
*update 3/23/11- Added gender and combat class questions to character creation doc*
Continuing! This is the companion to the rather in-depth army structure document. This is similarly detailed, but hopefully more useful in crafting a character to fit into the Realm of Sejhat universe. Let me know if there are any discrepancies, editing errors, or formatting issues you run into.
Character Creation
This document is intended as a guide through the character creation process, which presents the player with a series of questions that will, with a bit of thought, create unique heroes that offer a wide variety of potential bonuses.
Step 1: What is your character’s name?
Create a name, surname, and title for your character. Titles are optional, but your name will determine what your friends, family, and associates call you while your surname will determine how you’re addressed in official documentation and formal situations.
Step 2: What is your gender?
Generally speaking, citizens of either sex are treated as equals. However, your choice in gender may affect or enable special interactions with certain characters, and it will certainly have an impact on your romantic options.
Step 3: What is your nation?
There are four major nation-states in Sejhat: The Caliphate of Man, the Beastfolk Alliance, the Dwarven Confederacy, and the Elven Maenid Empire. While each of these is further divided into many territories, races, and cultures, your choice of nation will determine what races are available to you.
Step 4: What is your race?
Each of the four nation-states has several races within. Some are client races, playing a minor or subordinate political role, and some are major. After you make your choice you can start making visual customizations of your character. By nation, the races are listed as follows:
CALIPHATE OF MAN - Factional Bonus: Zeal (boosts morale & reduces effects of morale shocks)
• Human (Caliphate) - citizens of the Caliphate are cosmopolitan and religiously guided, giving them social and morale boosts
• Human (Benni Sulayim) - the desert nomads of the Benni Sulayim are renowned mystics and survivors, giving them mysticism and HP boosts
• Human (Circassid Empire) - citizens of the tropical and trade-centric Circassid Empire are cosmopolitan and commerce minded, giving them social and financial boosts
• Djinn Elf - the fire casters of the Djinn Elves are rugged survivors and talented elementalists, giving them magic and HP boosts
• Siparid - the acrobatic saurian humanoids of the Siparids are agile and proficient at swordplay, giving them agility and melee damage boosts
• Kolkan - the tiger humanoids of the Kolkan are determined and martial, giving them modest overall damage and significant morale boosts
• Orc (Babilaki) - the brutish looking, but surprisingly sophisticated Orcs are tough and adept melee fighters, giving them HP and melee damage boosts
ELVEN MAENID EMPIRE - Factional Bonus: Culture (boosts crafting & propaganda effects)
• Maenid Elf - the leaders and patrons of the Maenid Empire, the Maenids are skilled bowmen and mages, giving them ranged damage and magic bonuses
• Therian Elf - the scholars and druids of the Therians are most comfortable in melee combat and immersion with nature’s mysteries, giving them melee & mysticism boosts
• Ikonid Elf - the Amazons of the Ikonid people are celebrated sailors and armored warriors, giving them armor boosts and social bonuses in coastal cities
• Vardyrai Elf - the frontiersmen of the Vardyrai people are rugged survivalists and keen marksmen, giving them HP and accuracy bonuses
DWARVEN CONFEDERACY - Factional Bonus: Scientific Method (decreases tech costs)
• Lowland Dwarf - inventive, scientific, and commerce-centered, Lowland Dwarves rely on firepower and industrial trading, giving them financial and ranged damage boosts
• Highland Dwarf - charismatic and ferocious in melee, the Highland Dwarves receive melee damage, armor, and social bonuses
• Giant - formidable and determined, the stoical Giants can endure punishment with stout hearts, giving them HP and morale bonuses
BEASTFOLK ALLIANCE - Factional Bonus: Fur (grants immunity to freezing damage & winter attrition)
• Vucari - the tough wolf humanoids of the Vucari are resilient and relish a good fight, giving them HP and overall melee bonuses
• Checchiatari - the impetuous feline humanoids of the Checchiatari are brave and gifted with monetary wisdom, giving them financial and morale boosts
• Sabalazmon - the sable & marten humanoids of the Sabalazmon are acrobatic and recklessly brave, giving them agility and morale boosts
• Liskai - the cosmopolitan, migrant fox humanoids of the Liskai are gifted marksmen and envoys, giving them accuracy and social boosts
• Rosomai - the gruff, proud, and virtually unshakable wolverine humanoids of the Rosomai are consummate warriors, giving them armor, HP, and morale boosts
• Patkani - the numberless masses of the rat-like Patkani are clever melee fighters and fierce protectors, giving them melee attack and defensive boosts
• Hirvi - the peaceful elk humanoids of the Hirvi are consummate magic users, enjoying both magic and mysticism boosts
Step 5: What is your background?
ROSE THROUGH THE RANKS
Heroes born among the peasantry have a common touch, giving them large social bonuses among the lower classes and Radicals. The foundation of your credibility as an officer is years of valiant service in the armed forces, granting you accuracy and HP boosts.
You grew up an anonymous and poor child, thrown into work at an early age to bring in a meager existence for your family. Facing a lifetime of poverty you took a risk that many take, joining the army for pay- but you did so with uncommon zeal. Through sheer determination and a dash of luck, you fought your way into an officer’s commission, a very difficult feat. As an individual of low birth, you have a decidedly common touch- many have dreamed of being in your position. However, the nobility is not so impressed with you and more often than not will avoid your company or dismiss your merits. Additionally, as a peasant you depend on your commission alone to fund your army and have no special financial backing, meaning that you will have to save money wherever the possibility arises.
• Soldier’s Child- you are the accidental result of the union between a soldier and a ‘camp follower’, with your mother’s eyes and more than a bit of your father’s mouth. Your father died in your youth, but life in the wake of the army made service a natural choice for you. As a result, you enjoy social bonuses with fellow servicemen and your military superiors, regardless of social class. Early sword training also gives you a melee attack boost.
• Laborer’s Child- you were weaned on the teachings of hard work, and your family’s legacy is in stone and mortar, not blood. Your accomplishments can be seen on your calloused hands, and you are unafraid of physical exertion as a result. You almost never fatigue, and any traps or defenses you construct are done so with precision, boosting their overall effectiveness.
• Orphan- you never knew your parents, only the rod and a long string of overlords, some benevolent and some completely sadistic. After toiling in the factories for years, you escaped and joined up with the Army. Your ability to endure pain and absorb punishment continues to astound your peers, and this translates to a damage resistance and HP boost.
