CODEX OF ALERA ROLEPLAY
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Welcome those who decided to click! I was sitting here and thought about this, because I like the Codex Alera series, and roleplay, so why not combine them. But how was I to get people to play? I don't have enough people with enough time and interest to run a good roleplay. That's when I thought the good people of RMN might be interested in trying this out! Let's get started shall we?
First things first, characters. I will give a few options you have to choose, but other than that, they are completely up to you to create!
Character Options
Choose one of the following(Let's not have everyone choose the same thing please. Thank you!):
Note: Age range is 16-21 for characters.
Choose two of the following:
-Metal
main- heightened fighting abilities
secondary- can ignore large amounts of pain, sense metal items, can control emotions
Best weapon: Any containing large amounts of metal
-Earth
Main- Control earth and rock
secondary- Increased strength
Best weapon: Halberd or club.
-Water
Main-Healing and control of water
secondary- look younger, feel emotions of others
Best weapon: dagger, knife, club, emotionless metal can interfere with watercrafting.
-fire
Main- create and control fire
Secondary- control panic and fear in others, controls heat
Best weapon: Any that cannot burn easily
-Wood
Main- control trees and the wilderness around you
Secondary- sense things in the woods, use the wilderness to conceal yourself(shadows and what not)
Best weapon: Bow(the ability to control the wood allows for a larger draw weight and bigger bang for your buck)
-Wind
Main- Can fly and control the wind somewhat
Secondary- Can move faster, create a pocket of air around yourself to breath underwater, or when flying to fast to actually breathe normally.
Notes: These are general things for each fury, a more detailed and organized list will be sent when you have set up your character.
Weaponry, choose one main and one secondary.
Weaponry(main):
-Bow
-Gladius
-Dueling sword
-Club
-Spear
-Halberd
Weaponry(Secondary)
-dagger
-gladius
-Knife
-Shield
Alright! From here it's left to you! choose your name, gender, pet or no pet? Don't forget to name your furies! Know Codex Alera well? Create your own backstory if you want! If you don't want to, don't worry, I'll create one for you and send it to you. Want to be a rogue or a saint? That's up to you! Your play style is all yours to customize! Just post your finished character underneath!
Actions
Actions should be posted in bold to make it easier for me to spot.
Success of most actions will be based off a 1d20 roll, 20 being perfect, and 1 being utter failure.
Leveling Up
Weapons Branch:
Block:1
Parry:1
Strike:1
Counter:1
Combos:1
Duel wield:1
Command:1
General Branch:
HP:10
Energy:10
Speed:1
Jump:1
Strength:1
Sneak:1
Intelligence:1
Swim:1
Bargain:1
Intimidate:1
Charm:1
Acrobatics:1
Fury Branch:
Metal:
Metal sense:1
Pain Tolerance:1
Weapon handling:1
emotion control:1
Ultimate Ability: Metal Skin(Ten points to unlock)
Earth:
Strength:1
Rock Crush:1
Earth ride:1
Earth control:1
Earth Armor:1
Ultimate Ability: Fury engulf(Ten points to unlock)
Summoned Fury:1
Water:
Emotion sense:1
Heal:1
Water control:1
Freeze:1
Ultimate ability: Disguise(Ten points to unlock)
Summoned fury:1
Fire:
Heat:1
Ignite:1
Scare:1
Calm:1
Summoned Fury:1
Ultimate Ability: Torch(Ten points to unlock)
Wood:
Blend:1
Track:1
Bend:1
sense:1
Summoned fury:1
Ultimate Ability: One with Nature(Ten points to unlock)
Wind:
Speed:1
Flight:1
Breathe:1
Camo:1
Summoned fury:1
Ultimate Ability: Tornado(Ten points to unlock)
Other things to spend points on:
It's simple, practice makes perfect. Depending on your play style, depends on what you may upgrade. Do you like weapons play? The more you use your sword, the better you get and the more points you can spend in the weapons branch. If using your furies is more your cup of tea, then you get more points to spend there, each level up gives you 5 points to spend in the general branch. Summoned furies have their own HP and such, but take orders from you, those with metalcrafting don't summon metal furies, at least not like other crafters summon their furies. Questions about abilities just ask i will explain in further detail. Don't think just because it isn't in the ability list means you can't do it, for example you're a windcrafter and want to suffocate someone from ten yards away? post it as an action and I'll roll to see if it works out!
The way the points work is the more points there are in an ability the better you are at performing the ability, and you get pluses. For example, I would use your breathe ability if you choose to try to sufocate someone from ten yards away. You can also save your points for things like buying the ultimate ability and getting other furies. This includes more furies of the same element to increase your power in that area, or furies of a different element.
As skills level up, others can be unlocked, or you can spend the points to buy skills, which are weaker than the unlock as you upgrade.
You need 100 points to level up!
XP:
Just a list of perks depending on the fury
To start. everyone gets 5 points to spend in each branch!
Want to participate, but don't know much about Codex Alera and want to not feel lost? Click here to learn about the world of Alera
Important info to know about Alera:
About the Book:
Jim Butcher, the author, was given a challenge to take two unrelated things and use them to write a decent book. The two things were Pokemon and the Roman legion. That was the birth of The Codex Alera.
Government of Alera:
Lowest to highest
Count(runs castles, high power in the Calderon valley)
High Lord(Runs the major cities/areas)/Senate(Makes Legal decisions)
Princeps(Heir of the First Lord)
First Lord(Ruler of Alera)
Citizenship:
Just because you were born in Alera, doesn't make you a citizen. You must either be granted it by someone of power, or fight and win in a duel for citizenship.
Other civilizations:
Marat: Barbarian people near the Calderon valley. They are much like early primitive civilizations, live Native Americans. They connect with their spirit animal, whether that be Wolf, Herdbane, Gargant, Horse, Fox, or Lion. They are broken up into clans based on these animals.
Canim: The Canim are large, anthropomorphic wolf-like creatures and fierce warriors. They are long-lived, with a society organized in a caste-like social hierarchy which is susceptible to political in-fighting. Canim speak a growling barking language more suitable to their muzzles than the mangled Aleran that they attempt. Most Aleran contact with the Canim is through Canim raids along the west coast of Alera. They are capable of sorcery through the use of blood.
he warrior caste consists of the elite warriors. These professional soldiers are the Canim analog of legionnaires. They are taller and stronger than the other castes and much more disciplined. They are issued military standard armor and weapons. Warriors often ride on animals called Tuarg, which are giant bull-like creatures that are very irritable and will eat their rider or trample them if not held in check with Canim discipline. The heads of Canim armies are known as Warmasters.
The Maker caste consists of the farmers and artisans, the Canim equivalent of an Aleran steadholder. In the invasion of Alera, the Maker caste is deployed in raiding parties that attack Aleran travelers and raid steadholts with improvised weapons. They are not very disciplined and pose a threat mainly because of their numbers and sheer Canim strength. By the end of "Captain's Fury" the Raiders that were a part of the Canim invasion have been trained by Nasuag into a force that approaches the warrior caste in capability.
The Ritualist caste consists of the Canim's spellcasters. They gain their power from the blood of intelligent creatures. They have the power to summon red cloud-like creatures with acidic tentacles to guard the sky from flying Alerans. They can also summon fire or acid from the sky and cause devastating damage to their foes. They use their own race's and Aleran blood for power. Originally, their role in Canim society was to grant luck, bless family lines, and grant a plentiful harvest, but by the time of the invasion of Alera, they are vying with the warrior caste for political control of the Canim. They often use the skin or body parts of their enemies as clothing or tools. For example, many ritualists have cloaks made of human leather or helmets made of Vord skulls.
The Hunters are the Canim version of Cursors. They are the spies, scouts, and assassins of the Canim. They use short black lengths of chain, small javelins, and iron bars for throwing. These light weapons allow the hunters to sneak up on people. They are only mentioned in passing in the books until Princeps' Fury, in which they make their first appearance. Unlike cursors, they have no overt authority, remaining as pure covert operatives. They are considered to already be dead, having received their blood song (Canim form of last rites) when they became hunters. The Hunters are usually assigned to a Warmaster. They are most commonly tasked with missions where the letter of the Canim codes of honor must be violated in order to preserve the spirit of the codes. The Hunters justify their role by renouncing their right to their life, removing their obligation to observe the codes. With extreme skills in stealth and assassination, Hunters are able to sneak in and out of the most guarded positions in Canea and Alera. This is often used to the advantage of Warmasters who can cause dissenters or enemies to simply "disappear".
Icemen:
They are ape-like, they make use of considerable mental powers to share emotions. The use of this ability is also available to watercrafters.
