife, they believe that every man, women, and child are free to make their own destiny, and have an equal say in running the state, no matter how ludicrous their ideas may be.

It has led them to conflict with the Schwarzen empire, who view that freedom as unnecessary, and dangerous to the order they wish to bring.

Tallian: (+7 to diplomacy, -50% to diplomatic action cost. Rival to the Shwazen culture.)

[]Rusanic: As the Legend goes, the Great Lady Meria breathed magic into her people to protect them from the harsh wilds of an untamed land. Soon their powers grew, until they needed it no longer. But the goddess let them keep their gifts, for the coming wars and for her return. The mages here are not as skilled as those across the sea, but their power stems from nature… and nature the Rusanic's value more than anything else.

This attitude has led them to not build many great cities of stone and brick, instead, they made them out of fireproof ironwood and Greenwood, and raise great castles of earth and mud, and magic.

They despise the Romains for believing that mankind has a choice in the great problems, and can fix them. They believe only the gods can fix the problems of their world. And they will force anyone who says otherwise to taste steel.

Rusanic: +5 to Learning, +2 to martial, +1 to Health, +50% to the cost of upgrades in your academy. Cultural Rival to Romain.

[]Angshire: The Great kingdom Flokland was home to the great sheep and cows of the Iaban, which have fed the nation for centuries. Their fields are filled with dogs, sheep and cattle. In that sacred trust between land, cattle, and man, they have thrived. And in their such close bond, they speak to the animals themselves.

Their bond with animals has developed a system of animal and human representation between both species, with each animal voicing their concern about the fact they might be eaten by humans, and vise versa, which leads to very interesting conversations.

The Hantzu believe that the Angshire are possessed by demons and animals spirits from the east, and they must be cleansed before they are destroyed by those spirits. by murdering them.

Angshire: (Animal Tongue Trait unlocked, +2 to diplomacy. Food Expenditure halved. Rival to the Hantzu)

[]Hantzu: The Refugees from the east, they landed in Xunzhou, where they built their home. But the shadows across the sea, are where they come from, and in the shadows, they will always remember. And they will never be slaves to it again.

Since they are from the east, they have a distinct style of government and building, taking more after the kingdoms to the east, and having a figurehead emperor who lets the bureaucracy runs everything. And they believe the spirits guide people.

The Angshire dislike them because they are easterners, who have kidnapped them by the thousands to be sold as slaves for centuries, and who wish to eradicate them.

Hantzu:(+7 to intrigue, +2 to personal combat. Expenditure when all positions at the academy filled is set to 0. Rival to the Angshire.)

Choose Your Class: Note: It will be at master ranking, which is the highest level you are allowed to get at the start of the game. Which numbers will be +10 to a stat, +7 to another stat and +1 to every other stat.

[]Fighter: If there is one thing you love, it is the thrill of battle, you are always ready for your next fight.

[]Thief: you have sticky fingers, taking things that do not belong to you.

[]Spy: You have always been a person who gets the information you want, at any cost.

[]Ninja: A silent killer of the night, Professional scouts, spies, secret-agents, saboteurs, agitators, raiders, assassins, terrorists, and mercenaries, who specialize in espionage, irregular combat, guerrilla warfare, and all other forms of dishonorable combat.

[] Mercenary: You are a man who fights for coin, and whatever you believe in. No gods or kings will ever sway you from the path you walk.

[]Politician: Words are Wind as they would say in Sano, but this man's way with words are like crafting the winds itself.

[]Monk: You fight the world with virtue, valor and your own hands and feet.

[] Corsair: Your blood is salt and your voice carries all the way to the sea. On a boat, a ship or even a canoe, you can sail it

[]Pegasus Knight: A Mounted Warrior that rides a flying horse into battle, you are a fearsome warrior who is without fear.

[]Blademaster: You are a master with every weapon known to man, your body honed to be ready for battle at any moment.

[]Knight: You are a knight in shining armor, who rides into battle with a noble steed with bravery and honor.

[]White Mage: You are a mage of Healing and Light. Protector of the innocent and the vanquisher of evil demons.

[]Black Mage: You are a master of destructive spells of all elements.

[]Nature Mage: You are the Authority when it comes to nature magic, from plants, to whether to planets lifeforce itself.

[]Alchemist: You are a scientist of the noble art of Alchemy.