• Beggar’s Child- your parents were consummate social parasites, sending you off to help the family beg, borrow, or steal anything you needed to survive. Years of dodging the law gave you razor-sharp cunning and a very steady hand. As a result, you get accuracy and agility boosts.
SILVER SPOON
Heroes with the Silver Spoon background were born among the merchant classes, giving them large social bonuses among the middle classes. Your family legacy is one of influence through wealth and mercantile acumen, and this affects your character by giving you store discounts and better commodities trading profits.
You are the child of enterprising parents, people who pride themselves on pulling themselves up by the bootstraps- or climbing over the bodies of their peers. You learned early that being the child of a merchant puts you one step above the peasantry and a mile below the nobility, and that the act of keeping one’s wealth can almost be as difficult as making it. In a bid to inject themselves into the nobility your parents spent a fortune in bribes and gifts to obtain a military commission for you, and since they want to secure their investment they grant you a reasonable allowance that boosts your income. You do not endear yourself much to either the nobility or the peasantry, but both social strata recognize your necessity, meaning that you do not have any social penalties for dealing with either.
• Mage’s Child- the eccentricities of your parents, as well as the general public’s mistrust of the arcane, made your childhood somewhat difficult and your friends few. However, they insisted that you grow up smart, giving you early training in the many schools of magic. As a result, you get magical, mysticism, and alchemy power boosts.
• Banker’s Child- your parents taught you early that fraud and greed shape people in astounding ways, and that these ways can be predicted by a keen individual. Raised to succeed the family trade, you’re a fully qualified financial expert that knows how to charge just enough interest on loans without being totally insulting, how to give just enough interest to eke out inflation, and how to smack debtors just softly enough to keep them working. This translates to significantly increased interest gathered on your savings as well as a boost to your allowance.
• Trader’s Child- you seem to have spent a large part of your life in caravans and in ship’s holds, traveling the world and immersing yourself in foreign markets. You’ve learned the delicate art of haggling well and made a study of foreign cultures- if only to distinguish between mild resentment and murderous hatred after one too many rounds of bargaining. You can buy commodities certificates at a discount and get special tips on where to sell them for the highest profit.
• Craftsman’s Child- you’ve grown up on the simple wisdom that commerce exists to satisfy peoples’ wants, and that most of the time people simply want to be happy. If that means foregoing sleep for nights on end to finish a project, or selling custom ‘sexual curiosities and bedroom follies’ out of a private room in the carpentry shop, so be it. Your experience with large and custom orders means that you waste less, therefore using fewer raw materials when crafting new items.
PEDIGREE
Heroes with the Pedigree background are born unto the purple, and their place in the aristocracy gives them large social bonuses with fellow nobles. However, their lack of understanding (or appreciation) of the lower classes hobbles their interactions with them. Your family legacy stretches back to gods know when. As far as you can remember, your family has enjoyed a sumptuous lifestyle living off of rents and royalties. After an adolescence filled with art, politics, and swordplay, Pedigrees enjoy boosts to their melee abilities as well as their interactions with the authorities and Royalists. They also have lavish allowances, allowing them to field expensive units considerably earlier than other commanders.
However, breeding out of political expediency from a narrow genetic pool comes with its costs. Where peasants and merchants enjoy special benefits when choosing their background, Pedigrees must choose a personality disorder stemming from their blue-bloodedness and a few too many branches of the family tree touching each other.
• Psychopathy- while considered fairly normal among the nobility, your complete inability to empathize with others is a most troubling trait among your peers and troops. Convinced that you will lead them to their deaths without so much as a proper burial and a ‘sorry you’re dead’ sympathy card, your troops and party members suffer reduced morale.
• Kleptomania- store owners across the realm have heard of your bauble-pilfering habits and will immediately set about raising their rates to offset the potential losses incurred by your visit. Sometimes you never even realize that you have stolen something. Often when you do, you have trouble explaining to yourself why you nicked it in the first place. Even so, you should check your inventory periodically to see what you got. It could still come in handy.
• Tourette’s Syndrome- there’s nothing like a few bawdy quips to liven up a motivational speech on the eve of battle, but you take it a bit too far with your facial tics and your irrational outbursts of profanity. You’re plagued with spontaneous and irregular twitching and swearing, and while this does endear you somewhat to your army it’s a bit embarrassing when seeking a promotion in royal court. As a result troop morale is slightly increased thanks to your perceived eccentricity, but your dealings with royalty suffer while your interactions with fellow nobles are also stunted.
• Hypochondria- you feel sick. You remember that you weren’t actually sick last time, but that got your guard down, and you’re sure that’s when a disease snuck in and got you. You spend entirely too much time poring through physician’s manuals trying to determine what malaise you have, so much so that you actually become sick. A lifetime of this behavior has left you afraid of all kinds of exposure and your character’s HP suffers as a result.
Step 6: What is your class?
As discussed in "Classes and Weapons", there are 6 available classes, each providing special combat abilities and strategies. Your class choice has a greater impact on your character as an individual than your role as a commander.
• Rake- Short range/agility/DPS focus
• Journeyman- Short range/magic/DPS focus
• Cleric- Medium range/defense/buff focus
• Murmillo- Melee damage/agility/HP focus
• Tank- Melee damage/HP/defense focus
• Jager- Long range/agility/debuff focus
Step 7: What is your combat school and specialty?
As discussed in “Army Structure”, you have 3 major combat doctrines, each subdivided into several specializations. Generally speaking, Infantry favors peasantry, Cavalry favors nobility, and Artillery favors the merchant classes. This should not restrict you from choosing whichever school you wish, however.
INFANTRY
Emphasizes infantry tactics and enables special infantry units. Unit replenishment is faster.
• Logistics Officer
• Drillmaster
• Captain of Skirmishers
• Captain of Grenadiers
CAVALRY
Emphasizes cavalry tactics and enables special cavalry units. Morale is higher.
• Cavalier Lord
• Vanguard
• Lance Major
• Commander of Mounted Infantry
ARTILLERY
Emphasizes artillery tactics and enables special artillery units. Damages enemy morale.
