User:Littlebuggie: Difference between revisions

From Fables and Fantasy Wiki
Jump to navigation Jump to search
No edit summary
 
(35 intermediate revisions by the same user not shown)
Line 1: Line 1:
== Military ==
{{Bestiary
The “military” to Mitrona comes as one of the most important things within the nation. While religion is a larger part of the nation, the protection of Myln Arbor comes in with warriors. Every Azari’cerr is a natural-born fighter and once sworn into the nation, they automatically opt themselves to serve the nation if needed. However, that is only under dire circumstances. The ones who volunteer as warriors are respected amongst their peers and the Khari’cerr themselves. If it is seen that one warrior stands out from the rest, they have the chance to be a more official guard for the palace, or the Khari’cerr. Warriors of Mitrona are stationed within the main city. Most are given orders to always be on guard, or perform specific tasks catered to them. Some are stationed within Sunscape or Salus Limin by the deep waters, making sure anything imported and exported is safe. Though due to their lack of knowledge of the seas, it is not uncommon for the exports they send to be lost in the ocean. Anything they do in the name of Mitrona must first be reported to their Tri’cilus. While the Lla’viltir watches over both groups, making sure the captains and volunteers are acting accordingly. The Lla’viltir has a direct connection to the Khari’cerr as they speak mostly about political affairs and future military plans.
|Image = SpectreAI.png
|Class = Undead
|Rarity = Uncommon
|Size = Medium
|HP = 10
|STR = 4
|DEF = 4
|AGI = 8
|INT = 10
}}


=== Hierarchy ===
== Introduction ==
Within the military, the Khari’cerr always has a final say. However, the Lla’viltir is allowed to pick their own Tri’cilus, send out orders, and hold their own office in the palace. All are reported to the Khari’cerr by the Lla’viltir and they act as the Khari’cerr’s first-hand man.
During the darkest of nights, they appear in places of rot and corruption. Resembling ghosts and reapers of death, they are the specters. With long robes and eerie masks, they haunt anyone who dares come near them. These dark figures roam only to hunt the souls of the living.
[[File:Military Hierarchy.png|left|thumb|372x372px|Military Hierarchy]]
[[File:Warrioroutfit-removebg-preview.png|thumb|363x363px|Skin made by linniex_]]
=== Apparel ===
Uniforms are strictly enforced when the military is enacting their orders. If they are off-duty and focusing on their private matters, they are expected not to wear the uniforms. Tricilus’ wear the same uniform as their team, only with a small badge over the shoulders to let others know their rank. Warriors are given uniforms, mostly made of the greenery and shrubs they live around, but making it fashionable enough to be presentable. However, the Lla’viltir wears something much more refined. While staying aligned to the fashion sense of the Forest, with darker greens and browns, it indicates sharpness. The wear is similar to the warrior outfit, as they must always be prepared for a better fight.  


== Law ==
== Description ==
The Mystical Realm and its inhabitants don’t prefer writing. Many laws within the Arbor aren’t written. Instead, they’re spoken aloud. Not only this, but most laws would go without saying. Ones who are instated in Mitrona learn quickly on what is acceptable and unacceptable. And while they seem harsh, it is to ensure the safety of each citizen and the overall protection of the Arbor. The Military of Mitrona is expected to capture criminals immediately and cage them in a cell. More times than not, their punishment ends with a limb loss or death. After this, it is a firm banishment. Those who are banished are to never set foot into Mitrona, the entirety of the Forest, again. If this were to happen, though, the punishment on them would only be worse. When it comes to petty crimes such as theft or lying, the punishment comes swiftly with no private trial. If the crime is far more elaborate, and the accusation is larger, the accused is allowed a private trial. Here they have an audience with the Khari’cerr themselves. All parties are allowed to bring witnesses to defend their points. However, they are not to speak unless spoken to first. As the Khari’cerr and the High Council sit upon their chairs, letting the facts be heard, they will then have a meeting to discuss punishments. Though not many laws are written, these are the most notable ones.
A specter is a 2-meter-tall humanoid being. Its posture is slim. Specters wear long, black robes that seem rugged and used. They only have one part of their body visible, which is a skull in their hood. They always have a greenish, ethereal glow surrounding them. Their eyes also gleamed with this green color, like little flames in the darkness. A foul stench permeates the air, almost like decayed flesh left to rot for centuries. Its piercing shriek causes an icy shiver to crawl down one's spine.