Vord:
Little is known about the Vord. They are described repeatedly as an "alien" race, but no one knows where they come from. The Vord are originally found in Alera in the Wax forest, where their Queen slumbered. Events were set into motion by Tavi and Kitai which awakened the queen, and caused the Vord invasion. According to Marat tradition, they are shapeshifters. When they come, they possess members of a sentient race, consuming their souls and transforming them into the Taken. The normal vord scouts (called Keepers) have the appearance of large spiders and see in infrared vision. They feed on a translucent, waxy substance called croach, and resided in dormancy in the Wax Forest before they were awoken by Tavi and Kitai. After the Vord queen was awakened, she began producing members of the Vord warrior form; these vord warriors tend to take on the characteristics of the civilization that they are assaulting, and have colossal reserves of strength. When facing the Alerans, they take on humanoid forms, and emulate the Knights. For example, one type of Warrior Vord has a humanoid body, dragonfly-like wings, and two blade-like arms the same length as a legionnaire's Gladius (the Legion weapon of choice) and thus resemble a Knight Aeris. In another instance, they take on the characteristics of the Canim Warrior caste. While they can be killed by conventional methods, the most effective way to kill a Vord warrior is to burst the large, croach filled bubble on its back. At the start of each Vord uprising, there is a primary queen; this queen rapidly forms a nest, and spawns two additional queens who depart to form separate nests; each queen is capable of creating more queens, although in "Princeps' Fury," it is discovered that the primary queen birthed sterile queens in the Canim lands. The Keepers, venomous, spider-like creatures the size of dogs, maintain the croach; without the croach the Vord can not survive, for it acts as both air and food. Keepers take living creatures into the croach and they are slowly dissolved into it. The Vord's main objective appears to be to make all things like itself; in pursuit of this goal, the three queens will each occupy different areas of the places (in Carna) they wish to "infect." After the events in the book "Cursor's Fury," the prologue states that the Vord have taken over the savage Canim's homeland. After events in "Princeps' Fury," the Vord queen is described as looking like Kitai but greenish; this probably has something to do with the events that happened between Kitai and Tavi when they sought the Blessing Of The Night (a thorny mushroom that heals all wounds, injuries, and ailments similar to an elixir of life) in Calderon many years before, and awoke the creature. After "First Lord's Fury" the Vord in Alera are left in disarray and are slowly being exterminated, though wild Vord who learned to survive do remain. The Vord in Canea are left as a future threat to the realm, unifying the surviving races against the common enemy.
Terms:
Wind Coach- A form of transportation that's carried by strong windcrafters
Knights Ferrous- Powerful metalcrafters
Knights Terra- Powerful earth crafters
Knights Flora- Powerful woodcrafters
Knight Aqua- Powerful watercrafters
Knights Ignus- Powerful firecrafters
Knights Aeris- Powerful windcrafters
Singulares- Extremely skilled single combat fighters
Great Furies- The most powerful furies in existence, seem more like gods than furies
Herdbane- Giant crow like birds, very dangerous and violent
Gargant- Basically a giant badger
Windmanes- Wild wind furies, murderous, tend to look like horses
Background of the story:
The empire is holding together, barely. The Marat are beginning to attack in the Calderon Valley, and the Canim are sending raiding parties to harass the shores of Alera. The real danger however, lies closer to the heart of Alera. High Lords are being hunted and killed for unknown reasons. Is it someone seeking revenge? Power? Or worse, the complete destruction of the empire?
This is the state of the world our heroes are thrown into, one filled with distrust, anxiety, fear, and hopelessness around the bend. Will our heroes help to save Alera, or assist in its ruin?
Players:
Reize(Ilan):
Name: Reize
Gender: Male
Age: 18
Race: Aleran
Hair: Black & Short
Eyes: Green
Body Build: Average, somewhat lacking in muscle.
Lineage: Farmer
Furies: Wood and Water
Primary Weapon: Bow (12 arrows)
Secondary Weapon: Dagger
Pet: Lyo, his rat mascot.
Weapons Branch:
Block:1
Parry:2
Strike:2
Counter:2
Combos:3
Duel wield:1
Command:1
General Branch
HP:11
Energy:11
Speed:2
Jump:1
Strength:1
Sneak:2
Intelligence:2
Swim:1
Bargain:1
Intimidate:1
Charm:2
Acrobatics:1
Water:
Emotion sense:2
Heal:2
Water control:1
Freeze:1
Ultimate ability: Disguise(9 points to unlock)
Summoned fury:1
Wood:
Blend:2
Track:1
Bend:2
sense:1
Summoned fury:1
Ultimate Ability: One with Nature(10 points to unlock)
Points left
Combat:0
General:0
Fury:0
Zeon
Hp:8
Energy:8
Strength:8
Speed:8
Aviere
Hp:8
Energy:8
Strength:8
Speed: 8
Ademar(Wes):
Gender: Male
Age:21
Race: Aleran
Hair:Short Brown
Lineage: Son of Legion Captain
Furies: Fire and Metal
Primary weapon: Spear
Secondary weapon: Shield
Personality: Cocky and selfish, he quite enjoys manipulating others, though he has his limits. Manipulating others and their emotions for pranks and for his own gain, he has no qualms with, however death is something he is... strangely uncomfortable with, despite his lineage. He is trained in combat, but prefers to manipulate his enemies into turning their wrath upon others, or intimidating them into running away. He is rather reckless, though he becomes much more cautious when he realizes his life is at stake. He's generally callous towards anyone except for family, who he is fiercely loyal to. Interested in girls, but not particularly in a relationship.
General Branch
HP:10
Energy:12
Speed:1
Jump:1
Strength:1
Sneak:1
Intelligence:1
Swim:1
Bargain:2
Intimidate:2
Charm:2
Acrobatics:1
Metal:
Metal sense:1
Pain Tolerance:1
Weapon handling:1
emotion control:3
Ultimate Ability: Metal Skin(Ten points to unlock)
Fire:
Heat:1
Ignite:2
Scare:2
Calm:1
Summoned Fury:2
Ultimate Ability: Torch(Ten points to unlock)
Points Left:
Combat:0
General:0
Fury Branch:0
fire fury:
HP:8
energy:10
Strength:8
Speed:9
Blaine(Starranger):
Gala(Seiromem):
Alex(Snowfox):
First things first, characters. I will give a few options you have to choose, but other than that, they are completely up to you to create!
Character Options
Choose one of the following(Let's not have everyone choose the same thing please. Thank you!):
Child of a Farmer
Child of a highlord
Child of a senate member
Child of a steadholt holder
Child of a count
Child of a citizen
Child of a Pirate
Child of a merchant
Child of a legion Captain
Child of a highlord
Child of a senate member
Child of a steadholt holder
Child of a count
Child of a citizen
Child of a Pirate
Child of a merchant
Child of a legion Captain
Note: Age range is 16-21 for characters.
Choose two of the following:
-Metal
main- heightened fighting abilities
secondary- can ignore large amounts of pain, sense metal items, can control emotions
Best weapon: Any containing large amounts of metal
-Earth
Main- Control earth and rock
secondary- Increased strength
Best weapon: Halberd or club.
-Water
Main-Healing and control of water
secondary- look younger, feel emotions of others
Best weapon: dagger, knife, club, emotionless metal can interfere with watercrafting.
-fire
Main- create and control fire
Secondary- control panic and fear in others, controls heat
Best weapon: Any that cannot burn easily
-Wood
Main- control trees and the wilderness around you
Secondary- sense things in the woods, use the wilderness to conceal yourself(shadows and what not)
Best weapon: Bow(the ability to control the wood allows for a larger draw weight and bigger bang for your buck)
-Wind
Main- Can fly and control the wind somewhat
Secondary- Can move faster, create a pocket of air around yourself to breath underwater, or when flying to fast to actually breathe normally.
Notes: These are general things for each fury, a more detailed and organized list will be sent when you have set up your character.
Weaponry, choose one main and one secondary.
Weaponry(main):
-Bow
-Gladius
-Dueling sword
-Club
-Spear
-Halberd
Weaponry(Secondary)
-dagger
-gladius
-Knife
-Shield
Alright! From here it's left to you! choose your name, gender, pet or no pet? Don't forget to name your furies! Know Codex Alera well? Create your own backstory if you want! If you don't want to, don't worry, I'll create one for you and send it to you. Want to be a rogue or a saint? That's up to you! Your play style is all yours to customize! Just post your finished character underneath!
Actions
Actions should be posted in bold to make it easier for me to spot.
Success of most actions will be based off a 1d20 roll, 20 being perfect, and 1 being utter failure.
