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Ok, I admit that I've failed somewhere before. But anyway welcome. Just a brief intro on what you should expect here:
1. Football. Not gonna post much of that any soon since season is over. :S
2. Anime, Games, etc. Just abt anything conceivable under the Japanese radar barring anything and everything Rule 34. Now that's illegal. Period. -.-;
3. Music. Everything to do with it is listed under the tab.
5. Unacceptable humour: Anything and everything is fair game here. As long as I don't get rounded up by the ISA. -.-'

6.
The Known World=Fantasy world building in process. I: Used to be glossary, now devoted to random rambling; II: Character Concepts; III: Lore.
7. der Wolf=my Fictionpress account under the moniker Tsumujikaze no Soujutsu. A Ranger's Tale is hosted under this page. :)
8. New section now upped. Maybe I should also gun for upping A Ranger's Tale here since I do have this funny feeling that traffic coming to here is way more than whatever I'll get in FP.

Statement of intent: Everything said here is a figment of personal opinion, be it me or anybody commenting. I try to be responsible, but my parents=/=parents of the world.

@Druid of Luhn: Crap. Should have remembered far earlier to give you the credit for your CSS text box code. :(

A/N: But sadly, it seems that your CSS text box code has now been halved efficiency wise. :(

That most important note I should have added: Any images posted in this blog are NOT my own stuff. I got them from Google image search, I don't earn any shit by being a thief and liar. Those responsible for the pictures, rest assured that you all are great artists in your own regards. Sadly, we all know what limited space means in terms of posting.

Latest Note: Changed alignment for my page widgets due to my worry that I can't centre align the thing.

Note on A Ranger's Tale: In case any complaining fella wants to have a legal case with me, let this be known that A Ranger's Tale is rated M by default. I've upped the swearing and somewhat a bit on the dark/gritty factor. You all have been warned, let no little boy and girl enter the forbidden realm.

Latest on ART: A Ranger's Tale now starting to kick back in gear. But I really hate the insanely fluctuating climate here in S'pore.

P.S: Oh, and one more thing. Vid below is yet another ideal OP for A Ranger's Tale.
Showing posts with label The Known World III. Show all posts
Showing posts with label The Known World III. Show all posts

Thursday, 9 January 2014

Lore: The Furthest East (Part 2)

MC 2 days, got nothing better to do. Now waiting for our away match against Blackpool Inc(e) this Sat.



SANSHINKI:
The Furthest East is a land where gods and magnificent creatures used to walked, at least this is what the Cinha believed in. Cinha legend (or better known to the Causaceans as "myths") has it that there used to be unified world prior to The Known World every inhabitant is now familiar with. This was an age where no mortals existed, only gods and beasts no longer seen now. However, the Shinki only provided a cryptic introduction to this era:

From nothing came everything, all things in time returned to nothing.
Without emptiness, existence can never be.
Without existence, emptiness will never be reached.
The world is round, its flow a cycle unfathomable.
Hence there can never be an end to every creation, only nothing and everything.
~Book One of the Shinki: Kigen [translated by Erasmus Eliaden, First of his nName]

Many scholars concluded that this was in fact referring to the Age of Renown, where only via whatever few artifacts unearthed did people start noticing such an era. In fact, debates are still raging within the School of Debating (i.e. part of the Trinity College in the Kalaran Empire) on whether this particular passage truly refers to the Age or Renown or is purely gibberish. If 'tis true that the above opening was talking about the Age of Renown, then mayhap the Sanshinki really existed. Not as gods but of mortal flesh.

He-Who-Must-Be-Given-Praise
Tsurugi no Gou'Ryeo
According to the Shinki, Tsurugi no Gou'Ryeo was first of the three to be conceived. Said to be born from a rock situated at the bottom of Seikai no Umi (i.e. the Cinha term for the ocean surrounding its shores), this was an individual brave and haughty, yet humble before his men. Even before his coming, the ancestors of the Cinha were suffering greatly under the much feared Oni. The Shinki is extremely graphic in terms of whatever atrocities committed, yet only praise and scenes of valour were included pertaining to Tsurugi no Gou'Ryeo's exploits.

Despite popular belief beyond the Furthest East where his lack of armour betrayed an arrogant sense of pride, eschewing such basic mean of bodily protection was intended as a charismatic show in order to motivate his followers.

Without armour, He-Who-Must-Be-Given-Praise would surely perish swiftly. For what manner of war could be decided by a fool's duel? Our ancestors were willing to die for him, for the Oni only understood rape and murder. We of flesh and blood understand loyalty and love, our forefathers many a countless era ago were no different. Whenever He-Who-Must-Be-Given-Praise sounded his horn, men and women would follow. Their children were willing messengers and carriers, this was how we learn to be strong.
~Book Two of the Shinki: Sensou [translated by Erasmus Eliaden, First of his Name]

At the same time, his sole weapon was a magnificent treasure to behold. The Cinha's favoured weapon would always be the yedo, a single edged sword with a ring pommel and short round handguard. It was agreed by the intellectuals that such martial tendency could be traced all the way back till their patron god.

Ame no Habakiri, who can mock at you? Your bite is elegant and cruel, your name is armour and squall. Who can touch He-Who-Must-Be-Given-Praise once skies blessed him with their anger? A shield invisible and fortress unseen, a thousand Oni prostrated dead.
~Book Four of the Shinki: Ten-Chi-Jin [translated by Erasmus Eliaden, First of his Name]

She-Who-Is-Wise-And-Beautiful
Mirai no Silla
According to the Shinki, Mirai no Silla was the second deity to be conceived after Tsurugi no Gou'Ryeo. If her male counterpart was conceived from a rock situated at bottom of the sea, then her birth could be traced back to the heavens.

Hence the people wept, for where was the maiden worthy of He-Who-Must-Be-Given-Praise? Many a comely virgin offered themselves, yet they were rejected. Alas for every girl broken this way, the worried Kitans wailed their sorrows before Heaven itself. Surely He-Who-Must-Be-Given-Praise deserves the finest best, they cried. At last Heaven heeded their pleas and led the groom to his destined bride. Across the four terrains and behold, She-Who-Is-Wise-And-Beautiful awaited He-Who-Must-Be-Given-Praise.
~Book Two of the Shinki: Sensou [translated by Erasmus Eliaden, First of his Name]

From the above excerpt, some intellectuals assumed that the Cinha religion actually involves ancestral worship while many others dispute such claims upon grounds of having only three such figures. Regardless of whatever argument resultant, both camps agreed that the Cinha pantheon, to a major extent, possessed carnal nature. This was further cemented by how Mirai no Silla was portrayed in her statue image together with those verses below.

