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The Millstone of Time Concepts; Open Discussion
Topic Started: Aug 28 2009, 10:37 PM (805 Views)
Lord Talancir D'Landior
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First off, I would like to note that my fanfic comes off as a little unique. Besides being a blend of the Archie Comics storyline and elements of the SatAM storyline (for whose dark adventure theme I will be eternally grateful), I am also an avid fan of Mage: The Ascension (and by accessory, Mage: The Sorcerer's Crusade.) After having picked up my old story that I'd begun in middle school, I realized that in order to make a truly sweeping storyline, I would have to explain certain concepts that are never touched on, but merely stated as fact, leaving the reader to make his own conclusions. This is an open discussion, and as such, I invite any and every member who would be interested in exploring these concepts to walk through with me, how I see Sonic's universe.


The Engineer
The first of such concepts I would like to share with you all is what I would like to call the Engineer.

Imagine a world so inundated with Chaos Energy, that it would change one's whole outlook on the world and how it could be effected. This Chaos Energy, known in another frame of thinking as Quintessence, is malleable and tangible, and readily accessible to those who would seek to use it.

In the beginning, there would be those who sought to master this Chaos Energy for their own purposes, and while eager to improve the lives of those around them, used their knowledge for their own gain, and guarded well their secrets (for such knowledge to be used by many would be catastrophic, by their reckoning!)

The first and oldest examples of these secretive individuals would be the Ancient Walkers and Mammoth Mogul. These are also examples of those who would limit the full understanding and general use of Chaos Energy from the general populace, if only because it would be complete and unregulated chaos, rife with potential abuse and sheer stupidity tipping the fragile balance.

The Engineer frowns on this mode of thinking, and understands that if he can do it, others might be able to as well. In his quest to understand the fabric of reality, he thinks of methods to simplify the complexity of his surroundings, applies scientific properties and distributes his findings to the common man, in a format he is able to understand. He is the mad scientist, the technomancer, the wise academician.

He casts not spells, but executes hypertech programs and metaphysical protocol. He dabbles not in sorcerous magick, but rather demonstrates the wonder of Inspired Science. The dragons they fight are not that of bone and sinew, but that of superstition and illusion. He brings light to the darkness, order and reason to the hidden society. All so the average mortal can sleep safe in his bed, secure against the evils that average society can't detect or recognize.
Edited by Talancir D'Landior, Nov 26 2009, 11:04 AM.
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Talancir
Aug 28 2009, 10:37 PM
Besides being a blend of the Archie Comics storyline and elements of the SatAM storyline (for whose dark adventure theme I will be eternally grateful),


You are offically epic in my book.

Now, I really like how you explained the concept of the Engineer. Very well done. I look forward to the fanfic.
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The Engineer's Ars Praeclarus "The Brilliant Art"
Nothing happens without cause. The man of reason knows this. While magi babble spells and spew blood, the Engineer seeks the cause, notes the trigger and prepares a scientific Methodology to wonders. With time, luck and an inquisitive mind, he may unlock the secrets of Creation and bend it to mortal wills.

The Engineers of Mobius by no means resemble a collective Technocratic Union, however many of their Methodologies are similar. Following the first Days of Fury, society had spawned a centuries old conflict between the animalistic Mobians and the survivors of humanity, known to the Mobians as "Overlanders." Though the template of the Engineer was still uncommon among the general Mobian population for centuries (the most notable and numerous example of Mobian Engineer were never spread beyond the Echidnas of Albion), in recent years this seems to have taken a significant turn. As always, driven by the necessity of survival, more Mobians have become successful, even noteworthy Engineers.

Following the old system of Magickal Disciplines as set down by the (fictional?) Seven Towers Concordat, the Methodologies of the Engineer follows along recognizable lines. Though the format is not preached by rote, the Engineer's version, known by older scholars as the Ars Praeclarus, divide the knowledge of the cosmos into the various aspects of study and Inspiration. Each one is essentially a category of Inspired Science, studied by the brightest of modern mortals.

Due to general disuse or disinterest, many teachings and principles of the Ars Praeclarus have either died out, or is used to augment a more popular and widely known Methodology. It is perhaps to the credit of the Overlanders that any form of Enlightened learning has survived the chaos of inter-racial conflict, and is a testament of diligent recording and the sheer determination to bring order and unity to the masses.