- Once a traitor, always a traitor. Anyone who renounces citizenship publicly or receives double citizenship is banished from Mitrona to never step foot in Myln Arbor again. This does not extend to their family and only the traitor. However, if the family leaves with them, they are cast out as well. There have been little to no instances where they are accepted back.  
== Behavior ==
Spectres, like all undead, are hostile toward anything that is not undead. Furthermore, specters do not need to eat or sleep. That is because they feed on the souls of adventurous spirits who dare wander into the corrupted areas they reside in.  They mainly wander around these places, unless a greater force of undead is nearby to command them. They typically do not leave their place of corruption unless they are in an attack, guided by a greater undead. They are typically with a small group of other specters, sometimes other undead and they are often found lurking around deae bodies.


- Thieving, lying, and deceiving stand not allowed. These are considered petty crimes but are dealt with seriously. Most times they end up without a thumb, eye, or worse.  
== Habitat ==
Specters reside in areas of great corruption. These are mainly corrupted caves or most notably, swamps. However, they can also gather in graveyards during the night. You can find specters in the swamps of Magna Attia, the corrupted dwarven holds, and graveyards throughout Eden.


- Trespassing within the borders of any Mitrona city is forbidden. Most, if not all, outsiders require a permission slip from the Khari’cerr themselves unless they are coming to seek citizenship. Trespassers are immediately thrown into a dungeon to await punishment.
== Abilities ==
In combat, a specter has one unique ability which it will always try to use. The specter approaches the face of the prey and starts draining their soul, bringing their opponents into a sort of trance. The opponent cannot move or roll saving throws during this time. Once the draining starts, the specter gets a +4 to saving rolls but cannot use other spells, actions, or abilities. They can only defend. The draining does not end until the target or their ally manages to deal 3 damage to the specter. Each round that the specter can drain the soul of the target, the target is severely harmed. (2 Damage) The specter heals half the damage it dealt, rounded down, after the draining ends. This is the only way a specter can attack. A specter is not immune or resistant to any form of damage.


- Citizenship is not a form you fill out. One must seek out a High Council member, or the Khari’cerr themselves, to ask for citizenship. There, they will repeat a secret oath to be sworn into the nation. With this oath, they are forbidden to break it.
== Drops ==
'''Specter Cloth'''


== History ==
When a specter dies, not much stays behind because it is essentially a ghost. However, some black, rugged cloth that it was wearing might stay behind once it gets slain.
[[File:EarlyMitrona.png|thumb|517x517px|Mitrona around 1522.]]
 
=== The Beginning of Mitrona ===
Coming to a brand new landscape, the Azari’cerr were gifted the entirety of Myln Arbor. Their Father, Kharash, who represents everything powerful. As Kharash gave this section to the ‘Cerr, came a deal. The wood elven race must always protect the Forest and the nation they build within it. And if this were to stay true, Kharash himself would keep supporting the Azari’cerr. This is why there are many twists and turns within the Arbor. Many mystical, and dangerous, creatures are exclusive to the land to protect the Azari’cerr and lend them wisdom. As their nature is to be vicious, it is a better idea to believe every outsider is dangerous than to accept all of them. Thereafter, the ‘Cerr began building upon the land they were given. They required no other help from their fellow Azari and used the resources from the Forest as Kharash intended. Soon after building what they believed to be homes, celebrations began. The Azari’cerr focused on their protection after all was settled and swore not to get involved with foreign affairs as that is where Kharash would not protect them.
 
=== The Rotting Plague ===
For a few hundred years, all was peaceful within Myln Arbor. The Azari’cerr found peace within this nestled part of Eden and it seemed as though the rest of Eseron understood to not bother them. At this point, the ‘Cerr have advanced since the beginning of their time, but not past their neighbors. As a regular warrior scout was conducted, in the distance was a strange sighting. On the edges to the East of the Forest, like a ring, were thickened and compacted spots of decay. It was a strange sight. But something the Azari’cerr didn’t give another thought to. Decay could be inevitable in the natural cycle of the Forest, and it was perhaps just another test by Kharash to test the ‘Cerr’s loyalty to the Arbor. So they stayed and chose to not worry about it. This was, until, two years later. Circa the years between 1506 through 1511, The Rotting Plague, as they deemed it, spread throughout the Forest. Starting from the east, they had deeply wondered where it had come from. Though the Azari’cerr had never truly found out why, scholars theorize it had been due to The Rat being out of turn, thus a voidal realm attack. As another expedition was sent out to find out the meaning of this plague that killed the wildlife and flora, they spotted something in the distance. Short, humanoid creatures with curled horns, axes, and swords. Fear had immediately sparked in the eyes of the Azari’cerr. To them, this is exactly what Kharash had been training them for. To serve and protect their Forest. Immediately, the warriors had lunged and attacked these attackers of the Forest.
 