She-Who-Is-Wise-And-Beautiful was lithe and naked, a nubile beauty. In her hand held Yata no Kagami, a mirror capable of showing every man and woman's actual image. Hence came the question:
"Who is the richest, who is the strongest? Who will reach Takahara after death and who shall descend unto Yomihara come the end?"
Thus He-Who-Must-Be-Given-Praise answered:
"Richest is the righteous poor, strongest is a coward true. For the heart is one's only treasury, strength comes from a weakling's honesty. Hence only the just and meek will reach Takahara, the ignorant and boastful entering Yomihara."
~Book Two of the Shinki: Sensou [translated by Erasmus Eliaden, First of his Name]

He-Who-Must-Not-Be-Revealed
Rounin no Baekje
The rumoured son of Tsurugi no Gou'Ryeo and Mirai no Silla, Rounin no Baekje was nonetheless a disfigured boy. A large portion of the Shinki pertaining to his life were lost to time, even the Cinha historians admit it as much. In fact, no reason could be found behind why his parents abandoned him apart from stating the obvious. Many scholars, both Cinha and otherwise, believed that both Tsurugi no Gou'Ryeo and Mirai no Silla couldn't stand the truth that their son was born deformed. How he managed to survive, let alone achieve godhood status, still remains a mystery. However, Erasmus Eliaden had this to say:

During my last days in the Furthest East, my curiosity got the better of me. Granted I tried my utmost best to be civil, nevertheless I knew I would be playing with fire. These foreign people are not much different from us, that any possible fear towards anything and everything alien must be accounted for. Praise to the greatest Father True above, my gamble paid off. Even though she was an old widow deprived of comfort and wealth, the old lady indulged me willingly. This was what she had to say:
"None knew whether Baekje was truly the son of He-Who-Must-Be-Given-Praise and She-Who-Is-Wise-And-Beautiful. However, you can try asking every commoner and you will get the same answer from them. Rounin no Baekje traveled many a great length to understand new things. To him, knowledge is everything and he imparted his wisdom unto us. We see He-Who-Must-Be-Given-Praise as a conqueror who unified us, She-Who-Is-Wise-And-Beautiful taught us how to deal with others in peaceful terms. Yet, it was He-Who-Must-Not-Be-Revealed granting the Kitans the ability to build towns and cities, villages and forts. He also allow us to understand the finer art of warfare, which no sengun would ever admit."
From her words, I gather that this exotic race actually harbour a sense of ironic loyalty. They knew who did what, yet only two out of three could be worshiped openly. Knowing any further questions would get me into trouble unwanted, I ceased my words. Mayhap one fine day, a child god whose name could only be whispered with nary a formal respect will see the daylight of joy and celebration, who knows?
~Notes from Greatest Men: Hand of the Empire [written by Galus Tibiers]

Note:
[1]-Shinki is the sole official historical text of the Cinha.
[2]-Whilst Notes from Greatest Men should not be considered as part of the Kalaran official history, Galus Tibiers was still the writer. This is due to anything pertaining to historical figures considered under the historian's charge.
[3]-Historians are bounded under the Emperor's rule ONLY. As such, they are considered people with great political power despite having no hold over everyday politics.

~To be cont'd.... [I think now got runny nose and cough liao...]

Tuesday, 31 December 2013

Lore: The Furthest East (Part 1)

Note to all (and self)-Due to many stuff deemed legit for this blog, I realized that I'm pretty much hard done when it comes to post scheduling. Thankfully, I'm able to differentiate the posts accordingly. Originally wanting to finish the Part 3 of my current Rogue Economist column, but it seems that the engine might have stalled again.

A/N: 4 lurker(?) hits from S.Korea and 1 lurker(?) hit from Japan. If I never up any visual proof, be very sure that's me challenging you all on whether I'm a liar or not. :P



INTRO: The lands of Furthest East is fraught with unknown dangers, yet promising much treasures and wonders. Many are those arriving at its shores unannounced, few are those returning to tell their tales. Most of whatever said is filled with excitement and enthusiasm, but ask about their companions and they will remain hushed. For those allowed to trade however, they could only regale their kinsfolk with many a joy, but nary a tear.

A VAST STRETCHING LAND:
Mostly covered by fertile plains well watered by the three main rivers, the homeland of every Cinha still boasts of numerous high ground and lush forests. Arguably the first explorer ever to set foot, Erasmus Eliaden had this to say:

All over the Furthest East, I can only see diligent farmers and studious scholars. The farmers would always be the soldiers, the scholars being the commanders and generals. Wherever I go, it seems that agriculture is arguably their finest talent. I once greeted a villager upon the highest peak and in return, he regaled this humblest visitor on how his people managed to cultivate hardy crops under the hardy skies.

I can never tell any who cares to listen on how much of this land is made of fertile soil, but surely I have seen forests perched upon mountains high and sparse marshlands sprinkled all over this massive realm. Alas, this is also where only the strong can hope to survive and the wisest enjoying prosperity everlasting. Truly I can feel the Furthest East laughing at our Greater North.
~The Grand History [written by Galus Tibiers]

A LEGACY OF WAR AND FREEDOM:
There are only three deities worshiped by the Cinha, namely He-Who-Must-Be-Given-Praise, She-Who-Is-Wise-And-Beautiful, and He-Who-Must-Not-Be-Revealed. According to the Cinha's historical text brought back by Erasmus (later honored posthumously as Hand of the Empire), then Senator of Intellectuals, Dranthe Aliege had this to say:

It seems to the entire Intellectuals Ministry that the Cinha enjoy extolling their brand of freedom to all passers-by who may not even care to listen. From what we gleaned thus far within an hour and half, it is to my unwilling respect that these unknown people are much more civilised than say, our brothers towards the west and cousins further up north.

What is truly disturbing, however, was the fact that they credited their freedom to whichever gods worshiped. Three in fact and therein I give every Kalaran wise and discerning their names and shocking exploits:

Tsurugi no Gou'Ryeo is their bloodthirsty god who would stop at nothing to exact vengeance and victory. While he is credited with repelling the denizens known as Oni, it is to my understanding that the Oni were no less humane than us. Riding without armour is not only folly, but also a sign of arrogance. As for his weapon, Lord Erasmus actually stated that the yedo is a single edged sword mainly used in cavalry and skirmish warfare.

Mirai no Silla is without a doubt a goddess of lewdness, her flagrant nudity depicted is an affront to every decent man and woman. Using wits and guile is nevertheless acceptable, yet dare I ask what manner of people would associate a positive trait with a harlot's breasts? From Lord Eliaden's description, I must say that their women are full in bosom, narrow in waist, and shapely in hips. Definitely unworthy of decent marriage and worthy of seductive schemes.

Lastly but not least, we have their disfigured boy god. Rounin no Baekje is an orphan taking after his parents. Without any love from the aforementioned two, it could only mean one thing. This boy god is nothing more than a depiction of these heathen people's heart, mayhap even children young as seven are forced into knowing slavery.

Hence I beseech Your Holiness to declare a state of second level alert, for who knows when we must fight this insidious race? Better for them to come rather than for us to go!
~The Grand History [written by Galus Tibiers]

Interestingly, the First Patriarch of House Eliaden chose not to remain silent before Senator Dranthe. This was what the historian Galus Tibiers had written thus:

In a sudden anger akin to the most violent storm, the Emperor's beloved Hand stood up to attack the Senator of Intellectuals and all those agreeing with him. Never before did the Romus ever witness such heated argument, for in the same way Dranthe Aliege launched his scathing scorn did Erasmus Eliaden do the same. His hand at last forced, His Holiness Franstatis ordered a halt. Indeed if not for His Holiness, surely the First Patriarch of House Eliaden would have cut down half the Senate with more than mere words alone.
~The Grand History [written by Galus Tibiers]

To be cont'd...

Sunday, 22 September 2013

Lore: High Realm of Teutonia (Part 8)

Cont'd from Part 7...





THOSE OF SEELIE
The Seelie will always rank their own by seniority, for everyone is an Earl without specific boundaries in power. However, they tend to have major leverage on trade and diplomacy. Trade because the Seelie are better in business dealing, diplomacy because of their learning with words. At the same time, they are able to recommend any individual for the Grand Administrator post.

Grand Administrators
This is a post in charge of overseeing municipal affairs on daily basis. If the Baron is tasked with protecting his fief, then the Grand Administrator has to look after his people. By appointing prefects to assist him, an eye for capable people is imperative. Depending on the fief's size, the Grand Administrator can choose any number of prefects.