Correspondence
Space only has meaning because of the matter in it and the minds that observe it. It is the mind itself that sets the borders in place. By learning to break down the illusion of space, it's possible to understand space as it really is: a single point, an overlapping geometry of mathematics that bends and stretches according to the forms of matter within it.

Psycho-dimensional Science
Prior to the discovery of the Interdimensional Highway, Engineers theorized that every choice and action has multiple outcomes, and every outcomes actually does happen in some alternate universe. Each universe is unique in part due to the quantum signature of its components, which vibrate at a distinct frequency. Change the frequency and you can push the quantum level into another dimension.

Psycho-dimensional Science also deals in part with the celestial strata. In their early history, the Echidnas of Albion reverse-engineered the technology of the Overlander precursors, and combined it with their version of Inspired Science. The result was a more efficient, ecologically friendly means to escape the terrestrial realm, and explore the infinite realms of the Outer Darkness.

Psychodynamics as we know it remained largely untouched with the advent of the Engineer, though through cybernetic technology, Engineers have perfected the creation of Artificial Intelligences. Mechanical telepathy and psionic discipline remain flawed concepts at best, and textbooks exist of the fate of unfortunate Engineers who have lost their minds in the pursuit of such perfection (quite literally for some!)

Chaos
Following the Days of Fury, the science of physics had to be completely retooled from the ground up. This was partly due to the introduction of Chaos Energy to the fore of all energy related research. First catagorized as the bond holding together the particles of the atom, Chaos energy grew to confound researchers.

It coaleces in physical form, which is known by many as Chaos Emeralds, or smaller, more easily dispersed forms known as "Power Rings." It was found to be just as efficient an energy source as any other, more endurable than nuclear fission and more widely applicable. Thus, it became a simple matter to manipulate it to suit the needs of the Engineer. Engineers harness this energy by rote, few are able to manipulate it with skill, but almost every Engineer are at a loss to explain how it really works.

It suffices to say that Chaos Energy is, essentially, the basis of all things, so it's impossible to try to explain it in terms other than itself. This may be circular logic, but it's perhaps the only explanation worth it's weight in salt.

The Chaos Methodology allows the Engineer to make great use of energy in many projects, and warfare is not the least of them. With it, the Engineer understands and channels lasers, plasma, heat, light, sound and any other form of ambient energy. Additional uses have included propulsion, energy generation and communication.

Entropy
In the fullness of time, the Entropy Methodology had fallen out of favor, and the common Engineer today no longer tries to manipulate causality, but merely anticipates it. "Chaos theory," the idea of controlling permutations and determining outcome from changing variant inputs, is still too vague for Engineers to grasp completely. Perhaps one day, the Methodology will be rediscovered.

Life
The Methodology of Life is today only half-remembered. Things such as cloning are all but forgotten in the Mobian societies, while surgical alteration, DNA manipulation and biochemistry are practiced in tandem with protocols born from the Methodology of Matter. The result - cybernetics and bionics - enable the Engineers of Mobian society to survive - and even compete for - the harsh realities of mortality.

Matter
Material science and chemistry explains the fundamental building blocks of inert substances. Armed with this knowledge, the Engineer can change the form of the substance to suit his purposes. He can change its properties, build new alloys, reduce them to their base components, even suspend or alter the standards of a substance's characteristics.

Performing this Methodology is perhaps one of the most straightforward areas of endeavour. Inert objects always respond to the same treatments in the same ways, and there are an inexhaustible supply of stuff to experiment on!

Time
The Methodology of Time is riskier than just about any other field except Dimensional Science. Engineers have adapted the old analogy that likens Time to an endlessly flowing river, and attempts to alter the flow of that river is about as difficult as trying to swim up a waterfall.

What is known is that in Temporal science, all things are headed somewhere at exactly the same rate. It's a comforting, yet invariably frustrating stability. Time moves in an orderly fashion, though the right tools can make it appear to compress, expand, warp or loop. Ultimately, the Engineer questions whether Time itself is actually altered, instead of the perception of Time.
Edited by Talancir D'Landior, Sep 10 2009, 01:39 PM.
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The Chosen

A person who is Chosen is, in the best summary possible, someone who is able to harness Chaos Energy and bend it to their will. A person who is Chosen can become either a Mage or an Engineer, depending on their training.