• Bombardier
• Royal Engineer
• Light Artillerist
• Field Artillerist
Entering the Game World
With the completion of the first five steps, your character is ready to enter the world and begin their quest for glory and heroism. However, the creation of your character is not the end. Your actions, your interactions with others, and your choices will change many lives and ultimately shape what kind of person your character is. Will you become a hero of the people, bringing justice to the lower classes and rebelling against the status quo? Will you become a defender of civilization, defending the rights and statehoods of all beings? Will you side with the royalists and defend sovereignty against rebels and outsiders? Will you extend the grasp of your species at the expense of others, or will you be an agent of unity and diplomacy between warring races, tribes, and factions?
The choices are yours to make. Many may die along the way, but they will do so gladly in the name of a good cause and a great hero. In a world of conflict, there are no wrong choices- just different consequences. The only poor decision is to make no decision at all.
Bonus Questions:
What is your favorite color?
What is the capitol of Assyria?
What is the air-speed velocity of an unladen swallow?
Continuing! This is the companion to the rather in-depth army structure document. This is similarly detailed, but hopefully more useful in crafting a character to fit into the Realm of Sejhat universe. Let me know if there are any discrepancies, editing errors, or formatting issues you run into.
Character Creation
This document is intended as a guide through the character creation process, which presents the player with a series of questions that will, with a bit of thought, create unique heroes that offer a wide variety of potential bonuses.
Step 1: What is your character’s name?
Create a name, surname, and title for your character. Titles are optional, but your name will determine what your friends, family, and associates call you while your surname will determine how you’re addressed in official documentation and formal situations.
Step 2: What is your gender?
Generally speaking, citizens of either sex are treated as equals. However, your choice in gender may affect or enable special interactions with certain characters, and it will certainly have an impact on your romantic options.
Step 3: What is your nation?
There are four major nation-states in Sejhat: The Caliphate of Man, the Beastfolk Alliance, the Dwarven Confederacy, and the Elven Maenid Empire. While each of these is further divided into many territories, races, and cultures, your choice of nation will determine what races are available to you.
Step 4: What is your race?
Each of the four nation-states has several races within. Some are client races, playing a minor or subordinate political role, and some are major. After you make your choice you can start making visual customizations of your character. By nation, the races are listed as follows:
CALIPHATE OF MAN - Factional Bonus: Zeal (boosts morale & reduces effects of morale shocks)
• Human (Caliphate) - citizens of the Caliphate are cosmopolitan and religiously guided, giving them social and morale boosts
• Human (Benni Sulayim) - the desert nomads of the Benni Sulayim are renowned mystics and survivors, giving them mysticism and HP boosts
• Human (Circassid Empire) - citizens of the tropical and trade-centric Circassid Empire are cosmopolitan and commerce minded, giving them social and financial boosts
• Djinn Elf - the fire casters of the Djinn Elves are rugged survivors and talented elementalists, giving them magic and HP boosts
• Siparid - the acrobatic saurian humanoids of the Siparids are agile and proficient at swordplay, giving them agility and melee damage boosts
• Kolkan - the tiger humanoids of the Kolkan are determined and martial, giving them modest overall damage and significant morale boosts
• Orc (Babilaki) - the brutish looking, but surprisingly sophisticated Orcs are tough and adept melee fighters, giving them HP and melee damage boosts
ELVEN MAENID EMPIRE - Factional Bonus: Culture (boosts crafting & propaganda effects)
• Maenid Elf - the leaders and patrons of the Maenid Empire, the Maenids are skilled bowmen and mages, giving them ranged damage and magic bonuses
• Therian Elf - the scholars and druids of the Therians are most comfortable in melee combat and immersion with nature’s mysteries, giving them melee & mysticism boosts
• Ikonid Elf - the Amazons of the Ikonid people are celebrated sailors and armored warriors, giving them armor boosts and social bonuses in coastal cities
• Vardyrai Elf - the frontiersmen of the Vardyrai people are rugged survivalists and keen marksmen, giving them HP and accuracy bonuses
DWARVEN CONFEDERACY - Factional Bonus: Scientific Method (decreases tech costs)
• Lowland Dwarf - inventive, scientific, and commerce-centered, Lowland Dwarves rely on firepower and industrial trading, giving them financial and ranged damage boosts
• Highland Dwarf - charismatic and ferocious in melee, the Highland Dwarves receive melee damage, armor, and social bonuses
• Giant - formidable and determined, the stoical Giants can endure punishment with stout hearts, giving them HP and morale bonuses
BEASTFOLK ALLIANCE - Factional Bonus: Fur (grants immunity to freezing damage & winter attrition)
• Vucari - the tough wolf humanoids of the Vucari are resilient and relish a good fight, giving them HP and overall melee bonuses
• Checchiatari - the impetuous feline humanoids of the Checchiatari are brave and gifted with monetary wisdom, giving them financial and morale boosts
• Sabalazmon - the sable & marten humanoids of the Sabalazmon are acrobatic and recklessly brave, giving them agility and morale boosts
• Liskai - the cosmopolitan, migrant fox humanoids of the Liskai are gifted marksmen and envoys, giving them accuracy and social boosts
• Rosomai - the gruff, proud, and virtually unshakable wolverine humanoids of the Rosomai are consummate warriors, giving them armor, HP, and morale boosts
• Patkani - the numberless masses of the rat-like Patkani are clever melee fighters and fierce protectors, giving them melee attack and defensive boosts
• Hirvi - the peaceful elk humanoids of the Hirvi are consummate magic users, enjoying both magic and mysticism boosts
Step 5: What is your background?
ROSE THROUGH THE RANKS
Heroes born among the peasantry have a common touch, giving them large social bonuses among the lower classes and Radicals. The foundation of your credibility as an officer is years of valiant service in the armed forces, granting you accuracy and HP boosts.
You grew up an anonymous and poor child, thrown into work at an early age to bring in a meager existence for your family. Facing a lifetime of poverty you took a risk that many take, joining the army for pay- but you did so with uncommon zeal. Through sheer determination and a dash of luck, you fought your way into an officer’s commission, a very difficult feat. As an individual of low birth, you have a decidedly common touch- many have dreamed of being in your position. However, the nobility is not so impressed with you and more often than not will avoid your company or dismiss your merits. Additionally, as a peasant you depend on your commission alone to fund your army and have no special financial backing, meaning that you will have to save money wherever the possibility arises.
• Soldier’s Child- you are the accidental result of the union between a soldier and a ‘camp follower’, with your mother’s eyes and more than a bit of your father’s mouth. Your father died in your youth, but life in the wake of the army made service a natural choice for you. As a result, you enjoy social bonuses with fellow servicemen and your military superiors, regardless of social class. Early sword training also gives you a melee attack boost.