THOSE OF UNSEELIE
Like their Seelie counterpart, the Unseelie also place importance on seniority. Yet, they are more accomodating towards younger members so long as they have exceptional talent in decision making. In terms of recommendation, the Unseelie are able to make decisions on which individual should be made a General or even War Commandant.

Generals
A General is an unique title in the sense that there can be no two Generals of identical naming. Indeed the nature of a General's title will suggest the type of military power involved. At the same time, any General title can be conferred to any exceptional military man. Hence, this is the only way for commoners to stake any claim on noble status. Generals are considered knights, no matter what.

War Commandant
The War Commandant is only appointed during times of war, only the Unseelie reserve the unfettered right to appoint whoever chosen. As the War Commandant, the appointee will have total power of command in terms of deployment and delegation. At the same time, this is a post having the undisputed say in deciding the number of any troops allocated. However, this post will cease with immediate effect once the conflict ended. This is why no War Commandant should be addressed Ser, i.e. prefix title for every knight.

Marquis Warden
This is arguably the highest post of military power even though a Marquis Warden can only command the forces in the name of defence. This is down to a combination of repelling external invasions and quelling any inner unrest raised by treacherous Barons should word escape the Schattengarde (which is something yet to happen). Unlike the War Commandant, Marquis Warden is a permanent title passed down from father to son bar exceptional circumstances. Total command in terms of man deployment is the key, the Marquis Warden must also assume responsibility of sending supplies and reinforcement during war.

A/N: Currently, the incumbent Marquis Warden is Ser Jon Wood the Young.

Note: The Marquis Warden is NOT considered part of Unseelie.

~END~

Boliao note: Have this funny paranoia that Running Man is the reason why my sis and laobu want to go Seoul. 18-25th Oct 2013=me go thru this

Lore: High Realm of Teutonia (Part 7)

Cont'd from Part 6...



History

Der Langriess... a people filled with ancient heritage nobody knows of. It's been whispered that when the Causaceans first settled in the Greater North, der Langriess were already there. Held in awe and admiration, these are a people fair and strong, yet looking just like every Human. Although their pride perished in the subsequent conflict, the Teutonians argue that it was down to their other two Causacean brothers, the Kalarans and Slarveans. Claiming to be der Langriess' saviours, the Teutonians nevertheless dare not rile up this broken race. Ages passed by and no one could ever call himself a pure der Langriess. However, it seems that there will always be bastards held in highest esteem...


The Green Branch

In terms of light cavalry, the Reivers are feared rightfully for their lightning quick raids and armour piercing crossbows. At the same time, those living in uncharted forests are required to take up arms. These are the woodsmen armed with axes, otherwise known as the Tragen. Despising usage of artillery, no Teutonian noble will ever desire a rangesman's path. Yet, the Aegil Orden choose to rebel against this norm, these are bands of hunter-warriors providing vital tactical support within forest terrain. Last but mayhap the most fearsome of them all are the enigmatic Fianna. Only closest allies and enemies already dead have seen them face to face, it is rumoured that only the High Lord can request for an audience without prior notice.
Also it's noteworthy to say that every man and woman relevant is obligated to serve the Green Branch, something confounding even the Old Ways' finest scholars.


Reivers
Hailing from the endless swathes of Middle Plains, the Reivers are a proud and warlike people. Many a time, folks would question whether the Pferdin are descendants of their hated northern foe, the Slarveans. Yet, there is no question on where the Pferdin's loyalty lies.

Arms and armour
With brigandine and open faced conical helm made from steel, the Reivers favour speed and mobility over protection. Every Reiver must have three weapons prepared: lance, crossbow, dirk. While it is noteworthy that apart from the knights, only Reivers are allowed to use a lance, a Reiver lance is made differently from a knight's lance. Lances used by knights tend to be heavier with the handguard being more prominent. Reviers on the other hand prefer their lances to resemble the shape of a long spear. However, death follows folly should one see it as just a spear. The tip is sharp, yet its form is that of a spike. Simply put, the thrusting impact will still be greater due to a wider base diametre. The dirk is perhaps the most interesting out of the three. Whilst 'tis true that a dirk must be the least requirement, there are also those with major repute wielding long swords instead.

Mount
Steeds ridden by the Reivers are extremely prized by nobles and the High Lord alike. Indeed 'tis oft said that a Reiver's foal can outrun the finest stallion. Whether it is true or sheer exaggeration remains a question, yet only a fool will question this. As a people used to nomadic lifestyle, the Pferdin always boast greatly about their riding skills, claiming that every rider is born from the mother's womb.

Tactics
Thriving on flat terrain and gullies, the Reivers will never fight a war of attrition. Before initiating a charge, the first line of riders must prepare their crossbows beforehand. Riding just behind are those preparing to skewer the enemy, a loose formation adopted due to tactical want. In order to maximise this tactic's potential, the first wave must form a compact line with the latter wave close behind. Once the first volley is released, the foremost riders will split their numbers in half in order to facilitate the follow up charge. This is for frontal charging. However, Reivers are known to split their numbers efficiently, so that the enemy can be easily charged from the rear or flank.

Tragen
Teutonia is a realm filled with diverse terrain. From fertile plains protected by the Inner Circle to dense forest and rocky high ground forming much of its borders, it is no wonder to see this proud kingdom retaining a fortress' bragging rights. If Reivers are warriors of the plains, then the Tragen are surely infantry of the woods. Rumoured to be the ones most akin to der Langriess, the Tragen had ended more than their fair share of unwitting fools through axe and ambush.

Arms and armour
Wearing only simple hunting garb and leather jerkin as protection, a Tragen is still nonetheless more than a knight's match. What is truly fearsome about this people is their axe mastery. There are two types of axes used, every Tragen must be a master of both. The first is a typical woodsman axe, simple in make, deadly in force. The second is the lighter variety, a throwing axe. No matter what, a Tragen's axe is the sharpest axe. Reasons behind such supreme craftsmanship remains undivulged, for this is the Tragen's only art.

Tactics
Never one to ride steeds in battle, the Tragen are masters of ambush tactics. Navigating through forests is like walking on flat ground, they can stay unmoving for hours or even couple of days. Their ambush will always be swift and brutal, their keenest arms cleaving through steel, flesh, and bones.

The Aegil Orden
If the Tragen are known to be bears of Teutonia, then the Aegil Orden must surely be the hawks and eagles. Living in harmony with their hulking cousins, the Orden (as they're commonly called) are not considered as merely descendants of der Langriess. Rather, they also accept others having nowhere to go.

Arms and armour
Dressed in forest green and wearing wooden mask, those of the Aegil Orden can only count upon their famed longbow as the only mean. Unlike the militia rangesmen, the Orden will only arm themselves with the finest. Experts in bow crafting, a member's longbow is technically a flat bow made from yew. Their only armour available is a leather suit dyed green.

Tactics
Relying on sniping and baiting alone is not enough for an ordinary bowman, but the Orden are anything but that. Living in the wilds with only bow and arrows for arms, these hunters have refined another aspect of war: setting traps. Be it baiting enemy forces to unwitting death or lethal sniping, not even the nobility dare to deride them. At least not in the open where every tree has its ears.

The Fianna
Everything about the Fianna is a shrouding mist of obscurity. However, they are known to reverse the tide of battles whenever called upon. Their numbers may seem to be the least out of the Green Branch, but it's also rumoured that for every one Fianna killed, five enemies will serve as company.