To understand the origins of the Mage and the Engineer, one must first know of the days following the first Days of Fury. In those days, as the older civilizations - most notable and powerful of which was called "The Union," struggled to survive, newer civilizations and races began to rise to the fore. The present day Mobian civilizations - known collectively as Mobosapiens - arose from forced evolution, as a result of the dynamic mutagens present in the world at that time. This same mutagen was responsible for altering certain members of humanity with a specific DNA strain. These altered humans became able to tap into Chaos Energy, and became the first Chosen - though this terminology for them did not become common until much later.

While Human Chosen claim that while they owe their ability to wield Chaos Energy to the weird dynamic mutagens present in the world, the Mobian Chosen owe their existance to one person, whom the world today knows as Mammoth Mogul. Though his tribal confederation was eventually dissolved in rebellion, the myriad reasons behind it were never completely known or confirmed. One of these reasons, however, might have had to do with the Chosen.

It can be assumed that in order to help protect the confederates under his care, Mammoth Mogul chose certain representatives from each tribe, and inundated them with Chaos Energy in an effort to replicate what happened to him when the Shard of Chaos was embedded in his chest. The result was successful, and the newly born Chosen rose to help Mammoth Mogul defend the nascent Mobians against the powers of the Human Union.
Edited by Talancir D'Landior, Sep 6 2009, 07:13 PM.
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The Callers

An odd arcane phenomena, a Caller is to the Chosen, as a Chosen is to regular mortals, and is prevalent only among Mobians. The Callers appeared a few generations after Mammoth Mogul was dethroned, and his tribal confederation disbanded. As the Mobian tribes began to go their separate ways, the Chosen that Mogul had created intermingled with the rest of their tribes, spreading the gift throughout the populace. People who were born as Chosen began to appear sporadically, however a Chosen appeared one day that would redefine the gift as both blessing and curse.

From conception, the soul of a Caller is 'flawed,' bathed in a single, random Elemental Lore. This Lore lies dormant for years; indeed, these Callers live normal lives, seemingly unable to wield magick as a Chosen, until the Lore manifests on its own on the Caller's 10th birthday. The Lore takes on a life of its own, manifesting affects sporadically through emotion and thought.

As the Caller ages, the Lore increases in intensity and decreases the interval in between manifestations. The Lore rips through the Caller's perceptions and hurtles her into a nightmare landscape, slowly distorting her mind even as it frays her soul like a threadbare garment. As the Caller approaches her 20th birthday, she begins to see things that aren't there, or distortions of things that are there; she assumes new identities, forgets details of her old life, and occasionally locks herself away in a prison of her own imagination.

Only intensive training and discipline taught from outside sources have proven successful in preventing a Caller from losing herself to her Lore. Keeping the Lore contained and controlled is a daunting enough task that takes years, if not decades of sagely tutoring; learning to channel their 'gift' is another matter altogether. Laborious charting of family lineage and observation of celestial phenomena have been helpful to the Concordat in finding a Caller before her Lore overwhelms her, but mortals are far from perfect.

Eventually, sometime after the Caller's 20th birthday, there is no hope. Having been brought to the cliff of sanity by her Lore, she finally falls over the edge and stumbles into the air. Unable to fall by her own choosing, but also unable to seek higher mastery of her skill, she is doomed to roam the world as a Mad One, lost forever to saner company.

Mad Ones twist the natural order simply by existing, tearing holes in Creation as she passes by. It's as if they were spawned in the dreams of God and act out his sleepwalking whims. If the Mad Ones are reflections of Divine humour, Creation may be in trouble; most often, these demented souls appear like lightning on a clear day, destroy some place or undertaking, and vanish like smoke. Most Mad Ones are loners, and are frightening to encounter. They babble like lunatics, or mutter like an underground stream beneath a crumbling wall. They are merciless, aimless, and without compassion. Most frightening of all is they seem unaffected to the scourge of Backlash; indeed, Backlash only seems to make the affects of the Lore much, much worse.