Special Traits:
[]Homunculus: You are a creature that was born out of suffering and death of war, by a rogue alchemist trying to play god. Innocent lives were snuffed to fuel your heart, the stone that has caused you so much grief. And when the war was over, you wandered... scared and alone until the man who gave you a name took you in and gave you purpose. You are something both far better than humanity could ever hope to be... and also far inferior then they could possibly imagine. (Your body is fueled by a philosopher's stone, making you immortal in many respects. -10 to diplomacy, +20 to personal Combat, +2 to all other stats. You are viewed as a monster by all kingdoms, and even though you are a hero, they view you with fear.)

[]Werewolf: Cursed with the dreaded disease Lycanthropy when you were younger, you change your form into that of a wolf at will thanks to training from fellow Lycan struck patients. While you still retain control of your body, you must deal with a ravenous hunger for meat… especially human flesh. (You can transform into a werewolf and can control yourself. +10 to personal combat. You have a bad reputation amongst the kingdoms, for an… incident)

[]Kingslayer: You were once a great hero Serving one of the kinds of the Continent. You were his closest Advisor, confidant, and friend. Until you learned of his plans to sacrifice you, your friends, your students, your home, to a dark mage promising immortality. You murdered him, with tears in your eyes. But the gods do not care for reasons. You stained your hands with the blood of kings. (Diplomacy set to 0. One of the kingdoms of the Iaban will be sending assassins after you. The other kingdoms view you as a hero and will pay triple the usual mission reward. A Dark Mage wants revenge for ruining his plans.)

[]The Necromancer: It started when your mother died, you wished to see her one last time. It than became an obsession. You rose from the dead as a mad person, fighting evil with evil. It was not the way you wanted to do it. But you had no other choice. (Class locked as a Necromancer until certain actions are completed. +20 to learning stat. -5 to diplomacy. +5 to all other stats. Can raise the dead if their souls are willing to come.)

[]The Lightbringer: You are a warrior of the Light, a person who has only brought the light to the world. You will save this world, even if you have to drag it kicking and screaming. (+10 to diplomacy. You are blessed by the god of light. Dark Mages/Knights will try to kill you even if you save them.)

[]The Lifebringer: You have a gift. To create life. The nobles, the peasants, the merchants and the nobles of the world alike see you as a miracle worker. Even the great dragons bow to you as you heal their hatchlings, bringing them to this world. You have created hundreds of children for those willing to pay you, and even when they would not. (+20 to learning. You are beloved by all the continent for your work. -10 to marital and personal Combat.)

Good Traits: Choose 1.
[]Diligent: You are a hard worker. When you set your mind to something, you will complete it. (+1 to all stats except personal combat)

[]Patient: You were always one to sit and wait... and see what happens (+1 to all stats)

[]Just: You will always try and bring criminals to justice. (+4 stewardship, +2 to diplo)

[]Gregarious: You can talk like no one's business, and get people to fall in love with you (+4 to diplomacy)

[]Temperate: You have never wasted anything, be it time, money, or food. (+3 to Stewardship)

[]Administrator: You know how to delegate important tasks to your underlings (+4 to stewardship, +1 to diplomacy)

[]Brave: You are utterly fearless on the battlefield and off it. (+2 to martial stat and +2 to diplomacy, +2 to Personal combat.)

[]Trusting: You have always tried to see the good in people and give them the benefit of the doubt. (+4 to diplomacy. -4 to intrigue)

[]Formidable Fighter: Your skill in personal combat is legendary, to the point where your body has not even been touched by a blade (+4 to martial. +16 to personal combat)

[]Kind: You always try to brighten up someone's day, even when it costs you. (+4 to diplomacy, -2 to intrigue)

Bad Traits: Choose 1
[]Deceitful: You were not what one would consider the trustworthy type. (+4 to intrigue, + 2 to personal combat -6 to diplomacy)

[]Proud: You think yourself better then anyone else. (-1 to diplomacy, +5 to personal action rolls)

[]Paranoid: You don't trust many new people, and are always wary of the ones you know. (+3 to intrigue -1 diplomacy)

[]Wroth: You are quick to anger, especially with your children involved. (-2 diplomacy, +2 to personal combat)

[]Ruthless: You will do anything to accomplish your goals. (-4 to diplomacy, +2 to intrigue, martial and Personal combat)

[]Slothful: You never really try at anything. (-1 to all stats)

[]Lustful: You have enjoyed many of the finer things in life, notably the pleasures of the flesh. (-2 to diplomacy, +20 for fertility rolls)

[]Shy: You never liked to go out in front of people and talk to them. (-2 to diplomacy)

[]Stutter: You have had a stutter ever since you were born. (-4 diplomacy)

[]Crippled: Either due to an accident or a troubled birth, you have been born crippled. (-5 to martial, -5 to personal combat skill)

[]Wounded: You got injured, either in battle, a personal duel, or your own stupidity. (-1 health, -4 to personal combat skill, -2 to martial)

AN: Plan Format Please.
 