Arms and armour
Dressed in green and grey, whatever sightings seem to suggest their armour is made of chainmail, brigandine, or scale mail. Even then, such gear only covers the upper body with either short sleeves or sleeveless. With their heads hooded during conflict, lack of clarity only serves to heighten every opponent's fear. As for weapons, word has it that not only do they wield hunting bows and spears, but also swords despite none of them proven as knights.

Mount
Nothing is known about their steeds or how they are reared. One thing for sure though is this: Steeds belonging to the Fianna are not considered normal. This is because the Fianna are capable of navigating the most difficult terrain by horse. Or so 'tis what every folk says.

Tactics
No one has ever seen the Fianna in war, but military commanders believe their tactics to be some form of enemy disruption rather than annihilation. Indeed it is always said that "the more men you have, the more men will die".

To be cont'd...

Saturday, 21 September 2013

Lore: The High Realm of Teutonia (Part 6)

Cont'd from Part 5...




The Purple Branch

Anglsax, capital city of Teutonia. This is a place of greatest splendour, only the finest are allowed to ply their trade. Here, not only do we see the Seat of Kings, but also the Sidhe Court. Separating itself into the Seelie and Unseelie, the former is tasked with administrative supervision while the Unseelie is in charge of military decisions. Hence, only the best soldiers will do in defending not only Anglsax's security, but the Teutonian pride as well.


Weissgarde
Finest of the best, these are knights picked from their respective Houses. Age is never an issue, only innate martial talent counts. Their armour is the same as normal knights, only two things they lack are a shield and helm. Every Weissgarde must have a greatsword by his side, this is the only sign of office. In short, this is also a weapon reserved for the Weissgarde.

Duty
Used as guardians and war champions, a Weissgarde must never leave any General's side. Deployment is at the Captain's discretion, every lord commanding an army must be protected nonetheless. Should a challenge for single duel arises, one of their numbers must answer the call.

Kreutzwacht
Clad in steel hauberk and leather, the Kreutzwacht are Barons stripped of their lands. However, this is proof of glory, not humiliation. For every Baron's duty is to his people firstly, only those without inheritance are able to serve Anglsax without distraction. Hence, every member must retain his Baron title with the second in line possessing all, but the rightful title. The choice of weapons vary, but every Kreutzwacht must have a dirk with a cross shaped pommel.

Duty
Tasked with maintaining law and order in Anglsax, the Kreutzwacht is also in charge of leading infantry defences. Known as capable field tacticians, hence every battalion will always have two Kreutzwcht present, one as the main leader and the other his assistant.


Schattengarde
Wearing only grey and black, the Schattengarde are those without honour, yet granted undeserved grace from the High Lord. Every year, recruiters known as les corneille scour the entire Teutonia in search for new members. Only newborn infants are selected, for training is extremely intense to say the least, absolutely brutal more likely. Indeed 'tis said that out of a million babies taken, less than one tenth managed to survive. Needless to say, no parent has ever asked second questions once agreeing to give up the child. In particular, rumours has it that many such infant recruits are bastards born with noble blood, but with no title or name. Weapons wise, every Schattengarde must know how to improvise with whatever they have in hand, be it light or heavy, sword or any others.

Duty
The Schattengarde can never show themselves in open, theirs is a life of anonymity and death. If the Weissgarde are in charge of protecting military commanders in times of war, then the Schattengarde are burdened with the duty to guard the High Lord and his entire family. 'Tis not a matter of peace or conflict, for any substantial word of treachery will always be dealt with swiftly and without even nary a whisper. This is exactly why these assassins are rightly feared, a capable High Lord can even deploy them behind the enemy lines.

to be cont'd...

P.S: Suddenly developed ideas on the Sidhe Court, now have to think how to accommodate space for that.

Friday, 20 September 2013

Lore: The High Realm of Teutonia (Part 5)

Cont'd from Part 4...



MILITARY:
Military might is the mainstay of Teutonia. Without strength of arms and valour, the Old Ways will cease to fade. Three branches exist for this purpose, namely the Red Branch, Purple Branch, and Green Branch.

The Red Branch consist of armies commanded by the Barons while the Purple Branch is under Anglsax's rule. Forces belonging to the Red Branch comprise of knights and militia, those under the Purple Branch are specialised units capable defeating ten enemy soldiers for every one of their own felled.

The Green Branch is perhaps the most interesting Branch, for those warriors bear no obligations towards any Baron, their loyalty is to the High Lord. Indeed duty to the Seat of Kings is the only reason why they never rebelled right from the start. Hence, 'tis a little wonder hearing local folks whisper word on the Green Branch being descendants of the High Realm's first settlers, der Langriess.


The Red Branch


Militia
Every fief must have its own army, knights alone are never enough. The Old Ways will always demand total loyalty from every man and woman, smallborne and nobility. Upon the age of twelve summers, every smallborne male must pledge himself to military service. In peace, two third of the population are allowed to till their farms with the remaining third staying on military standby.

Equipment
The militia is only allowed to have the simplest arms and armour. Only spears and bows are allowed, armour made from boiled leather stuffed with hemp is the only luxury affordable.

Mount
Farm horses are to be the only form of war mounts any militia can afford at most.

System
The Teutonian militia system quintessentially classifies itself into four castes: rangesmen, spearmen, horsemen, men-at-arms.

Rangesmen-Archery troops comprising of young lads new to war and old folks used to loss, their only weapon is a simple self bow of lowest quality. They will always be the ones chosen on standby, deployment is extremely easy as in placing them on defensive high ground.

Spearmen-Infantry troops comprising of men somewhat hardened if death failed to stake its claim first. With crudely made spears their only pride, every spearman can only choose to advance and not retreating, no matter what. Failure to do so warrants public execution via beheading, this is also the rule for every militia member.

Horsemen-Light cavalry tasked with scouting and being decoys, the horsemen would more oft than not be the first ones to die. Armed with bow and spear, many chose this most perilous path out of their masters' promise to grant their families one year free from tax levy.

Men at arms-Only the fittest young men are worthy of such honour, men-at-arms are every nobility's personal guard. In return, the nobles are required to care for their needs. Far better trained with equally fine equipment, the only regret suffered is a life of eternal service where only death or shame shall break their oath apart.

Halberdiers
Core infantry units of the High Realm, halberdiers are always the first line of defense. They are not considered part of any Baron's militia, these are actually formally trained soldiers hailing from the capital city, Anglsax. Conscription is not compulsory, yet many youthful lads heed the call. Deployment is decided by the Marquis Warden. However, a halberdier must remain loyal to whichever Baron he happened to fight for. Indeed serving the realm is the only way to recognition, being slain in battle will result in undying honour and pride, not lamentations nor regret.

Armour: Open helm of conical design is the hallmark of every halberdier, a full chainmail suit completes the gear. No shield is allowed, for only knights are permitted to have them. In short, being a halberdier means being a smallborne, albeit one much better off.

Arms: Only a halberd is permitted, for this is the sole mark of duty tasked upon all.

Knights
Revered throughout the realm as paragons of honour, only male members of nobility can be knights. According to tenets of the Old Ways, every Baron's family must set aside his firstborn son for this very calling. Other sons apart from the firstborn are obligated to make a choice on whether they desire to take up arms once they reach fifteen summers.

Armour: Full Teutonian plate armour is quite different from its Kalaran counterpart. Kalaran knights prefer a smooth surfaced version with chainmail suit worn underneath while Teutonians worked their armour painstakingly. The plates are ridged, a full helm completes one single set. A flowing coat of metal scales provides additional protection, every knight must have a kite shield bearing his family's symbol.

Arms: The sword is an important mark of noble station, every knight must have one. While other forms of weaponry are allowed, sword mastery has became synonymous with knighthood. Ranged weapons are banned from usage, only the craven will attack beneath the shadows.