Eventually, the Lore strips everything away and they die as they physically manifest their Elemental ties for the last time, but a long stretch of dementia and paranormal activity lies before their final death. It is perhaps a blessing, that as the gift of the Chosen becomes further dilluted among the Mobian population, the curse of the Caller has appeared less and less. Perhaps one day, there will be no more Callers born into this world. Perhaps, but it is not for us to say or predict when.
Edited by Talancir D'Landior, Nov 26 2009, 10:31 PM.
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How on Earth do you come up with such awesome stuff? :D
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Lord Talancir D'Landior
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Honestly? I see concepts in other forms of media and I see how such concepts would fit into my own storyline, then I adjust said concept until it makes sense.
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Magic: The Great Art

The ancient texts tell great tales of legend, spanning immeasurable lengths of time. They tell of the beginning, of God, and of the first masters of the Dominion. This Dominion had no boundaries, no great monuments of stone, no libraries of history. This Dominion was that of Creation itself, and a holy decree of stewardship.

Over time, the stewards of Creation grew weary of their godly burden, and in their need for distraction, surrounded themselves with the trappings of government, religion, and war. Ensnared, the soul of humanity fell into slumber. No longer.

Magick is alive, and it Awakens the soul of the Chosen. Guided by esoteric secrets and mystick tools, the Arts of Creation well up in the imagination. To embrace them is to Awaken, to throw off the mantle of sleep and stride into the night with a blazing torch. Every Chosen, whether he is a warlock, priest, or artisan, leaves sleep behind. Magick is the spirit of freedom, and a resumption of God's holy task of stewardship.

To be sure, Magick is available to all, besides the Chosen. With all the Magic Rings and Chaos Emeralds in the world, enlightened people have, in their turn, learned to harness the energy of Creation. Imagine, if you will, the act of casting a spell to be akin to singing a song, but where there is only an outcome if you 'sing' within a very narrow range of compentence. Even for a simple song, the process is quite easy to understand, however the physical process involved becomes more considerable in respects of the effort needed to produce a tune.

Magick is similar in comparison, but a great deal less subjective. While people don't have to sing well to have a career, Magick cannot be faked. Only someone who knows how to do it and has a lot of practice with what they're doing is going to be up to performing any amount of sustained magick (meaning magick at an actually useful rate instead of only something once a day or worse). It is for this reason that most magick users tend to specialize even if they've had a general magickal education... it's a lot easier to keep in shape for a collection of spells in your comfortable range and paradigm than it is to practice everything you know often enough to do them all well.

Reliably performing a broad range of magick is where the question of natural talent comes in. Some musical naturals just 'get' music, so instead of learning this song or that song as isolated ideas, they are instead learning the music as variations on a pattern, making it much more likely that they can perform a variety of things to an acceptably high standard without as much preparation. Magickal naturals work the same way... they just 'get' magick in a way that means they can learn a spell or even a wider magickal concept quickly and they'll retain it for a long time.

Natural talent is not all or nothing, it's a spectrum; while some people are better at it than others, everyone could do it, to an extent. However, most people aren't worth training at all because they don't learn fast enough and would have to really struggle to manage even a single spell compentently. Even among the faster learners (which is still a fairly large number, really), people generally obtain only a certain degree of broad compentence. This in turn has given rise to the lesser wielders of Magic: Hedge Wizards and other such dabblers who play with the knowledge they are given, or are unable to attain higher mastery. Those who are really expert at magic are pretty rare (and those who are expert without training are incredibly rare and usually have major blind spots because they're self taught)... and no matter who you are you usually still must practice in order to maintain any reliable degree of competence.

The Chosen, however, are on another level. While they might be limited at first to the spectrum of ability, the Chosen are capable of learning magick quite efficiently, and given the proper amount of training and guidance, are capable of great feats of Magickal ability.
Edited by Talancir D'Landior, Feb 21 2010, 11:14 PM.
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Arch Mastery

What does it mean to be one of the most powerful entities in the cosmos? Vampires have their ancient elders, werekin their legends and reincarnated heroes, but even the humblest magi and Engineers have their paragons of power. Those who have gone before, those rising luminaries of Mastery who rearrange the Pattern of the cosmos itself, their very will causing manifest ripples that resonate across boundaries and causes Creation itself to pause in reflection. Certainly, those so in-tune with the universe, so potent in directing its flow in accordance with their own will, can achieve feats of near-godhood.

This level of Mastery is not without consequence. Even as the magus turns Creation on its heel, and causes the world to invert, the power of magick changes him. External power is merely a reflection of internal evolution. Manipulation on this level is not a quick and easy path to power; it is a demanding study that, unchecked, consumes the life of the magus. The more intense the study of the universe's transformation, the more it changes the Master in turn. What humanity remains in a miracle worker who can alter the fundamentals of Heaven and Earth? Forces unleashed turn inward and, along the way, changes and transforms the Master into something far beyond the fragile mortal who was once born into a slumbering and ignorant world.