Leveling Up
Weapons Branch:
Block:1
Parry:1
Strike:1
Counter:1
Combos:1
Duel wield:1
Command:1
General Branch:
HP:10
Energy:10
Speed:1
Jump:1
Strength:1
Sneak:1
Intelligence:1
Swim:1
Bargain:1
Intimidate:1
Charm:1
Acrobatics:1
Fury Branch:
Metal:
Metal sense:1
Pain Tolerance:1
Weapon handling:1
emotion control:1
Ultimate Ability: Metal Skin(Ten points to unlock)
Earth:
Strength:1
Rock Crush:1
Earth ride:1
Earth control:1
Earth Armor:1
Ultimate Ability: Fury engulf(Ten points to unlock)
Summoned Fury:1
Water:
Emotion sense:1
Heal:1
Water control:1
Freeze:1
Ultimate ability: Disguise(Ten points to unlock)
Summoned fury:1
Fire:
Heat:1
Ignite:1
Scare:1
Calm:1
Summoned Fury:1
Ultimate Ability: Torch(Ten points to unlock)
Wood:
Blend:1
Track:1
Bend:1
sense:1
Summoned fury:1
Ultimate Ability: One with Nature(Ten points to unlock)
Wind:
Speed:1
Flight:1
Breathe:1
Camo:1
Summoned fury:1
Ultimate Ability: Tornado(Ten points to unlock)
Other things to spend points on:
New fury abilities: 5 points
New fury type: 15 points(Not available yet)
New fury type: 15 points(Not available yet)
It's simple, practice makes perfect. Depending on your play style, depends on what you may upgrade. Do you like weapons play? The more you use your sword, the better you get and the more points you can spend in the weapons branch. If using your furies is more your cup of tea, then you get more points to spend there, each level up gives you 5 points to spend in the general branch. Summoned furies have their own HP and such, but take orders from you, those with metalcrafting don't summon metal furies, at least not like other crafters summon their furies. Questions about abilities just ask i will explain in further detail. Don't think just because it isn't in the ability list means you can't do it, for example you're a windcrafter and want to suffocate someone from ten yards away? post it as an action and I'll roll to see if it works out!
The way the points work is the more points there are in an ability the better you are at performing the ability, and you get pluses. For example, I would use your breathe ability if you choose to try to sufocate someone from ten yards away. You can also save your points for things like buying the ultimate ability and getting other furies. This includes more furies of the same element to increase your power in that area, or furies of a different element.
As skills level up, others can be unlocked, or you can spend the points to buy skills, which are weaker than the unlock as you upgrade.
You need 100 points to level up!
XP:
Success in battle: 5xp
success in miscellanous actions(Bargaining and what not): 5xp
Innovative move: 10xp
Creative solution:10xp
Successful plan: 15xp
Ultimate move of badassness: 15xp
success in miscellanous actions(Bargaining and what not): 5xp
Innovative move: 10xp
Creative solution:10xp
Successful plan: 15xp
Ultimate move of badassness: 15xp
Just a list of perks depending on the fury
Metal: Extra two points to spend in the combat branch
Fire:Extra point in combat when you level up
Wood: Extra point in the general branch
Wind: extra point in general branch speed at each level up
Earth: Extra point in general branch strength at each level up
Water: Extra point in fury branch at each level up
Fire:Extra point in combat when you level up
Wood: Extra point in the general branch
Wind: extra point in general branch speed at each level up
Earth: Extra point in general branch strength at each level up
Water: Extra point in fury branch at each level up
To start. everyone gets 5 points to spend in each branch!
Want to participate, but don't know much about Codex Alera and want to not feel lost? Click here to learn about the world of Alera
Important info to know about Alera:
About the Book:
Jim Butcher, the author, was given a challenge to take two unrelated things and use them to write a decent book. The two things were Pokemon and the Roman legion. That was the birth of The Codex Alera.
Government of Alera:
Lowest to highest
Count(runs castles, high power in the Calderon valley)
High Lord(Runs the major cities/areas)/Senate(Makes Legal decisions)
Princeps(Heir of the First Lord)
First Lord(Ruler of Alera)
Citizenship:
Just because you were born in Alera, doesn't make you a citizen. You must either be granted it by someone of power, or fight and win in a duel for citizenship.
Other civilizations:
Marat: Barbarian people near the Calderon valley. They are much like early primitive civilizations, live Native Americans. They connect with their spirit animal, whether that be Wolf, Herdbane, Gargant, Horse, Fox, or Lion. They are broken up into clans based on these animals.
Canim: The Canim are large, anthropomorphic wolf-like creatures and fierce warriors. They are long-lived, with a society organized in a caste-like social hierarchy which is susceptible to political in-fighting. Canim speak a growling barking language more suitable to their muzzles than the mangled Aleran that they attempt. Most Aleran contact with the Canim is through Canim raids along the west coast of Alera. They are capable of sorcery through the use of blood.
he warrior caste consists of the elite warriors. These professional soldiers are the Canim analog of legionnaires. They are taller and stronger than the other castes and much more disciplined. They are issued military standard armor and weapons. Warriors often ride on animals called Tuarg, which are giant bull-like creatures that are very irritable and will eat their rider or trample them if not held in check with Canim discipline. The heads of Canim armies are known as Warmasters.
The Maker caste consists of the farmers and artisans, the Canim equivalent of an Aleran steadholder. In the invasion of Alera, the Maker caste is deployed in raiding parties that attack Aleran travelers and raid steadholts with improvised weapons. They are not very disciplined and pose a threat mainly because of their numbers and sheer Canim strength. By the end of "Captain's Fury" the Raiders that were a part of the Canim invasion have been trained by Nasuag into a force that approaches the warrior caste in capability.
The Ritualist caste consists of the Canim's spellcasters. They gain their power from the blood of intelligent creatures. They have the power to summon red cloud-like creatures with acidic tentacles to guard the sky from flying Alerans. They can also summon fire or acid from the sky and cause devastating damage to their foes. They use their own race's and Aleran blood for power. Originally, their role in Canim society was to grant luck, bless family lines, and grant a plentiful harvest, but by the time of the invasion of Alera, they are vying with the warrior caste for political control of the Canim. They often use the skin or body parts of their enemies as clothing or tools. For example, many ritualists have cloaks made of human leather or helmets made of Vord skulls.
The Hunters are the Canim version of Cursors. They are the spies, scouts, and assassins of the Canim. They use short black lengths of chain, small javelins, and iron bars for throwing. These light weapons allow the hunters to sneak up on people. They are only mentioned in passing in the books until Princeps' Fury, in which they make their first appearance. Unlike cursors, they have no overt authority, remaining as pure covert operatives. They are considered to already be dead, having received their blood song (Canim form of last rites) when they became hunters. The Hunters are usually assigned to a Warmaster. They are most commonly tasked with missions where the letter of the Canim codes of honor must be violated in order to preserve the spirit of the codes. The Hunters justify their role by renouncing their right to their life, removing their obligation to observe the codes. With extreme skills in stealth and assassination, Hunters are able to sneak in and out of the most guarded positions in Canea and Alera. This is often used to the advantage of Warmasters who can cause dissenters or enemies to simply "disappear".
Icemen:
They are ape-like, they make use of considerable mental powers to share emotions. The use of this ability is also available to watercrafters.
Vord:
Little is known about the Vord. They are described repeatedly as an "alien" race, but no one knows where they come from. The Vord are originally found in Alera in the Wax forest, where their Queen slumbered. Events were set into motion by Tavi and Kitai which awakened the queen, and caused the Vord invasion. According to Marat tradition, they are shapeshifters. When they come, they possess members of a sentient race, consuming their souls and transforming them into the Taken. The normal vord scouts (called Keepers) have the appearance of large spiders and see in infrared vision. They feed on a translucent, waxy substance called croach, and resided in dormancy in the Wax Forest before they were awoken by Tavi and Kitai. After the Vord queen was awakened, she began producing members of the Vord warrior form; these vord warriors tend to take on the characteristics of the civilization that they are assaulting, and have colossal reserves of strength. When facing the Alerans, they take on humanoid forms, and emulate the Knights. For example, one type of Warrior Vord has a humanoid body, dragonfly-like wings, and two blade-like arms the same length as a legionnaire's Gladius (the Legion weapon of choice) and thus resemble a Knight Aeris. In another instance, they take on the characteristics of the Canim Warrior caste. While they can be killed by conventional methods, the most effective way to kill a Vord warrior is to burst the large, croach filled bubble on its back. At the start of each Vord uprising, there is a primary queen; this queen rapidly forms a nest, and spawns two additional queens who depart to form separate nests; each queen is capable of creating more queens, although in "Princeps' Fury," it is discovered that the primary queen birthed sterile queens in the Canim lands. The Keepers, venomous, spider-like creatures the size of dogs, maintain the croach; without the croach the Vord can not survive, for it acts as both air and food. Keepers take living creatures into the croach and they are slowly dissolved into it. The Vord's main objective appears to be to make all things like itself; in pursuit of this goal, the three queens will each occupy different areas of the places (in Carna) they wish to "infect." After the events in the book "Cursor's Fury," the prologue states that the Vord have taken over the savage Canim's homeland. After events in "Princeps' Fury," the Vord queen is described as looking like Kitai but greenish; this probably has something to do with the events that happened between Kitai and Tavi when they sought the Blessing Of The Night (a thorny mushroom that heals all wounds, injuries, and ailments similar to an elixir of life) in Calderon many years before, and awoke the creature. After "First Lord's Fury" the Vord in Alera are left in disarray and are slowly being exterminated, though wild Vord who learned to survive do remain. The Vord in Canea are left as a future threat to the realm, unifying the surviving races against the common enemy.