Mount: Every noble's House will have its own stable, this is where steeds are bred and reared. A warhorse is the pride of nobility, quantity and quality alike will define the noble's status amongst his peers. A knight's warhorse must not be seen without its barding once beyond the stable, otherwise the owner will be subjected to contempt, both from his noble peers and all smallborne alike.

To be cont'd*....
*laopeh recently like to deride me by asking what good can I do via playing FB apps. This is not to insult my laopeh, but rather a stark reminder that even a genius needs to have a gf. Let alone this phenom-wannabe typing here.

Wednesday, 18 September 2013

Lore: The High Realm of Teutonia (Part 4)

Cont'd from Part 3...




HENCE WE SWORE THE OATH OF OLD WAYS AND GLORY
Teutonia is arguably the only Causacean faction still remaining true to their ancestors' ways. While Kalarans are allowed absolute freedom in individual beliefs and the Slarveans subverting every word into nothing but military brutality, the Teutonians choose to stay their pride. Straying from even a single word constitutes to craven conduct, an offence tantamount to high treason.

There are three aspects of the Old Ways, namely the Common Way, Chaste Way, and Iron Way.

The Common Way
This is every commoner's duty to authority. As Teutonia is a realm ruled by feudal lords swearing fealty to Anglsax and the High Lord, this will always be a two fold system. Crown's Fealty demands all (including feudal lords) to bend the knee before the Seat of Kings, throne of the High Lord. For the commoners, this would be the Common Way. All without Deeds and Title are deemed commoners.

Hear ye, Fellows of mine!
Herein I proclaimest the Common Way.
Greed willn't claimest myselfe, merit be my path.
I shalt not shamest a lady, I shalt be honest true.
I am the wheat of Old Ways, my work hast begun.

The Chaste Way
This is every woman's obligation to traditional values. By this law, all womenfolk must get themselves married once they reach sixteen summers. Failure to do so will invite ridicule and humiliation to an entire family. There are two aspects to the Chaste Way, Fidelity and Piety.

Fidelity: Every wife must remain loyal to her husband, every maiden betrothed must prove herself a virgin once any word of question arises. Before that however, her parents must swear upon her life and their honour that their daughter is indeed one.

Piety: Every son owes his due to the Crown, every daughter to her father and mother. This is not to say sons have the right to disregard their parents, but rather correct priorities placed on the correct pair of shoulders.

Hear ye, Sistren of mine!
Herein I proclaimest the Chaste Way.
Fidelity is my shield, Piety my armour.
I shalt not shamest my bedchamber, my father and mother provest this.
I am the flower of Old Ways, my servitude hast begun.

The Iron Way
Iron, an element associated with steadfast loyalty and unmovable honour. This is every man's oath sworn once knighted. Since only male members of nobility can be knights, 'tis only right to expect a lot more.

Firstly, those subjected under the Iron Way must swear undying devotion to martial excellence. This is the Oath of Arms.

Second comes the Oath of Chivalry where protecting any woman's honour is the only acceptable way. While every Teutonian has to obey the unspoken rule of chivalry, only a knight can have the power to execute any offender on the spot. Indeed every knight is encouraged to do so, for 'tis part of their lofty station.

Last but not least, there is also the Oath of Honour. Every knight should never shirk from a challenge, for challenging a fellow noble means denying his family's ability and/or integrity. Every slight must be repaid, ten times more if necessary. The victor shall decide his terms, the vanquished awaiting his end.

Hear ye, Brethren of mine!
Herein I swearest the Iron Way.
I shalt fightest only the strong, 'tis my Oath of Arms.
I shalt protect all ladies, 'tis my Oath of Chivalry
Knowest no retreat nor be a craven madest, 'tis my Oath of Honour.
I am the Shield of Old Ways, my sword is keen.
My armour nigh unbreakable, 'tis my only fort.
Yea indeed my war hast begun and will never endeth.

To be cont'd....

Friday, 16 August 2013

If A Ranger's Tale is an anime done by Ufotable...

The list below will be my ideal OST/AST list. Yes, me guilty of plagiarism, I no $$$ to earn from this...

P.S: Get well soon, Parky. This Saturday will be your grandest day 'cuz Blackpool will def give us the respect you deserve. Paul Ince, you have a duty. Mogga, you also have a duty. It's called making this match a bloody cracker. Make this into something Parky can and will be proud of.

A/N: With that being said, I suddenly realised I've offed his ART incarnation due to potential plot implications... shit, Teesside's going after my arse. >.<

Pointless bs-ing: Yet again, Nippon strikes again...
Moral of the story:
IMPOSSIBRU!!!!


A World's Legend: The Wolf, the Boy, the Maiden Fair

Intro theme



OP



ED

Lyrics

Character Themes

Aeranath



Guy Cody



Alestrial Eliaden


Lyrics

Chaos Incarnate/Aor



Sarel Aphros



General Themes








Battle Themes




Aeranath vs Guy Cody



Bonus Tracks

Friday, 5 July 2013

Lore: The High Realm of Teutonia (Part 3)

Cont'd from Part 2...

EVERY MAN FOR HIMSELF:
Teutonia is a kingdom where feudal lords rule their lands. These local rulers, known as Barons, possess military autonomy and the right to decide their own municipal affairs as they deem fit. Both the High Lord and Sidhe Court do not have any hold over the Barons, for their lands are hereditary, thus not owned by anyone else. Likewise, one Baron does not having ruling power over another, this is down the Old Ways condemning kin slaying unless one is found guilty of violating the law or code of chivalry. Indeed kin slaying is seen as an equal crime to high treason, the only sentence available is being hanged, drawn, and quartered.

Yet, political intrigue is still an everyday occurrence where Barons play their own chess of diplomacy with each other. Political marriage is an everyday event, allied Barons training their soldiers and granting favours in trade are not uncommon sight.

A piece of land belonging to a Baron is known as a fief, his esteem will always be decided by the number of fiefs owned. There are three types of fiefs. Farms, bastion, and marches.

Farms are fields used for agriculture where one third of yearly harvest will belong to the ruling Baron and a further half belonging to people residing in bastions. Due to constant need in sustaining the overall population, Farms are situated on flat fertile lands watered by the countless distributaries branching from the River Sol. 

A bastion is basically a city/town where every manner of trade and education is available. Heavily fortified, bastions will always be situated at defensive ground due to an everyday possibility of conflict with Those-From-Nowhere, i.e. the Demons.

Marches are reserved for those saddled with military duty in case of any external invasion. At the same time, marches also serve as reinforcement sources in order to cope with any Demon threat, for no one knows where and when Those-From-Nowhere will strike.

Of course this does not mean Barons have unbridled power, for the Seelie possess the right to punish any Baron deemed guilty.

ERMANDY:
This is a wide swath of land belonging to every Baron. If the northern and eastern borders are meant as a buffer zone, then Ermandy is all about trade and riches. Encompassing the western and southern borders, Ermandy is a massive harbour. Its ports were owned by different Barons, this is also where aristocrats, both Barons and Earls, deal their business. Earls do not have any control over Ermandy, but due to the power held by the Sidhe Court, no sane Baron would dare to offend them.

Every Baron is allotted one specific area, but political alliances are known to blur out whatever boundaries originally set. Due to the Barons' right to autonomy extended unto this massive piece of land as well, Anglsax can never exert any local authority over Ermandy.