=== The Fall of Nous ===
With a closer look, it was evident. These were no elves. It was something entirely new to the wood elves. Humanoids with horns and painted skin. It was a strange sight. Though, in near cold blood, they had slaughtered these threats. Fueled by the Azari’cerr wrath, gifted by Kharash himself, they set out to follow the footprints in the depths of the night. The benefits for the ‘Cerr proved more useful than the consequences. As these tieflings had seemingly brought forth a plague to their kind, it was only fair to them to take what they wanted. When the wood elves found their home in the crevice of Eden, it was clear to see how lively they lived while the Azari’cerr had suffered through this apparent plague. Throughout the night, they had pillaged their home. They stole livestock, and plants, and killed the tieflings they found. Blood seeped into the ravine the tieflings called home. The tents they had worked hard to put up and their colorful banners were all torn. Very few survived, and the ones that did immediately fled with nothing but the clothes on their back. The Azari’cerr went back home with just enough resources to keep them alive and waited for the plague to solve itself.[[File:Mythanthar2023.png|391x391px|thumb|Mythanthar in the water of Salus Limin.]]
=== Mythanthar’s Reign ===
Years later, the dust had settled. And the Azari’cerr felt stronger than ever. Came forth in the year 1521 to 1526, Mythanthar Vidarr had begun his reign. A young, though strong, wood-elven man who worked hard to contribute to where Mitrona is as a nation today. Throughout his time came multiple trivial tasks and hardships, though with true Azari’cerr strength, he helped the subjects of Mitrona to endure anything. During the short five years, Vidarr had built Salus Limin, the countryside of the nation. He was the first to make the circus from two tiefling performers. The Khari’cerr had conquered The Dragon Isles, which is now Luminion’s, and The Kanok Branch, now known as Sunscape. He strengthened the bond between Luminon and Mitrona singlehandedly, making them a true force to never be messed with.
 
The young man, after making Mitrona successful, had felt as though he never got to enjoy his youth. This is when he took a break from Khari’cerr, stepping down. Then came Solana Faesatra and Hesperas Andut to take the position together. Though, unfortunately, they had not met up to the expectations. Luminion demanded that Mythanthar be back on the throne. This is where Vidarr had come back until the year 1534. And which he enacted a succession tournament. During this tournament, a ‘Cerr named Aedan Pineblossom, who was previously Tri’cilus, took the throne. Seeing the other choices, this was indeed the best option. Aedan did not reign for long, nor was it memorable for most. In the year 1540, Aedan Pineblossom stepped down. Then came possibly the most notable era of Mitrona by far.
[[File:ArtElaine.jpg|thumb|291x291px|A portrait of Khari'cerr, [[Jolie Elaine Lovell]]. Art by ATiredGh0st]]
 
=== The First, and Only, Tiefling Khari’cerr ===
Jolie Elaine Lovell is a name many have heard throughout the east of the spine. A wild, though ferocious, tiefling who wears a deep red paint. The Khari’cerr had grown up in a deeply secluded area in the depths of Anjyarr, then moved away at fifteen from her four siblings. In the year of 1536, she had stumbled upon Mitrona. And immediately, the small woman fell in love with it. The culture of the Azari’cerr was beautiful– from what she could see. And the first day she visited, she swore under the citizen oath. Elaine had immediately gone to work within the nation. From librarian, medic, tavern keep, and eventually the first Lla’viltir of Mitrona. She had held just about every job in the book– all within the same timeframe. As the nation had lost its popularity due to an absent Khari’cerr, she had worked relentlessly on the nation. Events were held every night by her and the culture of the Azari’cerr was told, encouraging Kharash’s chosen ones to dive deeper into their roots. Elaine’s main and only mission was restoring the broken nation to its previous greatness and nothing had stopped in her way.
 