• Laborer’s Child- you were weaned on the teachings of hard work, and your family’s legacy is in stone and mortar, not blood. Your accomplishments can be seen on your calloused hands, and you are unafraid of physical exertion as a result. You almost never fatigue, and any traps or defenses you construct are done so with precision, boosting their overall effectiveness.
• Orphan- you never knew your parents, only the rod and a long string of overlords, some benevolent and some completely sadistic. After toiling in the factories for years, you escaped and joined up with the Army. Your ability to endure pain and absorb punishment continues to astound your peers, and this translates to a damage resistance and HP boost.
• Beggar’s Child- your parents were consummate social parasites, sending you off to help the family beg, borrow, or steal anything you needed to survive. Years of dodging the law gave you razor-sharp cunning and a very steady hand. As a result, you get accuracy and agility boosts.
SILVER SPOON
Heroes with the Silver Spoon background were born among the merchant classes, giving them large social bonuses among the middle classes. Your family legacy is one of influence through wealth and mercantile acumen, and this affects your character by giving you store discounts and better commodities trading profits.
You are the child of enterprising parents, people who pride themselves on pulling themselves up by the bootstraps- or climbing over the bodies of their peers. You learned early that being the child of a merchant puts you one step above the peasantry and a mile below the nobility, and that the act of keeping one’s wealth can almost be as difficult as making it. In a bid to inject themselves into the nobility your parents spent a fortune in bribes and gifts to obtain a military commission for you, and since they want to secure their investment they grant you a reasonable allowance that boosts your income. You do not endear yourself much to either the nobility or the peasantry, but both social strata recognize your necessity, meaning that you do not have any social penalties for dealing with either.
• Mage’s Child- the eccentricities of your parents, as well as the general public’s mistrust of the arcane, made your childhood somewhat difficult and your friends few. However, they insisted that you grow up smart, giving you early training in the many schools of magic. As a result, you get magical, mysticism, and alchemy power boosts.
• Banker’s Child- your parents taught you early that fraud and greed shape people in astounding ways, and that these ways can be predicted by a keen individual. Raised to succeed the family trade, you’re a fully qualified financial expert that knows how to charge just enough interest on loans without being totally insulting, how to give just enough interest to eke out inflation, and how to smack debtors just softly enough to keep them working. This translates to significantly increased interest gathered on your savings as well as a boost to your allowance.
• Trader’s Child- you seem to have spent a large part of your life in caravans and in ship’s holds, traveling the world and immersing yourself in foreign markets. You’ve learned the delicate art of haggling well and made a study of foreign cultures- if only to distinguish between mild resentment and murderous hatred after one too many rounds of bargaining. You can buy commodities certificates at a discount and get special tips on where to sell them for the highest profit.
• Craftsman’s Child- you’ve grown up on the simple wisdom that commerce exists to satisfy peoples’ wants, and that most of the time people simply want to be happy. If that means foregoing sleep for nights on end to finish a project, or selling custom ‘sexual curiosities and bedroom follies’ out of a private room in the carpentry shop, so be it. Your experience with large and custom orders means that you waste less, therefore using fewer raw materials when crafting new items.
PEDIGREE
Heroes with the Pedigree background are born unto the purple, and their place in the aristocracy gives them large social bonuses with fellow nobles. However, their lack of understanding (or appreciation) of the lower classes hobbles their interactions with them. Your family legacy stretches back to gods know when. As far as you can remember, your family has enjoyed a sumptuous lifestyle living off of rents and royalties. After an adolescence filled with art, politics, and swordplay, Pedigrees enjoy boosts to their melee abilities as well as their interactions with the authorities and Royalists. They also have lavish allowances, allowing them to field expensive units considerably earlier than other commanders.
However, breeding out of political expediency from a narrow genetic pool comes with its costs. Where peasants and merchants enjoy special benefits when choosing their background, Pedigrees must choose a personality disorder stemming from their blue-bloodedness and a few too many branches of the family tree touching each other.
• Psychopathy- while considered fairly normal among the nobility, your complete inability to empathize with others is a most troubling trait among your peers and troops. Convinced that you will lead them to their deaths without so much as a proper burial and a ‘sorry you’re dead’ sympathy card, your troops and party members suffer reduced morale.
• Kleptomania- store owners across the realm have heard of your bauble-pilfering habits and will immediately set about raising their rates to offset the potential losses incurred by your visit. Sometimes you never even realize that you have stolen something. Often when you do, you have trouble explaining to yourself why you nicked it in the first place. Even so, you should check your inventory periodically to see what you got. It could still come in handy.
• Tourette’s Syndrome- there’s nothing like a few bawdy quips to liven up a motivational speech on the eve of battle, but you take it a bit too far with your facial tics and your irrational outbursts of profanity. You’re plagued with spontaneous and irregular twitching and swearing, and while this does endear you somewhat to your army it’s a bit embarrassing when seeking a promotion in royal court. As a result troop morale is slightly increased thanks to your perceived eccentricity, but your dealings with royalty suffer while your interactions with fellow nobles are also stunted.
• Hypochondria- you feel sick. You remember that you weren’t actually sick last time, but that got your guard down, and you’re sure that’s when a disease snuck in and got you. You spend entirely too much time poring through physician’s manuals trying to determine what malaise you have, so much so that you actually become sick. A lifetime of this behavior has left you afraid of all kinds of exposure and your character’s HP suffers as a result.
Step 6: What is your class?
As discussed in "Classes and Weapons", there are 6 available classes, each providing special combat abilities and strategies. Your class choice has a greater impact on your character as an individual than your role as a commander.
• Rake- Short range/agility/DPS focus
• Journeyman- Short range/magic/DPS focus
• Cleric- Medium range/defense/buff focus
• Murmillo- Melee damage/agility/HP focus
• Tank- Melee damage/HP/defense focus
• Jager- Long range/agility/debuff focus
Step 7: What is your combat school and specialty?
As discussed in “Army Structure”, you have 3 major combat doctrines, each subdivided into several specializations. Generally speaking, Infantry favors peasantry, Cavalry favors nobility, and Artillery favors the merchant classes. This should not restrict you from choosing whichever school you wish, however.
INFANTRY
Emphasizes infantry tactics and enables special infantry units. Unit replenishment is faster.
• Logistics Officer
• Drillmaster
• Captain of Skirmishers
• Captain of Grenadiers
CAVALRY
Emphasizes cavalry tactics and enables special cavalry units. Morale is higher.