Organising of defence is nothing short of strange, many might even say crazy. The coastal area is where economy is concentrated, a massive barricade known as the White Wall is flanked by two stretches of hillocks seemed to be every man, woman, and child's death knell. However, there are actually underground tunnels dug by the Dwarves facilitating escape behind the White Wall. Every building has an underground entrance leading from the cellar up till the Sanctuapolis, an emergency shelter situated behind the White Wall.

Ermandy's economic structure:
Ermandy is the only place where foreign traders and merchants are allowed to conduct their business freely, every Baron will surely desire maximum profit possible. There are three main sources, namely Badesh, Nanban, Crag Isles, and Histalonia.

Badesh:
This is the only commercial port in Southlands where trading slaves in exchange for riches is a commonplace occurrence. Even though it's extremely likely that Badesh possess its own form of local produce, only slavers and slaves make their voyage up north. The slaves used for business are mostly female, for Sudhlit girls are known to be the most beautiful despite their darkest complexion.

As the locals enjoy saying, a Sudhlit means every man's living dream.

Nanban:
Considered a loose confederation of maritime states situated at the southern end of Furthest East, economic relationship is somewhat mutual with ships arriving there annually. The slaves they offered are often inferior to their Sudhlit counterparts, but still they are highly sought due to comely curves and fresh innocent looks. However, the Nanban merchants also bring with them local produce and handicraft.

In the words of local folks, the Cinha will even sell themselves if the price is right.

Crag Isles:
The Dwarves will always sail across on peaceful terms, yet their brand of peace is most definitely something forced down their throats. However, the High Road leading from Ermandy is the only route they are allowed to take during their annual payment of tributes.

As the Teutonian nobles tend to mock, the Homm'Eot are famous as vassals and even more in pleasuring the enemy's womenfolk.

Histalonia:
The only faction considered wholly maritime in nature, they say Histalonia will always share everything. But only at a price, as the banker, and keeping their whores. Histalonian maidens are known to be sensual objects of lusts, many a foolish man ended up castrated brutally or killed just because they made the wrong move. Apart from their women, the Histalonians have the most to offer. From exotic fruits and plants to equally exotic birds and beasts, there's surely something for everyone and everything for themselves also. Gunpowder in particular, is the only commodity considered priceless, for Teutonia has to deal with the Badeshite krish and Nanban kaizoku, pirates whom Badesh and Nanban have denounced as outlaws on the run.

As so often the Teutonian folks say, barrels and powder means sevenfold power.

To be continued...
(b/c I know Yeo Ho-nam will psycho me abt retail ppl again tomorrow, confirm no pakei one...)

I know a lot of kentang bodoh will say great voice, but ugly face.
Pls lah! You think limpeh look like Jose Mourinho meh????

凸(`△´+)

Thursday, 4 July 2013

Lore: The High Realm of Teutonia (Part 2)

Cont'd from Part 1...

Remember kids, the above demo is a positive demo. Don't trust any AI unless proven otherwise.



COURT POLITICS:
The High Lord will always be the actual figure of authority, no matter what. However, it is still possible for court nobles, formally known as Earls, to control the Sidhe Court through controlling the High Lord himself. More oft than not, these are normally Earls entrusted with caring for the heir should the incumbent die early. Mayhap the most famous example is Fergus of Rioch, who managed to declare himself the High Lord after his charge's untimely death. 

Alternatively, political marriage is another mean to obtain absolute power should the High Lady wedded to the High Lord belongs to a powerful House. Indeed, it is said that rebellions happen for a reason...

GOVERNING AND MAKING WAR:
The Sidhe Court is not a place where royal meetings and functions converge. Rather, it refers the Earls in general. There are two factions defining this political system, Seelie and Unseelie.

Seelie are the Earls presiding over governorship. They do not have power over any municipal decisions, but they possess the absolute right to impeach any Baron suspected in running afoul of the law.

The Unseelie comprises of Earls responsible for decision making in preparations for war. Although the Old Ways forbid third party interference during any ongoing conflict, Unseelie Earls have the duty to decide who should be appointed as the War Commandant, for this is a post of absolute command within the battlefield. 

THE MANDATE:
This is basically the right to rule as the High Lord where his seat in the Sidhe Court is known as the Heroic Throne. Only either of two possible situations can be considered as having a legitimate claim, namely death of the incumbent without a heir or the ruler/heir considered unsuitable to rule

The Heroic Throne symbolises absolute trust with absolute power. Not the power to rule, but the power to veto. No one in the Sidhe Court, no matter how powerful, can ever overturn this decision set down by the High Lord. In return, however, the High Lord must present a viable alternative at the same time. If not, he will risk alienating himself from his subjects. For although no one can ever depose the monarch, there will always be other means to ensure nothing really happens.

DIPLOMACY:
Teutonia's relationship with Slarvea and the Kalaran Empire can only be described as volatile. Indeed all out war is still allowed under the pretext of self defence where rulers are the only ones defining this law. As there are countless lands at the border waiting to be won, successful conquest is sure to invoke hostility, be it direct conflict or potential profiteers.

Relationship with Tamuria, however, is that of mutual respect, but with no love lost. This is down to Teutonians despising mercenaries and Tamurians in general are considered sellswords once stepping foot into foreign soil. In fact, the only place for earning respect is on the battlefield.

The arid Southlands have a tradition in slavery trade where Teutonia can only stand to profit. No member of nobility is willing to subject his/her own brethren under menial labour or worse, Sudhlit slaves are to be their most ideal option. In particular, brothels are only allowed to house foreign harlots and Sudhlit girls as young as twelve are common sight.

The Furthest East also provides slaves intended as prostitutes as well. However, organised trade has always been the Cinha people's forte. As such, business done is not just about slavery market, but also every manner of exotic goods and animals.

Elves are generally shunned, for only a drunk or worse dare to accost himself to them. Their repute in arms mastery never in doubt, the Homm'Nua would rather take the first initiative. That is if they feel like doing it (?)...

Crag Isles is considered a vassal state where the Dwarves have to send yearly tribute to Teutonia's capital city, Anglsax. In exchange for this show of fealty, they are allowed to raid freely so long as no Teutonian settlements are targeted.

To be continued...
(b/c I still sakhit, I wish for my ideal gf...)

Wednesday, 3 July 2013

Lore: The High Realm of Teutonia (Part 1)

Recovering from sore throat now, not to mention some flu-like symptoms earlier today. By doing this post, it will only mean one thing: I'm now a certified compulsive freak who believes in self-perfection. Thankfully, I don't have to make ridiculous demands out of others. But then again, this might be the reason why I nvr got a gf since birth. Sad, huh? I think my laobu is getting sian liao over having this kind of problematic son lol!

Disclaimer!
I don't profess to understand above geek speak, this is me putting this for teh lolz


INTRO: The High Realm of Teutonia is a military man’s world, only fools will dare their luck. Famous for its code of chivalry and fearsome knights, this is the only kingdom firmly believing in the Old Ways. Despising the cowardly Kalarans for abandoning their pride and uncouth Slarveans rejecting their roots, Teutonia's status as a militaristic realm is further cemented through high ground and forests as borders. With very little options available for smooth crossing, enemy troops more oft than not find themselves dead before entering the Inner Circle.

BORDER TERRAIN:
Otherwise known as the Outer Circle, Teutonia boasts of having the most difficult terrain ever. A combination of high ground and thick forest, different terrain will always offer different dangers.

BORDER DEFENCE:
Outposts situated at mountains tend to be larger while those hidden within the forests are known to be actual settlements. Mountain outposts span from one peak to another with walls and towers made of stone. Behind the walls, each outpost will have an army at least two thousand strong with reserve troops doubling up as messengers. Settlements within the forest terrain, better known as hamlets, tend to be much smaller comparatively with civilians assuming the militia role whenever need arises.