Directly before Elaine had taken the throne, it had become evident to her how the entire nation had been in shambles since Mythanthar passed down his title. Elaine had to be good with words and deals as a young traveler. So, thereafter, when she saw this with her own eyes, she took this as a sign. Now was her time to shine more than ever. The young tiefling at the time knew she could not take the role with just her race, because so far a “tiefling Khari’cerr” had never been heard of. The woman managed to gain an audience with the Khari'cerr and they would meet behind closed doors. When those doors opened again, the Khari'cerr endorsed her ascension and named her his successor.
 
Aedan Pineblossom gave the throne to Jolie Elaine Lovell in 1540. For a moment, she did rule alone. But through the help of the High Council, it was then something to be proud of. In her current reign, Elaine has made the nation more than self-sufficient. She created more jobs, encouraged the ‘Cerr, and helped rebuild the main city of Mitrona. As they took back Sunscape, Elaine had then revived the dead branch. Despite her obvious success, it is still a deeply controversial topic of her being a tiefling leader. As she cannot speak to the spirits. All within an understanding lens, Elaine then wrote out to be the first and only tiefling Khari’cerr. As it would stand unfair to the Azari’cerr to not have someone truly represent them. Though her subjects are deemed to deeply respect and fear her, she knows it is not her rightful place.
[[File:Presentdaymitrona.png|368x368px|thumb|Mitrona as of 1546.]]
 
=== Present Day ===
As of the year 1546, Jolie Elaine Lovell still takes the throne. Mitrona is a thriving nation with its self-sufficiency. They lean on no one other than themselves and trust none other than themselves. With all three of Mitrona’s properties rebuilt and loved dearly, the nation gets plenty of attention. Their Forest is mostly open to everyone with their risks in mind. Disrespectful outsiders are not tolerated. The ones who come in with an open mind and friendliness are met with skepticism, but the Azari’cerr can learn to be open with their song and dance.  
__NOTOC__
__NOTOC__
{{Navtable_Nations|class="mw-collapsible"}}

Latest revision as of 03:11, 18 May 2024

SpectreAI.png
Class Undead
Rarity Uncommon
Size Medium
Stats

10 HP

4 Strength

4 Defense

8 Agility

10 Intelligence

Introduction

During the darkest of nights, they appear in places of rot and corruption. Resembling ghosts and reapers of death, they are the specters. With long robes and eerie masks, they haunt anyone who dares come near them. These dark figures roam only to hunt the souls of the living.

Description

A specter is a 2-meter-tall humanoid being. Its posture is slim. Specters wear long, black robes that seem rugged and used. They only have one part of their body visible, which is a skull in their hood. They always have a greenish, ethereal glow surrounding them. Their eyes also gleamed with this green color, like little flames in the darkness. A foul stench permeates the air, almost like decayed flesh left to rot for centuries. Its piercing shriek causes an icy shiver to crawl down one's spine.

Behavior

Spectres, like all undead, are hostile toward anything that is not undead. Furthermore, specters do not need to eat or sleep. That is because they feed on the souls of adventurous spirits who dare wander into the corrupted areas they reside in.  They mainly wander around these places, unless a greater force of undead is nearby to command them. They typically do not leave their place of corruption unless they are in an attack, guided by a greater undead. They are typically with a small group of other specters, sometimes other undead and they are often found lurking around deae bodies.

Habitat

Specters reside in areas of great corruption. These are mainly corrupted caves or most notably, swamps. However, they can also gather in graveyards during the night. You can find specters in the swamps of Magna Attia, the corrupted dwarven holds, and graveyards throughout Eden.

Abilities

In combat, a specter has one unique ability which it will always try to use. The specter approaches the face of the prey and starts draining their soul, bringing their opponents into a sort of trance. The opponent cannot move or roll saving throws during this time. Once the draining starts, the specter gets a +4 to saving rolls but cannot use other spells, actions, or abilities. They can only defend. The draining does not end until the target or their ally manages to deal 3 damage to the specter. Each round that the specter can drain the soul of the target, the target is severely harmed. (2 Damage) The specter heals half the damage it dealt, rounded down, after the draining ends. This is the only way a specter can attack. A specter is not immune or resistant to any form of damage.

Drops

Specter Cloth

When a specter dies, not much stays behind because it is essentially a ghost. However, some black, rugged cloth that it was wearing might stay behind once it gets slain.