Terms:
Wind Coach- A form of transportation that's carried by strong windcrafters
Knights Ferrous- Powerful metalcrafters
Knights Terra- Powerful earth crafters
Knights Flora- Powerful woodcrafters
Knight Aqua- Powerful watercrafters
Knights Ignus- Powerful firecrafters
Knights Aeris- Powerful windcrafters
Singulares- Extremely skilled single combat fighters
Great Furies- The most powerful furies in existence, seem more like gods than furies
Herdbane- Giant crow like birds, very dangerous and violent
Gargant- Basically a giant badger
Windmanes- Wild wind furies, murderous, tend to look like horses
Background of the story:
The empire is holding together, barely. The Marat are beginning to attack in the Calderon Valley, and the Canim are sending raiding parties to harass the shores of Alera. The real danger however, lies closer to the heart of Alera. High Lords are being hunted and killed for unknown reasons. Is it someone seeking revenge? Power? Or worse, the complete destruction of the empire?
This is the state of the world our heroes are thrown into, one filled with distrust, anxiety, fear, and hopelessness around the bend. Will our heroes help to save Alera, or assist in its ruin?
Players:
Reize(Ilan):
Name: Reize
Gender: Male
Age: 18
Race: Aleran
Hair: Black & Short
Eyes: Green
Body Build: Average, somewhat lacking in muscle.
Lineage: Farmer
Furies: Wood and Water
Primary Weapon: Bow (12 arrows)
Secondary Weapon: Dagger
Pet: Lyo, his rat mascot.
Weapons Branch:
Block:1
Parry:2
Strike:2
Counter:2
Combos:3
Duel wield:1
Command:1
General Branch
HP:11
Energy:11
Speed:2
Jump:1
Strength:1
Sneak:2
Intelligence:2
Swim:1
Bargain:1
Intimidate:1
Charm:2
Acrobatics:1
Water:
Emotion sense:2
Heal:2
Water control:1
Freeze:1
Ultimate ability: Disguise(9 points to unlock)
Summoned fury:1
Wood:
Blend:2
Track:1
Bend:2
sense:1
Summoned fury:1
Ultimate Ability: One with Nature(10 points to unlock)
Points left
Combat:0
General:0
Fury:0
Zeon
Hp:8
Energy:8
Strength:8
Speed:8
Aviere
Hp:8
Energy:8
Strength:8
Speed: 8
Ademar(Wes):
Gender: Male
Age:21
Race: Aleran
Hair:Short Brown
Lineage: Son of Legion Captain
Furies: Fire and Metal
Primary weapon: Spear
Secondary weapon: Shield
Personality: Cocky and selfish, he quite enjoys manipulating others, though he has his limits. Manipulating others and their emotions for pranks and for his own gain, he has no qualms with, however death is something he is... strangely uncomfortable with, despite his lineage. He is trained in combat, but prefers to manipulate his enemies into turning their wrath upon others, or intimidating them into running away. He is rather reckless, though he becomes much more cautious when he realizes his life is at stake. He's generally callous towards anyone except for family, who he is fiercely loyal to. Interested in girls, but not particularly in a relationship.
General Branch
HP:10
Energy:12
Speed:1
Jump:1
Strength:1
Sneak:1
Intelligence:1
Swim:1
Bargain:2
Intimidate:2
Charm:2
Acrobatics:1
Metal:
Metal sense:1
Pain Tolerance:1
Weapon handling:1
emotion control:3
Ultimate Ability: Metal Skin(Ten points to unlock)
Fire:
Heat:1
Ignite:2
Scare:2
Calm:1
Summoned Fury:2
Ultimate Ability: Torch(Ten points to unlock)
Points Left:
Combat:0
General:0
Fury Branch:0
fire fury:
HP:8
energy:10
Strength:8
Speed:9
Blaine(Starranger):
Blaine(Starranger):
NAME: Blaine
Race: Aleran
Age: 20
Hair: short blonde
Build: average
Lineage: pirate
Furies: Wood and wind
Wood fury name: Roanoke
Wind fury name: Zephyr
Primary Weapon: Bow (12 arrows)
Secondary Weapon: gladius
Personality: likes to stay on the move, hates being in one place for to long. (probably do to his heritage and being raised on a ship.) enjoys company and is uncomfortable when alone for a extended period of time. treats people how they treat him, has deep respect for elders and protects those close to him with his life. he likes to think of him self as a ladies man, but often fails horribly at getting girls. is not afraid to fight and will never back down from a fight or bet. often enjoys a good brawl, although when in a serious confrontation will work with allies to wrap it up as quickly and cleanly as possible. prefers to stay out of cities and heavily populated areas. would much rather stay in the wilderness or small towns. would much rather lead a group than follow orders, but is always willing to let people voice their opinion and give ideas. ( again possibly because he grew up with his father as captain of a plundering vessel.)
Backstory: Grew up as a pirate captain's son. He was raised aboard the ship but always preferred to stay in the forests when docked. Became a skilled hunter and archer that brought in much of the ships food. at the age of seventeen his father became ill and passed away. he lead the ship for one year before giving it to his first mate and childhood friend. he then began the life of adventure he had always dreamed of. the current where about of the ship is unknown.
Weapons Branch:
Block:1
Parry:2
Strike:3
Counter:1
Combos:1
Duel wield:1
Command:3
General Branch
HP:10
Energy:11
Speed:2
Jump:1
Strength:1
Sneak:3
Intelligence:2
Swim:1
Bargain:1
Intimidate:1
Charm:1
Acrobatics:1
Wood:
Blend:1
Track:3
Bend:1
sense:1
Summoned fury:1
Ultimate Ability: One with Nature(Ten points to unlock)
Wind:
Speed:1
Flight:2
Breathe:1
Camo:3
Summoned fury:1
Ultimate Ability: Tornado(Ten points to unlock)
Points:
Weapons:0
General:0
Fury:0
Zephyr:
HP:8
Energy:8
Strength:8
Speed:8
Roanoke:
HP:8
energy:8
Strength:8
Speed:10
NAME: Blaine
Race: Aleran
Age: 20
Hair: short blonde
Build: average
Lineage: pirate
Furies: Wood and wind
Wood fury name: Roanoke
Wind fury name: Zephyr
Primary Weapon: Bow (12 arrows)
Secondary Weapon: gladius
Personality: likes to stay on the move, hates being in one place for to long. (probably do to his heritage and being raised on a ship.) enjoys company and is uncomfortable when alone for a extended period of time. treats people how they treat him, has deep respect for elders and protects those close to him with his life. he likes to think of him self as a ladies man, but often fails horribly at getting girls. is not afraid to fight and will never back down from a fight or bet. often enjoys a good brawl, although when in a serious confrontation will work with allies to wrap it up as quickly and cleanly as possible. prefers to stay out of cities and heavily populated areas. would much rather stay in the wilderness or small towns. would much rather lead a group than follow orders, but is always willing to let people voice their opinion and give ideas. ( again possibly because he grew up with his father as captain of a plundering vessel.)
Backstory: Grew up as a pirate captain's son. He was raised aboard the ship but always preferred to stay in the forests when docked. Became a skilled hunter and archer that brought in much of the ships food. at the age of seventeen his father became ill and passed away. he lead the ship for one year before giving it to his first mate and childhood friend. he then began the life of adventure he had always dreamed of. the current where about of the ship is unknown.
Weapons Branch:
Block:1
Parry:2
Strike:3
Counter:1
Combos:1
Duel wield:1
Command:3
General Branch
HP:10
Energy:11
Speed:2
Jump:1
Strength:1
Sneak:3
Intelligence:2
Swim:1
Bargain:1
Intimidate:1
Charm:1
Acrobatics:1
Wood:
Blend:1
Track:3
Bend:1
sense:1
Summoned fury:1
Ultimate Ability: One with Nature(Ten points to unlock)
Wind:
Speed:1
Flight:2
Breathe:1
Camo:3
Summoned fury:1
Ultimate Ability: Tornado(Ten points to unlock)
Points:
Weapons:0
General:0
Fury:0
Zephyr:
HP:8
Energy:8
Strength:8
Speed:8
Roanoke:
HP:8
energy:8
Strength:8
Speed:10
Gala(Seiromem):
Gender: Female
Age: 19
Race: Aleran
Lineage: Child of a citizen
Personality: She's a free spirit who hates being tied down. She prefers the vastness of the sky and nature to the company of people but doesn't object to interaction. In fact, when she does, she's often quite flirty. Generally laid-back, relaxing is her thing to do.