A few notes Subspecies, ages, and training level that may appear in your Academy, along with a few other things:
A few notes Subspecies, ages, and training level that may appear in your Academy, along with a few other things:

A Note on the classes age range and specialties.

The Classes will typically range from ages 10- 19, with the older students being more trained than others, with a few exceptions.

Students will not get a character sheet unless they prove themselves on hard missions, which will not be very often.

Younger students will also need to be cared for if things go wrong at the academy, like making sure they are being well fed, clean, defended if you are in a hostile area, especially if they are not trained.

Missions will provide classes experience, which will raise their rank, which will allow them to take more dangerous missions, or defend the Academy if it is attacked better.

Note: As the Headmaster you and the teachers are the first and last line of defense to the students if the academy is attacked by a hostile force. if you fail, your students will fight for their own survival, and if they lose, they will be killed and its game over.
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Human Subspecies That may be your students, and other oddities.

Homunculus: Children made by alchemy, using the souls of their parents to be created. Due to their unique nature, they are much stronger then a normal human and are much more magically inclined than an average human as well. However, due to their artificial nature, they have strange appearances, like strange multicolored hair, different color eyes, and being able to regenerate from injuries if minor enough.

The stigma comes from a few mad alchemists destroying the city of Winterwilde five hundred years ago, with almost two million people being absorbed into a seven homunculus and causing the Schwarzen Waltz. All homonculus who are born must hide their identities (Which is a usually a mark on their body, of a dragon eating a sun) or are forced to hide in the woods or wilderness around their birthplace. if they are found, they will be tortured to death.

The parents of said children are usually barren parents who want a child and are willing to risk everything to protect them.
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Dragoniod/ Human Dragon Hybrids

Dragons are shapechangers, spending much of their time in the wilds to remain in their true forms, resting in their horde. But sometimes they... take the form of a human and.... engage in activities of the sexual nature.

A few months later, a scaly baby, potentially with a tail, or wings, is born. A baby that may turn invisible, breath fire, or fly. Most of the time in most other era's, they can live normal lives, with the added appendage being just something that they need to live with. However, with the looming wars and xenophobia, these children are brought before the local leadership.

Their existence proves a dragon lives nearby, and that it may begin to attack them. The fear always wins. The baby sometimes is killed, sometimes used as bait, or abandoned in the wilds to fend for themselves.

While armed men go to kill their parents.

Most do not survive those few months alone.

A few do, however, rushed away to the lair of their father and flown to an ally who owes them a favor, or to a member of their family who does not care about the stigmatization their family now has.

There are good people in this world, and they are shown that good, with many of those same scaly children wanting to show that good as well.
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Dryads:

The Forest Spirits that populate the woods and other natural habitats have only a few things they care for, the protection of their homes, the safeguarding of their young, and maintaining the balance of nature.

They do not reproduce like humans, with spirits being born through the planting, sprouting, and growth of trees and bushes, their populations fluctuating on any given year.

However, with the growth of civilizations, there is a worry that they will be lost, and the fear turns to violence against lumberjacks, hunters and other traveling folks traveling through the woods.
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THe civilized Monster Tribes:

There are Two civilized monster Tribes that have friendly relations with Humans. The Orcs and Goblins.

Orcs are tall primal beasts who lack intelligence in the way of literacy, and magic but make up for it in strength and cleverness on the battlefield.

Most orcs live in fortified strongholds in the mountains and do not do much trading other than getting food and other supplies for the winter, in exchange for steel from their well made weapons.

Goblins are more of the mages and rangers, and the more socially acceptable group of monsters.

They are very intelligent but are weaker physically then every other species on the mainland, so they are constantly trying to improve their crossbows, magic and fighting ability.

Goblins live in small villages and cities, nominally falling under human rule, though they do suffer from a little bit of racism from their overlords.
 
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The Prince
The Prince

(Prince POV)

You looked at the man with silver hair with a frosty look. The red eyes of the man were filled with disdain, but the glowing red sword on his side was still in its scabbard, so you knew for a fact he was not in the mood for a fight. But the remainder of his body was cloaked in an illusion, a shimmering mist that showed nothing, and showed everything at the same time.