The Arch Master - the magician so powerful and learned that their outward power mirrors an inward focus - understands the primal essence of the universe to such a degree that their knowledge is limited only by the forms they use to describe it. Woe to those who attempt to understand their definitions! What drives a mage to seek the exalted status of the Arch Master, the True Arch Master, and the Exemplar? What pushes them to climb to the heights of enlightenment and power? The answer to this question varies as much as the mortals who choose this path. This isn't the sort of choice a mystic makes casually. Rather, it is a drive that can be traced back to the earliest years of their training, or perhaps even earlier. A mage with such a calling can find satisfaction only in True Mastery of their chosen art.

When the Seven Towers Concordat stood proud on the face of the world, theirs was the greatest collection of Arch Masters known to all of existence. While power and renown went hand in hand, the Concordat prized themselves on their wisdom. Chief among all their parables was this: To take all that the Arch Masters offered with a grain of salt. The paths to True Mastery is so varied, that you can just as easily take anything they say as supposition as readily as fact. You might learn the hard way that it doesn't work out the way they said they did. Their path was their own, and all that remains of their footsteps are the wisdom they have to impart to their juniors. It's not without reason that the Concordat referred to the life of the magus as "The Path of Thorns..."
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The Amagan Empire

The centuries following the dissolution of the Empire of Ixis were turbulent, to put it lightly. To the end, Ixis Mogul was all that the Mobian tribes could agree on, their reason for unity. After his fall, the fragile unity was gone, replaced by traditional hatreds and prejudices. The Fourteen Champions, originally chosen to be the beacon of hope and the guardians of a life without tyranny, suddenly became keepers of order and the enforcers of peace. Though the Champions were mighty in their developing powers, and the fledgling Seven Towers Concordat did what they could, they could not stop every skirmish between tribes, and blood was needlessly spilt.

Throughout this time, the Mobian tribal society remained primarily pastoral, with some exceptions. The Echidna Tribe, once the favored children of Ixis, developed by leaps and bounds, and were the first to develop the rudiments of true civilization. With more time to focus on what was essentially navel contemplation, the Echidnas began to unlock the secrets of the broken and dessicated technological remnants predating the first Day of Fury. It was from the Echidnas that the Mobian tribes learned the rudiments of agriculture, and in turn, slowly built up the tiers of civilization, despite the intermittent brushfires of conflict.

It was not long before the descendants of the Union, long kept in check by the Empire of Ixis, struck out from the Eurasian Continent. In their view, the Mobian tribes were unnatural mutations of the wildlife which had walked the earth from before the Day of Fury. They reasoned that in order for humanity to reign supreme once more, the mutations must be destroyed. And so began a long, xenophobic war which split the attentions of the Fourteen Champions and their Concordat. The Echidnas bravely faced the onslaught, and even turned back the tide, aided by their Knights of Aurora. To further press back the onslaught, the Echidnas migrated en-masse to a series of islands in the northwest of the Eurasian Continent. Christening the land after its oldest known name, the Echidnas of Albion established a fortress city, and from there, the Albion Knights of Aurora went on the offensive.

It was from this great example that the Amagan Empire was born. Despite the efforts of these groups, the Union grew ever stronger, spilling the blood of the Mobian tribes across the planet, but they remained largely restricted to the Eurasian Continent, and were hard pressed to hold any new territory they gained. In the midst of this chaos, a group of Mobian scholars discovered old records once held by a mysterious Order of chivalric knights led by a man named 'Topher' on the North American Continent. These records predated the first Day of Fury, and seeing their value, the scholars began to decode and interpret these ancient documents, teaching their martial wisdom contained within to the warriors of their tribes. The adherents to the Example of Topher began to acquire their own measure of renown, and in the name of peace, these Knights-to-be accepted everyone into their ranks, for the greater good of all Mobius. They began to branch out across the continent, first by company, and soon by chapter. They served no single ruler, but rather offered their martial skill to each tribe, leading their phalanxes to glorious battle against the Union.