• Cavalier Lord
• Vanguard
• Lance Major
• Commander of Mounted Infantry
ARTILLERY
Emphasizes artillery tactics and enables special artillery units. Damages enemy morale.
• Bombardier
• Royal Engineer
• Light Artillerist
• Field Artillerist
Entering the Game World
With the completion of the first five steps, your character is ready to enter the world and begin their quest for glory and heroism. However, the creation of your character is not the end. Your actions, your interactions with others, and your choices will change many lives and ultimately shape what kind of person your character is. Will you become a hero of the people, bringing justice to the lower classes and rebelling against the status quo? Will you become a defender of civilization, defending the rights and statehoods of all beings? Will you side with the royalists and defend sovereignty against rebels and outsiders? Will you extend the grasp of your species at the expense of others, or will you be an agent of unity and diplomacy between warring races, tribes, and factions?
The choices are yours to make. Many may die along the way, but they will do so gladly in the name of a good cause and a great hero. In a world of conflict, there are no wrong choices- just different consequences. The only poor decision is to make no decision at all.
Bonus Questions:
What is your favorite color?
What is the capitol of Assyria?
What is the air-speed velocity of an unladen swallow?
Category Story / Fantasy
Species Unspecified / Any
Size 120 x 95px
File Size 51 kB
Im trying for the most devastating, mobile and ranged artillery :) He's a supporter of the peoples cause and will go against the sovereign/government/alliance to get his way. Has a general distaste for hypocrisy and corruption. I kinda want him to have a tittle but the one I like doesn't fit =/
Maybe a little? I tried to factor in successful elements from a lot of games when trying to create this one. I like Oblivion's character creation system, but not so much it's linear storyline. Plus, if nothing else if this were a game I'd avoid having one voice actor do the dialogue for an entire species!
Let's see what I can dream up...
1. Phosphor Murran(female)
2. The Caliphate of Man
3. Human (Benni Sulayim)
4. Beggar's Child
5. Infantry(Logistics Officer)
A rough little background for her, I might do something more in depth and detailed at a later date.
Very few know the true story of Phosphor Murran's past and what brought her to join the Armies of the Caliphate. Even fewer bother to look that far into her past. Smart brave, and fiercely loyal to the Ideals of the Caliphate. Phosphor obtained an officer's commission the hard way, through a battlefield promotion. Phosphor quickly rose through the ranks, learning all the intricacies of bribing, stealing, cheating, selling, buying, and moving valuable equipment and supplies from one place to another in as short a time as possible. It is said that it was also during this time that she earned, or rather given, the nickname "Ice Inferno" after a group of men attempted to rape Phosphor one night. A Battlemage from her unit had heard the commotion and quickly responded only to find all three of the assailants dead or dieing. To this day the Battlemage swears on his own life that her rage "...was so hot it was cold. Icicles were on the dead and I could see my breath. When she looked at me it took all my will not to draw on her out of fear. I thoroughly believe that saved my life." Now, as one of the youngest ever to command an army Phosphor Murran must find her way through the murky and unforgiving world of politics and war as many eyes await her progress.
1. Phosphor Murran(female)
2. The Caliphate of Man
3. Human (Benni Sulayim)
4. Beggar's Child
5. Infantry(Logistics Officer)
A rough little background for her, I might do something more in depth and detailed at a later date.
Very few know the true story of Phosphor Murran's past and what brought her to join the Armies of the Caliphate. Even fewer bother to look that far into her past. Smart brave, and fiercely loyal to the Ideals of the Caliphate. Phosphor obtained an officer's commission the hard way, through a battlefield promotion. Phosphor quickly rose through the ranks, learning all the intricacies of bribing, stealing, cheating, selling, buying, and moving valuable equipment and supplies from one place to another in as short a time as possible. It is said that it was also during this time that she earned, or rather given, the nickname "Ice Inferno" after a group of men attempted to rape Phosphor one night. A Battlemage from her unit had heard the commotion and quickly responded only to find all three of the assailants dead or dieing. To this day the Battlemage swears on his own life that her rage "...was so hot it was cold. Icicles were on the dead and I could see my breath. When she looked at me it took all my will not to draw on her out of fear. I thoroughly believe that saved my life." Now, as one of the youngest ever to command an army Phosphor Murran must find her way through the murky and unforgiving world of politics and war as many eyes await her progress.
Cool character with a cool story to boot! It makes me want to see this badass, stone cold young lady blow some rebels or enemies of the state away. I like the idea of a beggar's child becoming a logistics officer- it takes a beggar to understand how important saving money can be, and I can see that being a successful recipe.
Name
Karudi Hissan
Nation
Caliphate of Man
Race
Orc (Babilaki)
Background
Rose Through the Ranks - Labourer's Child
Combat School and Speciality
Infantry - Captain of Skirmishers
Bonus Questions
What is your favourite colour? Blue
What is the capital of Assyria? Assur
What is the speed velocity of an unladen swallow? A European swallow or an African swallow?
Karudi Hissan
Nation
Caliphate of Man
Race
Orc (Babilaki)
Background
Rose Through the Ranks - Labourer's Child
Combat School and Speciality
Infantry - Captain of Skirmishers
Bonus Questions
What is your favourite colour? Blue
What is the capital of Assyria? Assur
What is the speed velocity of an unladen swallow? A European swallow or an African swallow?
Ah, an Orc skirmisher. I haven't written many documents on overall combat doctrine for the Orcs yet, though I did confide in a friend that their style of warfare is one of small, independently led and operated units with an overall strategy in mind, and skirmishers fit into that doctrine perfectly. Also, Labourer's Child is an interesting choice- building skills always come in handy on the defensive.
A Rosomai orphan who worked in the mines- interesting, and something I hadn't really considered before. The Rosomai are a steppe people, but they have to get iron for their weapons and fuel for their smiths somewhere. Additionally, I imagine that a clanless orphan would not gain a lot of respect in their traditional society, and I can see how that would be a good incentive for the guy to join modern society.
Rosomai, in my opinion, are well qualified as grenadiers due to their impetuous and brave nature. They're virtually unshakable and will keep on fighting even if they're the only survivor in an entire regiment.
Rosomai, in my opinion, are well qualified as grenadiers due to their impetuous and brave nature. They're virtually unshakable and will keep on fighting even if they're the only survivor in an entire regiment.