However, it is also interesting to note that such commoners also serve an important, albeit unsung, task. Known as Pathfinders, they also help out in delivering relief supplies should reinforcements fail to arrive in time.

One interesting aspect of its border terrain lies in the fact that the only possible route for mass incursion lies in crossing the numerous fords available. Hence it will take a good commander to get around the obstacles and defeating whatever soldiers guarding their ground as defensive deployment will gain upper hand through coordination between surrounding outposts and hamlets. Even if the enemy manages to breach the border, forts forming the Inner Circle are sure to mount a stubborn defence.


INNER CIRCLE:
Named after the manner in which its fourth reigning High Lord, King Ursulf I, organised the inner defences, the Inner Circle is literally a circle of forts surrounding the Middle Plains. Beyond that end lies a mixture of grassland, woodland, and hillocks. This will be where knights are stationed normally together with peasant archers behind the walls or perched high up on the hillocks. Hidden within the forests are the woodsmen armed with their axes and fury.

To be continued...
(b/c the only life I have apart from blogging is work. No wonder no gf...)

Monday, 10 June 2013

Marvel Avengers Alliance, hopefully your glitch is now over for good

Won't go on ranting on how absurd is that browser refresh glitch/bug since I'm convinced this cock up is over liao. Rather, I intend to add a bit of meat to my previous 4 part section on the Four Expertise.


Fencer
Footwork: Increase chances of evasion and parrying. Wearing lesser/no armour will increase the probability significantly.
Elemental attribute-Air (Speed/Dexterity)

Lancer
Duelist's Guile: Increase hit accuracy.
Elemental attribute-Water (Intelligence/Dexterity)

Archer
Survival Artist: Activate either one of four effects-create a bounded field capable of damage/healing/status effects at anywhere; increase firing range; increase firing damage and speed at reduced range; increase running speed and stamina.
Elemental attribute-Earth (Fortitude/Intelligence)

Berserker
Imposing Momentum: Inflict panic against enemies engaged and increasing damage dealt whenever taking damage.
Maddest of All: Immune to all negative mind effects; unable to evade and use Magic, lesser chance to hit/block/parry.
Almighty Fortitude: Reduce damage taken.
Elemental attribute-Fire (Strength/Fortitude)

Skills:

Technique
Counter Riposte: Able to execute riposte against counterattacks.
Expertise bonus-Lancer (increase critical hit chances)
Inapplicable Expertise-Archer, Berserker
Affinity effect-Lightning (Counter Riposte will always hit)

Sudden Strike: Blindsiding attacks will deal critical damage.
Expertise bonus-Archer (increase hit accuracy), Fencer (increase damage)
Affinity effect-Lightning (Sudden Strike can be used in any combat situation)

Mobility Focus: Able to engage more than one opponent at a time during melee.
Expertise bonus-Fencer (increase evasion/parrying/blocking chances)
Inapplicable Expertise-Archer, Berserker
Affinity effect-Lightning (gain Martial Insight automatically)

Exposure: Immune to blindsiding attacks.
Expertise bonus-Fencer (increase parrying/blocking chances)
Inapplicable Expertise-Berserker
Affinity effect-Ice (lower blindsiding enemy's evasion chance)

Martial Insight: Increase chances to deflect/evade projectiles out in open.
Expertise bonus-Fencer (able follow up with any action), Archer (able to shoot back against any enemy)
Inapplicable Expertise-Berserker
Affinity effect-Steel (increase overall fortitude)

Horsemanship: Ease in mounted fighting equals to that of fighting on foot.
Expertise bonus-Lancer (increase critical hit chances), Archer (increase critical damage)
Inapplicable Expertise-Berserker
Affinity effect-Steel (able to command cavalry forces)

Counter Defence: Able to attack immediately upon successful evasion/parrying/blocking.
Expertise bonus-Fencer (increase damage)
Inapplicable Expertise-Berserker
Affinity effect-Ice (lower enemy's evasion chance)

Critical Eye: Increase critical damage.
Expertise bonus-Archer (increase firing speed), Lancer (increase critical hit chances)
Inapplicable Expertise-Berserker
Affinity effect-Life (increase chance of killing enemy instantly)

Counter Movement: Lower enemy's evasion chance.
Expertise bonus-Lancer (increase hit accuracy), Fencer (increase attacking speed)
Inapplicable Expertise-Berserker
Affinity effect-Ice (further decrease enemy's evasion chance)

Physical
Armour Mastery: Able to move freely even while wearing full plate.
Expertise bonus-Berserker (increase panic effect against enemies when charging)
Inapplicable Expertise-Archer, Lancer, Berserker with Bestial Fury
Affinity effect-Steel (reduce damage taken)

Bestial Fury: Increase melee damage dealt at all times.
Expertise bonus-Berserker (further increase damage)
Inapplicable Expertise-Archer, Berserker with Armour Mastery
Affinity effect-Steel (reduce damage taken)

Mind
Infiltrator: Can hide under any cover/plain sight.
Expertise bonus-Archer (unaffected by Exposure)
Affinity effect-Life (self-heal unless engaging in combat)

Master of Circumstances: Can react to any given situation instantly.
Expertise bonus-Archer (immune to panic at all times)
Affinity effect-Lightning (will always attack first)

Perception: Ability to discern and plan beforehand.
Expertise bonus-Archer (increase chances of inducing panic at all times)
Affinity effect-Ice (surrounding allies are immune to all negative mind effects)

Capacity
Protector: Surrounding allies gain resistance to Magic.
Expertise bonus-Archer (increase extent of resistance)
Affinity effect-Life (heal surrounding allies whenever using Magic)

Leadership: Surrounding allies deal higher damage whenever receiving damage.
Expertise bonus-Archer (surrounding allies are immune to panic at all times)
Inapplicable Expertise-Berserker
Affinity effect-Steel (reduce damage dealt to surrounding allies)

Valour: Immune to panic whenever fighting.
Expertise bonus-N/A
Inapplicable Expertise-Archer
Affinity effect-Steel (gain Bestial Fury)

Soul
Martial Zenith: Demons will suffer highest damage possible against normal weapons.
Expertise bonus-N/A
Affinity effect-N/A

Demi Entity: Immune to Magic.
Expertise bonus-Berserker (gain Protector)
Affinity affect-Life (constant self-healing), Steel (reduce damage suffered), Ice (able to negate enemy's Magic), Lightning (able to deal damage to surrounding enemies)

Storm Crow: Self-heal whenever wounding/killing any enemy in melee.
Expertise bonus-N/A
Inapplicable Expertise-Archer
Affinity effect-Life (increase healing effect)

Reverse Polarity: Always attack first whenever targeted by enemy, be it Magic or physical attack.
Expertise bonus-N/A
Inapplicable Expertise-Berserker
Affinity effect-Ice (will always deal critical damage)

Arcana Major: Increase effect of any Magic used.
Expertise bonus-N/A
Inapplicable Expertise-Berserker
Affinity effect-N/A

Arcana Minor: Heal surrounding allies whenever executing Magic. Arcana Minor can only be gained if user has Arcana Major.
Expertise bonus-N/A
Inapplicable Expertise-Berserker
Affinity effect-N/A

Arms Master Unrivalled: Increase hit accuracy and parrying chances.
Expertise bonus-Fencer (increase chances of armour penetration), Lancer (increase attacking speed), Archer (100% hit accuracy)
Inapplicable Expertise-Berserker
Affinity effect-N/A

Denial of Oblivion: Able to materialise anything conceived through the mind for a certain duration.
Expertise bonus-N/A
Affinity effect-Life (increase relevant properties of created object)

P.S: I might include this in whatever concept in my ART RPG. Altho shit will amount to kosong since Sakaguchi-san will always be Sakaguchi-san.