Furies: Wind and Metal
Primary Weapon: Gladius
Secondary Weapon: Gladius
Weapons Branch:
Block:1
Parry:4
Strike:1
Counter:1
Combos:3
Duel wield:3
Command:1
General Branch
HP:10
Energy:10
Speed:3
Jump:1
Strength:1
Sneak:1
Intelligence:1
Swim:1
Bargain:1
Intimidate:1
Charm:2
Acrobatics:3
Wind:
Speed:1
Flight:4
Breathe:1
Camo:1
Summoned fury:2
Ultimate Ability: Tornado(Ten points to unlock)
Metal:
Metal sense:2
Pain Tolerance:1
Weapon handling:1
emotion control:1
Ultimate Ability: Metal Skin(Ten points to unlock)
Points left
Combat:0
General:0
Fury:0
Garuda
Hp:8
Energy:8
Strength:8
Speed:8
Brace
Energy:8
Strength:8
Speed: 8
Age: 19
Race: Aleran
Lineage: Child of a citizen
Personality: She's a free spirit who hates being tied down. She prefers the vastness of the sky and nature to the company of people but doesn't object to interaction. In fact, when she does, she's often quite flirty. Generally laid-back, relaxing is her thing to do.
Furies: Wind and Metal
Primary Weapon: Gladius
Secondary Weapon: Gladius
Weapons Branch:
Block:1
Parry:4
Strike:1
Counter:1
Combos:3
Duel wield:3
Command:1
General Branch
HP:10
Energy:10
Speed:3
Jump:1
Strength:1
Sneak:1
Intelligence:1
Swim:1
Bargain:1
Intimidate:1
Charm:2
Acrobatics:3
Wind:
Speed:1
Flight:4
Breathe:1
Camo:1
Summoned fury:2
Ultimate Ability: Tornado(Ten points to unlock)
Metal:
Metal sense:2
Pain Tolerance:1
Weapon handling:1
emotion control:1
Ultimate Ability: Metal Skin(Ten points to unlock)
Points left
Combat:0
General:0
Fury:0
Garuda
Hp:8
Energy:8
Strength:8
Speed:8
Brace
Energy:8
Strength:8
Speed: 8
Alex(Snowfox):
Name Alex
GenderFemale
Age 18 but looks 14
Race Aleran
Hair its brown and reaches just past her shoulders.
Eyes one blue one green
Body Build Small in height and but is strong for her age.
Lineage Child of a highlord
Furies Metal and Water
Weapons sword (a rapier)and a knife.
Personality
-she is smart and resourceful
-she is a tomboy. would rather be out in the wood then stuck inside in a dress.
- is crafty, she knows how to manipulate others.
-killer speed and skill with a sword
Pet is a red fox named snow.
Basic back story Alex was born the middle kid of 7 and also the only girl. her brothers would always pick on her but that never stopped her from doing every thing with them. she would clime higher then any of them, run faster and even bested her oldest brother with a sword. As a final challenge to show up her brothers, she decides to join up with the legion heading into the Calderon Valley to push back some persistent Marat.
Weapon Branch:
Block:2
Parry:3
Strike:2
Counter:3
Combos:1
Duel wield:2
Command:1
intelligence:+1
General
HP:10
Energy:10
Speed:2
Jump:1
Strength:3
Sneak:2
Intelligence:1
Swim:1
Bargain:1
Intimidate:1
Charm:2
Acrobatics:1
Metal:
Metal sense:1
Pain Tolerance:1
Weapon handling:1
emotion control:2
Ultimate Ability: Metal Skin 2
Water:
Emotion sense:1
Heal:2
Water control:1
Freeze:3
Ultimate ability: Disguise 2
Summoned fury:1
Points left:
Combat:0
General:0
Fury:0
Fury's my metal one resides in my sword well my water one takes the form of a female twin of snow. the metal one is named red and the the water is name frost.
Frost:
HP:8
Energy:8
Strength:8
Speed:8
Red:
Energy:8
Strength:8
Speed:8
GenderFemale
Age 18 but looks 14
Race Aleran
Hair its brown and reaches just past her shoulders.
Eyes one blue one green
Body Build Small in height and but is strong for her age.
Lineage Child of a highlord
Furies Metal and Water
Weapons sword (a rapier)and a knife.
Personality
-she is smart and resourceful
-she is a tomboy. would rather be out in the wood then stuck inside in a dress.
- is crafty, she knows how to manipulate others.
-killer speed and skill with a sword
Pet is a red fox named snow.
Basic back story Alex was born the middle kid of 7 and also the only girl. her brothers would always pick on her but that never stopped her from doing every thing with them. she would clime higher then any of them, run faster and even bested her oldest brother with a sword. As a final challenge to show up her brothers, she decides to join up with the legion heading into the Calderon Valley to push back some persistent Marat.
Weapon Branch:
Block:2
Parry:3
Strike:2
Counter:3
Combos:1
Duel wield:2
Command:1
intelligence:+1
General
HP:10
Energy:10
Speed:2
Jump:1
Strength:3
Sneak:2
Intelligence:1
Swim:1
Bargain:1
Intimidate:1
Charm:2
Acrobatics:1
Metal:
Metal sense:1
Pain Tolerance:1
Weapon handling:1
emotion control:2
Ultimate Ability: Metal Skin 2
Water:
Emotion sense:1
Heal:2
Water control:1
Freeze:3
Ultimate ability: Disguise 2
Summoned fury:1
Points left:
Combat:0
General:0
Fury:0
Fury's my metal one resides in my sword well my water one takes the form of a female twin of snow. the metal one is named red and the the water is name frost.
Frost:
HP:8
Energy:8
Strength:8
Speed:8
Red:
Energy:8
Strength:8
Speed:8
Alright, why not? Here's my profile:
Name: Reize
Gender: Male
Age: 18
Race: Aleran
Hair: Black & Short
Eyes: Green
Body Build: Average, somewhat lacking in muscle.
Lineage: Farmer
Furies: Wood and Water
Primary Weapon: Bow
Secondary Weapon: Dagger
Personality Traits:
- A kind guy with a high sense of loyalty.
- While mostly pacific, he won't hesitate to fight if he has to.
- A man of one woman, altough he really doesn't have experience in that area.
- More of a follower than a leader, but not afraid to voice his opinions.
- He'll usually look for the safest way to solve problems.
Pet: Lyo, his rat mascot.
Backstory: Send me up, coach! ;)
That is pretty much it.
Name: Reize
Gender: Male
Age: 18
Race: Aleran
Hair: Black & Short
Eyes: Green
Body Build: Average, somewhat lacking in muscle.
Lineage: Farmer
Furies: Wood and Water
Primary Weapon: Bow
Secondary Weapon: Dagger
Personality Traits:
- A kind guy with a high sense of loyalty.
- While mostly pacific, he won't hesitate to fight if he has to.
- A man of one woman, altough he really doesn't have experience in that area.
- More of a follower than a leader, but not afraid to voice his opinions.
- He'll usually look for the safest way to solve problems.
Pet: Lyo, his rat mascot.
Backstory: Send me up, coach! ;)
That is pretty much it.
Want to name your furies? That's a debate in Alera about whether or not to name your furies, and it will affect some things in the story
also, don't forget to spend your points! 5 in each branch, each one starts at 1, so say you decide to spend all of your points in the general branch on one skill, it's total points would be 6
also, don't forget to spend your points! 5 in each branch, each one starts at 1, so say you decide to spend all of your points in the general branch on one skill, it's total points would be 6
That depends on the host, who pretty much shapes the fury, how it looks and its personality, most of the time
Fine then, here I go:
Zeon, Fury of Wood and Aviere, Fury of Water
Weapon Upgrade: +1 Parry, +1 Strike, +1 Counter, +2 Combos (do combos work with a bow?)
General Upgrade: +1 Energy (does this can be upgraded?), +1 Speed, +1 Sneak, +1 Intelligence, +1 Charm
Fury Upgrade:
- Water: +1 Emotion Sense, +1 Heal, +1 Ultimate Ability
- Wood: +1 Bend, +1 Blend
I forgot it was 5 points per branch... :P
Zeon, Fury of Wood and Aviere, Fury of Water
Weapon Upgrade: +1 Parry, +1 Strike, +1 Counter, +2 Combos (do combos work with a bow?)
General Upgrade: +1 Energy (does this can be upgraded?), +1 Speed, +1 Sneak, +1 Intelligence, +1 Charm
Fury Upgrade:
- Water: +1 Emotion Sense, +1 Heal, +1 Ultimate Ability
- Wood: +1 Bend, +1 Blend
I forgot it was 5 points per branch... :P
from now on skills will be changed in the OP, just to save mailbox space
also, One With Nature allows you to control an entire forest, with all energy being spent
Disguise allows you to change your looks to look like someone/something else
energy gets spent when you use your fury abilities, summoning furies takes energy, but after that everything the fury does counts towards its own energy, not yours, if a fury loses all of its health it doesn't die, but rather just disintegrates and takes some time to pull itself together again.
also, One With Nature allows you to control an entire forest, with all energy being spent
Disguise allows you to change your looks to look like someone/something else
energy gets spent when you use your fury abilities, summoning furies takes energy, but after that everything the fury does counts towards its own energy, not yours, if a fury loses all of its health it doesn't die, but rather just disintegrates and takes some time to pull itself together again.
Uhhh, right. Only slightly lost here! Tell me if I'm missing something, cuz I'm sure I will miss something.