After a time, a ruler from the Squirrel Tribe who served with the Knights of the Phalanx came together with other tribal rulers who benefited from the Knights' protection, and proposed a great union of their peoples. Remembering the folly of Ixis so long ago, he proposed an empire of peers, where one King ruled by electoral consent by the other Kings. The Knights of the Phalanx would provide the focal point of their military might, and together, they could stem the xenocidal tide of The Union. The other tribal leaders agreed, and the ruler from the Squirrel Tribe became the first High King. Choosing a spot high in the mountains, he commissioned a great fortress city to emulate the city of Albion. This city, named 'Vattello' or 'the skies' in their ancient tongue, became the first 'Maga,' the great city which would become a template for all other cities built after it in this new "Amagan Empire."

In the fullness of time, the Amagan Empire integrated many of its neighbors, and at its zenith, controlled a wide swath of territory. From the Dragon Marches in the far west across the ocean, to the crystal blue waters on the east of the American Continents; from the frozen steppes of the north, to the tribal Cat Country in the south, the Amagan Empire provided a bastion of protection against The Union. It was ruled by The High King and his electoral peers, guarded by the Royal Knights of the Phalanx, and advised by the distant Champions and their Concordat. For the first time in many generations, the Fourteen Champions breathed a sigh of relief, and the Concordat sighed with them. All was well.
Edited by Talancir D'Landior, Mar 10 2011, 12:13 PM.
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The Royal Knights of the Phalanx

The Royal Knights of the Phalanx started out as a task force of Echidnan warrior-scholars from the Albion Knights of Aurora, sent to the Normercan Continent for the purpose of rediscovering the continent's legacy of various martial arts styles predating the first Days of Fury. Though they received generational reinforcement from their homeland, the Albion Knights of Aurora in Normerca sought to further increase their numbers in order to distribute the continent's 'hereditary legacy' to its denizens, and began recruiting from the various Normercan Mobian tribes. As they became further skilled in the styles, and the philosophy that the styles were entwined with, they slowly expanded their reach and influence. By the time of the Amagan Empire, the AKAN were a quasi-mercenary, paramilitary Order, and were known from coast to coast.

The AKAN had divided themselves into chapters, called Commandries, with each Commandry coalescing around a specific fighting style. While each division recognized themselves as being members of the same organization, they were not beyond testing themselves against each other in order to further refine their understanding of their styles. Such tests consisted of arranged tournaments in order to minimize casualties, though deaths were still a common occurrence. On occasion, war had broken out between the different Commandries; in such an event, the war was never fought to the annihilation of either side, as each fighting style and accompanying philosophy was seen as a precious relic, and integral to the Order as a whole. It was not until their absorption into the Amagan Empire, and their renaming as the Royal Knights of the Phalanx, that the rivalries between the Commandries were prevented from reaching the point of open war.

The Royal Knights of the Phalanx were divided at large into three ranks; the aristocratic Knights, the lower-born Sergeants, and the Aspirants. The knights were drawn from the more literate of the population, who had the proper mental faculties and education necessary to read the ancient texts that contained the lore of their martial arts. They were more often than not descended from Mobian tribal nobility, though it was not uncommon for a lower-born Sergeant to earn the privilege of knighthood. The Knights were responsible for learning and teaching their Commandry's martial art, and had the authority to propose revisions or new fighting maneuvers to the style. In battle, they were the commanders of army divisions. They executed their general's strategy, modifying or canceling orders and objectives as the battle dictated. They were expected to lead from the front, where their white surcoats and gleaming platemail armor made them the focus of most engagements.

Beneath the knights in the Order and drawn from lower social strata were the Sergeants. The members of this group were the backbone of the Order, applying the knowledge of their martial art. In battle, they served to echo the commands of their knights, and ministered to the morale of their army divisions. Some of these people, designated as Color Sergeants, were given the task of accompanying their knight in battle, acting as an extra sword-arm, or as a shield when necessary. It was common for Sergeants to lead their men in various battle hymns to anchor and encourage the troops. Outside of battle, the sergeants served in other ways such as administering the property of the Order or performing menial tasks and trades.

The Aspirants were the lowest tier in the Royal Knights. They were the raw recruits for the Order, and were expected to do no more than to prove their worth for full admittance into the Order, after which they were either awarded the rank of Knight or Sergeant, depending on their social standing. Most Aspirants were not allowed to take part in battle outside of training, but Senior Aspirants on the cusp of full admittance were allowed to petition the Master of the Commandry to take part in tournaments.
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