Post by εмρяεss αкαяα яαvεηℓσcк on Apr 18, 2014 10:21:33 GMT -6
The Crimson Knights
Ravenlock society is heavily matriarchal, this is evident in the higher ranks of the Crimson Knights; the army of Ravenlock. Each first born daughter in the Empire is sent to one of many training academies to undergo certain trials to discern whether they have to mental and physical capabilities for military life. If for any reason a first born daughter of any family fails the initial trials, the next oldest daughter in the family may stake a claim on the position her older sister failed to acquire, and so on and so forth down the family line. Should that girl pass the trial she would be welcomed into the nearest academy as her family's warrior. While the bulk of the Empire's army is male, only women can attain any sort of rank. All commanding officers are female whether they be infantry, cavalry, navy, mages, etc. Some of the families that have had generations of women among the ranks of the army pass special abilities through their blood to their progeny. Four times a year, through out the Empire, members of the army hold celebrations paying homage to the Goddess of War; Sota.
Class 1:
Defenders of the peace. Around 8,000 in number the knights in this class inhabit the Imperial City of Lunitaris and are charged with roaming the streets in groups of 6-8 (more if necessary). They are a support system to the standard soldiers that make up the city's guard. Each unit undergoes rigorous training for years in such close proximity to each other that a psychic like connection, making them able to move in unison as if each of them is an extension of the other's body. Their presence in the city is one of authority to discourage crime and protect citizens from various criminals such as bandits, ruffians or even the lowly pickpockets. They aid the standard soldiers in upholding order and the laws of the Empire. Their proficiency is in hand to hand combat as well as with melee weaponry. Each is extensively trained in defense against magic and various wards.
Abilities: hand to hand combat expertise, melee weapon expertise - Increases their armor by 20% and can negate up to 10% of physical damage and up to 35% of spell damage or effects lasing for two turns. Can only be used once ever four posting turns and cannot be stacked. Healing - Can heal the caster up to 15% per use. Higher levels of proficiency determine the percentage of healing accomplished. Can be used once per turn. Dispel - Removes magick based spell effects from the caster. Can cancel any magickal effect that may have a duration as long as the spell is of similar level of power. Useless against higher level spells. Only works when the source of any effects are caused by a spell. Dispel Other - Same as Dispel, but is designed for use on allies of the caster.
Armor Description: All items are created with the highest proficiency of the blacksmith employed by the Empire. (Example - Heavy Helm, Heavy Greaves, Heavy cuirass etc.) Class 1's are the only ones who equip shields.
Class 2:
Enforcers - Around 4,500 in number, work partially with Class 1 knights. They focus on hunting and bringing known and confirmed criminals of a more powerful nature; as far as being magically gifted, to justice. They possess the same level of proficiency with melee weapons and hand to hand combat as Class 1 knights, but have a more extensive magical training that is not limited to only defense.
Abilities: Hand to Hand mastery, Melee weapon mastery. Undaunted Ward - Increases armor rating by 40% and can negate up to 25% of physical damage and 45% of spell damage per turn. Last's three turns, useable once every four turns. Unstackable.
Class 3:
The Hammer of Akara, the Elite of Ravenlock. Numbering between 800-1,000. The trials one must endure and pass to be found acceptable into these ranks are extremely difficult and severe. They are the most dangerous of all the knights. their training is of such mercilessness and ferocity to compliment their duties. They will protect the Empress at all costs with total disregard to their own lives and well being. Completely loyal and subservient to Akara alone. If deigned by the Empress they will protect any and all she may assign them to as if their assignment were the Empress. They are versed in a plethora of melee weapons and masters of many fighting styles. Their magic training is the most in depth of all three classes.