Name: Ademar, Male Aleran, Age 21
dark brown hair cut very short, brown eyes, short and stocky, relatively muscular
Lineage: child of a Legion Captain
Furies (is that what this is?): Fire, Metal
Weapons: Spear, Shield
Personality: Cocky and selfish, he quite enjoys manipulating others, though he has his limits. Manipulating others and their emotions for pranks and for his own gain, he has no qualms with, however death is something he is... strangely uncomfortable with, despite his lineage. He is trained in combat, but prefers to manipulate his enemies into turning their wrath upon others, or intimidating them into running away. He is rather reckless, though he becomes much more cautious when he realizes his life is at stake. He's generally callous towards anyone except for family, who he is fiercely loyal to. Interested in girls, but not particularly in a relationship. (I want to see if I can play an asshole, let's see how I do)
Pet: Not a one. (Do I need one?)
Names of Furies: Pff, who bothers to name them? (Once again, do I need to?) Both are male.
Backstory: ...*shrug* Whatever I guess?
Riiight, this is where I'm unsure.How many points do I have available to put into various things? 5 in each branch, plus 1, for 6? Or is the plus 1 just 1 in each stat already, and you have 5 extra to allocate? Oh, I think I see, nevermind. Gimme a sec to figure out what I wanna invest points into.
Weapons Branch: Dual Wield +1 (total of 2?), Counter +2 (3), Block +1 (2), Parry +1 (2)
General Branch: Bargain +1 (2), Intimidate +1 (2), Charm +1 (2), Energy (I can put point in this right) +2 (12)
Fury Branch: Metal: Emotion Control +2 (3), Fire: Scare +1 (2), Ignite +1 (2), summoned Fury +1 (2) Ah, mind if I redo this real quick? doing it in a different post.
Do I need to put points into Dual Wield to effectively use both my Spear and Shield at once? I did all this right? Am I forgetting anything else?
Name: Ademar, Male Aleran, Age 21
dark brown hair cut very short, brown eyes, short and stocky, relatively muscular
Lineage: child of a Legion Captain
Furies (is that what this is?): Fire, Metal
Weapons: Spear, Shield
Personality: Cocky and selfish, he quite enjoys manipulating others, though he has his limits. Manipulating others and their emotions for pranks and for his own gain, he has no qualms with, however death is something he is... strangely uncomfortable with, despite his lineage. He is trained in combat, but prefers to manipulate his enemies into turning their wrath upon others, or intimidating them into running away. He is rather reckless, though he becomes much more cautious when he realizes his life is at stake. He's generally callous towards anyone except for family, who he is fiercely loyal to. Interested in girls, but not particularly in a relationship. (I want to see if I can play an asshole, let's see how I do)
Pet: Not a one. (Do I need one?)
Names of Furies: Pff, who bothers to name them? (Once again, do I need to?) Both are male.
Backstory: ...*shrug* Whatever I guess?
Riiight, this is where I'm unsure.
General Branch: Bargain +1 (2), Intimidate +1 (2), Charm +1 (2), Energy (I can put point in this right) +2 (12)
Fury Branch: Metal: Emotion Control +2 (3), Fire: Scare +1 (2), Ignite +1 (2), summoned Fury +1 (2)
Do I need to put points into Dual Wield to effectively use both my Spear and Shield at once? I did all this right? Am I forgetting anything else?
Oh, by the way SuNa, in my character's OP, it still says I have points left to spend even though I already spent all my points. Also, if Energy and HP are upgraded in low quantities, does that mean this game works with low numbers?
Also, nice to have you here again, wildwes! :D
Also, nice to have you here again, wildwes! :D
You don't need to name furies or have a pet, I wasn't actually expecting anyone to choose to have a pet, it was just an example of how customizable your characters are, but now Lyo exists, so whatever.
You did the points right, and duel weilding is for two weapons, you don't need it for shield and spear.
Also for being a metal crafter you get to spend two more points in the combat tree and get an extra point in the combat tree when you level up!
firecrafting gets you another extra point in the combat tree when you level up!
Ilan,
Woodcrafting gives you another point to spend in the general tree and Watercrafting gives you another point to spend in fury branch when you level up.
You did the points right, and duel weilding is for two weapons, you don't need it for shield and spear.
Also for being a metal crafter you get to spend two more points in the combat tree and get an extra point in the combat tree when you level up!
firecrafting gets you another extra point in the combat tree when you level up!
Ilan,
Woodcrafting gives you another point to spend in the general tree and Watercrafting gives you another point to spend in fury branch when you level up.
Nice to see you here too, Zu- Ilan!
right, so if I'm understanding,, I don't need any points in Dual Wield, and I have two extra points now in Weapons because of my Metal fury, and two extra points in Combat every level up for both Metal and Fire furies? Cool! I'm going to redo this real quick, then:
Weapons Branch: Command +2 (3), Counter +2 (3), Block +1 (2), Parry +2 (3)
General Branch: Bargain +1 (2), Intimidate +1 (2), Charm +1 (2), Energy (I can put point in this right) +2 (12)
Fury Branch: Metal: Emotion Control +2 (3), Fire: Scare +1 (2), Ignite +1 (2), summoned Fury +1 (2)
right, so if I'm understanding,, I don't need any points in Dual Wield, and I have two extra points now in Weapons because of my Metal fury, and two extra points in Combat every level up for both Metal and Fire furies? Cool! I'm going to redo this real quick, then:
Weapons Branch: Command +2 (3), Counter +2 (3), Block +1 (2), Parry +2 (3)
General Branch: Bargain +1 (2), Intimidate +1 (2), Charm +1 (2), Energy (I can put point in this right) +2 (12)
Fury Branch: Metal: Emotion Control +2 (3), Fire: Scare +1 (2), Ignite +1 (2), summoned Fury +1 (2)
Pertinent info about Alera:
Map:
About the Book:
Government of Alera:
Citizenship:
Other civilizations:
Terms:
Map:
About the Book:
Jim Butcher, the author, was given a challenge to take two unrelated things and use them to write a decent book. The two things were Pokemon and the Roman legion. That was the birth of The Codex Alera.
Government of Alera:
Lowest to highest
Count(runs castles, high power in the Calderon valley)
High Lord(Runs the major cities/areas)/Senate(Makes Legal decisions)
Princeps(Heir of the First Lord)
First Lord(Ruler of Alera)
Count(runs castles, high power in the Calderon valley)
High Lord(Runs the major cities/areas)/Senate(Makes Legal decisions)
Princeps(Heir of the First Lord)
First Lord(Ruler of Alera)
Citizenship:
Just because you were born in Alera, doesn't make you a citizen. You must either be granted it by someone of power, or fight and win in a duel for citizenship.
Other civilizations:
Marat: Barbarian people near the Calderon valley. They are much like early primitive civilizations, live Native Americans. They connect with their spirit animal, whether that be Wolf, Herdbane, Gargant, Horse, Fox, or Lion. They are broken up into clans based on these animals.
Canim: The Canim are large, anthropomorphic wolf-like creatures and fierce warriors. They are long-lived, with a society organized in a caste-like social hierarchy which is susceptible to political in-fighting. Canim speak a growling barking language more suitable to their muzzles than the mangled Aleran that they attempt. Most Aleran contact with the Canim is through Canim raids along the west coast of Alera. They are capable of sorcery through the use of blood.
he warrior caste consists of the elite warriors. These professional soldiers are the Canim analog of legionnaires. They are taller and stronger than the other castes and much more disciplined. They are issued military standard armor and weapons. Warriors often ride on animals called Tuarg, which are giant bull-like creatures that are very irritable and will eat their rider or trample them if not held in check with Canim discipline. The heads of Canim armies are known as Warmasters.
The Maker caste consists of the farmers and artisans, the Canim equivalent of an Aleran steadholder. In the invasion of Alera, the Maker caste is deployed in raiding parties that attack Aleran travelers and raid steadholts with improvised weapons. They are not very disciplined and pose a threat mainly because of their numbers and sheer Canim strength. By the end of "Captain's Fury" the Raiders that were a part of the Canim invasion have been trained by Nasuag into a force that approaches the warrior caste in capability.
The Ritualist caste consists of the Canim's spellcasters. They gain their power from the blood of intelligent creatures. They have the power to summon red cloud-like creatures with acidic tentacles to guard the sky from flying Alerans. They can also summon fire or acid from the sky and cause devastating damage to their foes. They use their own race's and Aleran blood for power. Originally, their role in Canim society was to grant luck, bless family lines, and grant a plentiful harvest, but by the time of the invasion of Alera, they are vying with the warrior caste for political control of the Canim. They often use the skin or body parts of their enemies as clothing or tools. For example, many ritualists have cloaks made of human leather or helmets made of Vord skulls.