A Djinn, eh? Combining fire magic and elementalism with artillery? I can definitely see building a strategy around that. Howitzers and other bombardment guns work best at long range, while magic works best at relatively close range, and both have immense killing power. I see trouble ahead for your enemies!
You don't need a qualification to call yourself a doctor - just look at "Dr" Jillian McKeith
And it seems logical to me. The upbringing left him tactical and practical, Being a nomad is what allowed him to travel fast and light - setting up traps and moving location rapidly without leaving a lasting impact to the surrounding area.
And it seems logical to me. The upbringing left him tactical and practical, Being a nomad is what allowed him to travel fast and light - setting up traps and moving location rapidly without leaving a lasting impact to the surrounding area.
Ok, I've tried to sum it up differently.
He always had big ambitions, but didn't have the footing to get where he wanted to be. He got to where he is soley on cunning, determination and luck. His upbringing (as a theives son) taught him the cunning - he used false aliases (from which the title Dr came from, as a kind of souvenir of times gone by) because he always knew he could just move on to somewhere else if he had to, which is the influence of living nomadically gave him. He was chosen for training as a royal mechanic (rather then artillery, and then specialising from there) as he was found to not only have all the right skills, but he excelled at all of them.
I think that is probably a better explaination.
He always had big ambitions, but didn't have the footing to get where he wanted to be. He got to where he is soley on cunning, determination and luck. His upbringing (as a theives son) taught him the cunning - he used false aliases (from which the title Dr came from, as a kind of souvenir of times gone by) because he always knew he could just move on to somewhere else if he had to, which is the influence of living nomadically gave him. He was chosen for training as a royal mechanic (rather then artillery, and then specialising from there) as he was found to not only have all the right skills, but he excelled at all of them.
I think that is probably a better explaination.
Name: Kynila Tulyk
Nation: Beastfolk Alliance
Race: Vucari
Background: Rose through the ranks- Soldiers Child
Combat School and Specialty: Infantry- Captain of Skirmishers
I might do a little bit more substantial background on her later, but for now I see her as a kind of tomboy, who rejected the traditional female role in society and instead pursued a career in the military, where she rose to command of a small unit, where her sharp wit and tactics has earned her the respect of her men.
Bonus:
1) Green
2) Ohio
3) African or European?
Nation: Beastfolk Alliance
Race: Vucari
Background: Rose through the ranks- Soldiers Child
Combat School and Specialty: Infantry- Captain of Skirmishers
I might do a little bit more substantial background on her later, but for now I see her as a kind of tomboy, who rejected the traditional female role in society and instead pursued a career in the military, where she rose to command of a small unit, where her sharp wit and tactics has earned her the respect of her men.
Bonus:
1) Green
2) Ohio
3) African or European?
Vucari represent the most balanced race among the beastfolk, with overall good stats and a wide variety of tactics. Given the relative lawlessness of the Alliance I can definitely see how a female with the right wit and battle skills could excel in a light infantry role.
Additionally, it wouldn't be unheard of for the Vucari. Males and females are relative equals in their society, and while the army, with its culture 'borrowed' from the Dwarves, is a bit more patriarchal than the rest of society they won't turn their noses up at a qualified female.
Additionally, it wouldn't be unheard of for the Vucari. Males and females are relative equals in their society, and while the army, with its culture 'borrowed' from the Dwarves, is a bit more patriarchal than the rest of society they won't turn their noses up at a qualified female.
Quite like the sound of this actually.
Let's see...
1: Zilthar Sendren (Male).
2: Caliphate of Man.
3: Siparid.
4: Rose Through the Ranks - Soldier's Child.
5: Infantry - Captain of Skirmishers.
The Bonus Questions:
6: Blue.
7: ...Why would I care?
8: Fast, let the scholars debate the niceties.
A little bio as well:
Son of an unknown soldier killed in a drunken bar brawl, Zilthar followed his forgotten father into the military not out of some paternally-imparted sense of duty, but to prove to himself and his peers that even the lowest hatchling could show up those born with money in their hands and crowns on their heads. So far, he seems to be succeeding, although it is well known what is said about pride coming before a fall. It remains to be seen whether this rising star gets snuffed out before he finds his true calling.
Let's see...
1: Zilthar Sendren (Male).
2: Caliphate of Man.
3: Siparid.
4: Rose Through the Ranks - Soldier's Child.
5: Infantry - Captain of Skirmishers.
The Bonus Questions:
6: Blue.
7: ...Why would I care?
8: Fast, let the scholars debate the niceties.
A little bio as well:
Son of an unknown soldier killed in a drunken bar brawl, Zilthar followed his forgotten father into the military not out of some paternally-imparted sense of duty, but to prove to himself and his peers that even the lowest hatchling could show up those born with money in their hands and crowns on their heads. So far, he seems to be succeeding, although it is well known what is said about pride coming before a fall. It remains to be seen whether this rising star gets snuffed out before he finds his true calling.
I was hoping that someone would craft a Siparid character! I'm looking forward to illustrating them soon...
The Siparids tend to fight in old-fashioned ways, armored in chitin and bearing one or two swords. However, as a suzerainty of the Caliphate they can go to officer's school to learn to fight in modern ways, including the tactics of skirmishing. I can kind of see Zilthar as a character torn between his ambitions and the expectations/culture of his people.
The Siparids tend to fight in old-fashioned ways, armored in chitin and bearing one or two swords. However, as a suzerainty of the Caliphate they can go to officer's school to learn to fight in modern ways, including the tactics of skirmishing. I can kind of see Zilthar as a character torn between his ambitions and the expectations/culture of his people.
...I like that idea, actually.
I now have the image of a lizardman in steampunk military dress with a chitin sword and contemporary pistol. And I'm loving it. Yeah, I can see Zilthar being that sort of person... which would explain why he went to officer's school in the first place against traditions, specifically to spite his father.
Damn you Jodi, you've got me hooked now!
I now have the image of a lizardman in steampunk military dress with a chitin sword and contemporary pistol. And I'm loving it. Yeah, I can see Zilthar being that sort of person... which would explain why he went to officer's school in the first place against traditions, specifically to spite his father.
Damn you Jodi, you've got me hooked now!
Hey can you combing some of the beast folk, I'm asking cause I can come up with a character that is a mix of the fox like beastfolk and wolf ones, I can see him loosing one of the bonuses from both parts like the social one from the Liskai and the HP from the Vucari and only getting half the bonuses to Melee and accuracy as pure bloods would get.