It was quite annoying.

"Aren't you a little old to be playing hide and seek?" You asked as the mans illusion broke, your sole eye narrowing as the mist evaporated. "Why not just make yourself known every now and then? It would certainly not be any more chaotic than the other heroes who make themselves known around the continent."

The man glared at you, his hand resting on his sword. "The affairs of this land hold little concern to me." The man's baritone voice replied. "And selling my skills like a whore does not interest me. Nor do I intend to take part in the request that has been delivered across the continent."

Ah, so he heard about that too. A crazy wealthy legend deciding to start an academy for heroes in the middle of a civil war. "You think that bastard can do it? Start an academy to train heroes."

"Heroes cannot be trained. They are born with their destiny written." The man replied. "Anyone who thinks otherwise is a fool."

You crossed your arms. "And you think your fate is written?"

"My fate has not been met, nor my destiny. The man replied.

You unfolded your arms. "Well, I'm going."

"Why?" The man asked, "You are a prince with a nation who needs you, your fate is with them, not playing teacher to your lessor's."

The anger burned in your heart, but you did not show the emotion that he wanted to see. "No one is my lessor. Not if they have the skills to make it so."

The man than did something that made you crawl within your own skin. He laughed. "An arrogant fool as always. You have learned nothing since you lost your eye."

"No. I've learned that to change fate… you have to have the stones to do it yourself." You replied.

There was a chuckle again. "You think you can break your curse?"

"Yes."

"Than you are a fool." The man replied.

The man then disappeared into the mist, and you were alone again.

Dammit, old man.

AN: A little insight into one of the teachers you can hire.
 
Hiring Staff
Hiring Staff:

Running academy is not just a one-person endeavor. It requires a whole host of People to run, from a deputy Headmaster, teachers to train all sorts of skills that makes a hero, to the cooks that make food. to the janitor that has to clean everything up.

Positions Available:
(The 4 positions in green must be filled for the School to be operational, everything else is optional, but can add to the Academies)

[]Deputy Headmaster (Your Assistant and runner of the Day to Day operations)
[]Sailing Instructor/ Swimming teacher (Students need to know how to sail and to swim)
[]Combat Instructor (Obviously students need to learn how to fight.)
[]Weapons Master (Someone needs to introduce foreign weapons and how to fight against them)
[]Janitor (This is more for you than anyone else... So much ink)

[]Magical Instructor (Students should know the basics before branching out.)
[]Beast Master/ Beast Expert/Slayer (Monsters still roam the wilds)
[]The Medic (Because Accidents happen.)
[]Representative To the Kingdom (you need to make sure your interests are protected and Empress Elizabeth doesn't decide to drag you into the civil war.)
[]Political Teacher (Not getting killed because you bowed wrong is definitely something the students should learn)
[]The School Spymaster (Because you know from experience that someone is going to want someone else dead)

[]Supply Master (FOOOOD!)


Note on Staff: The More Staff you choose, the more you have to pay per month.

These descriptions are vague for a reason, and almost everyone can be one of two positions, so do not freak out.

Due to Life Bringer, none of these people will betray you to other people, as you have helped them out in the past, either through direct involvement, through helping their family's, or through sheer reputation.


What do you call The Academy:
[]Write in

What does your academy Look Like:
[]Place Image here.

Choose your teachers from Below.

[]Geralt of Merigold: The Butcher of Balamast, and one of your first children you gave life to. He is a skilled monster hunter, tracker and hero. He is also a skilled alchemist who knows how to brew potions that can heal almost any ailment… for humans at least. (Culture: Tallian. Class: Slayer)

[]Nero Schwarze: The Second in Command of the Stormcrows before Hoster slew Galdron, and the self-imposed exiled son of Emperor Fredrick, he left to make his own mark on the world, and to escape his own reputation as a magician that practices da- Elder magic. He is skilled at command and at making sure day to day operations run smoothly, but he is also a decent teacher and does not mind getting passed over for the position to teach. (Culture: Schwarzen, Class: Dark Mage/Knight)

[]Jasper the Winged Knight/ The Kingslayer: Knight of Midna. He is a knight of a reputable sort, noble, courageous, and overprotective of his charges. He tried to teach heroes at the royal court but was exiled when his king tried to rape one of his charges, and he killed him, which caused him to flee. He received his name for riding a pegasus into battle. (Culture Rusanic, Class: Knight/Pegusus Knight)

[]Edward Van Hohenheim: A… small Statured Alchemist from the Borderlands of the Schwarlands and The Talian Republics, he grew up learning how to study the art and science of Alchemy. A Study that earned him prestige and titles in his homeland. He came north due to the war, where he thinks he can help the helpless ( Culture Schwarzen Class Alchemist)

[]Talion Tall Talker: A former politician from Sano, He's a wandering politician with a price on his head who offered his services to you. He used to be a big deal, something about almost forming a Tallian confederation, and warning about threats from the south. He was then laughed all the way to exile. (Culture: Tallian, Class: Politician.)