The Hunters are the Canim version of Cursors. They are the spies, scouts, and assassins of the Canim. They use short black lengths of chain, small javelins, and iron bars for throwing. These light weapons allow the hunters to sneak up on people. They are only mentioned in passing in the books until Princeps' Fury, in which they make their first appearance. Unlike cursors, they have no overt authority, remaining as pure covert operatives. They are considered to already be dead, having received their blood song (Canim form of last rites) when they became hunters. The Hunters are usually assigned to a Warmaster. They are most commonly tasked with missions where the letter of the Canim codes of honor must be violated in order to preserve the spirit of the codes. The Hunters justify their role by renouncing their right to their life, removing their obligation to observe the codes. With extreme skills in stealth and assassination, Hunters are able to sneak in and out of the most guarded positions in Canea and Alera. This is often used to the advantage of Warmasters who can cause dissenters or enemies to simply "disappear".
Icemen:
They are ape-like, they make use of considerable mental powers to share emotions. The use of this ability is also available to watercrafters.
Vord:
Little is known about the Vord. They are described repeatedly as an "alien" race, but no one knows where they come from. The Vord are originally found in Alera in the Wax forest, where their Queen slumbered. Events were set into motion by Tavi and Kitai which awakened the queen, and caused the Vord invasion. According to Marat tradition, they are shapeshifters. When they come, they possess members of a sentient race, consuming their souls and transforming them into the Taken. The normal vord scouts (called Keepers) have the appearance of large spiders and see in infrared vision. They feed on a translucent, waxy substance called croach, and resided in dormancy in the Wax Forest before they were awoken by Tavi and Kitai. After the Vord queen was awakened, she began producing members of the Vord warrior form; these vord warriors tend to take on the characteristics of the civilization that they are assaulting, and have colossal reserves of strength. When facing the Alerans, they take on humanoid forms, and emulate the Knights. For example, one type of Warrior Vord has a humanoid body, dragonfly-like wings, and two blade-like arms the same length as a legionnaire's Gladius (the Legion weapon of choice) and thus resemble a Knight Aeris. In another instance, they take on the characteristics of the Canim Warrior caste. While they can be killed by conventional methods, the most effective way to kill a Vord warrior is to burst the large, croach filled bubble on its back. At the start of each Vord uprising, there is a primary queen; this queen rapidly forms a nest, and spawns two additional queens who depart to form separate nests; each queen is capable of creating more queens, although in "Princeps' Fury," it is discovered that the primary queen birthed sterile queens in the Canim lands. The Keepers, venomous, spider-like creatures the size of dogs, maintain the croach; without the croach the Vord can not survive, for it acts as both air and food. Keepers take living creatures into the croach and they are slowly dissolved into it. The Vord's main objective appears to be to make all things like itself; in pursuit of this goal, the three queens will each occupy different areas of the places (in Carna) they wish to "infect." After the events in the book "Cursor's Fury," the prologue states that the Vord have taken over the savage Canim's homeland. After events in "Princeps' Fury," the Vord queen is described as looking like Kitai but greenish; this probably has something to do with the events that happened between Kitai and Tavi when they sought the Blessing Of The Night (a thorny mushroom that heals all wounds, injuries, and ailments similar to an elixir of life) in Calderon many years before, and awoke the creature. After "First Lord's Fury" the Vord in Alera are left in disarray and are slowly being exterminated, though wild Vord who learned to survive do remain. The Vord in Canea are left as a future threat to the realm, unifying the surviving races against the common enemy.
Canim: The Canim are large, anthropomorphic wolf-like creatures and fierce warriors. They are long-lived, with a society organized in a caste-like social hierarchy which is susceptible to political in-fighting. Canim speak a growling barking language more suitable to their muzzles than the mangled Aleran that they attempt. Most Aleran contact with the Canim is through Canim raids along the west coast of Alera. They are capable of sorcery through the use of blood.
he warrior caste consists of the elite warriors. These professional soldiers are the Canim analog of legionnaires. They are taller and stronger than the other castes and much more disciplined. They are issued military standard armor and weapons. Warriors often ride on animals called Tuarg, which are giant bull-like creatures that are very irritable and will eat their rider or trample them if not held in check with Canim discipline. The heads of Canim armies are known as Warmasters.
The Maker caste consists of the farmers and artisans, the Canim equivalent of an Aleran steadholder. In the invasion of Alera, the Maker caste is deployed in raiding parties that attack Aleran travelers and raid steadholts with improvised weapons. They are not very disciplined and pose a threat mainly because of their numbers and sheer Canim strength. By the end of "Captain's Fury" the Raiders that were a part of the Canim invasion have been trained by Nasuag into a force that approaches the warrior caste in capability.
The Ritualist caste consists of the Canim's spellcasters. They gain their power from the blood of intelligent creatures. They have the power to summon red cloud-like creatures with acidic tentacles to guard the sky from flying Alerans. They can also summon fire or acid from the sky and cause devastating damage to their foes. They use their own race's and Aleran blood for power. Originally, their role in Canim society was to grant luck, bless family lines, and grant a plentiful harvest, but by the time of the invasion of Alera, they are vying with the warrior caste for political control of the Canim. They often use the skin or body parts of their enemies as clothing or tools. For example, many ritualists have cloaks made of human leather or helmets made of Vord skulls.
The Hunters are the Canim version of Cursors. They are the spies, scouts, and assassins of the Canim. They use short black lengths of chain, small javelins, and iron bars for throwing. These light weapons allow the hunters to sneak up on people. They are only mentioned in passing in the books until Princeps' Fury, in which they make their first appearance. Unlike cursors, they have no overt authority, remaining as pure covert operatives. They are considered to already be dead, having received their blood song (Canim form of last rites) when they became hunters. The Hunters are usually assigned to a Warmaster. They are most commonly tasked with missions where the letter of the Canim codes of honor must be violated in order to preserve the spirit of the codes. The Hunters justify their role by renouncing their right to their life, removing their obligation to observe the codes. With extreme skills in stealth and assassination, Hunters are able to sneak in and out of the most guarded positions in Canea and Alera. This is often used to the advantage of Warmasters who can cause dissenters or enemies to simply "disappear".
Icemen:
They are ape-like, they make use of considerable mental powers to share emotions. The use of this ability is also available to watercrafters.
Vord:
Little is known about the Vord. They are described repeatedly as an "alien" race, but no one knows where they come from. The Vord are originally found in Alera in the Wax forest, where their Queen slumbered. Events were set into motion by Tavi and Kitai which awakened the queen, and caused the Vord invasion. According to Marat tradition, they are shapeshifters. When they come, they possess members of a sentient race, consuming their souls and transforming them into the Taken. The normal vord scouts (called Keepers) have the appearance of large spiders and see in infrared vision. They feed on a translucent, waxy substance called croach, and resided in dormancy in the Wax Forest before they were awoken by Tavi and Kitai. After the Vord queen was awakened, she began producing members of the Vord warrior form; these vord warriors tend to take on the characteristics of the civilization that they are assaulting, and have colossal reserves of strength. When facing the Alerans, they take on humanoid forms, and emulate the Knights. For example, one type of Warrior Vord has a humanoid body, dragonfly-like wings, and two blade-like arms the same length as a legionnaire's Gladius (the Legion weapon of choice) and thus resemble a Knight Aeris. In another instance, they take on the characteristics of the Canim Warrior caste. While they can be killed by conventional methods, the most effective way to kill a Vord warrior is to burst the large, croach filled bubble on its back. At the start of each Vord uprising, there is a primary queen; this queen rapidly forms a nest, and spawns two additional queens who depart to form separate nests; each queen is capable of creating more queens, although in "Princeps' Fury," it is discovered that the primary queen birthed sterile queens in the Canim lands. The Keepers, venomous, spider-like creatures the size of dogs, maintain the croach; without the croach the Vord can not survive, for it acts as both air and food. Keepers take living creatures into the croach and they are slowly dissolved into it. The Vord's main objective appears to be to make all things like itself; in pursuit of this goal, the three queens will each occupy different areas of the places (in Carna) they wish to "infect." After the events in the book "Cursor's Fury," the prologue states that the Vord have taken over the savage Canim's homeland. After events in "Princeps' Fury," the Vord queen is described as looking like Kitai but greenish; this probably has something to do with the events that happened between Kitai and Tavi when they sought the Blessing Of The Night (a thorny mushroom that heals all wounds, injuries, and ailments similar to an elixir of life) in Calderon many years before, and awoke the creature. After "First Lord's Fury" the Vord in Alera are left in disarray and are slowly being exterminated, though wild Vord who learned to survive do remain. The Vord in Canea are left as a future threat to the realm, unifying the surviving races against the common enemy.