Sadly, interracial mixing doesn't quite work in Sejhat. First off there are cultural barriers to overcome, but if couples of different species do occur either the offspring are sterile or there's simply no offspring.
This isn't problematic amongst different sub-species of Elves, but the Beastfolk are genetically different enough that they could cross species barriers and have sex, but they wouldn't have children.
However, that said, there's a lot of cosmetic diversity in the Beastfolk- especially among the Checchiatari, Vucari, and Liskai. It's not unheard of to breed for certain desirable traits, even if they're simply cosmetic. This requires generations of careful breeding, but the results speak for themselves- the Checchiatari, for example, have a vast array of distinct colorations, each connotative of a family line.
This isn't problematic amongst different sub-species of Elves, but the Beastfolk are genetically different enough that they could cross species barriers and have sex, but they wouldn't have children.
However, that said, there's a lot of cosmetic diversity in the Beastfolk- especially among the Checchiatari, Vucari, and Liskai. It's not unheard of to breed for certain desirable traits, even if they're simply cosmetic. This requires generations of careful breeding, but the results speak for themselves- the Checchiatari, for example, have a vast array of distinct colorations, each connotative of a family line.
1: Qaletaqa, then Audun, now goes by Dominik Raes
2: The Beastfolk Alliance
3: Vucari
4: Rose Through the Ranks - Beggar's Child
5: Infantry - Captain of Skirmishers
The son of a handicapped veteran, Qaletaqa (or Qale, pronounced Call)spent the first few years of his life scrapping by on whatever he could beg, "borrow" or steal after his father's commander declared him deceased and seized his small farm and livestock under the guise of a state-ordered land redistribution. After both his parents passed away, Qale became a street orphan, earning the nickname "Aulun," or abandoned. His practice of stealing from those with heavy purses - "only from those who could afford it" according to local militia - nearly earned him prison time. After the intervention of a kindly priest, however, Qale spent several years in service to the church. It was only with the threat of invasion, and the sudden swelling of the city's garrison, that his pride in his father was re-kindled, and he joined the army. Taking the new name Dominik, or "belongs to God," he proved a successful tactician and a deadly marksman. Within a remarkably short time, he was granted a field commission as a lieutenant, and then promoted to captain for his company's defense of a critical crossroads.
Now, he has been granted permission to form his own company of marksman, frontiersman and survivalists, "to disorient, delay, deter, deny and destroy the enemy." Many of his superiors, still skeptical of his lower social status as well as his unorthodox tactics, await his first engagement. Dominik intends to prove his worth, and that of his company.
Bonus Questions:
1) Blue
2) Nineveh
3) Not that I could measure it, but it's faster than a carrier pigeon, so that's how we send our most urgent messages back to headquarters.
Interesting. In reading your bio your character seems like a blend between a soldier's child, an orphan, and a beggar. Still, of the three a beggar's child is perhaps the most useful for a skirmisher, as plinking at the enemy and dodging their reprisals is easier given their special boost.
Yeah, I was trying to make the beggar stand out more, but that didn't really happen. Although, as long as you pick your background advantage in the game, your actual back-story doesn't affect it, does it?
And yes, I'm still of the skirmisher mindset, hence the Beggar's Child upbringing.
And yes, I'm still of the skirmisher mindset, hence the Beggar's Child upbringing.
I have been poking my nose around Sejhat for a while now, and finally caved in to taking the time to draft a character. Yes...I'm that guy who arrives a little more than what could be considered "fashionably late" to a party. I'm not exactly sure how this all works, so I'll just drop what I conjured up in my head, and I'm sure you'll be able to make it better fit into the world you have created, should you have time for such ^-^
Name: Cyon "The Bastard" Cinereo
Gender: Male
Nationality: Beastfolk Alliance
Race: Liskai
Background: Laborer's Child
Class: Jager
Combat School and Specialty: Infantry, Captain of the Skirmishers
Cyon Cinereo was born into a simple life of a simple family, his family comprised of a mother, a step father and a twin sister. Cyon worked a majority of his younger years as an errand-runner for his father in law. In his younger years, Cyon was notably impatient. A child-like greed compelled him, while he was still very young, to steal away with some of his family's hard earned income in the middle of the night. With the scant money, he set off to forge a life of his own. Being so young and foolish, Cyon quickly lost what little money he had, but too far from home and too laden with shame to easily return. Instead, the young Liskai was found by a passing captain, fresh to his rank, and so Cyon's military career began.
The captain always treated Cyon like a son but Cyon, who held no small amount of bitterness toward himself for leaving his family, never looked to the captain as a father. For the remaining years of his childhood, Cyon learned to load, fire and care for firearms, often being volunteered to care for the weapons of the small troop that had taken him in, nicknamed "The Bastard" because of his apparent lack of any discernible home. When he finally came of age to join the skirmishers, Cyon proved to be a deadly shot and was shown to have a sharp tactical wit. In one particular engagement with a stray band of raiders, Cyon found himself once again fatherless as the captain who had taken him in so many years ago was struck down by an enemy blade. Although he had never acknowledged the captain as a father figure, Cyon was taken with a sudden grief and rage that he was said to have slain three men with his bare hands, and beaten two more beyond recognition with the length of his army-issued musket. Stories of his name spread, and the young Liskai was promoted to captain of the surviving men.
Modernly, Cyon lives more as a woodsman than a country's man. Relinquished of military duty and commission, the Liskai bides his time and affords his bread serving as a guard for caravans or weary travelers...a life style with little glory. His weapon; the carbine of a captain whose name is forgotten by all but those who served under him. His resolve; to find some way to make a name for himself so that he may one day return without shame to the family he abandoned.
Name: Cyon "The Bastard" Cinereo
Gender: Male
Nationality: Beastfolk Alliance
Race: Liskai
Background: Laborer's Child
Class: Jager
Combat School and Specialty: Infantry, Captain of the Skirmishers
Cyon Cinereo was born into a simple life of a simple family, his family comprised of a mother, a step father and a twin sister. Cyon worked a majority of his younger years as an errand-runner for his father in law. In his younger years, Cyon was notably impatient. A child-like greed compelled him, while he was still very young, to steal away with some of his family's hard earned income in the middle of the night. With the scant money, he set off to forge a life of his own. Being so young and foolish, Cyon quickly lost what little money he had, but too far from home and too laden with shame to easily return. Instead, the young Liskai was found by a passing captain, fresh to his rank, and so Cyon's military career began.