[]Izuku the Smallest Might: A prizefighter and vigilante from Eisur, he was known for fighting anything that his fists came into contact with, along with going outside the law to make sure evildoers pay. That got him run out of his city. He still does what he believes is right, even though he might get himself hurt. (Culture Hantzu, Class Monk)

[]Marcus Maximilious: A Southerner who found himself on the wrong end of a slave raid, he was sold to the Elkhort's prince. A few days later, the prince was impressed with his skill, and Marcus was set free. Seeing nothing better to do with his life, he offered his services to teach the more... Subtle intrigues of court, and to make sure the kids keep their heads on their shoulders when meeting with foreign dignitaries. That he's a mage is just an added bonus. (Culture Romain, Class: Mage.)

[]Strider of the Red Mountains: An Archer who does not speak, but he teaches through actions. He offered his services to, in writing 'Teach these kids proper archery and survival skills.' You have no idea what that means, but you'll take it. (Culture: Tallian, Class: Ranger.)

[]Asuna the Blue Dragon: A former ninja of the Wei clan, she left her clan after a failed assassination, and she would rather live than have to commit suicide. While she is trained as a ninja, she is no slouch at combat, and enjoys a good spar… That and long walks through the woods. (Culture Hantzu, Class Ninja)

[]Pyrrha the Red: A Ponsia Gladiator from the east, who escaped from slavery after fighting her way out of the coloseumn. Taking up mercenary work to feed herself, she quickly became an amazing sellsword and Hero. Unfortunately, after she took an arrow to her heel and nearly got killed in battle, she called it quits, hoping that the teaching position will be a safe job for her to teach her skills. (Culture Talian. Class: Mercenary)

[]Barry the Demon of Dolvvale: The Greatest Soldier in alive, he has trained for over 50 years to reach perfection with every weapon imaginable. While he is old and is ill, he is still a fine teacher, with his heroing days not long behind him. (Culture Schwarzen, Class: Blademaster)

[]Vladimier The Wolf Whisperer: A refugee from Newbury, he grew being raised by direwolves. With his ability to speak to them, he went through life rather… plainly. Until he became alpha of his pack, made them stop attacking settlements, and he found work as a lumberjack. Than his pack was attacked by hunters who wanted the direwolves pelts to give them to the Empress. He fled to the south after he had a bounty. While he is lacking in combat experience, he makes up for it with having an entire direwolf pack at his beck and call. He is a good man, and a peacemaker between beasts and man.(Culture: Angshire. Class: Beastmaster)

[]Adam the Wandering Shade: A supposed spy of great renown, A noted traitor of many many masters, he is loyal only to himself, and to his code of keeping the peace within the continent. He sees the attempt by you to take command of an academy as a way to keep the peace in the lands. or just a steady paycheck, who knows. (Culture: Romain, Class: Spy)

[]John Roche: This is the most dangerous man in the north, A noted archer, ranger, and mercenary from Newbury. He has the noted honor of being the single most wanted man in the north after murdering an entire delegation of Schwarzen diplomats after he had discovered a plot to plunge his kingdom into anarchy. After losing his entire company in the battle of broken hills, he drifted south, a marked man running out of time. Never stopping his quest to help his people. (Culture: Angshire. Class: Mercenary)

[]Zelda Greyback: A skilled mage and political schemer. She was run out of court due to botching a spell that wound up summoning a demon, though she managed to kill it, her patron was not pleased with her. She was then framed for murder after she tried to protect her liege lord. Although she was cleared of the crime, she was exiled. She still tried her best to help people, wherever she can. (Culture: Romain, Class: Mage)

[]Rekunthung Speaker of Humans: A Goblin Diplomat and Hunter from one of their hidden cities. He has offered you his services in exchange for protecting him from his enemies and from one of the pretenders of the civil war. (Culture: Goblin. Class Politician.)

AN: As you have chosen Summerhold, The countryside of Folkland is going to be peaceful for a while... at least until the war begins.

Vote in Plan Format Please.
 
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