Terms:
Wind Coach- A form of transportation that's carried by strong windcrafters
Knights Ferrous- Powerful metalcrafters
Knights Terra- Powerful earth crafters
Knights Flora- Powerful woodcrafters
Knight Aqua- Powerful watercrafters
Knights Ignus- Powerful firecrafters
Knights Aeris- Powerful windcrafters
Singulares- Extremely skilled single combat fighters
Great Furies- The most powerful furies in existence, seem more like gods than furies
Herdbane- Giant crow like birds, very dangerous and violent
Gargant- Basically a giant badger
Windmanes- Wild wind furies, murderous, tend to look like horses
Knights Ferrous- Powerful metalcrafters
Knights Terra- Powerful earth crafters
Knights Flora- Powerful woodcrafters
Knight Aqua- Powerful watercrafters
Knights Ignus- Powerful firecrafters
Knights Aeris- Powerful windcrafters
Singulares- Extremely skilled single combat fighters
Great Furies- The most powerful furies in existence, seem more like gods than furies
Herdbane- Giant crow like birds, very dangerous and violent
Gargant- Basically a giant badger
Windmanes- Wild wind furies, murderous, tend to look like horses
I have a few names in my head, but I'm not certain if they would join... Ratty and/or Isrieri maybe? XD
Oh! and befroe I forget, before you can summon your fury(Which takes energy) you have to give it a form, so you can wait to do it, or just do it now, it's up to you.
Reize's backstory:
Ademar:
Gala:
Reize lived in Rothholt as a farmer with his family. One day he was heading back to the field when a hawk flew out of the sky and snatched up a rat. You instinctfully reached out to help the rat, but you were to slow. The grass, however, was not. It grew and like a rope wrapped around the hawk. It was dragged back to Earth and you saved the rat before letting the hawk go. This was the first time you used a fury. You name the rat Lyo after your aunt who used to bake you sweet bread.
Shortly afterwards you gained Aviere and began to practice with them. It was when you were returning home from one of these practice sessions with Zeon that you found the steadholt on fire. A Marat raiding party had come through, and there were few survivors. You were adopted by Highlord Riva before joining the fighting party that this journey begins with.
Shortly afterwards you gained Aviere and began to practice with them. It was when you were returning home from one of these practice sessions with Zeon that you found the steadholt on fire. A Marat raiding party had come through, and there were few survivors. You were adopted by Highlord Riva before joining the fighting party that this journey begins with.
Ademar:
Your life has been nothing but strict discipline. Like all great legion captains, your father lived and breathed the legion. When he wasn't out on campaigns he was home training you to become a great soldier. You hated it. There was little compassion in your relationship. However, his lessons sunk in and you were extremely loyal to him and everyone who deserved it. So you went to his funeral, even if you didn't shed any tears.
Your mother however, introduced you to the good life early on. She was a high born citizen and knew how to live. She dragged you to parties and taught you to live like a true citizen(Which mostly consists of being a jerk). You were assigned as the second in command of the expedition into the Calderon Valley.
Your mother however, introduced you to the good life early on. She was a high born citizen and knew how to live. She dragged you to parties and taught you to live like a true citizen(Which mostly consists of being a jerk). You were assigned as the second in command of the expedition into the Calderon Valley.
Gala:
She was born with a silver spoon in her mouth, and proceeded to spit it out. Ever since she could walk, her mother has been teaching her how to act like a true citizen of Alera. However, Gala was more interested in birds and nature in general. Her mother caught on to her disinterest and just pressed her lessons harder, with harsher punishment for disobedience. It got so bad that at the age of twelve Gala found herself at the top of a tower in Alera Impera, the capitol of the country. Then she stepped off. As she fell she felt regret, and to her surprise the air around her stirred and caught her. Once her mother learned of the beginnings of Gala's furycrafting, the lessons got more strict. One of the first lessons driven into her head was not to name your furies, for they are not separate entities, so of course that's exactly what she did. She became a skilled flier and would often escape at night to get free. A few months prier to where the story begins Gala's mother finds her during one of her flights yet again. gala's mother, fed up with the disobedience disowns Gala and sends her to join the small legion in Calderon Valley.
NAME: Blaine
Race: Aleran
Age: 20
Hair: short blonde
Build: average
Lineage: pirate
Fury's: Wood and wind
Wood fury name: roanoke
Wind fury name: zephyr
Primary Weapon: Bow
Secondary Weapon: gladius
Personality: likes to stay on the move, hates being in one place for to long. (probably do to his heritage and being raised on a ship.) enjoys company and is uncomfortable when alone for a extended period of time. treats people how they treat him, has deep respect for elders and protects those close to him with his life. he likes to think of him self as a ladies man, but often fails horribly at getting girls. is not afraid to fight and will never back down from a fight or bet. often enjoys a good brawl, although when in a serious confrontation will work with allies to wrap it up as quickly and cleanly as possible. prefers to stay out of cities and heavily populated areas. would much rather stay in the wilderness or small towns. would much rather lead a group than follow orders, but is always willing to let people voice their opinion and give ideas. ( again possibly because he grew up with his father as captain of a plundering vessel.)
Backstory: Grew up as a pirate captain's son. He was raised aboard the ship but always preferred to stay in the forests when docked. Became a skilled hunter and archer that brought in much of the ships food while on one of his first hunting trips he was tasked to collect deer meat that the ship was in desperate need of. two of the ship workers had already died of starvation, he to had not eaten anything but a few fruit pieces in days. after traversing a harsh forest he stumbled across a deer and loosed an arrow. with starvation and exhaustion setting in his shot went over the deer. the deer ran off but blaine gave chase, it was as if the wind itself had picked up blaines feet and branches moved aside allowing blaine to take another shot and down the deer. this was blaines first time using his fury. at the age of seventeen his father became ill and passed away. he lead the ship for one year before giving it to his first mate and childhood friend. he then began the life of adventure he had always dreamed of. the current where about of the ship is unknown.
weapons branch:
Parry: +1
Strike: +2
Command: +2
General:
energy: +1
Speed:+1
sneak:+2
intelligence:+1
Fury's:
Track: +2
flight:+1
Camo:+2
Fury form wood: a spriggan like creature.( much like the ones from skyrim) that floats above the ground slightly so that it is not heard when traversing the wooded landscapes, and has leaves and other such foliage (I.E: twigs,bits of grass or bark even small rocks.) floating around it to help it blend in with the trees surronding it. the bark or skin of the fury look almost burnt leaving it as a dark brown or black. the gaps between the strands of wood that make up its body is filled in with a dark green glow, that seems to emanate from nowhere.
fury form wind: a large hawk like creature with long razor sharp talons. it stands just short of an average humans shoulder. its feathers are mostly black with some white feathers making streaks down its wings. it has a deep read beak. its eyes are a deep brown.
Race: Aleran
Age: 20
Hair: short blonde
Build: average
Lineage: pirate
Fury's: Wood and wind
Wood fury name: roanoke
Wind fury name: zephyr
Primary Weapon: Bow
Secondary Weapon: gladius
Personality: likes to stay on the move, hates being in one place for to long. (probably do to his heritage and being raised on a ship.) enjoys company and is uncomfortable when alone for a extended period of time. treats people how they treat him, has deep respect for elders and protects those close to him with his life. he likes to think of him self as a ladies man, but often fails horribly at getting girls. is not afraid to fight and will never back down from a fight or bet. often enjoys a good brawl, although when in a serious confrontation will work with allies to wrap it up as quickly and cleanly as possible. prefers to stay out of cities and heavily populated areas. would much rather stay in the wilderness or small towns. would much rather lead a group than follow orders, but is always willing to let people voice their opinion and give ideas. ( again possibly because he grew up with his father as captain of a plundering vessel.)
Backstory: Grew up as a pirate captain's son. He was raised aboard the ship but always preferred to stay in the forests when docked. Became a skilled hunter and archer that brought in much of the ships food while on one of his first hunting trips he was tasked to collect deer meat that the ship was in desperate need of. two of the ship workers had already died of starvation, he to had not eaten anything but a few fruit pieces in days. after traversing a harsh forest he stumbled across a deer and loosed an arrow. with starvation and exhaustion setting in his shot went over the deer. the deer ran off but blaine gave chase, it was as if the wind itself had picked up blaines feet and branches moved aside allowing blaine to take another shot and down the deer. this was blaines first time using his fury. at the age of seventeen his father became ill and passed away. he lead the ship for one year before giving it to his first mate and childhood friend. he then began the life of adventure he had always dreamed of. the current where about of the ship is unknown.
weapons branch:
Parry: +1
Strike: +2
Command: +2
General:
energy: +1
Speed:+1
sneak:+2
intelligence:+1
Fury's:
Track: +2
flight:+1
Camo:+2
Fury form wood: a spriggan like creature.( much like the ones from skyrim) that floats above the ground slightly so that it is not heard when traversing the wooded landscapes, and has leaves and other such foliage (I.E: twigs,bits of grass or bark even small rocks.) floating around it to help it blend in with the trees surronding it. the bark or skin of the fury look almost burnt leaving it as a dark brown or black. the gaps between the strands of wood that make up its body is filled in with a dark green glow, that seems to emanate from nowhere.
fury form wind: a large hawk like creature with long razor sharp talons. it stands just short of an average humans shoulder. its feathers are mostly black with some white feathers making streaks down its wings. it has a deep read beak. its eyes are a deep brown.