The captain always treated Cyon like a son but Cyon, who held no small amount of bitterness toward himself for leaving his family, never looked to the captain as a father. For the remaining years of his childhood, Cyon learned to load, fire and care for firearms, often being volunteered to care for the weapons of the small troop that had taken him in, nicknamed "The Bastard" because of his apparent lack of any discernible home. When he finally came of age to join the skirmishers, Cyon proved to be a deadly shot and was shown to have a sharp tactical wit. In one particular engagement with a stray band of raiders, Cyon found himself once again fatherless as the captain who had taken him in so many years ago was struck down by an enemy blade. Although he had never acknowledged the captain as a father figure, Cyon was taken with a sudden grief and rage that he was said to have slain three men with his bare hands, and beaten two more beyond recognition with the length of his army-issued musket. Stories of his name spread, and the young Liskai was promoted to captain of the surviving men.
Modernly, Cyon lives more as a woodsman than a country's man. Relinquished of military duty and commission, the Liskai bides his time and affords his bread serving as a guard for caravans or weary travelers...a life style with little glory. His weapon; the carbine of a captain whose name is forgotten by all but those who served under him. His resolve; to find some way to make a name for himself so that he may one day return without shame to the family he abandoned.
In my own mind, I see this as being a character who is still a country man at heart, but who had a less than 'stellar' go at military life. Perhaps he was only an average leader, or perhaps he fell victim of circumstance and lost a few too many men. Either way, I see his combat style being more the tactics of a game hunter, rather than a soldier. I doubt he would carry much class or wooing prowess, though he isnt someone who would be outright uncivil either. He's a patriot in his heart, but having his pride so hurt by his country has left him uneasy with the idea of enlistment or public service.
Resentment or reticence toward public service is not at all an uncommon thing for the Liskai. In many places they aren't even permitted to own land, and they have no homeland or real political representation, living in relative diaspora. Some places are more welcoming to the Liskai than others, but there's a general sense of friction and an attitude among many Liskai that the Beastfolk Alliance hasn't proven its worth enough to potentially die for.
Theoretically, anywhere. The Beastfolk Alliance has many Liskai troops and skirmishers, usually auxiliary units to protect the territories from banditry. For many Liskai, it's the best opportunity to get a steady wage, but for some Liskai it is one of the best opportunities to gain social standing.
Areas like Azek in the north, the frontier with the Caliphate in the south, the tundras of the Kulta Kevanna in the far north, and the slave channels in the southwest and southeast offer opportunities for adventure and advancement even in peacetime. I suppose at this point it'd be up to his personal inclinations- does he hate slavery enough to don the uniform again and fight it? Is he a good mediator and peacekeeper, in which case he'd be valuable in Azek? Or is he a straightforward explorer, in which case the Kulta Kevanna is full of mysteries and dangers?
Areas like Azek in the north, the frontier with the Caliphate in the south, the tundras of the Kulta Kevanna in the far north, and the slave channels in the southwest and southeast offer opportunities for adventure and advancement even in peacetime. I suppose at this point it'd be up to his personal inclinations- does he hate slavery enough to don the uniform again and fight it? Is he a good mediator and peacekeeper, in which case he'd be valuable in Azek? Or is he a straightforward explorer, in which case the Kulta Kevanna is full of mysteries and dangers?
Although he is still young, and has an adventurer's spirit, his main priority is restoring the honor he lost in the military. So, he targets slavers, seeking his own redemption by means of freeing others of their chains. A secondary objective of his would be regaining or even advancing social standing. Having had a taste of an Officer's commission, he has a sense of what it is like to live with higher income. So whether by means of combat action or happenstance he seeks a name as well as derelict honor.
Cool, i'll give it a shot:
1. Dr. Menard Kutherpoly
2. Male
3. Beastfolk Alliance
4. Rosomai
5. Silver Spoon, Craftsman's Child
6. Journeyman/Jager
7. Artillery
In known times, a seris of inventors & doctors come into our world. Many are known well, like Thomas A. Edison, Albert Einstein, & Henry Ford. Others, well, are known way to much, & thats where our story begins. Dr. Menard Kuterpoly was just a young boy in 1945, about 11 years old. his parents were killed by a drunk German Soldier, so he decided to live in a laboratory. He worked on countless potions, when 1 day, a potion changed his life. He spilled some newly formed potion, known to him as HFD-527, which turned him into a wolverine like human. He had to stay inside alot, but when 18 came, he joined Artillery school, since he did work for a nice merchant when he was 6. During his cannon training, he would always get direct hits & no misses. He was assigned to an Artillery Unit that was up front in battle, & he always kept his secret weapon handy during the Vietnam War, but didn't die old, he still lives past death, while still looking young. His job at a wood shop paid off his school, & some of his rights, but he never gives up, never gives in. He might look soft, but make him mad & you'll be looking at your shoes in under 5 seconds. Each day is a new day for Dr. Menard, so hes always ready for the next attack.
How do you think this is, i might have messed up some info, but Its a good start.
1. Dr. Menard Kutherpoly
2. Male
3. Beastfolk Alliance
4. Rosomai
5. Silver Spoon, Craftsman's Child
6. Journeyman/Jager
7. Artillery
In known times, a seris of inventors & doctors come into our world. Many are known well, like Thomas A. Edison, Albert Einstein, & Henry Ford. Others, well, are known way to much, & thats where our story begins. Dr. Menard Kuterpoly was just a young boy in 1945, about 11 years old. his parents were killed by a drunk German Soldier, so he decided to live in a laboratory. He worked on countless potions, when 1 day, a potion changed his life. He spilled some newly formed potion, known to him as HFD-527, which turned him into a wolverine like human. He had to stay inside alot, but when 18 came, he joined Artillery school, since he did work for a nice merchant when he was 6. During his cannon training, he would always get direct hits & no misses. He was assigned to an Artillery Unit that was up front in battle, & he always kept his secret weapon handy during the Vietnam War, but didn't die old, he still lives past death, while still looking young. His job at a wood shop paid off his school, & some of his rights, but he never gives up, never gives in. He might look soft, but make him mad & you'll be looking at your shoes in under 5 seconds. Each day is a new day for Dr. Menard, so hes always ready for the next attack.
How do you think this is, i might have messed up some info, but Its a good start.
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