Abilities: Extreme Hand-to-hand mastery, Extreme Melee weapon mastery, Fortify Health -Caster can increase their total health by casting restorative white light-energy over their form that adds 50% of their total health per casting. It takes only one turn to work, but can only be cast once every five turns, Heal Other - Caster can heal others both by touch and up to a distance of 150 paces, and depending on the time they have to work with, they can completely restore the health of their target at an expense of their own fatigue increasing slightly, as the armor of a Crimson Knight reduces the strain of using magick, Health Regeneration - Caster can use this spell to generate an aura of healing that lasts for three turns and regenerates their health by 30% each turn, regardless of if they take more damage; unless it exceeds the rate of regeneration, Encourage Frenzy - Caster can influence most enemies to go berserk and attack anything, even their own allies, without restraint or discretion, Rally Targets’ Morale - generally used on other members of any given Crimson Knight squad, who may be getting overwhelmed by enemies, but typically used to rally the more easily overwhelmed soldier of the general military, Inspiring Touch - When making physical contact with another, they can transfer energy and encourage them to be brave and inspire them to fight more fiercely. Especially effective on the average Ravenlock soldier, Greater Confuse Target - Caster can cause the target to lose focus and thereby lose the will to fight, or even to imagine his allies are his enemies, or can influence the target to simply kill themselves from the confusion, dependent upon the intention visualized by the caster, Fortify Attribute: Speed, Endurance, Strength and Fortitude (when cast, this increases each of the attributes potency by a standard extent of 25% and lasts for three turns. Can be cast only once every five turns.)
Special Class:
Mages of the Crimson Knights- Numbering around 3,000 highly trained and ever improving mages who come from all parts of Akara’s Empire. Working in conjunction with an impressive number of those among the greatest minds of all arcane black-smiths throughout the Empire. The Mages’ primary function is to create and enchant the forged weapons and armor-sets that the Crimson Knights use and carry out their duties with.
Each Mage within the Order was taken from their citizen family at as young an age as possible by Elder members of the Order upon discovery through divination. This is done because one of the mages’ secondary duties is to use rituals of divination to seek out and uncover the location of babies and young children of uncommon to extreme levels of innate magical potential.
The populous of the Imperial capital of Lunitaris where Akara reigns, all understand the necessity of being blessed to be able to help the Empire in such a way, and when they are approached it is more common than not for the family in question to happily hand over their gifted child, to a life of greatness and importance. For several years following, the children are trained to utilize their powerful abilities, but are only allowed to learn limited subjects so they cannot go rogue and become any true threat to the Empress or the Empire.
All Crimson Knights must undergo training in magick as a prerequisite to being allowed to join the Crimson Knights’ ranks, regardless of how potent and skilled any of them are without knowledge of magick.
Abilities of the Crimson Mages:
Arcane Smithing - Required learning as children, when mastered allows for the caster to perform powerful enchantments on weapons and armor. The required level of mastery to be promoted from student to an actual post of duty demands the caster be able to enchant multiple items multiple times in one sitting.
Walking on Shadow - A technique that allows the caster to shroud their feet in living shadow that will absorb and dispel their movements upon ground. This technique can be adapted to also allow for the silencing of the clanking of a Crimson Knights armor by 50-65%, with the potency depending on whether it is cast by a Class 1 or a Class 3.
Fade to Black - An advanced technique that is required to be learned by both mages as well as Class 3 Crimson knights. Allows for the caster to transform the shadows between their feet and the ground, into pathways to a dimension of shadow that pulls them into it at an accelerated rate, into a state where they can then move as a tenebrous mass, along the floor or ground, and even up walls and across ceilings. This also permits the caster to ‘shadow travel’ which means they can be in one place one moment, and emerge without warning from shadows a maximum of 250 paces, without any warning.
Crimson Battlemages - (Guardians of the Training Temple): Spells of Destruction:
Ice Missile, Ice Missile Barrage, Fireball, Torrent of Flame, Electric Bolt, Electric Orb Missile, Electric Storm (Short duration, wide effect area.)
Other Magic Spells: Regeneration, Heal Other, Life-Force Detection (Class 1’s can detect the presence of living beings up to 15 feet away. Class 2’s have a range of 20-35 feet. Class 3’s can detect lifeforces up to 75 feet away, with mages being the only ones with abilities of detection exceeding that, able to detect life forces up to nearly 150 feet away given the right circumstances.)
Crimson Knights standard Armor Perks(constant): Resist Fire 55%, Resist Ice 40%, Resist Electric 15%, Melee Damage Deflection 25%, Absorb Melee Damage as Health 5%, Regenerate Health (5% Per Posting turn), Regenerate Magick (15% per posting turn)