Unrelated A/N: Game of Thrones-Season 3 has ended and we all know how shit ended. Thankfully, G.R.R Trollolol still got two more volumes to keep trolling us with.

Thursday, 6 June 2013

Lore: The Four Expertise (Part 4)

I suddenly realised I need some serious help. Being a self-absorbed freak just can't cut the cake for anyone. Is a case of obsessive single focus counted as a psychological disorder? No, I'm not joking here. Spending 10+ years of semi-solitude can easily make one an emo. Hopefully my recent whining doesn't count. Oh, and one more thing: Marvel: Avengers Alliance can be really addicting if you're not careful. -.-


BERSERKER
Maddest of mortals, immortal in strength, such is a Berserker. Blessed with enormous fortitude, this is one Expertise not many can stand firm against. Normal at first glance, none can discern a living monster till the battle starts. Overridden by insanity and promise of bloodshed, Berserkers will always enter into combat frenzy upon the seconds in engagement. Neither feeling pain nor fear, it will take a clean fatal blow to kill such a fearsome foe.

Nature of weapon choice:
Basically a wielder of weapons capable of highest average damage. Mostly two handed types, there are a few exceptions to the rule.

Axe: Having a sturdy blade with larger cutting surface edge will mean greater damage inflicted. Mastery applicable to both one and two handed axes.

Halberd: Usage will be primarily hacking by nature instead of alternating between cutting and thrusting for a Lancer.

Glaive: Heavier versions are used. In this instance, the blade will be much larger, the shaft shorter in comparison.

Scythe: Due to the blade's nature, mastery is relatively more difficult. A straight miss can be outright fatal, but score a hit and the enemy will be instantly dead, if not critically injured.

Hammer: Blunt weapons like mace and morning star also fall under this category. Best used against warriors donning full plate armour, it's able to cause the most extensive damage possible.

Great Sword: Usable by Fencers as well, the blade length coupled with the necessity in offensive momentum will ensure the best balance between maximum reach and force.

Further information:
No one knows why Berserkers are so mindlessly violent in war, but it is doubtless that unless via decapitation or similar measures, a Berserker cannot die from whatever wounds sustained. Able to maintain the offensive rush no matter what, Berserkers have known to take down tiny regiments without batting an eyelid.

In fact upon running forward in full speed, any Berserker can cover ground extremely fast. Stamina wise, they can keep going till the battle is over or if they die.

In terms of armour wearing, there is no specific preferences. The heavier armour worn, the slower a Berserker's running speed. The lighter armour worn, the faster the running speed. Yet, a Berserker's hardiness also corresponds greatly with whatever armour worn with those decked in full plate nigh indestructible. Although it is noteworthy that Berserkers tend to wear light, if not, no armour.

Last but not least, any Berserker can unleash a terrifying aura which can shatter an enemy's mind. The closer it gets, the greater the effect.

Notable Berserkers

ARONDIGHT

Fighting style parallel

Thursday, 30 May 2013

Lore: The Four Expertise (Part 3)

Saw CNA crew lanjah around in GH. Dunno why. Even GIC dept managed to clear everything before 5.30...


ARCHER
They say only a coward will snipe his enemy from afar, for only duels unto death is fitting for a soldier, let alone a knight. Thus, those employing such tactics in war will be despised by those not understanding war. Yet, try asking any man who survived a battlefield and he will say an arrow straying on purpose saved his life. Seemingly derisive towards rangesmen, only fools having nothing to lose will believe it as such. Hence, a fool is not one justified by acts alone, but with words without purpose.

There are rangesmen able to shoot from distance like ordinary soldiers, there will always be Archers as well. There are better rangesmen boasting of hitting any target from hundred paces off, the least amongst any Archers can hit a fast moving target within fifty steps. As for the greatest Archers known or alive, it is whispered that they can even shoot while running full speed, their aim akin to a hawk sighting its prey fleeing in swiftest flight. 

They say if a longbow can shoot this far, an Archer can enhance its range by half at least.

They say if a crossbow bolt fired can penetrate this much, an Archer can increase its damage by half at least. 

They say if arrows from a cavalry bow can cover a vast wide arc, an Archer can hasten the rate by half at least.


Nature of weapon choice:
Longbow: Arguably the most commonly used, a longbow possesses superior range and above average firing rate. Able to cover linear distance within hundred paces, anywhere beyond this range will result in an arcing shot capable of delivering a lethal head shot. Teutonians are especially known to favour longbows due to Teutonia being mostly bordered by forest terrain and high ground. A variation of longbow is the flatbow used mainly by the Aegil Orden, and some say, the elusive Fianna as well.

Crossbow: The second most lethal ranged weapon, crossbows have a firing reach better than even the best longbow made. However, loading one will take a longer time, hence its tactical value being higher in comparison. At the same time, crossbow bolts are known to have immense penetration power against armoured forces.

Cavalry bow: Composite bows made for horse archers. Slarveans are especially feared as a military force due to light cavalry being their tactical mainstay. The Sagittarii of Kalaran Empire and the Cinha Minamoto are also rightfully respected by their fellow peers via their own bow mastery. A variation of cavalry bow is the hunting bow where such bows are used on foot by hunters.

Gun: There are two types of guns, pistol and musket. Utilising the flintlock mechanism, guns by far have the deadliest firing range and damage. Pistols have a short firing range with a heavy-duty handle meant as an alternate blunt weapon. Muskets have the longest firing range with the butt used in the same manner as pistols during hand-to-hand combat. Reloading time is extremely slow where terrain disadvantage will certainly punish any tactical mistake severely. Guns are an unique trait in marine warfare where Histalonia is the sole supplier, hence the presence of foreign merchants reaching its shores.

Innate abilities
An Archer can create a bounded field in the same manner as executing Magic. Effects can vary from direct damage to enemy hindrance, from healing to positive enhancement.

At the same time, they have the highest level of running stamina and speed among all four Expertise where outrunning any danger short of cavalry pursuit is a tactical must should they flee on foot.

Lastly, they are able to increase either their weapons' maximum firing range, firing rate or damage dealt. Some Archers, however, are known to have any or all of three combined.

Tactics and strategy:
The core of any Archer lies in taking advantage of any given situation rather than direct engagement. Archers are renowned analysts able to plan on their feet. No matter how dire any given adversity, an Archer is more certain than not to reverse whatever disadvantage at hand.

Identification and seizing control of favourable terrain also highlights an Archer's exceptional acumen in strategy, for more often than not, terrain will have a profound impact on every battle fought.

Concealment tactics involve natural cover and infiltration where information is gathered. Hidden sniping both afar and near is more than capable to incite massive casualties via creating chaos and stampede. Sniping is often done in small groups known as cells, but going solo is also plausible due to rare occasions of assassination.

But perhaps what truly set Archers apart from the rest is their status as masters of deception. Every war is not won by honour and chivalry, but rather through lying and cheating. Deceiving an enemy successfully is a battle won, one vital assault is more than enough in turning the tide. Thus, it's often said that Archers are the poorest fighters, but they make good leaders in war.

"A lie cannot remain forever, a good liar understands the value of truth."
~Heihou no Tae'geuk

Notable Archers

LEON TALONARC

Ability parallel


TRISTAN AJAX

Ability parallel

Fanwanking-b/c no-life lobo is worth it:

Leon Talonarc

Tristan Ajax